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Furor trolls the Paladin boards

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kaev - 23 Oct 2003 02:44 GMT
This'll probably wrap...

http://pub148.ezboard.com/fpaladinsofnorrathfrm21.showMessageRange?topicID=586.t
opic&start=41&stop=60

Ben Sisson - 23 Oct 2003 02:58 GMT
From the shadows, the mysterious kaev <tospam@nottospam.net> (if that
IS his real name) conspiratorially whispered:

>This'll probably wrap...
>
>http://pub148.ezboard.com/fpaladinsofnorrathfrm21.showMessageRange?topicID=586.t
opic&start=41&stop=60

He was making good points, as he saw them. Not trolling.

You got his back up early by misunderstanding his first post.

"That's odd. I never knew that it was the role of one player in one
guild on one server to define the roles of the hundreds of thousands
of other players across nearly fifty servers involved in a game he
pays for the priviledge of playing just as we all do."

He wasn't. He was echoing a sentiment a lot of warriors have, right or
wrong.

Signature

Ben Sisson

1 flask of holy water: $11
1 modified crossbow: $50
1 pointy wooden stake: $1

7 seasons worth of memories of the best show on TV: priceless

kaev - 23 Oct 2003 03:42 GMT
> From the shadows, the mysterious kaev <tospam@nottospam.net> (if that
> IS his real name) conspiratorially whispered:
[quoted text clipped - 4 lines]
>
> He was making good points, as he saw them. Not trolling.

Sorry Ben, but you're wrong.  His very first statement is, not to put
too fine a point on it, a lie:
/quote Furor
The warrior community, up until a month ago, was getting ZERO support
from the Hybrid Knight community in what is obviously a growing problem
in class balance.
/quote
Paladins have been talking about this issue and expressing support for
Warriors in the very Forum he posted this troll for at least six months.

> You got his back up early by misunderstanding his first post.

I misunderstood nothing.  He was all bluster and arrogance.  The opening
lie set the tone and the following insults continued it.  And the BS
about "knights overstepping their bounds", what a total crock of sh.t.
Here's a clue:  Knights CAN'T overstep their bounds, SOE sets the rules
for everybody, I can't do a damned thing with my Paladin unless SOE
permits it.  Is that clear enough?

Now, let me make a suggestion.  Go and read the Paladin and Warrior
class descriptions at http://eqlive.station.sony.com/library/classes.jsp
Note how Paladins are intended to "go head to head with their enemies"
which is a pretty direct description of tanking, SOE intends Paladins
to tank most of the time (unless "occasionally falling back to heal"
means "haha! just kiding, we actually meant staying away from the fierce
claws and jaws of the evil monsters".  Then check out the last sentence
of the middle paragraph of the Warrior class description. After you're
done laughing give them some (hopefully coherent and non-inflammatory)
feedback.  In fact, everybody here ought to go and do that, especially
the non-Warriors.  What's needed is for SOE to give Warriors the ability
to fulfill their class description.  Calling for a knight nerf is a
pathetic act of frustration, not an intelligent response to the fact
that Warriors have been left behind by every class with a manabar.

kaev
Ben Sisson - 23 Oct 2003 04:38 GMT
From the shadows, the mysterious kaev <tospam@nottospam.net> (if that
IS his real name) conspiratorially whispered:

>> From the shadows, the mysterious kaev <tospam@nottospam.net> (if that
>> IS his real name) conspiratorially whispered:
[quoted text clipped - 14 lines]
>Paladins have been talking about this issue and expressing support for
>Warriors in the very Forum he posted this troll for at least six months.

I said his first post, not the first statement in it.

Here's his sentence and your response in context:

Furor: A small, well tuned downgrade to certain aspects of being a
Knight would probably cause an uproar in the 'now' but over time would
go away as people adjusted properly to their roles. Your role isn't to
usurp my role - something it is currently doing.

Kaev: That's odd. I never knew that it was the role of one player in
one guild on one server to define the roles of the hundreds of
thousands of other players across nearly fifty servers involved in a
game he pays for the priviledge of playing just as we all do.

Furor was rather obviously not talking about "his" role, he was
talking about the role of a warrior. You attacked this message as if
he was claiming it was his role and no one else's.

The fact is he's not alone in what he's calling for, right or wrong,
and was never claiming to be, though you accused him of it. And if
that wasn't your intent, it was vague enough to fool me, and almost
certainly him as well judging from later responses.

>> You got his back up early by misunderstanding his first post.
>
>I misunderstood nothing.

I think it's pretty obvious now you did.

>  He was all bluster and arrogance.

You assigned him way more arrogance than he was actually showing at
first. IMO he wasn't particularly aggressive until AFTER you attacked
him.

> The opening
>lie set the tone and the following insults continued it.

Lie is far too strong a word. He was stating what he saw, nothing
more.

>  And the BS
>about "knights overstepping their bounds", what a total crock of sh.t.
[quoted text clipped - 16 lines]
>pathetic act of frustration, not an intelligent response to the fact
>that Warriors have been left behind by every class with a manabar.

I never said Furor was right.

Signature

Ben Sisson

1 flask of holy water: $11
1 modified crossbow: $50
1 pointy wooden stake: $1

7 seasons worth of memories of the best show on TV: priceless

Davian - 23 Oct 2003 04:50 GMT
*snip Kaev playing with Furor*

>.  Calling for a knight nerf is a
> pathetic act of frustration, not an intelligent response to the fact
> that Warriors have been left behind by every class with a manabar.

