View Full Version : Brawlers, Monks, Bruisers have more HP then Warriors, Berserkers, Guardians?
-Aonein-
08-31-2005, 04:39 AM
<DIV><STRONG><FONT color=#ffcc00>*** Combat Changes ***<BR><BR></FONT></STRONG>- Melee auto-attack and combat arts now process the strength bonus properly and should be noticeably higher.<BR>- Examining your damage range on a weapon will now take into account any buffs on your character. However, the damage rating of a weapon is determined by its base damage, not your buffed damage potential.<BR>- The spell damage bonus from intelligence has been reduced for both player characters and NPCs.<BR><FONT color=#ffff00><STRONG>- The base avoidance on tower and kite shields has been reduced from 20% to 15%.<BR></STRONG></FONT>- Epic encounters now have greater health and power pools. They had been unintentionally weakened through some previous changes. They still have less health and power than they do on the live servers.<BR>- Brawlers can now only riposte frontal attacks. They continue to parry and deflect attacks from behind them.<BR><FONT color=#ffff00><STRONG>- Brawlers/Monks/Bruisers now have slightly higher base health and slightly lower base power than Warriors/Guardians/Berserkers.<BR></STRONG></FONT>- Damage done by pets should now be properly attributed to the pet's owner. <BR>- Certain maintained single-target buffs can now be cast on players outside the caster's group. However, the caster must remain within range of the target player for the buffs to remain active.<BR><BR><B>Berserker changes:</B><BR>- Vision of Madness is now a self-only haste and damage buff at the cost of health over time.<BR><BR><B>Bruiser changes:</B><BR>- Bruisers now gain a single-target fear spell line: Instill Doubt at 30 and Instill Panic at 50.<BR>- The final upgrade to the Intimidate line is now called Unnerve.<BR>- Sonic Fists now has a minimum range of 10 meters. Its maximum range remains 30 meters.<BR><BR><B>Crusader changes:</B><BR>- Vigor of Trust now increases both strength and wisdom.<BR><BR><B>Monk changes:</B><BR>- The monk healing line of spells now dispell hostile Disease and Poison effects.<BR><BR><B>Mystic changes:</B><BR>- The reuse timers on Prophetic Guard, Prophetic Shield, and Prophetic Aegis have been reduced to 2 minutes.<BR><BR><B>Paladin changes:</B><BR>- Pious Belief and Crusade now increase both strength and wisdom.<BR><BR><B>Templar changes:</B><BR>- The reuse timers on Protective Faith, Shielding Faith, and Aegis of Faith have been reduced to 2 minutes.<BR><BR><B>Warden changes:</B><BR>- The reuse timers on Favor of the Untamed, Praise of the Untamed, and Exhaltation of the Untamed have been reduced to 2 minutes.<BR>- Dust Storm and Sand Storm now correctly affect the target opponent. <BR><BR><BR><FONT color=#ffcc00><B>*** Encounters ***</B></FONT><BR><BR>- If an NPC other than a pet or charmed mob does more than 50% of the total damage to an encounter, that encounter will no longer reward coin or XP.<BR>- Overmatch icons no longer display for non-epic encounters.<BR>- If an encounter will give you no reward due to the new encounter rules, its name will turn grey. This lets you know that you will gain no loot or experience for defeating the encounter.<BR>- The /yell command will break an encounter (restoring out-of-combat regen and movement buffs) whether or not is was explicitly locked via the /lock command.</DIV> <DIV><BR> </DIV> <DIV>Can be found <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=5540#M5540" target=_blank><FONT color=#ff3300><STRONG>here</STRONG></FONT></A>.</DIV> <DIV> </DIV> <DIV>Im speachless..............:smileyindifferent:</DIV> <DIV> </DIV> <DIV>A Brawler has more HP then a Warrior..........</DIV><p>Message Edited by -Aonein- on <span class=date_text>08-31-2005</span> <span class=time_text>04:50 PM</span>
infernus006
08-31-2005, 06:18 PM
<div></div><div></div>freaking bullcrap...that better not last long <span>:robotmad: maybe it's a typo... i mean, if they want to make it equal, fine, but why give them more? </span><p>Message Edited by infernus006 on <span class=date_text>08-31-2005</span> <span class=time_text>10:21 AM</span>
Miller
08-31-2005, 06:49 PM
<DIV>Thats how it was In FFXII online. Monks had alot of hp more then any class. guess they are takeing stuff from other games? but thats what alot games do.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Miller 50 Berserker </DIV> <DIV>From Najena</DIV>
It does say Base Hps, so maybe we will still have more because of a stamina bonus? <div></div>
-Aonein-
