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#1 |
Loremaster
Join Date: Mar 2005
Location: Lucan Dlere
Posts: 510
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![]() This screenshot should give you an diea of the effect of the offensive stance, Implacable Wrath has on a semi-twinked level 40 High Elf Paladin. You can see the descriptions of Shining Beacon, Implacable Wrath and Pious Belief. The difference in dps between the offensive and defensive stances is about 30-60% depending on your character configuration. I have run combat stats and the dps was a minimum of 30% higher and as much as 60% higher with the offensive stance than the defensive stance. There is a comparable but opposite difference in defensive capability. Here is the screenie: The Adept III version of Implacable wrath boosts this characters by 41 intelligence to 100. I would say that if you want DPS, the Adept III version of the offensive stance is a good investment. I know of no single item that could boost int by 41. Message Edited by Rochir on 09-09-2005 08:53 AM
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#2 |
Loremaster
Join Date: Mar 2005
Location: Lucan Dlere
Posts: 510
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![]() Just logged onto Test to check the latest changes. My character there is a 40 Paladin. He almost got his tail kicked by a normal level 37^ mob when using the offensive stance. The mob took about 3/4 of his health. The damage he did was barely more than the normal mob, 3 levels lower than him. All of his spells and CAs are Adept III.
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 4,032
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![]() Why would you use an offensive stance in a soloing situation? On Beta, I only utilize defensive stance in a solo or MT situation, and switch to offensive when I'm an offtank or DPS role. I mean, it's POSSIBLE to solo utilizing offensive stance, but it's certainly not going to be efficient over the long haul by any means.
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#4 |
Loremaster
Join Date: Mar 2005
Location: Lucan Dlere
Posts: 510
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![]() Because when using the defensive stance while soloing is slooooow and boooooring. Its a game, remember? It is supposed to be fun, not a long, slow boring grind. The defensive stance is very time-inefficient when soloing or duoing.
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#5 |
Join Date: Dec 2004
Posts: 461
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![]() hmn...im gonna have to agree with blackochir on this one. I use benediction when im tanking....when im soloing or "dps", I use all my offensive skills, because im trying to kill as many mobs as possible is as fast a time. IMO defensive stances should be needed mostly when tanking heroics or tough lvl cons...I should NOT have to use a defensive stance when im soloing a solo con mob THREE lvls below me. Whats the point of stances if you have to use your defensive stance in almost every situation? so it takes me weeks to lvl because im doing ever worse craptastic DPS? We are tanks, plate wearing tanks...so that being said we should use a sword and shield almost all the time, because if we strap on a 2 hander and use our offensive stance, we might get killed? Thats a sad state of affairs for a Paly. If thats the point, might as well remove our ability to use a 2 hander. Since we're not DPS and we cant solo using one, then whats the point. No, theres something seriously wrong with that. I would agree that we should take more damage when in offense mode. I dont agree that we get the results Blackochir is reporting on a mob 3 lvls lower that us, even when using an offensive stance.
Message Edited by uzhiel feathered serpent on 09-09-2005 05:36 AM |
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#6 |
Loremaster
Join Date: Mar 2005
Location: Lucan Dlere
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Again, this may be due to stronger mobs but the effect is the same. A gaurdian in my guild who is in beta told me that the mobs in DoF were "resisting everything". I wanted to log on and check it out. From what I could tell, she is right. There could be several reasons for this: 1. Heroic mobs mis-labeled as normal. 2. An across-the-board buff of all mobs, at least those in the Feerrot. 3. A significant nerf in Paladin damage, avoidance and mitigation, including a nerf in the damage buff due to int. 4. All of the above. I am going to log on and check again.