Warriors do need help, but I don't think a knight nerf is the answer.  Nor
do I think it should be better aggro control either.  Warrior aggro control
is not as bad a problem is many would believe.  The "warrior aggro problem"
is that knights have been superior tanks for too long, such that there is a
significant amount of players who don't know how to control thier aggro
anymore, or are too lazy to do so. (1)

Warriors need a boost.   They need an "and so much more" thing.   Knights
already have thiers.   Tanking, and so much more.    In the case of
paladins, the "and so much more" is instant aggro control, backup heals, and
backup rezing.   In the case of shadowknights, the "and so much more" is
instant aggro control, feign death pulling, and a bit more DPS.  With
warriors... you just get the tanking.

There needs to be a reason to let the warrior do the tanking.  So you have a
choice between instant aggro control and some other good advantage.   I
don't really have a great suggestion, but knight level aggro control just
doesn't do it for me.  That just makes all the tanks more vanilla.  They're
all the same, just grab one of them at random.   So what else?  A dps boost?
Perhaps... but then you're encroaching upon the ranger and monk territory.
And it still wouldn't get warriors tanking.   Turning them into a semi-dps
class would just move them behind the mob while the knight tanks.

Best I can come up with is to add a few AA's.  (Sony likes fixing things
through AA's.   Give people a bit more reason to exp :P). Drasticly reduce
or even eliminate the tremendous DPS hit a warrior takes when he uses
defensive discipline. (and perhaps speed up the reuse time a bit) Make it so
that /discipline defensive suddenly has a place to be used in an experience
group, not just in a raid situation.  That would give warriors a real and
quantifiable advantage in tanking.  Not some vague "well, my CH will heal
7000 hp on a warrior, but only 6000 on an equivalent knight", but a real
advantage, a 30 percent reduction to thier melee damage taken.   Suddenly
you have a real choice.  Do you want a knight tanking so your casters and
dps melees run no risk of getting aggro?  Or do you want a tank that takes
less melee damage, easing the stress on your healers?

Signature

Dearic - Level 65 Overlord on E'ci
Talynne - Level 57 Blackguard on E'ci

(1) - It is with some amusement that I notice all of these people that love
to complain about the "dumbing down of the game"  will jump all over little
things like newbies getting sense heading, or targeting improvments, or
instanced dungeons, yet the same people turn a blind eye to the real dumbing
down of the game.  The fact that permanent knight aggro holding abilities
have all but removed the need to for the individual to learn anything about
aggro control.  They eliminate boat rides, you're up in arms.   They
eliminate the skill requirement to combat... "best change ever".

Lance Berg - 23 Oct 2003 05:13 GMT
> Best I can come up with is to add a few AA's.  (Sony likes fixing things
> through AA's.   Give people a bit more reason to exp :P). Drasticly reduce
[quoted text clipped - 8 lines]
> dps melees run no risk of getting aggro?  Or do you want a tank that takes
> less melee damage, easing the stress on your healers?

How about increasing warrior DPS from the front?  Currently you
take roughly a 15% hit to DPS in order to stand in front of a
mob, since the mob then gets to parry, dodge, block, and riposte
your hits, not to mention the stuns.

If warriors had some way (preferably NOT an AA, which merely
solves the problem for the 10% of warriors high enough level and
with enough exp to get the AA, instead of fixing the class for
levels 1 thru 65) to reduce the degree to which their damage gets
reduced by the mob, and Knights didn't have that way, then your
choice would be between the better aggro control but worse
damage, or the slower aggro control but more damage of a
warrior.  Since Knights come, as you say, with other "and so much
more" abilities, giving warriors one as well shouldn't unbalance
things too much.

This also shouldn't encroach on the "real" DPS classes, who will
continue to do more damage than any warrior (after all, this
isn't any better than a warrior attacking from behind...)

Bergh
Paul Botts - 23 Oct 2003 07:14 GMT
>>  Suddenly you have a real choice.

This is the key conceptual point that I hope Sony is smart enough to
implement: don't make the tank classes functionally the same, make it a
choice to think about.

>> Do you want a knight tanking so your casters and
> > dps melees run no risk of getting aggro?  Or do you want a tank that takes
> > less melee damage, easing the stress on your healers?

Makes sense in the above spirit, though I don't like this difference being
just due to an AA, it should apply across the board to some degree. The AA
levels aren't actually the whole game, yet, and I'd hate to see them
continue to become so.

> How about increasing warrior DPS from the front?  Currently you
> take roughly a 15% hit to DPS in order to stand in front of a
> mob, since the mob then gets to parry, dodge, block, and riposte
> your hits, not to mention the stuns.

This would be fine too, in the same spirit.

Here's another thought: what if warriors had such high inherent resistances
that they were practically immune to the attacks of casting mobs? The
resistance being scaled to the warrior's level of course -- a lvl30 warrior
shouldn't be able to easily absorb the nukes of a lvl50 mob. But the idea is
that a warrior, much moreso than paladins or SK's or the DPS classes, could
shrug off the blasts and roots and whatnot of casting mobs appropriate to
his level. So now your ideal choice of tank will be heavily influenced by
what sort of mobs you will be facing. And this gives the warriors a side
benefit, much less need to find and wear resist gear.

I guess this change would have only modest impact on the high-end raiding
game, where the raid group's tanks are buffed up to high resistances anyway,
everybody dons their high end resist gear along for the purpose, etc. But at
levels 1 through maybe 55ish, warriors would be distinctly better
magic-attack-sponges than other tanks, a tradeoff for the others' superior
aggro control.
Davian - 24 Oct 2003 22:25 GMT
> >>  Suddenly you have a real choice.
>
[quoted text clipped - 11 lines]
> levels aren't actually the whole game, yet, and I'd hate to see them
> continue to become so.

