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View Full Version : A paladin concern


Artorius_
10-11-2005, 06:46 PM
<DIV> Devs, id like an explanation about an issue i think is now on live since one of last patches.</DIV> <DIV> </DIV> <DIV> I see that you can modify dinamyc or content to not be trivial, but... After remove of stuns/stifles on raid mobs, a paladin is useless now as tank, we cant self ward or heal because interrupts all time. This make us the worst tanks in raid scenario.</DIV> <DIV> </DIV> <DIV> We need think a tweak with somthing as our heals and wards not interruptables, or something to put us again balanced with rest of tanks. Im not asking for more avoidance or mitigation than posibly would be bad in group scenarios for rest of tanks, but some tweak we need.</DIV> <DIV> </DIV> <DIV>Thx</DIV>

ke'la
10-11-2005, 09:32 PM
How about something like changing the casting times on the heals/wards to something like 0.2sec (with the same recast timer) that way they have a <EM>chance</EM> to interupt but it would be a very slight one, and if your watching the mob you can cast it during the wind-up to an attack and avoid the attack entirely. (BTW I think raid mobs should have no animations(other then partical effects from casters) other then there wind-up/cast animations.

Fatuus
10-12-2005, 03:04 AM
<DIV>Artorius,</DIV> <DIV> </DIV> <DIV>First off, what level are you? I have tanked several raids and NEVER had an issue keeping aggro. It is all about HOW you setup your raid and what classes are in your raid group that is KEY! If you haven't gotten amends upgraded to adept III, you are so wrong you should try a scout class. Amends at adept III transfers 41% of someone's hate gain DIRECTLY to you. What does that mean? Well, its quite simple....you can do several things. While you must configure your raid MT group acording to the scenario at hand (magic resist, high mitigation, etc.), nothing is stopping you from putting a medium to high dps class that is a fighter (like a monk, brusier, or beserker) in your group. You can put amends on this person, which virtually guarantees they cannot gain aggro from you pretty much no matter what they do (including taunts with the exception of some special abilities). You also have at lvl 52 sigil of heroism that you can have up 15 seconds every 2 minutes. This doesn't sound like much, but this is a HUGE amount of aggro going to you AT VERY LITTLE POWER COST and will keep aggro on you easily. Other classes KNOW not to draw huge amounts of aggro to themselves...if they didn't they shouldn't be raiding. </DIV> <DIV> </DIV> <DIV>Now that you have amends on yourself, honestly warding and healing yourself is just a bonus. Healers are there to HEAL YOU, you are there to KEEP AGGRO! You should NOT be attacking the raid mob since their repose' attack causes you more damage and grief for the healers. The previous poster said something about decreasing the cast time for wards, this would be very nice....but NOT critical for raiding as a MT.</DIV> <DIV> </DIV> <DIV>Palladins are the best MT's PERIOD for certain raid scenarios. These include mobs that deal with mostly divine and magic damage (with my divine resist gear I have I can get myself to 70% divine resists BEFORE any healer buffs) and against mobs that do power drain attacks. The fear of fighting raid mobs when stunned is SILLY...healers will cure you of your stun the moment you get stunned if your healer is worth half a grain of salt. Please try actually RAIDING real mobs as the MT before posting. Paladins now do INCREDIBLE things for raiding parties, unfortunately not many people truly understand what they can do for raids. Even when not tanking, they are almost always a MUST to be put in the MT group. They have the highest single migation buff PERIOD in the game, they also increase the WIS of the group by 41 (Crusade Master I tier 5) and higher with their T6 spell. A boost of that increases the healers manapool in the MT group, increases the resistance versus ALL SPELLS about 3% and they have an awesome ward (920 display of devotion adept III lvl 54) that uses only about 90 power that they can keep in the MT. This doesn't include one of the best group heal spells (450 to 700 at adept I) that lets MT group healers concentrate on keeping the MT alive. So don't despair, there is a LOT that paladins give to raiding AFTER the revamps. Prior to the revamps we couldn't keep aggro to save our lives! They definitely made paladins (if they are smart) one of the best classes for holding aggro in the game, much to the dismay of the guardian class......seek out info in the guardian forums if ya don'r believe me.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Flayedskin</DIV> <DIV>Level 48 Paladin Najena Server</DIV>

monrofayy
10-12-2005, 05:11 PM
<DIV>i'm a 53 paladin, notice after the revamp had to relearn my new role,, had to do it Fast !!</DIV> <DIV>  paladins wards are sweet yet little on the slow side when casting only way i could find to by time to cast it is when i use with intercept</DIV> <DIV>since it has no casting time   <share the person damage 75%,  then 2 sec ward go's off, heal, </DIV> <DIV>getting  interupted is gonna happen  but get be avoided i notice type, tier armor make a diffrence far as i can tell ebon to cobolt there was a big diffrence</DIV> <DIV>even thou it doesn't like it   I LAST 20% longer dduring fights ,,best i can say paladin is both tank and middle man , we can tank limitedly depends on how good</DIV> <DIV>the person is who is playing the paladin  i do know that a paladin and a berserker of or around the same level  can really tear things apart if working in unison</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>                                                                                </DIV>