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#7 |
Join Date: Dec 2004
Posts: 461
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![]() "Simple stats, I tested with 2 toons, self buffed with no armor in defensive stance. 1) The guardian has about 500HP more than the paladin (3500 vs 301 ![]() 2) Guardian has more avoidance (31.5% vs 22.7%) 3) Guardian when casting Anchor and commanding presence has about 1000 more mitigation, but only for a limited time as recast time if high
I guess thats pretty much about right. This is from a post from Meridian in the combat testing feedback. So umm, what exactly did we get in return for being the lowest tank on the tanking rankings? For the sake of argument, how much more damage do we take if our avoidance is that much lower? and our mitigation? Do the heals and wards compensate for this?? if the only thing that keeps us up is our heals and wards, the dev thats in charge of palys needs to be reassigned to the mail room. This sheds a light on our inability to use offensive stances efficiently. If I have to worry about using my power to keep me up, instead of using it to fire some of my "DPS" skills, then theres a problem. I can just see it now.. GRP Leader: Ok we need a healer...theres a Paly LFG, get em, quick!" GRP member #2: Great, now we need a tank... OMG how lucky! Theres an LFG conjurer over there GRP Leader: But hes 2 lvls lower than the Paly GRP member #2: dont matter, his pet tanks better. Message Edited by uzhiel feathered serpent on 09-09-2005 06:03 AM |
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#8 |
Loremaster
Join Date: Mar 2005
Location: Lucan Dlere
Posts: 510
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![]() I logged onto test and there was a sizable patch download. The first thing I noticed was that I can respec. I didnt do it yet, I wanted to try the combat changes without all the attribute and racial buffs. IT LOOKS LIKE MOST OF THE ISSUES I LISTED ABOVE HAVE BEEN FIXED! :smileyvery-happy: The damage on my spells and CAs was back up to where it was before or even higher. RoG Adept III now does a very respectable 443 -738 damage. My AoE, Unyielding Conviction Adept III now does now does 139 - 232 damage which is more than Oath Strikeat 87-146. Imho, that should be reversed. We need that single hit damage when soloing and duoing and we should not have to resort to using AoEs when soloing to get decent damage. AoEs are a good way to lose your shard when soloing. Mitigation when using the offensive stance is lower but that is probably because I did not respec. Mitigation and avoidance in combat seems to be working like it should again, even when using the offensive stance. Single hit damage is till too weak but damage across the board seems to be back up to where it what or higher. Oh and another thing, Implacable Wrath Adept III now boosts int by a whopping 69 (please dont nerf that!). The spell damage buff due to int seems to be working now but you cant see it in the spell description. I am waiting to respec until DoF on test as we only get a chance to do it once. If you play on test, you might want to wait as well. So, well done EQ2 Team, you fixed all that stuff fast ![]() 1. Spell and CA descriptions do not reflect the changes in our stats, buffs and debuffs. They should reflect the actual damage we do due to our buffs and debuffs of our stats. As it is now, I cant see any difference in my spells and CAs due to my stance, ring buffs etc. There may be a difference in combat but I cant see it in the description. Combat and the description should at least be in the same ball park. I keep turning my offensive stance and ring buffs on and off but I cant see any difference in the description :smileymad: 2. Our primary single hit spells and CAs should do more damage, not less than our AoEs. AoEs can often do more harm than good when fighting in solo, in groups or raids. As it is now, if we want decent damage outside of RoG, we have to use AoEs. That is a good way to lose your shard or the shard of your group. Imho, if the damage from our primary spells and CAs were swapped with our AoEs, we would be in pretty good shape. For example the damage of Oath Strike which does 87-146 damage per hit should swapped with Flatedge Twirl which does 169-282 damage per hit. That would have little or no effect on dps but it would make it much easier for us to manage agro. 3. Normal single^ mobs are still showing the heroic ( ) when you point at them, that needs to be fixed. When you click on them, the correct border is shown in the upper left. 4. We need to be able to cast our shield avoidance buff (Aegis of Hope Etc) on ourselves. That shield/avoidance buff is a necessity when using the offensive stance. I would like to respec and check what a fully buffed level 40 Paladin is like but I am going to wait for DoF ![]() Message Edited by Rochir on 09-09-2005 08:48 AM
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#9 |
Join Date: Feb 2005
Posts: 35
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Rather than using Offensive or Defensive stances when soloing have you tried using no stance? I did for a while and it worked fine for me. Didn't do any parsing tho so can't comment on actual numbers. A little trick Rochir is to cast your squire, cast Aegis on the squire (and then get rid of squire if want). Voila, defense boost all the time. Don't know if it was intentional, but it works on live, didn't work on beta for some time, and now works on beta again. Also yes, I do believe our wards are supposed to compensate for reduced mitigation/avoidance/defense. Our wards are actually quite powerful. Only thing is I would like to see them with a shorter cast time, as something so vital to our tanking ability shouldn't be so volatile (interrupts, fizzles etc.).