Being an AA has a few important advantages.   One that it restricts the
content to the highest levels, where the problem actually is.   Until you
hit PoP, the knight advantages really don't mean all that much.  It also
makes it much easier to sell to Sony, following what they themselves did in
fixing the caster imbalances.

> Here's another thought: what if warriors had such high inherent resistances
> that they were practically immune to the attacks of casting mobs?

Wouldn't change anything, unless caster mobs were buffed way beyond what
they are now.   As is, caster mobs are a complete joke, unless they're
casting complete heal on themselves, or sunstrike on you.   And of the two,
CH is the much bigger threat, sunstrike is just a blip, a slight damage
spike above thier melee.

Also would also have to make everything unstunnable, otherwise paladins,
with thier multiple fast-casting-spell-interrupting stuns would gain yet
another advantage over the other tanks.

Signature

Dearic - Level 65 Overlord on E'ci
Talynne - Level 57 Blackguard on E'ci

John Henders - 26 Oct 2003 12:01 GMT
>I guess this change would have only modest impact on the high-end raiding
>game, where the raid group's tanks are buffed up to high resistances anyway,
>everybody dons their high end resist gear along for the purpose, etc.

Actually, at anything past NToV level raiding, no one really needs
special resist gear anyway, the resists on the armor you have has pretty
well all the resists you need unless you made particularly bad choices
of gear from your raiding. Most people in my guild have had maxed
resists with bard song since early elemental days. I'm no where near the
best geared cleric in our guild and all my resists but fire are running
around 250 unbuffed.

>...But at
>levels 1 through maybe 55ish, warriors would be distinctly better
>magic-attack-sponges than other tanks, a tradeoff for the others' superior
>aggro control.

They'd have to completely revamp casting mobs yet again for this to be
remotely close to a benefit. I can't remember the last time casting mobs
caused any group I played any of my 40-60's alts the slightest bit of
trouble as opposed to their melee damage. As a trade off to the kind of
agro control knights develop at the high end of the game, it's not even
a factor.

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kaev - 26 Oct 2003 23:48 GMT
>>I guess this change would have only modest impact on the high-end raiding
>>game, where the raid group's tanks are buffed up to high resistances anyway,
[quoted text clipped - 19 lines]
> agro control knights develop at the high end of the game, it's not even
> a factor.

In that level range, which is where I've done most of my playing, no
resist other than MR (charm/fear/root) has more than rare situational
significance.  It's generally not worth the time or the mana to buff
your other resists.  Warrior's already have a helpful innate MR boost
(level / 2).

kaev
kaev - 23 Oct 2003 07:33 GMT
>>Best I can come up with is to add a few AA's.  (Sony likes fixing things
>>through AA's.   Give people a bit more reason to exp :P). Drasticly reduce
[quoted text clipped - 13 lines]
> mob, since the mob then gets to parry, dodge, block, and riposte
> your hits, not to mention the stuns.

Riposte as it is now breaks dual wield and weapon plus shield.
IMO, riposte frequency should be tied to time-elapsed rather
than your enemies attack frequency (they do this with weapon
and buff procs already).  This would eliminate a penalty
Warriors pay now for maximizing their hate generation.

I also think Warriors need better agro control, there's just no
way around the fact that many casters are more often limited by
agro management than by mana supply.  On top of that the hybrids
benefit from the same increased mana supply, which in the knights'
case has magnified their ability to hold agro and led many casters
to then strongly prefer these high agro knights as tanks.  LDoN
just made the situation worse with its emphasis on fast kills as
all three tank classes are notably inferior to others in DPS,
groups looking for high efficiency don't want multiple tanks.

I do find it, um, interesting, that SOE's official description of
the Warrior class calls out agro control via Taunt as a class
feature, while in-game the Warrior's Taunt is hugely inferior to
the knight's spell-based agro, which is supplemented by a Taunt
not all that much inferior to the Warrior's.  Maybe Warrior Taunt
should always add the Warrior's level in hate, then even an
unsuccessful Taunt would help keep the mob's attention.

> If warriors had some way (preferably NOT an AA, which merely
> solves the problem for the 10% of warriors high enough level and
[quoted text clipped - 6 lines]
> more" abilities, giving warriors one as well shouldn't unbalance
> things too much.

I think making part of the solution via AA as Davian suggests might
be a good idea.  The Warrior's disadvantage increases with level as
it becomes riskier to have a mob go after a caster.

> This also shouldn't encroach on the "real" DPS classes, who will
> continue to do more damage than any warrior (after all, this
> isn't any better than a warrior attacking from behind...)

The tank classes' low DPS is always gonna produce some angst, I
suspect.  So long as they have significant content that stresses
fast kills, this alongside power-gamers tendency to go for best
xp/time when grinding, a lot of groups are going to be avoiding
having more than one tank.  There are going to be plate tanks
LFG, they are popular classes.

kaev
Lance Berg - 23 Oct 2003 12:06 GMT
> > How about increasing warrior DPS from the front?  Currently you
> > take roughly a 15% hit to DPS in order to stand in front of a
[quoted text clipped - 6 lines]
> and buff procs already).  This would eliminate a penalty
> Warriors pay now for maximizing their hate generation.

I was talking about how mob riposte reduces the damage output of
people hitting from the front.