08-31-2005, 08:07 PM
<DIV>With over 200 STA, 26 STA = 104 HP. Works out to be 4 HP per STA point.</DIV> <DIV> </DIV> <DIV>STA means almost nothing now, it scales more with lvls.</DIV>
Pin StNeedl
08-31-2005, 08:14 PM
<DIV>I don't see any problem with that.</DIV> <DIV> </DIV> <DIV>If testing showed that brawlers took more damage in a melee fight than warriors, why not give them more HPs to compensate? Al it means is healers will use more power to heal them versus melee, and they'll have a larger cushion to work with versus magic.</DIV>
cr0wangel
08-31-2005, 08:22 PM
<P>I disagree with that change, bruisers/monks with more HP than warriors. IMO this is a non sens. They need more power to do more damage, they don't really need more HP...</P> <P>I have a question about the new skill:</P> <P><STRONG>Berserker changes:<BR></STRONG>- Vision of Madness is now a self-only haste and damage buff at the cost of health over time.</P> <P>It seems to be like bloodlust revamped, which I like. Anyone have info about that skill and which level is it? Only good change so far.</P>
-Aonein-
08-31-2005, 08:35 PM
<P>Before they did this change, Templars have posted that they have had no trouble what so ever keeping a Monk alive on Beta. They even stated they didnt even have to use 1 bubble of power which is 20%. Seeing as all healers have been balanced heal wise across there line i cant see it being any different for any others.</P> <P>WIS increases all resistances to spells, and monks can increase their WIS by a big amount, sort of like we can with STR and Guards with STA. So monks tanking casters wont be a problem.</P>
-Aonein-
08-31-2005, 08:42 PM
<BR> <BLOCKQUOTE> <HR> cr0wangel wrote:<BR> <P>I disagree with that change, bruisers/monks with more HP than warriors. IMO this is a non sens. They need more power to do more damage, they don't really need more HP...</P> <P>I have a question about the new skill:</P> <P><STRONG>Berserker changes:<BR></STRONG>- Vision of Madness is now a self-only haste and damage buff at the cost of health over time.</P> <P>It seems to be like bloodlust revamped, which I like. Anyone have info about that skill and which level is it? Only good change so far.</P> <BR> <HR> </BLOCKQUOTE> <P><BR>Its lvl 50 CA.</P> <P>Its a CA that consumes HP, at App I it consumes 62 HP every 6 seconds and every 6 seconds it triggers Berserk. App I is a 12% increase to DPS and attack speed.</P> <P>Check it out <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=4&message.id=14398" target=_blank><STRONG><FONT color=#ff3300>here</FONT></STRONG></A>.</P>
cr0wangel
08-31-2005, 08:52 PM
<BR> <BLOCKQUOTE> <HR> -Aonein- wrote:<BR> <P><BR>Its lvl 50 CA.</P> <P>Its a CA that consumes HP, at App I it consumes 62 HP every 6 seconds and every 6 seconds it triggers Berserk. App I is a 12% increase to DPS and attack speed.</P> <P>Check it out <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=4&message.id=14398" target=_blank><STRONG><FONT color=#ff3300>here</FONT></STRONG></A>.</P> <BR> <HR> </BLOCKQUOTE> <P>Thank you for the info. I always been a fan of bloodlust so I think I would like that skill, it's nice they added back something like this. I just feel sorry for the lower level berserkers, since this is a level 50 skill and bloodlust use to be lower level.</P>
infernus006
08-31-2005, 08:53 PM
i agree it doesn't make sense and it makes me mad as warriors we don't get that much in this game honestly, we really don't we don't get fd or fear or deflection or any type of heal or a bunch of natural avoidance or as much dps as Brawlers do... we do however get loads of hp and mitigation to make up for it..but that's about it we've always had the highest hp of all the classes in the game, it's one of the very few things we've had going for us and probably the most important next to the mit we get from wearing plate and like i said, if they want all fighters to have the same base hp now, fine, i'm not really going to complain about it...but why completely reverse it so now so that warriors wind up having less than brawlers do...very stupid idea IMO <div></div>
Dashel
08-31-2005, 09:34 PM
Ok well lets see here. The premise they are working with is that Monks and Bruisers are tanks, correct? I mean it's decided that that is the role they are to play if I remember right. Correct me if I'm wrong though since it's hard to keep up. Mind you, I'm talking about SOE, not the players decision or opinions. So, they are to tank. They supposedly have less mitigation but more avoidance. I'm guessing the bit of extra HP is to deal with the unlucky string of hits they may get slapped with when tanking. I dont think this is a big deal. Unless it's some crazy amount of HP more, it wont shift the dynamics much. They are probably trying to tweak the balance of warriors being a bit better at tanking but less DPS, and Monks being a bit worse at tanking but better DPS. Just my opinion of course. <div></div>