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#10 |
Join Date: Jan 2005
Posts: 222
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![]() Yeah, it seems like people are misunderstanding the purpose of the stances. The offensive stance is not designed to turn you into a Berserker and allow you to mow down mobs solo (hence the loss of defense). It's an ideal spell for when you are in a group or raid, and you are not the MT. If you look at our stances, we now have a stance for every situation: MT: Defensive Stance Non MT: Offensive Stance Solo: No Stance (Neutral) Also yes, I do believe our wards are supposed to compensate for reduced mitigation/avoidance/defense. Exactly. That is the trade-off for being a Paladin. We are not a 'straight-up' fighter like a Guardian. We actually have to use our skills to do our job. Wards and Heals are part of the equation. |
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#11 |
Join Date: Dec 2004
Posts: 461
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![]() I disagree. I picked a Paladin to be a tank. If I have to rely on healing and warding to keep myself up, then the class itself has skewed too much to one side. I have never seen a game yet, where the Paladin relied healer skills to do his job. There are healer classes and there are fighter class. We are a fighter class. What is the definition of a straight up fighter? is a monk or a bruiser a straight fighter? What exactly makes a char a straight up fighter? Dont get me wrong, I like the concept of tanking by using different methods. What I dont like is having to do two jobs at once. I dont mind having a little healing. What I do mind is having to rely on them just to stay alive. Thats weak. I am a plate wearing Paladin. If i wanted less hit points and more DPS I would have rolled a scout. When I bring up DPS its in the context of what we have given up for what we have gained. What have we gained vs what have we lost? To me the trade off is one sided, and Im not the only Paly who thinks this way. Its sad when people say those of us who are upset picked the wrong class, or are somehow noobs. I picked a fighter to TANK. If I wanted a healer I would have rolled one. Let them do their healing and let us do our tanking. No other Tank has as big a crutch as we do. No other tank is as dependent on power as we are, because when we are out of power, kiss your [expletive ninja'd by Faarbot] goodbye. There are named and raid mobs out there who drain power... Some of you might say thats a good thing. That makes us different. IMO it makes us lesser tanks. Its all about damage spikes, ladies and gents..yep, those damage spikes. The same reason why avoidance tanks were not considered very good tanks. We will take some pretty mean damage spikes..because when a mob hits you for 1000k or 1500 k, its gonna go through that ward real easy..and thats just normal mobs...wait till a raid mob smacks you for 2k or 3k or more. Our avoidance is the lowest of any tank, our parry has been nerfed, our blocking has been nerfed, our mitigation is the lowest of any tank, and our hit points are the lowest of any tank. This translates into bad news, heals and wards or not. I predicted this trend and I was hoping I would be wrong. Look at my post history and you'll see what im talking about. I stated that as we leveled, other tanks would get better skills, while we got more and more healing skills...lo and behold its true. If we have to rely on heals and wards at lvl 60, then what happens at lvl 70 or lvl 80? Will our hitpoints keep getting lower and lower, comparitively speaking? See the direction, while other tanks get skills to tank, we get healer skills to keep us alive. I would not be surprised in the least if we got a reactive heal soon. I did not choose to be a hybrid tank. We went from DPS/ tank hybrids to tank/healer hybrids. Super. Thats just at 60..cant wait till we hit 70 and we get grp reactives, regens, and whatnot.