You bring up a good point, though, the one thing that the person
tanking gets that everyone else doesn't get is the opportunity to
riposte.  But Knights, who can weild big slow two handers without
sacrificing large amounts of their hate generation (still some,
of course, but melee isn't 90% of their hate like a warrior's)
benefit more from this than do warriors.   I don't think you can
tie riposte to a timer not dependant on mob attack frequency,
that doesn't make any sense.  But you -could- tie the chance of a
riposte to your weapon speed (so one handed weapons would riposte
more often, be they dual weilded or weapon and shield) and
further allow a dual weild check on all successful ripostes so
that two weapon riposting would do damage proportional to what
your two weapons do normally compared to a two hander.  Get the
chance adjustment right and it shouldn't matter what you riposte
with, your riposte damage over time should be consistant.  As a
bonus, someone using a fast weapon will now take -less- damage
due to higher riposte rate; that makes more sense, IRL I have  a
much better chance of blocking hits with a rapier and main gauche
than with a claymore.

> I also think Warriors need better agro control, there's just no
> way around the fact that many casters are more often limited by
[quoted text clipped - 5 lines]
> all three tank classes are notably inferior to others in DPS,
> groups looking for high efficiency don't want multiple tanks.

I don't mind that groups don't want multiple tanks, this makes
sense to me.  There are only 6 slots available.  Healer, Tank,
Mezzer, Slower, 2 DPS, thats sensible group construction.
Throwing in a secondary healer only makes sense if that healer is
also slower or DPS (in other words, two clerics makes little
sense).  Throwing in a secondary mezzer makes little sense unless
that mezzer is really there as DPS or the crowds are
extraordinarily large (cough*PBAE*cough).  Throwing in a
secondary slower makes little sense unless that slower is really
there as mezzer... only "DPS" really stacks.  Since half the
classes in the game are DPS, while there are only three tanks,
three healers, three mezzers, and two slowers, its not poor game
design to see things split up that way, or even to often see two
of the above jobs on one character so you can add a third DPS.

Since normally the model used is to engage only one mob at a
time, and keep its focus on one target, more than one "person who
can take all the hits" isn't any more useful than the more than
one mezzer model.

> > This also shouldn't encroach on the "real" DPS classes, who will
> > continue to do more damage than any warrior (after all, this
[quoted text clipped - 6 lines]
> having more than one tank.  There are going to be plate tanks
> LFG, they are popular classes.

See above, I think "one tank per group" is about right.  Where
this sucks is for raids, of course, but there you do want backup
tanks to take over in case of deaths, or to off tank unmezables
and so forth.  And you don't have real need for multiple mezers
and multiple slowers in most raids either; only the Healer job
seems to scale up with the size of the raid.

Oh, and I've had a hard time forming LDoN groups recently (in the
35 to 45 range) because we can't find healers and we can't find
plate tanks.  Just one would do.  But mostly you find DPS classes
along with some enchanters and bards (those are also rarer... its
surprising how often you can find 6 DPS classes and none of the
specialists).  

Part of this, I think, is that plate classes are so highly
dependant on gear and that raids are so tuned around the plate
tank that anyone making a tin can now is very unlikely to ever
get to actually be MT for high level raids, any raid that has
access to someone who's been 65 for a year and has therefore much
better gear isn't going to let your Johnny-come-lately who just
made 65 be MT instead, not when it matters.  Since thats the only
thing they are really good at, making a character that won't be
allowed to do it doesn't make much sense, instead make a DPS
class, those are always needed and always allowed to contribute
as fully as they can!

Bergh
Graeme Faelban - 23 Oct 2003 14:29 GMT
Lance Berg <emporer@dejazzd.com> wrote in news:3F97B405.DD02376
@dejazzd.com:

> there as mezzer... only "DPS" really stacks.  Since half the
> classes in the game are DPS, while there are only three tanks,
> three healers, three mezzers, and two slowers, its not poor game

Three slowers, one of which happens to also be a DPS class.

Signature

On Erollisi Marr in <Sanctuary of Marr>
Venerable Graeme Faelban, Barbarian Prophet of 65 seasons
Tainniel Fleabane, Halfling Warrior of 30 seasons
Giluven, Wood Elf Druid of 25 seasons
Graeniel, High Elf Enchanter of 25 seasons
On Test
Emgraeme, Gnome Wizard of 25 seasons

Lance Berg - 23 Oct 2003 15:44 GMT
> Lance Berg <emporer@dejazzd.com> wrote in news:3F97B405.DD02376
> @dejazzd.com:
[quoted text clipped - 4 lines]
>
> Three slowers, one of which happens to also be a DPS class.

Are you counting Bards or Beastlords as your "third slower"?

Or Necromancers?

Mages maybe?  Don't we eventually get a summoned only slow?

Beastlords, as I understand it get a halfway decent slow only at
the highest end of the game, prior to that its similar to the
bard one, a running joke.  I could be surprised, of course.  

While I thought that the slow rate was reasonably similar, a
recent thread pointed out that a 10% difference in slow percent
was really a much larger difference in damage mitigated via the
slow.  This being the case, Enchanter slow is (over most of their
career) inferior to shaman but still in the running, but
beastlord slow is even worse, and bard slow causes baby jesus to
get the hiccups laughing into his holy grail of bosco.

Still, three slowers would work better for my logic, which would
then make three plate tanks, three slowers, three mezzers, three
healers, and seven DPS casters; a preponderance of DPS people but
sharing two slots in most groups, instead of one each as the
other classes compete for.

Bergh
Graeme Faelban - 23 Oct 2003 15:57 GMT
Lance Berg <emporer@dejazzd.com> wrote in news:3F97E708.D0C45E55
@dejazzd.com:

>> Lance Berg <emporer@dejazzd.com> wrote in news:3F97B405.DD02376
>> @dejazzd.com:
[quoted text clipped - 28 lines]
> sharing two slots in most groups, instead of one each as the
> other classes compete for.