infernus006
08-31-2005, 10:01 PM
"I'm guessing the bit of extra HP is to deal with the unlucky string of hits they may get slapped with when tanking." that's part of being a brawler. they are not supposed to be the uber tanks that can take a lot of hard hits. that's our job. they can tank with their uber avoidance if they need to but if they get hit then they get hit hard and will need a lot of good heals to stay alive when that happens. that's the trade-off for having the extra dps the other nice abilities they get that we real tanks don't get. and the only way it would make any real difference for them is if they get a LOT of extra hp, which would NOT be fair imo. <div></div>
Gaige
09-01-2005, 10:34 AM
<BR> <BLOCKQUOTE> <P></P> <HR> infernus006 wrote: <P>that's part of being a brawler. they are not supposed to be the uber tanks that can take a lot of hard hits. that's our job. they can tank with their uber avoidance if they need to but if they get hit then they get hit hard and will need a lot of good heals to stay alive when that happens. that's the trade-off for having the extra dps the other nice abilities they get that we real tanks don't get. and the only way it would make any real difference for them is if they get a LOT of extra hp, which would NOT be fair imo.</P> <HR> </BLOCKQUOTE> <P>ROFL you are saying this as a berserker? Oh come on.</P> <P>But anyway, nothing to get all worked up about, as its base HP and in the end it doesn't amount to much. I think I received 300ish HP on my lvl 60 toon and 200ish on my lvl 50 toon.</P> <P>Which unbuffed still had less HP than an unbuffed lvl 50 guardian.</P> <P>So don't get all worked up about it.</P> <P>Besides your gear has more STA than ours.</P> <P>We are tanks though, real ones. That you might have to get used to I guess.<BR></P>
-Aonein-
09-01-2005, 03:32 PM
<P><FONT color=#66ff00>There giving Brawlers more HP to compensate not having the mitigation we have. We all know and even Monks will tell you that Mitigation is far superior and more reliable then Avoidance.</FONT></P> <P><FONT color=#66ff00>SoE know they cant make a avoidance tank as good as a mitigation tank so there increasing there HP to compensate for spike damage they will take during there tanking.</FONT></P> <P><FONT color=#66ff00>Gaige is acually a little wrong because the items he has compared to the items the guard had were worse, so it fell in his favour. There is a post with some screen shots of a Brusier and a Guard with same quaility gear and the Brusier has more HP. But he is right its nothing fancy, its a couple hundred more at best.</FONT></P> <P><FONT color=#66ff00>One thing though Gage, STA does nothing now, 4 hp per STA point and Berserkers have had every single HP buff we had taken away, we have zero HP buffs and zero STA buffs. All we have is a STR buff, thats it.</FONT></P> <P><FONT color=#66ff00>I acually agree with this change now for one simple reason. Ill post that reason here, Moorgard stated it himself :</FONT></P> <P> </P> <P></P> <HR> <P>Moorgard wrote:</P> <DIV>I realize there's a natural desire to see some sort of parity between mitigation and avoidance numbers for the various types of tanks, but it isn't that simple. As I'm growing more fond of saying lately, numbers don't tell the whole story. It's tough to say that X mitigation is worth Y avoidance, because the two traits behave differently in combat.</DIV> <DIV> </DIV> <DIV>The mitigation percentage you see is based on a no-arrow solo opponent of your level; your mitigation against another kind of opponent can vary significantly. That's why it's beneficial for a tank to add mitigation even if your display indicates you're at the cap. While you may be at cap against a white-con no-arrow opponent, you're not capped against a yellow-con ^^^ heroic. For wont of a better term, mitigation is mitigated by both the target's level and tier.</DIV> <DIV> </DIV> <DIV>Avoidance, on the other hand, is based on level alone. If you have 70% avoidance, it's 70% against an opponent of your level. That doesn't change based on the tier of your opponent; you avoid about the same against a no-arrow opponent as you do against a ^^^. (Special mobs, such as named and epics, have innate to-hit bonuses given to them, but even in that case higher avoidance still provides an advantage.)