View Full Version : confused sk

11-27-2004, 07:38 AM
<DIV>ok im not yet playing cause i dont have the right card but u all dont say what a sks role is are we a dmg doer or a  tank. Most of the time after this is posted u all drift to diff subjects just simple tank or dmg dealer would be good <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>

11-27-2004, 08:52 AM
We're tanks.DPS is moreso the caster/rogue role. We're the plate wearing, beefy, take the abuse folks. We can do some DPS, but it's certainly not where we shine.

11-27-2004, 12:30 PM
Casters and scouts are great for short-term DPS (we need the mob dead and we need it dead *now*).Fighters (tanks) are more about sustained DPS (some fighters can do bursts of high damage). After all, we never run out of the power required to swing those weapons, as long as the healers can keep us standing.In a group, we're anything from the MA to the SA to just another damage dealer. All depends on what other classes are in the group, what levels everyone is and what equipment they have.(I tend to run with another SK who's 2 levels higher. She's always the MA and I'm always the SA. I generally cast DoF on her, intervene on the healer or a low-level group member, and keep my eye out for adds that need tanking until she can gain aggro. On a tough fight, I'll give some of my AC to her as well.)

11-29-2004, 07:51 PM
<DIV>^^ Yah, what they said.....</DIV> <DIV> </DIV> <DIV>You dont do alot of damage but you do a fairly good amount</DIV> <DIV>You can take alot of damage and we have a nice set of utility buffs like our damage aborb ward.</DIV> <DIV> </DIV> <DIV>If you want to do ALOT of damage as a fighter then be a brawler or warrior.....If you want to be able to do/take decent damage & have usefull spells then crusader is the way for you</DIV> <DIV> </DIV> <DIV> </DIV>

11-29-2004, 09:00 PM
<DIV>I would say were good DPS and good tanks, but not great at either. We deal wonderful DPS, but not as wonderful as an assassin. We're awesome tanks, but not quite as good as a guardian.</DIV> <DIV> </DIV> <DIV>Now, one thing to note is we are by far (along with paladins probably) the BEST secondary tank in the game. The reason for this is we have spells and abilities directly designed to make someone else tank better. If theres a guardian and an sk in the same group, the guardian is MT. The SK can intervene him, trasnfer his AC to him, give him additional AC/minor intervene from buff, as well as buff his STA and HP's directly. We can literally almost double a guardians tanking longativity if we do this. Plus, if things get nasty, we can drop the AC transfer and pull agro instantly. (If you're wondering how, simply inflame and then feign death the tank before he dies, agro will immediately almost always shift to the SK so he can take over tanking). This is the other reason were great secondary tanks, because we can feign death anyone in the group to take over agro at an instance if we have to.</DIV> <DIV> </DIV> <DIV>We deal considerable damage as well, especially with an enchanter in the group to breeze us. With breeze I can spam abilities all day long and deal awesome damage. My DD does roughly 80 damage at level 22. I hit for around 50 damage right now at about 2 seconds, plus my abilities all land for around 50 as well. It's nice to see all my orange spam in combat. I already have a 130 damage weapon I'm waiting to grow into in a few levels, so we also get a mighty fine set of 2handers later on in the game. When tanking, I always just switch to 1hander and shield (which i have an almost equally good 1hander I'll grow into at the same time, hehe)</DIV> <DIV> </DIV> <DIV>Now, whatever the case is, were very versatile which is great. We get a number of utility spells such as the feign death spell (which I've saved more clerics and MT's than I can count). Lately however, my job has pretty much been MT (I've even MT'd with a guardian of equal level in the group because I severely out AC'd him and held agro MUCH better). I certainly feel like a tank when I do it and I have very little problem losing agro (the only time I have an issue with it is when I pull group mobs, sometimes they all just charge the lowest hp character in the group. I immediately regain agro with a shout and an AE though, so its not a problem. If I miss one I just feign death the person in trouble and move about my business.</DIV> <DIV> </DIV> <DIV>Thats my outlook on the class.. I love SK. I can deal enough damage to be recognized and useful even if I never tank or secondary tank.. but I'm also built ground up to be a MT =).</DIV> <DIV> </DIV> <DIV>Hell, we even pull better than other tank classes =P</DIV>

11-29-2004, 09:02 PM
<DIV>Quick edit... When being secondary tank, you don't always use intervene of course. It can create havok for the healer if you're taking severe damage. But I have used the tactic a couple times to great success when fighting considerably hard mobs there alone to help stack the odds in our favor.</DIV> <DIV> </DIV> <DIV>Just watch your concentration points =P</DIV>

11-29-2004, 09:30 PM
Offering of armorment is the way to go when SA. Don't use intervine..its does cause more trouble then good on a tank. Might be worth while on a mage type caster....cause htey can't take hits for carp.

11-30-2004, 01:04 AM
<P>Couple of general points for non-tanks from tank’s perspective </P> <P>1. Make “/assist” key macro and stay on the main tank (use the function keys to quick-access party members) </P> <P>2. If the target you are on is not the main target do not spank it. Some groups that cannot spare a Secondary Tank will rather let you die and then raise you, rather than break formations (You spank it – you tank it). </P> <P>3. Wait for the main tank to do some damage before you cast your spells. </P> <P>4. Remember, unless dropping rapidly, do not heal the tank if its health is above 70% or absolutely needed. To tanks this is just a flesh wound. If their health drops too rapidly, maybe it is time for you to run. Tanks do sacrifice themselves – this is one of their tasks. In the old days, resurrection for fallen tanks was free or paid by the group. </P> <P>Couple points for tanks </P> <P>1. Make “/group Beating %T now. Assist please.” </P> <P>2. Get a weapon that does a considerable amount of damage at once. You are not able to do a lot of damage-per-second. A hefty bash with a war hammer, or a thick slice of a long sword will bring you to the top of the monster’s hate list. Poking the monster with a dagger won’t. </P> <P>3. If area effect spell has not taken agro of a NPC that wasn’t main target, but is bashing some of you casters do not break the current engagement. This NPC can be dealt with by the secondary tank, by rooting away from group, by mezzing, or if you are evil enough - by just leaving the caster die for its mistake. </P> <P>4. When things go bad, and it is time to go, you take the battering and leave last. You do this so can save them selves or cast a relocation spell to save everybody. As a tank, you don’t beak and run until everyone else is safe even if this will cost your life. If the group doesn’t appreciate this, leave.</P><p>Message Edited by Canine on <span class=date_text>11-29-2004</span> <span class=time_text>03:05 PM</span>