Lol, OK, Beastlords, I forgot bards, but BLs get a 65% slow, eventually,
if they get their hands on that level 65 spell.  Necros are great for
undead, only 5% less than shaman slow as I recall.

Enchanter slow is only 5% lower than Shaman slow at the high end.  At the
low end, Enchatners actually have a better slow than Shaman.  I don't
recall what level the shaman finally pulls ahead as the best slower in
the game, somewhere in the 30s maybe, which, is around where the slow is
enough to actually be really noticable too.

Signature

On Erollisi Marr in <Sanctuary of Marr>
Venerable Graeme Faelban, Barbarian Prophet of 65 seasons
Tainniel Fleabane, Halfling Warrior of 30 seasons
Giluven, Wood Elf Druid of 25 seasons
Graeniel, High Elf Enchanter of 25 seasons
On Test
Emgraeme, Gnome Wizard of 25 seasons

Lance Berg - 23 Oct 2003 16:29 GMT
> Lance Berg <emporer@dejazzd.com> wrote in news:3F97E708.D0C45E55
> @dejazzd.com:
[quoted text clipped - 25 lines]
> > beastlord slow is even worse, and bard slow causes baby jesus to
> > get the hiccups laughing into his holy grail of bosco.

> Lol, OK, Beastlords, I forgot bards, but BLs get a 65% slow, eventually,
> if they get their hands on that level 65 spell.

At level 65... admittedly they'll be 65 for longer than they were
1-64 probably, but its still not a good general rule to say that
beastlords have a slow "only" 10% lower than that of shaman.  For
the most part their slow is significantly worse, although it
doesn't suck quite as bad as bard slow.

Necros are great for
> undead, only 5% less than shaman slow as I recall.

Yep, if there were more undead, necros/cleric/paladin groups
would rule the world.  Slow that only works on a rare type of mob
isn't a good deal for a generic job breakdown, though.

> Enchanter slow is only 5% lower than Shaman slow at the high end.
This is what I was talking about, I too said "its only 5% less
slow" but if you do the math, it means the tank takes something
like 20% more damage over the run of the fight, the beastlord
slow is even worse, the tank takes something like 40% more
damage.

> At the
> low end, Enchatners actually have a better slow than Shaman.  I don't
> recall what level the shaman finally pulls ahead as the best slower in
> the game, somewhere in the 30s maybe, which, is around where the slow is
> enough to actually be really noticable too.

I also mentioned this in my parenthetical, where I say "(over
most of their career)"
Lewzephyr - 24 Oct 2003 14:36 GMT
>> Lance Berg <emporer@dejazzd.com> wrote in news:3F97B405.DD02376
>> @dejazzd.com:
[quoted text clipped - 8 lines]
>
>Or Necromancers?

Would only be for undead...

>Mages maybe?  Don't we eventually get a summoned only slow?
>
>Beastlords, as I understand it get a halfway decent slow only at
>the highest end of the game, prior to that its similar to the
>bard one, a running joke.  I could be surprised, of course.

Just an FYI, Beasts have:
20 % slow at 22
30 % slow at 50
50 % slow at 60
65 % slow at 65
John Henders - 26 Oct 2003 12:28 GMT
>Lance Berg <emporer@dejazzd.com> wrote in news:3F97B405.DD02376
>@dejazzd.com:

>> there as mezzer... only "DPS" really stacks.  Since half the
>> classes in the game are DPS, while there are only three tanks,
>> three healers, three mezzers, and two slowers, its not poor game

>Three slowers, one of which happens to also be a DPS class.

Four slowers, one of which happens to be a great puller.

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kaev - 23 Oct 2003 14:54 GMT
>>>How about increasing warrior DPS from the front?  Currently you
>>>take roughly a 15% hit to DPS in order to stand in front of a
[quoted text clipped - 16 lines]
> of course, but melee isn't 90% of their hate like a warrior's)
> benefit more from this than do warriors.

Actually Lance, I was talking about the other direction.  Mob riposte
of player attacks.  Tell me Lance, does it make sense to you that it
should decrease a players defense (in effect) to have his attacks
hasted?  (Haste me and the mob does more damage.)  Independently of
that question, does it make sense for my effective defense to get
noticeably worse (i.e. I take more damage) if I switch from using a
rusty Halberd to a sword and _shield_!  Yes, a melee takes more
damage as a reward for equipping a shield (due to the increase in
riposte damage from using a faster 1h weapon).

>   I don't think you can
> tie riposte to a timer not dependant on mob attack frequency,
> that doesn't make any sense.

Why not?  I'm serious.  EQ is not a combat simulator, it's not even
close.  If you feel the need for a rationale, it's not hard to invent
one (the riposter takes some time to "get the feel" of the rispotee's
attack pattern, the ripostee adjusts when the riposter gets an extra
attack in, rinse-repeat).  For that matter, in real melee does Joe
Twohander get more attacks when his opponent switches to a lighter
(faster) weapon?  Or does he get fewer because he's more frequently
dodging/parrying his opponent's attacks?  Or does it all wash out, he
loses some attacks to defending himself and gains others because his
opponent is making himself vulnerable more often?  The current system
doesn't make any sense, and on top of that it breaks weapon + shield
and weapon + weapon as viable choices.

> But you -could- tie the chance of a
> riposte to your weapon speed (so one handed weapons would riposte
[quoted text clipped - 51 lines]
>
> See above, I think "one tank per group" is about right.

I am not arguing whether it is "right".  What I'm saying is that as
far as I can tell it does not reflect the player population.  It
looks to me as if more than one-sixth of the player population is
primarily a Warrior or Knight (I could be wrong, I don't have any
way to conduct a valid survey).  Certainly from the flawed viewpoint
of (just to pick an example) Ornate armor molds/patterns the fact
that plate molds cost more than 5x as much as silk patterns and
3x chain and leather suggests an imbalance (yes, I know there are
two non-tank classes that wear plate, even so...).  And I do see a
disproportionate number of tanks when I use the LFG tool.