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#12 |
Loremaster
Join Date: Nov 2004
Posts: 679
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Message Edited by djhbeek on 09-09-2005 04:03 PM |
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#13 |
Join Date: Dec 2004
Posts: 186
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![]() The point of having multiple stances is that you can use the most appropriate:
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#14 |
Join Date: Nov 2004
Posts: 60
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I don't know who said we have heals and wards to "compensate" for our lack of true tanking buffs, because that person is a [expletive ninja'd by Faarbot]. As far as I know, I SHOULD be able to solo crap 3 levels lower than me when I'm in my offensive stance. The changes they have made to Paladins are just stupid as [expletive ninja'd by Faarbot]. You will NEVER see a Pally tanking an epic mob. Ever. We get all of these nice new taunts and crap, but when it comes down to it we are purely ment for a group, not a raid. These changes should be set around raiding, not soloing or 1 grouping. We don't have the buffs and [expletive ninja'd by Faarbot] required to be able to tank a raid mob, no matter what group setup. I can tank normal group mobs with the [expletive ninja'd by Faarbot]tiest of groups no problem. Paladins are now for the "casual gamer", we don't have a place in raids anymore which is complete bull[expletive ninja'd by Faarbot].
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Skizzrik 60 Paladin Ne Plus Ultra |
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#15 |
Loremaster
Join Date: Mar 2005
Posts: 372
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![]() just wait untill the last few patches on beta hit test, Everything is borked over there. Solo blue mobs are terrorizing many fighters. Mit is way down, Kite shield base is now 10% /laugh
beta patch notes 09/08/05 *** Desert of Flames ***
patch notes 09/07/05 *** Desert of Flames ***
- The Guide to the Desert of Flames has been removed. Adventurers must now seek out their own glory! - Beta mariner's bells have been removed. To travel to and from the Desert of Flames, use the carpets in Qeynos Harbor and Freeport East. The carpet at the Sinking Sands dock now has an option to return to your home city as well. - Many tradeskills, quests, creatures, and zones have been polished or fixed. Quests: - Master Irudan Ortai's quest can now be completed. Zones and Population: - Many powerful NPCs can no longer be charmed. Items: - Spell and combat art scrolls will now drop on creatures in the Desert of Flames. Mounts: - More armored horses are available at the bursars in the court palaces. Tradeskills: - Jeweler recipes should now all make something and no longer show up as breastplates - Alchemist recipes should now all make something and no longer show up as breastplates. - Sage recipes should now all make something and no longer show up as breastplates. - Scholar recipes should now all make something and no longer show up as breastplates. *** Quests *** - Lore and Legend items found throughout the world will now be based on the new book system. Those currently working on their Lore and Legend quests can continue onward with the version they currently have. Replacements for those who have completed these quests previously will be forthcoming to a merchant near you! *** Combat Changes *** General changes: - Decreased in combat regen of health and power from 1% of max to a fixed value of 1pt / 10 levels (plus any granted from items/spells). - The base mitigation and avoidance on armor has been reduced. - Quality (Treasured, Legendary, Fabled, etc.) of armor no longer affects your chances to avoid attacks. - Accessories no longer have any physical mitigation. - The base parry has been reduced from 20% to 10%. - NPCs should progress more smoothly in difficulty from green through orange con. - Small Group, Heroic, and Epic NPCs will now do more damage. - The base mitigation value of kite and tower shields has been reduced to 10%. - The new level 50 to 60 abilities have been assigned their intended levels. - Charms should now function correctly. If the target cannot be charmed, the spell will not cast. - Beneficial maintained group spells and arts should now affect a greater area. - Pets can no longer attack NPCs that you cannot get to yourself. Stealth and Invisibility: - You can now always see those who are stealthed or invisible if they con grey to you. - You can also be seen by anything that you con grey to when stealthed or invisible. - When using see stealth, you will always be able to see those who are stealthed. - When using see invisibility, you will always be able to see those who are invisible. - Invisibility and stealth detection spells and arts can no longer be upgraded. - Invisibility and stealth detection spells now grow as you level. - Many redundant invisibility and stealth detection spells have been removed since they now grow. - Invisibility spells range from 50% to 92% of normal run speed. - Stealth arts range from 50% to 75% of normal run speed. - Stealth cannot stack with invisibility--they are mutually exclusive. - Some stealth and invisibility spells have had their levels changed, while others have been removed. Assassin changes: - The Assassin's Mark line has been changed as follows: Reduced reuse to 36s, increased trigger chance to 10%, reduced triggered DoT damage (but it can stack with itself), increased max triggers from 1 to 5. - The Makeshift Weapon line has been changed as follows: Changed to