</DIV> <DIV> </DIV> <DIV>Thus you get hit harder and more often by opponents that are higher level than you are. In contrast, a higher tier (that is, more arrows) opponent of the same level will hit you harder, but not more often.</DIV> <DIV> </DIV> <DIV>So like I said, comparing the numbers in your persona window don't tell the whole story. Parsing is prone to similar errors in interpretation. Trying to prove that ClassA is a better tank than ClassB by parsing fights against green ^^^ opponents isn't going to guarantee how those classes will perform against orange-con epic fights. If you want to show performance against a specific kind of opponent, you need to parse against that type of opponent.</DIV> <P>===========================<BR>Steve Danuser, a.k.a. Moorgard<BR>Game Designer, EverQuest II</P> <DIV> <HR> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV><FONT color=#66ff00>Now for some really odd ball reason he decided to do a 180 turn a few posts later in reguards to what he posted here and retailiated with this :</FONT></DIV> <DIV> </DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV>Moorgard wrote:</DIV> <DIV> </DIV> <DIV> <BLOCKQUOTE> <HR> Nerjin wrote:<BR> <DIV>Your statements prove that the ONLY viable TANK is a Guardian (High HP and mitigation Tanking). Since, the avoidance levels are capped (Brawler tanking) at level, while mitigation can be buffed, theoritcally through the roof. Plus, certain opponents will hit no matter what, again making mitigation much more important then avoidance. <HR> </DIV></BLOCKQUOTE><BR> <DIV>I'm not sure what you mean by "avoidance levels are capped at level." They aren't, at least not differently than mitigation.</DIV> <DIV> </DIV> <DIV>If you have either avoidance or mitigation higher than their cap against a white con (that is, the max value that will display in your persona window), you still gain the benefits from going over the cap when facing higher-level opponents. To show this a little better we changed mitigation from a percentage to a numerical value, and we'll do something similar for avoidance. But to be clear, both mitigation and avoidance have caps in place, so you can't buff mitigation "through the roof."</DIV> <DIV> </DIV> <DIV>You both avoid and mitigate less against opponents that are higher level than you, and more against opponents that are lower level than you.</DIV> <DIV> </DIV> <DIV>After reading my prior post again, though, I think I stated the details poorly. You don't lose mitigation itself as a mob increases in tier; if your mitigation is 50%, you will mitigate 50% of the damage of a white-con mob whether it has two down arrows or three up arrows. Since the three-up arrow is hitting harder, you end up taking more damage. But actually the same holds true for avoidance (you'll get hit harder by the three-up mob when it does hit you), so I didn't mean to imply that avoidance had some advantage that mitigation didn't.</DIV> <DIV> </DIV> <DIV>All of which goes to show what a convoluted discussion this can be. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-tongue.gif" width=16 border=0>Again, the point I really wanted to make is that displayed numbers don't tell the whole story; gameplay does. But results can vary greatly based on opponent, situation, gear, spells, and skill.</DIV> <P>===========================<BR>Steve Danuser, a.k.a. Moorgard<BR>Game Designer, EverQuest II</P> <P></P> <HR> </DIV> <P> </P> <P><FONT color=#66ff00>Im not sure whats going on to be honest, <STRONG><U>BUT</U></STRONG> if i was to take anyone of his posts more serious id take the first one, because the second one just looks a little suss and looks like he gave us a little too much info and is trying to back step for some unknown reason.</FONT></P> <P><FONT color=#66ff00>But you will notice here that Monks Avoidance will not scale as the mob itself grows in lvls from +1, +2, +3 lvls, it will only get worse and so will there mitigation because they cant get anywhere near as much as we can.</FONT></P> <P><FONT color=#66ff00>Say for example at 5000 mitigation total we are 80% capped against a white con mob at lvl 50. Now lets say for example it only takes 3700 of that mitigation total to cap out at 80%, that leaves 1300 mitigation left over to come into play when the mob grows in lvls from +1, +2, +3 lvls etc until you use up all the left over mitigation and then start to lose mitigation due to not having enough mitigation total, meaning to make the 80% cap for a lvl 55 mob you would need 6000 mitigation and not 5000 so you would have more like 70% mitigation at lvl 50 with 5000 total mitigation vs a lvl 55 mob.