> Where
> this sucks is for raids, of course, but there you do want backup
> tanks to take over in case of deaths, or to off tank unmezables
> and so forth.
<snip>

I'm not experienced in the raid game, and not interested in commenting
on it except for this:  There are two principles that guide me in-game,
each as important as the other, (1) have fun, and (2) don't wreck the
fun of others.  Furor has made it quite clear that (2) is of no concern
to him, and many of his followers are apparently unaware that it could
even be a consideration (in game or IRL AFAICT).  It would be total
bullshit to wreck the casual knight's game because of issues with the
raid game (the reverse is also true).

kaev
James Grahame - 23 Oct 2003 21:39 GMT
> I'm not experienced in the raid game, and not interested in commenting
> on it except for this:  There are two principles that guide me in-game,
[quoted text clipped - 4 lines]
> bullshit to wreck the casual knight's game because of issues with the
> raid game (the reverse is also true).

   One of the big issues here is the warrior's role in an XP group. Groups
just don't want warriors in them if they can get a paladin or SK instead.
The knight gives them the ability to go all-out with DPS, gives them HPs or
ATK, gives them healing and/or mana regen, and even can serve as a puller
(lull/feign) without killing everyone. The warrior... lets them kill tough
mobs for XP. But by the time a mob is tough enough for you to see a
difference between the two tanks, it's no longer an XP mob. So this is
hurting the casual player today - the casual warrior.

   James
kaev - 23 Oct 2003 22:38 GMT
>>I'm not experienced in the raid game, and not interested in commenting
>>on it except for this:  There are two principles that guide me in-game,
[quoted text clipped - 13 lines]
> difference between the two tanks, it's no longer an XP mob. So this is
> hurting the casual player today - the casual warrior.

Yes, it is.  And I not only sympathize with them, I empathize, I've
been there ("group LF tank" "paladin here" "group LF warrior").  I
wouldn't wish that on anyone, it sucks.  But nerfing knights isn't
gonna get Warriors groups.  If you nerf knights ability to tank
they'll still get groups for agro management (unless you make them
worse than RNGs/BSTs, in which cas the RNG/BST will get the group
instead).  If you nerf knights agro management groups will, again
just use RNG/BST instead.  These caster groups would use a rag doll
as a tank if it could hold agro, just buff it up and keep it healed.
You mentioned in another thread a possible nerf to highend Paladin
tanks (nothing about Shadowknights there tho  :p ), which might
correct things somewhat at raid level and perhaps in highend groups,
but casual Warriors need a way to keep the mobs off the casters.
There just isn't any way around it (unless you want to do something
like taking mounts, FT, the MC aa, and the BST Spiritual line out of
the game while nerfing the duration of all other mana regen spells to
under 60 minutes.)

kaev
James Grahame - 24 Oct 2003 00:16 GMT
> But nerfing knights isn't
> gonna get Warriors groups.  If you nerf knights ability to tank
> they'll still get groups for agro management (unless you make them
> worse than RNGs/BSTs, in which cas the RNG/BST will get the group
> instead).

   Lots of XP-type things out there that those classes cannot efficiently
tank. For example, I'd never accept a ranger tank in Plane of Earth. They
just get owned too fast, and I bleed mana too quickly. So no, I don't see
groups accepting just anyone that can glue a mob to themselves.

> You mentioned in another thread a possible nerf to highend Paladin
> tanks (nothing about Shadowknights there tho  :p )

   There's nothing easy to nerf about a SK. The big advantage they have
over a warrior, after aggro generation, is DPS, not tankability. And the DPS
they gain is coming from spells and pet, not from weaponry. I'm not sure how
you could reduce their DPS without splitting paladins and shadow knights on
weapons, and then the shadow knights will (rightfully) complain that they're
given the shaft in weaponry compared with paladins. And it'll be very
difficult to get rid of that spell DPS considering that SK's have a
self-only mana regen buff that rivals KEI. I'm honestly stumped as to how
one could tune SK's without messing up some other aspect of "balance".

   James
Jekke, Just Jekke - 24 Oct 2003 14:39 GMT
>    One of the big issues here is the warrior's role in an XP group. Groups
>just don't want warriors in them if they can get a paladin or SK instead.

I hear this repeated as a mantra and wonder how true it is. I
definitely get the sense that paladins have outstripped warriors in
terms of desirability, but for my own groups, I still look for a
warrior before a shadowknight. I just haven't seen that what a SK
brings to the table makes up for their lower hit point, lower damage
mitigation, and lack of dual-wield.

Of course, it's also a function of gear. I'll take planar_guild_01 SK
over unguilded_was64yesterday paladin most of the time.

--Jekke
 =====================
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Graeme Faelban - 24 Oct 2003 15:15 GMT
>>    One of the big issues here is the warrior's role in an XP group.
>>    Groups just don't want warriors in them if they can get a paladin
[quoted text clipped - 9 lines]
> Of course, it's also a function of gear. I'll take planar_guild_01 SK
> over unguilded_was64yesterday paladin most of the time.

SKs are comparable to Paladins for HPs and damage mitigation, and bring
solid easy agro control, just like a paladin.  If I have a choice, I'll
take a knight class over a warrior, but, I won't wait on one.  Again, a
warrior with good hate generating weapons works well too.  Having been
the main healer in groups with various tank types as the main tank, I
have seen no appreciable difference as far as healing between the
different tanks, except that Paladins bring their own heals to the table
to help.  Of course, I don't have a CHeal that takes advantage of huge hp
totals either.