a ranged attack (does not use ammo), has +50% hit chance, does damage, requires you to be behind or flanking the target, 2s cast, 20s reuse. Brigand changes: - The Deceit line has been changed as follows: Duration changed to 60s, power cost increased, haste changed to DPS, proc chance reduced to 20%, reuse increased to 6 minutes. - The Maddening Throw line has been changed as follows: The damage these spells do has been increased. Bruiser changes: - Bruiser combined stances now cost 0 concentration points and provide half the offensive and defensive benefits of the individual stances. Coercer changes: - The Tyrannical Mind line has been changed as follows: Spells in the line will noticeably improve with level. They are now a 10s reuse 30s duration spell with a recurring Power cost every 5s. - The Sibyllant line has been changed as follows: They are now a 10s reuse 30s duration spell with a recurring Power cost every 5s. The proc chance has been decreased, but the max triggers has been increased. - The Empathic Link line has been changed as follows: It will trigger 100% of the time and the reactive damage has been increased. - The Anguish line has been changed as follows: The power damage/return has been increased, as has the power cost. - The Instigation line has been changed as follows: Added Intelligence and Agility to this group buff line. Conjurer changes: - The hate gain associated with innate pet abilities has been reduced. - The Volatile Refuge line has been changed as follows: Reduced hate gain, increased attack speed penalty slightly, and added 10% to all magical resistances. - The Grisly Brace line has been changed as follows: Reduced hate gain, increased attack speed penalty slightly, and added 10% to all magical resistances. - Rat Infestation has been renamed to Blighted Pack. The rat pets have been removed and replaced with rotting hounds. - The Diseased Servant Master I and II versions now summon a fallen hero. - The Ghastly Stench line has been changed as follows: Reduced casting time to 2s and increased pet damage. - A new spell line, beginning with Clinging Darkness, has been added. It does disease damage-over-time and reduces movement speed. - Lich's recurring health cost has been increased slightly, while the damage of its proc has been reduced slightly. Defiler changes: - Infestation now deals Poison damage-over-time. - Spiritual Circle will now ward group members as well as the Defiler. - The recipient of Tendrils of Terror will now cast the debuff on enemy targets when attacked. - The Dread Invective spell line has been changed as follows: It is now toggleable and costs 0 concentration. Enchanter changes: - The Breeze spell line has been changed as follows: It is now toggleable and costs 0 concentration. This also applies to Illusionists and Coercers. Fighter changes: - All primary defensive and offensive stances cost 0 concentration. Fury changes: - The target of Feral Vehemence should now receive the heal and agility buff when they die. - The Savagery spell line has been changed as follows: It is now toggleable and costs 0 concentration. Illusionist changes: - The Dynamism line has been changed as follows: Increased trigger chance to 33% and decreased damage so that it procs more frequently but does similar damage over the course of the spell. Inquisitor changes: - The Harrowing Inquest spell line has been changed as follows: It is now toggleable and costs 0 concentration. Monk changes: - Monk combined stances now cost 0 concentration points and provide half the offensive and defensive benefits of the individual stances. Mystic changes: - Miasma and Pox will now have double the damage-over-time effects against Nightbloods and Shadowed Men. - The Avatar spell line has been changed as follows: It is now toggleable and costs 0 concentration. Necromancer changes: - When viewing your Grim Terror's persona window during combat, it will no longer crash the client. Paladin changes: - Divine Favor will once again have a chance to heal the Paladin on a death blow. Priest changes: - The range has been increased from 10m to 20m for Priest Divine Intervention spells. Ranger changes: - The Steady Aim line has been changed as follows: Duration increased to 60s, increased reuse to 4 minutes, added a recurring power cost, decreased DPS bonus, decreased ranged skill bonus. This improves the total amount of additional DPS granted by this ability over a longer period of time. Scout changes: - All primary defensive and offensive stances cost 0 concentration. Shadowknight changes: - Tainted Caress, Cursed Caress and Infernal Caress should once again have a chance to summon a tainted essence into the inventory of the Shadowknight. Summoner changes: - Pet offensive and defensive stances have been changed as follows: It is now toggleable and costs 0 concentration. Swashbuckler changes: - Hail of Steel's hate gain has been reduced. - The False Bravado line has been changed as follows: The hate gain has been reduced. - The Flamboyant Strike line has been changed as follows: The hate position increase has been removed. - The Chilling Throw line has been changed as follows: The damage these arts do has been increased. Templar changes: - The Protectorate spell line has been changed as follows: It is now toggleable and costs 0 concentration. Troubador changes: - The Aria of Excitement line has been changed as follows: The trigger chance has been increased to 30%. - Precision of the Maestro now has an increased duration and reuse timer. Warden changes: - The Instincts spell line has been changed as follows: It is now toggleable and costs 0 concentration.