</FONT></P> <P><FONT color=#66ff00>This is the reason for the extra HP they are getting to balance this out, but i dont think that a few hundred HP will balance this out because the dmg they take will still be huge dmg simply because there mitigation is way too low and only gets worse and worse against higher lvl mobs. Keep in mind im not talking tier here as in <STRONG>^</STRONG> or <STRONG>^^</STRONG> and <STRONG>^^^</STRONG> mobs, im talking pure lvls, nothing else.</FONT></P> <P><FONT color=#66ff00>So cut the Brawlers a bit of slack guys, they have taken a big nerf in there DPS and there still not going to be able to tank as well as plate class's and to be completely honest with you i think its something SoE will not be able to balance out because of the sheer inconsistency between Avoidance and Mitigation tanking. Unless of course they give Brawlers a few thousand more HP then Plate class's.</FONT></P><p>Message Edited by -Aonein- on <span class=date_text>09-01-2005</span> <span class=time_text>10:34 PM</span>
electron
09-01-2005, 05:09 PM
/Bows down to the almighty monk. [expletive ninja'd by Faarbot] me. <div></div>
<DIV>I did some HP testing. I took a naked ogre to the betabuffer, and observed HP values for each fighter class at 50. The first line for each class is naked, then I added jewelry to get higher stamina values. 'Adj.hp' is the HP with gear, MINUS the raw +health from the gear used to boost sta. The 'HP per sta' I calculated is probably only valid in the low-sta range, I think it has diminishing returns at some cutoff.</DIV> <DIV> </DIV><PRE>race class level sta adj.hp ogre pal/sk 50 31 2300 ogre pal/sk 50 41 2345 ogre pal/sk 50 51 2390 Crusader HP per sta: 4.50 Crusader HP at 0 sta: 2160 ogre grd/bzk 50 32 2381 ogre grd/bzk 50 42 2427 ogre grd/bzk 50 52 2474 Warrior HP per sta: 4.65 Warrior HP at 0 sta: 2232 ogre bru/mnk 50 33 2462 ogre bru/mnk 50 43 2510 ogre bru/mnk 50 53 2558 Brawler HP per sta: 4.80 Brawler HP at 0 sta: 2303 </PRE> <DIV> </DIV> <DIV>najena.konk</DIV><p>Message Edited by konofo on <span class=date_text>09-01-2005</span> <span class=time_text>08:13 AM</span>
The increased HP to Brawlers is small, guys. Nothing to get worked up about. They just needed a little more survivability, and it wasn't balancing out comparatively with other tanks and the amount Brawler's DPS was reduced. Stop looking at every little change in a bubble. <span></span><div></div>
infernus006
09-01-2005, 10:38 PM
<div></div>"ROFL you are saying this as a berserker? Oh come on." Well am I wrong? How about giving some kind of explaination as to why you disagree instead of just dissing me because of my class. <font color="#ffffff">"</font><font color="#ffffff">So cut the Brawlers a bit of slack guys, they have taken a big nerf in there DPS and there still not going to be able to tank as well as plate class's and to be completely honest with you i think its something SoE will not be able to balance out because of the sheer inconsistency between Avoidance and Mitigation tanking. Unless of course they give Brawlers a few thousand more HP then Plate class's." That's what I'm saying, and I say screw that. Don't get me wrong, I have nothing against Brawlers tanking...it's just that I don't feel it's right to have them walking around with a bunch more HP than me when they're naked just because I have the option to wear plate armor. </font><div></div><p>Message Edited by infernus006 on <span class=date_text>09-01-2005</span> <span class=time_text>02:48 PM</span>
Gaige
09-01-2005, 10:43 PM
<BR> <BLOCKQUOTE> <P></P> <HR> <P>infernus006 wrote:<BR>"ROFL you are saying this as a berserker? Oh come on."<BR><BR>Well am I wrong? How about giving some kind of explaination as to why you disagree instead of just dissing me because of my class.</P> <P><FONT color=#ffff00>Because you had the nerve to say that we deserve to be "crappy tanks" because of our dps (which zerkers can easily match if not surpass on live) among other things. I mean come on. YOU have no room to talk when zerkers can out DPS almost everyone but locks on live AND tank better than everyone but guardians, while have some of the best buffs out there as far as haste and DPS goes. I'm not dissing you because of your class, I was dissing you because your class is easily as overpowered if not moreso than monks on live, and then you say some crap like that.