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Hippie Ramone - 24 Oct 2003 21:13 GMT
: solid easy agro control, just like a paladin.  If I have a choice, I'll
: take a knight class over a warrior, but, I won't wait on one.  Again, a
: warrior with good hate generating weapons works well too.  Having been

Unfortunately the bar on "good hate generating weapon" has risen up to the
levels of Anger-III augmented BoWs and BF/HG combos. Even then I truely
doubt a war could lock agro over a Knight class.

K
Graeme Faelban - 24 Oct 2003 21:50 GMT
>: solid easy agro control, just like a paladin.  If I have a choice,
>: I'll take a knight class over a warrior, but, I won't wait on one.
[quoted text clipped - 4 lines]
> the levels of Anger-III augmented BoWs and BF/HG combos. Even then I
> truely doubt a war could lock agro over a Knight class.

I don't worry about a warrior locking agro over a knight class, just over
me, and others casting on the mob.  If a warrior is supposed to be
tanking the mob, then a knight class should not be actively trying to
take agro from him.  I play regularly with a 65 warrior who has maxxed
dex, and uses the hate proccing weapon from Xanamech, and it is extremely
rare that I get hit, and I don't wait to slow with him tanking.  I Malos
as soon as I can, and then slow as soon as I can, once in a long while,
I'll get smacked for one round, but, that can happen even with a knight
class.  If I really want to grab agro off him, I can, toss a couple of
fast, high hp DoTs on the mob, and I can just about guarantee I will have
agro.  A knight can keep agro off me even then, but he has to work at it.

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Hippie Ramone - 24 Oct 2003 23:26 GMT
: take agro from him.  I play regularly with a 65 warrior who has maxxed
: dex, and uses the hate proccing weapon from Xanamech, and it is extremely
[quoted text clipped - 4 lines]
: fast, high hp DoTs on the mob, and I can just about guarantee I will have
: agro.  A knight can keep agro off me even then, but he has to work at it.

I'm a bit boggled, I have and have used the CHDS+CHoS combo, GBoS+CHSD,
and really have a difficult time parsing out any "noticeable" agro
generation difference vs my usual setup of the Horror Shard Claw + GBoS.
Dex is capped with shaman buffage also.  I can't say that I can get
agro off of a snap-slow from a shaman until maybe 11+ swings or 3 or more
taunt mashings.  Having a pally there usually just takes 1 stun cast.

K
Frank E - 27 Oct 2003 18:53 GMT
>: take agro from him.  I play regularly with a 65 warrior who has maxxed
>: dex, and uses the hate proccing weapon from Xanamech, and it is extremely
[quoted text clipped - 11 lines]
>agro off of a snap-slow from a shaman until maybe 11+ swings or 3 or more
>taunt mashings.  Having a pally there usually just takes 1 stun cast.

That just doesn't sound right. It's pretty rare that, even with a
non-uber warrior, I'll take more than one or two hits after a slow.
And realistically, we're fighting mobs where I can't take a few hits
(as a shaman) after an initial slow, we're fighting mobs where I'd
probably want a warrior as main tank anyway.

 ... and no, I never wait to slow unless it's a something truely
nasty. You can actually work taunt to your advantage in that
situation. Shaman gets big agro intially, warrior hits taunt and if it
works he's suddenly way up on the hate list and doesn't have to worry
about agro for the rest of the fight. Where it does break down is if
I'm casting DoTs since the poison DoTs cause pretty big agro every
tick. Warriors have a very tough time holding agro in that situation
unless they're pretty uber.

Rgds, Frank
James Grahame - 24 Oct 2003 19:05 GMT
> >    One of the big issues here is the warrior's role in an XP group. Groups
> >just don't want warriors in them if they can get a paladin or SK instead.
[quoted text clipped - 5 lines]
> brings to the table makes up for their lower hit point, lower damage
> mitigation, and lack of dual-wield.

   Aggro lock (huge advantage), ability to feign pull, higher DPS (in
appropriate gear), ATK buffs for the group, higher mana regen/health regen
for the group, snare. There's likely more, but I've never played a SK past
22.

   James
Jamie Norwood - 24 Oct 2003 14:25 GMT
on Thu, 23 Oct 2003 08:54:32 -0500, kaev stated:
> I am not arguing whether it is "right".  What I'm saying is that as
> far as I can tell it does not reflect the player population.  It
[quoted text clipped - 6 lines]
> two non-tank classes that wear plate, even so...).  And I do see a
> disproportionate number of tanks when I use the LFG tool.

Perhaps on your server, on mine, the big holdup on groups is tank, and
healer. Neither of those classes usually experiences a problem getting a
group. Nor do enchanters. DPS classes and shammies, on the other hand,
can wait hours to get in those same groups. As for the cost of ornate
molds... Well, if the drop rate in the ele planes is any indication, the
reason they are 5x as expensive is because they simply do not drop as
much. My guild has been raiding the elemental planes for maybe 2 months,
and already has some leather pieces that are rotting. Chain is getting
close. Yet there are plate wearers who have not gotten a single mold
because they just don't drop often.

That said, I do think there needs to be a good deal of fixing done to
warriors. The only place they are preffered over a knight on my server
is in raids. In raiding, defensive makes the warrior king. But as was
said, you don't need many on a raid. A guild with 4 active warriors
probably has enough for just about any encounter. Some mobs, at least in
my guild, do take two warriors; one on the mob, one on rampage. Two more
as backups for those and offtankers is usually enough; if we loose 4
warriors, we are probably wiping anyway. And then there are some
encounters, liek Xegony, where if we loose our MT, we are dead. And a
knight could not do the job at all.