Those are just 2 of the last few. but as you can see, all classes seem to be getting screwed, some less than others but. Not sure if it's in those notes or not but Taunts are now resistable as well.
Over all I think the DoF expansion is beautiful. It's an amazing looking area, and fun to be in. Unfortunatly the Combat revamp will take away from what it is. |
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#16 |
Join Date: Nov 2004
Posts: 60
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ROFL They changed in combat regen to 6 base / tick. What a [expletive ninja'd by Faarbot]ing joke. This game and expansion is NOT READY FOR LIVE. They have [expletive ninja'd by Faarbot]ed with it so much it's a joke.
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Skizzrik 60 Paladin Ne Plus Ultra |
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#17 |
Loremaster
Join Date: Nov 2004
Posts: 679
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![]() would have to agree there ... the latest party line seems to be "we're not done and we know it, but we have to push this in with DoF, so we are making it easier to hotfix things so that we can finish the job while it's on live". |
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#18 |
Loremaster
Join Date: Mar 2005
Posts: 372
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![]() Don't forget Kite shield value is 10% Might as well just go 2hander all the time then. Though losing those stats from shield but /shrug who knows anymore
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#19 |
Join Date: Nov 2004
Posts: 60
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Putting these changes into live will completely destroy the game.
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Skizzrik 60 Paladin Ne Plus Ultra |
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#20 |
Loremaster
Join Date: Nov 2004
Posts: 774
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![]() But the great thing is, depending the quality of your gear and your shield, it's easy to end up with avoidance higher than mitigation now. (Note: Normal for live, a significant departure from the combat revamp prior to the infamous patch of 9/7) Look Ma, I'm an avoidance tank! ![]() Message Edited by WAPCE on 09-09-2005 06:01 PM |
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#21 |
Loremaster
Join Date: Mar 2005
Posts: 372
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/ponder but then the monks would cry that we can avoid better. and SOE would, for some reason, make it so Pallies get to balance a ball on there nose, while doing it, lowering our Weight gain for 2 min. And call it good ![]() |
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#22 |
Loremaster
Join Date: Mar 2005
Location: Lucan Dlere
Posts: 510
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What do you think the result of a yes/no vote on the combat changes would be? Message Edited by Rochir on 09-09-2005 04:12 PM
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#23 |
Join Date: Feb 2005
Posts: 7
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![]() the choices for the poll should be :yes.i like combat changes :no,i don't like these changes :[expletive ninja'd by Faarbot] no.thats it i'm canceling and waiting for vanguard to come out.this is bull[expletive ninja'd by Faarbot] god damnit!!!!!! personally i'll be going with choice number 3 where it will be ninja'd by faarbot after i write this post of crude humor. Message Edited by Jojo-the-Yumcover on 09-09-2005 02:55 PM |
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#24 |
Loremaster
Join Date: Nov 2004
Posts: 88
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"The race is on between software engineers who are trying to build bigger and better idiot-proof software, and the Universe which is trying to build bigger and better idiots. So far, the Universe is winning." -Richard Cook |
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#25 |
Loremaster
Join Date: Nov 2004
Posts: 88
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Annnnnnnnnnnnnnd we're off! Break out the umbrellas, the sky is falling.
