PDA

View Full Version : Yeah Yeah, another we need help thead


JarredDarque
05-20-2007, 05:28 AM
<p>OK, I know we have bashed this to death, but I feel like putting in my 2 cents anyways.</p><p> First off, there are supposed to be 3 types of tanks, Avoid, Mit, and Resist.</p><p> Obviously, the Mit tank is THE raid tank, bar none.</p><p>Avoid tanks, cant tank raids for crap..I dont play one though, and my input into their classes would probably be wrong.</p><p>Resist tanks..us..now honestly..resist matter yet, but are our increaes in resist useful?  I gotta say no.</p><p>OK, we get +1500 or so divine and magic from def stance, and we do put some focus into WIS, which ups it some more.   What mobs do divine damage though?  honestly..not useful it the least.  As for Magic damge, yeah, I get an extra 1500, but if I am tanking a mob where it matter,  lets take Vyemm for example, it doesnt matter, becaues I already am pushing 10k, any tank is, so our added bonus is useless completely, and utterly, useless.</p><p>Proposed changes in that effect:  Make both resist and avoidance more useful.  I honestly say decrease the avoid of all plate tanks considerably.  10% or so, and lower the to hit chance on mobs, namely raid mobs.  this would in effect make any bit of differance in avoid more useful, and would possibly give brawlers a chance to MT a raid.   Resist.  Lower the resist game wide on gear.  Resist buffs need to be useful please.  Make it so that if a PAladin and Guardian are in the exact same gear, the Paladins resist is CONSIDERABLy higher, and then give class gear pieces for paladins considerably mroe resist than the other tanks, while giving for a guard slightly more mit, for brawlers, more avoid, instead of basically the same cookie cutter crap with differant skins.  Make class gear seperate the tank classes even more, and make those differances useful.  I want to see a raid force come up to an encounter and so ok,  we need a Gaurdian for this mob, at the next mob,  we need a brawler, and for this mob, we definately need a Paladin, or an SK.  Tailor raid mobs so that differant class tanks have an easier time on the mob,  not so that guardians have an easy time on every mob, paladins a bit harder, and brawlers dont stand a chance against any of the mobs.</p><p> We are often told that we lose out on things like mit and avoid for not only resist, but becuase we have heals, but it is often pointed out that they are often interupted, and do not work during stuns.  I propose two fixes to this.  One, give us a skill that allows us a small,  5-10 second?  immunity to stuns/fears, and a long recast, almost like a fight starting last ditch.  Secondly, give us another heal.  Self only heal, semi-fast recast, and very fast cast,  i.e.  CA type fast cast,  that wont drain my entire power pull in two uses.  this would keep us from being comparable to  a healer in our ability to heal others, while getting us back on par with the other plate tanks  (since SKs are more DPs based then use,  give them amini life tap,  like a 600 health drain from mob, 400 health gain to the tank.  signifigantly lower than their last ditch, but useful in combat, and again, it increaes their DPS at the same time, while not healing as much as a paladin, and is self only, and not useful for competing against healers.</p><p> Aggro, I feel we have no/little problems there, sigil and amends are very useful abilities...and yet useless when that wizard goes afk without mentioning it (happened tonight in an instance run..boy was I [Removed for Content] when my other DPSers got aggro before I realized the wiz's power pull wasnt dropping at all)</p><p> I would have no problems with guardians/zerkers having more mit than us, and having temporary mit buffs, and more HPs, if we had something along our lines to make up for it....you do realize that the four things important to atank, guards have us greatly surpassed in three of them, and are equel to us in the fourth?  A guardian can hold aggro against a necro when they lifeburn by planting the mob as easily as we can with sigil.</p><p> We have Paladins around who have 63% solo mit..I think the average is mid 50s, a raid Pally, an OT or jsut a tag-along like myself, can get 60% with abit of work.   There are Paladins with almost 60% avoid, but tehy are less than .0000000000000001% of us.  Maybe a half dozen game wide.  It takes a very well geared paladin to get to 55%, and that is with a ton of money spent on adornments as well.  ther are Paladins with near or at 10k HP, but again, few and far between.  Most raid Paladins are around 8500-8800.  non raid tanks who do raid, are in the lower to mid 8ks,  I am at 8315 right now, with some gear I have planned, I might hit 8500.   But a guardian canhit 60% solo HP and almost as much avoid in the weakest of KOS gear, with near 10k HP.  Our extra resist?  dot matter, they are so close in the same gear that what is the differance?  Heals/wards?  as stated many times, these dont have as much effect as tehy should in raids who do nthign but interupt spellcasting.</p><p> I must say, I feel most sorry for brawlers in their complete inability to tank raids, granted most of them did not play that class for raid tanks, they played it becuase they can do decent gruop tanking with a fair amount of DPS.  I also feel that SKs need some loving.</p><p>BTW, I beleive before KOS expansion maybe..mighta been earlier, it was mentioned that Pallies where also the 'stun' tanks..again how useful on raids, where most mobs cant be stunned? or get a 30 second or more immunity to a stun after that</p>

Chia_Pet
05-21-2007, 03:58 AM
contrary to what the spells say on our stuns, they DO work on epic mobs. though it isnt very useful. i was tanking labs, and we had a pull i needed to bring around the corner, well me thinkin the stun on my bash wouldnt work, i used it. stopped the mob in its tracks and since it couldnt move as i backed up, it turned on others near it till my stun broke. so yeah our stuns work, at least our bash does =/ dunno how thats all that useful though in a raid tanking situation. cause for me, as im pulling trying to establish aggro, all it does is make me NOT use it.

Boli32
05-21-2007, 02:21 PM
The visual knockdown effect works... but it does nothign for the actual stun part of it. None of our stuns don't work vs epics :/

OrcSlayer96
05-21-2007, 02:29 PM
<cite>Chia_Pet wrote:</cite><blockquote>contrary to what the spells say on our stuns, they DO work on epic mobs. though it isnt very useful. i was tanking labs, and we had a pull i needed to bring around the corner, well me thinkin the stun on my bash wouldnt work, i used it. stopped the mob in its tracks and since it couldnt move as i backed up, it turned on others near it till my stun broke. so yeah our stuns work, at least our bash does =/ dunno how thats all that useful though in a raid tanking situation. cause for me, as im pulling trying to establish aggro, all it does is make me NOT use it. </blockquote> Unless you pulled with stormhammer/raincaller or the "epic" mob was a mislabeled herioc(seen a ton of these in various zones, especially Lyceum) then our stuns have no effect stun wise on epics.  Tested with a ungodly amount of epics and you see sometimes a visual knockdown effect on some mobs but they continue to autoattack/spell attack for the supposed stun time.  Even if they hit it would be third down to .66 of a sec with epic stun immunities.   I can't say for others but i have not seen thru my paladin any stuns on epics unless i was using raincaller(stormhammer quest i have put on hold from sheer annoyance on names to kill in kaladim).