</FONT><BR><BR><FONT color=#ffffff>"</FONT><FONT color=#ffffff>So cut the Brawlers a bit of slack guys, they have taken a big nerf in there DPS and there still not going to be able to tank as well as plate class's and to be completely honest with you i think its something SoE will not be able to balance out because of the sheer inconsistency between Avoidance and Mitigation tanking. Unless of course they give Brawlers a few thousand more HP then Plate class's."<BR><BR>That's what I'm saying, and I say screw that. Don't get me wrong, I have nothing against Brawlers...it's just that I don't feel it's right to have them walking around with a few thousand extra HP than me when they're naked just because I have the option to wear plate armor.</FONT></P> <P><FONT color=#ffffff><FONT color=#ffff00>Lucky for you that it amounts to a few hundred HP and not a few thousand. You would've known that before posting this though, had you actually read this thread.</FONT></FONT><BR></P> <HR> </BLOCKQUOTE><BR>
infernus006
09-02-2005, 12:43 AM
<div></div><div></div><div></div><div></div><div></div><font color="#ffffff">"</font><font color="#ffffff">Because you had the nerve to say that we deserve to be "crappy tanks" because of our dps (which zerkers can easily match if not surpass on live) among other things." Well I never actually said that. FYI I think Brawlers should be decent tanks (although not the best), while having the most DPS of all the fighter classes and a few extra abilites that other fighters (particularly heavy tanks) don't get. Is that so wrong? "</font><font color="#ffffff">YOU have no room to talk when zerkers can out DPS almost everyone..." Actually I do because first of all I'm not even talking about DPS I'm talking about HP and as a Warrior HP is very important to me, OK? Furthermore I'm aware of the fact that my DPS is also getting reduced in the CC, not that it has anything to do with this topic. "</font><font color="#ffffff">I was dissing you because your class is easily as overpowered if not moreso than monks on live, and then you say some crap like that." What "crap" exactly did I say that has offended you so much? All I said was I don't think it's right for Brawlers to get more HP than Warriors just to compensate for the fact that we can wear plate armor and your avoidance supposedly doesn't work as good as it should or whatever. I think that's stupid. However I did say it's ok if they wanna make it equal if they really want to. Do you have a problem with that? "</font><font color="#ffffff">Lucky for you that it amounts to a few hundred HP and not a few thousand. You would've known that before posting this though, had you actually read this thread." Well, excuse me, but if you had been paying any attention to anything I actually said instead of pulling all this crap out of your rear just to start a huge arguement (which I understand you've been known to do around here) then you would've known that I already stated the fact that a few hundered HP isn't going to do squat for Brawlers, it would take a few extra thousand for them to be able to tank as well as any plate class. So there's really no sense to it now is there?</font><p>Message Edited by infernus006 on <span class=date_text>09-01-2005</span> <span class=time_text>05:06 PM</span>
Gaige
09-02-2005, 02:31 AM
<BR> <BLOCKQUOTE> <HR> infernus006 wrote:<BR> <FONT color=#ffffff>you would've known that I already stated the fact that a few hundered HP isn't going to do squat for Brawlers, it would take a few extra thousand for them to be able to tank as well as any plate class. So there's really no sense to it now is there?</FONT> <HR> </BLOCKQUOTE>There is no sense in you complaining about it, that's for sure.<BR>
infernus006
09-02-2005, 03:00 AM
"There is no sense in you complaining about it, that's for sure." Okies, well there is no sense in you complaing about me complaing about it either. So there. Go back to your hole why don't you. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> <div></div>
Sokolov
09-06-2005, 03:20 AM
<span>Well, they could've nerfed Warrior HP instead, then we'd have a real uproar <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> In which case people would've said, "Just up their HP instead, then we'd be happy!" Clearly, that is not the case tho. People will complain about anything and everything I guess.</span><div></div>
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