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"The race is on between software engineers who are trying to build bigger and better idiot-proof software, and the Universe which is trying to build bigger and better idiots. So far, the Universe is winning." -Richard Cook |
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#26 |
Loremaster
Join Date: Nov 2004
Posts: 88
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No, I don't. I think they should do what they want with their game, and let the customers "vote" with their dollars by re-subscribing or leaving. Which is exactly what they're doing.
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"The race is on between software engineers who are trying to build bigger and better idiot-proof software, and the Universe which is trying to build bigger and better idiots. So far, the Universe is winning." -Richard Cook |
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#27 |
Join Date: Dec 2004
Posts: 461
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![]() with less hit points, less mitigation, MUCH less avoidance, 10% block and parry.....what makes you think we tank as well as a bruiser or a guard? Specially when fighting multiples mobs...if our tanking depends on healing and warding ourselves, how many times will those heals and wards be interrupted? specially during a raid?
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#28 |
Loremaster
Join Date: Mar 2005
Location: Lucan Dlere
Posts: 510
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Another issue is that our heal and ward are much less effective in the combat changes than they are now. Dont expect your heal and ward to keep you alive against tough mobs. You make a good point about avoidance. I am looking at the numbers on the test server: Avoidance/Mitigation With Defensive Stance and Cedar Kite Shield - 39.4%/1650 Avoidance/Mitigation with Defensive Stance and 2-handed Sword - 29.3%/1650 Avoidance/Mitigation with no Stance and Cedar Kite Shield - 34.4%/1440 Avoidance/Mitigation with Offensive Stance and Cedar Kite Shield - 25.0%/1440 Avoidance/Mitigation with Offensive Stance and 2-handed Sword - 12.5%/1440 I also tried equipping and unequipping my pristine shadow imbued hex doll. Its +12 to agility made exactly a 1% difference in avoidance. Our shield buff is no longer an avoidance buff, at least not directly. The Adept III version of Aegis of Hope now grants a 21% chance of an additional attempt at avoiding attack and increases defense by 6.7. Remember, this is a character that I have not yet respeced, in other words, none of his attribute or racial trait buffs have been selected. I am waiting for DoF to do that. Message Edited by Rochir on 09-10-2005 10:31 AM Message Edited by Rochir on 09-10-2005 10:56 AM
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#29 |
Loremaster
Join Date: Nov 2004
Posts: 88
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![]() @uzhiel (sorry if I misspell the name); I don't know that we will tank as effectively as a Guardian...down to a *t*, that is. There may be variances, but will those variances be so great that Paladins are useless? Hardly. @Rochir; it may well be true that we'll get interrupted more frequently, but then I'll just have to adapt how I play to what my Paladin has. I can already see myself soloing differently- possibly using more knockdowns and debuffs whereas I virtually ignored them before, etc... - but whatever impact the changes will have, my playstyle will also change to compensate. Call me a foolish optimist, but short of making mobs completely invulnerable, I don't think SOE can come up with a combat system my Pally won't fit into nicely. :smileyhappy:
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"The race is on between software engineers who are trying to build bigger and better idiot-proof software, and the Universe which is trying to build bigger and better idiots. So far, the Universe is winning." -Richard Cook |
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#30 |
Loremaster
Join Date: Mar 2005
Location: Lucan Dlere
Posts: 510
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I took on a group of 5 heroic lvl 38 lizardmen, I think they were souble arrow down lizardmen and I actually won at level 40. It was a tough fight and I took a terrific beating and had to heal and ward myself several times but I won. Even-con mobs now present more of a challenge. A group of normal double-arrow down lizardment is now a something of a challenge. DPS seems adequate. The mobs are not resisting as much as before. It was fun playing my Paladin today on Test
Message Edited by Rochir on 09-10-2005 10:55 AM
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