View Full Version : SK a good Raid Main Tank now?
Teljair
11-14-2007, 01:52 AM
<p>Now with the extra AA points we can now go full reaver and also be able to pretty much max out our Hate AA line as well. Plus the new spell: Bloodletter - (NEW)-Prevents Death by sacrificing health from your allies to restore you to full health - is going to really make us indespensable. </p><p> Already people on the PVP servers are already hating the thoughts of taking on an SK.</p><p> Being a raid tank main in the past on a normal PVE server I did pretty well. But it looks to me like with this expansion we may now be thought of as a possable raid tank main. What do you fellow SK's think?</p>
CHIMPNOODLE.
11-14-2007, 10:09 AM
It will make and already great raid tank even better. Love it.
Nocifer Deathblade
11-14-2007, 11:58 AM
<cite>CHIMPNOODLE. wrote:</cite><blockquote>It will make and already great raid tank even better. Love it.</blockquote>Especially against fearing epics. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> I'm sure once POF raid version gets in ROK (Already here?).. Raid force would scream for crusader tanks with fear immunity to tank for them..
CHIMPNOODLE.
11-14-2007, 12:16 PM
I was pretty happy just getting my extra 10 second Stun immunity for my Ogre racial. Chain it with deathmarch and a potion... for a nice 28-30 second immunity. Throw in a guild item for an extra 1 minute. Happy <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Nocifer Deathblade
11-14-2007, 12:20 PM
<cite>CHIMPNOODLE. wrote:</cite><blockquote>I was pretty happy just getting my extra 10 second Stun immunity for my Ogre racial. Chain it with deathmarch and a potion... for a nice 28-30 second immunity. Throw in a guild item for an extra 1 minute. Happy <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src=" width="15" height="15" />" width="15" height="15"></blockquote>Ah nice. Now, EQ2 Ogre is closer to EQ1 Ogre who is always immune to frontal melee stun..
CHIMPNOODLE.
11-14-2007, 12:37 PM
<p>Yes. Also picked up a fairly decent extra attack on a relatively short timer (think 1 minute)....like another shield bash (without threat, aside from dammage). Ok dammage (~350-550 iirc) which also Stuns non-epic mobs. Used it a lot last night to make healers life easier when grouping. Can't not like an extra stun <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src=" width="15" height="15" /></p><p>Also get a fun %20 Size increase perma buff spell. I like it. Giant Ogres running around now hehe</p><p>Lost 3 min +5 defense long recast racial buff, and small dammage proc.....also lost about 12 HP after respecc'ing with all the same type choices I had before. Didn't like that lol, even if they were very minimal impact things...but on balance, it's a big gain.</p>
Nocifer Deathblade
11-14-2007, 12:44 PM
<p>Aye, we lose little.. Gain big.. I love current racial traits now than old flavor type racial traits.. Fae broke that. Glad that old races finally have their useful traits thanks to faes. </p>
Dead Knight
11-14-2007, 03:04 PM
We can tank anything quite viably, however we never were the best and still aren't. As far as tanking goes, it has always been and still is Guardian > Berserker > Paladin > Shadowknight > Brawlers. It will stay that way for the forseeable future IMO.
CHIMPNOODLE.
11-14-2007, 03:54 PM
<p>Imo it's more along the lines of SK and Guard neck and neck overall, followed by Pally/Zerker. I used to give Guards a slight nudge on a couple of fights only for having an extra "total dammage stop" and another with a faster refresh rate. With the extra AA giving us another buffer end ability available, and another anti-death (with potential of 2 as a set bonus) I see the very little diff for current lvl mobs. I'm curious about new content though, I haven't heard much yet, and can't find any decent info yet on the net. </p>
Hamervelder
11-15-2007, 06:49 PM
I'm definitely digging some of the changes. Some not so much, but I do think we'll have a more viable place, provided Bloodletter actually works properly.
IxothImhotep
11-16-2007, 08:57 AM
<cite>Uros@Antonia Bayle wrote:</cite><blockquote>I'm definitely digging some of the changes. Some not so much, but I do think we'll have a more viable place, provided Bloodletter actually works properly. </blockquote>yes, seems nice new spell for sk <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> looking forward to be able to use it.
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.