If Sony is unwilling to fix warriors for XP groups, they should at least
change their class description to essentially make people understand
that warriors are a raid class...

Jamie
Jiji on Stromm
John Henders - 26 Oct 2003 12:35 GMT
>>   I don't think you can
>> tie riposte to a timer not dependant on mob attack frequency,
>> that doesn't make any sense.

>Why not?  I'm serious.  EQ is not a combat simulator, it's not even
>close.  If you feel the need for a rationale, it's not hard to invent
>one (the riposter takes some time to "get the feel" of the rispotee's
>attack pattern, the ripostee adjusts when the riposter gets an extra
>attack in, rinse-repeat).

Or as another idea, how about a warrior, being a melee specialist more
than anything else, is more skilled at making attacks that cant be
riposted? Still has the same basic effect of letting a warrior use the
dual weild fast attacking weapons that help him keep agro.

>I'm not experienced in the raid game, and not interested in commenting
>on it except for this:  There are two principles that guide me in-game,
[quoted text clipped - 4 lines]
>bullshit to wreck the casual knight's game because of issues with the
>raid game (the reverse is also true).

Actually, are you sure the changes he proposes would even affect the
casual knight? Casual players are already more limited in their ability
by the lack of ft15, mana conservation aa and focus items, and other
things that make a top end knight so efficient at this. I guess the
biggest fear knights should have is that SOE will decide it's a problem
and totally miss the mark fixing it, just like they did with monk's
tanking ability, which hit the casual monks much harder than the top end
guild monks.

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kaev - 27 Oct 2003 00:03 GMT
<snip>
> Actually, are you sure the changes he proposes would even affect the
> casual knight? Casual players are already more limited in their ability
[quoted text clipped - 4 lines]
> tanking ability, which hit the casual monks much harder than the top end
> guild monks.

Let me just point out that the low/mid level game (L20 to L44) was
utterly destroyed by a change made strictly for the convenience of
high level raiders.  Despite a great deal of interesting new content
the low/mid game will never recover from this blow, IMO, even though
the agent of its destruction has been removed.  And the mid/high
level game (L45 to L59) is still affected 24x7 by this same change,
especially for "casual" players (the raiders don't give a damn, they
don't really play the same game, they're just passing through in a
hurry).  Note that this same change has contributed to the current
Warrior issues in the area mid/high and high level XP grouping.

Now, if they can do this much damage in the name of "convenience",
just imagine what sort of fallout is possible should they try to
deal with a balance issue that has roots in just about every part
of the game's architecture, from their "vision" of the classes'
roles, to encounter balance and itemization at all levels of the
game.

kaev
James Grahame - 23 Oct 2003 21:29 GMT
> > Best I can come up with is to add a few AA's.  (Sony likes fixing things
> > through AA's.   Give people a bit more reason to exp :P). Drasticly reduce
> > or even eliminate the tremendous DPS hit a warrior takes when he uses
> > defensive discipline. (and perhaps speed up the reuse time a bit) Make it so
> > that /discipline defensive suddenly has a place to be used in an experience
> > group, not just in a raid situation.

   I like that idea. To take it further, maybe even eliminate the defensive
penalty on Aggressive, so the warrior also has a way to gain faster aggro at
the cost of losing /defensive for a bit.

> How about increasing warrior DPS from the front?  Currently you
> take roughly a 15% hit to DPS in order to stand in front of a
[quoted text clipped - 5 lines]
> with enough exp to get the AA, instead of fixing the class for
> levels 1 thru 65)

   Two things: one, they have an AA which does exactly that. Two, the
problem isn't an issue until you hit mobs that can mitigate DPS
significantly from the front. By the time you see such mobs, you're at raid
level, and assuming that a player at that level of the game has every tool
they require is standard for the devs. From the parses on end-game weapons
being done on Steel Warrior, it's quite apparent that the designers consider
AA's to be part of the class when balancing DPS via itemization.

> This also shouldn't encroach on the "real" DPS classes, who will
> continue to do more damage than any warrior (after all, this
> isn't any better than a warrior attacking from behind...)

   This is why changing relative DPS between warriors and knights doesn't
mean much, though. The tank isn't doing much of the group's damage, the
damage dealers are. Unless the difference between a knight's DPS and a
warrior's DPS is equal to or greater than the the combined difference
between what DPS the rest of the group can churn out with a warrior and what
they can churn out with a knight, you still come out on top with the knight.
And the DPS gap is huge when you consider the insane numbers level 65
characters can churn out on blue mobs. From the Steel Warrior parses,
top-end warriors on level 61 target, no buffs, are putting out about 110 DPS
to a knight's 90 DPS. With haste and buffs, call it 165 to 135. I've seen
wizards post theoretical numbers indicating that with their current mana
regen, spell haste, and foci they could top 300 DPS IF aggro wasn't a
consideration. And that's just one wizard!

   James
John Henders - 26 Oct 2003 11:52 GMT
>If warriors had some way (preferably NOT an AA, which merely
>solves the problem for the 10% of warriors high enough level and
[quoted text clipped - 6 lines]
>more" abilities, giving warriors one as well shouldn't unbalance
>things too much.

The thing is, warriors don't start to suck until the mid-high 50's.
Below 50, taunt works far better than above 50, even after they
supposedly fixed the ancient code that made 50+ mobs immune to taunt
back when any mob over 50 was a raid class target. At the same time,
knights really aren't that good until at least the high 50's either, as
their gear tends to be rather weak and so is their mana regen. I have
found from painful experience playing my 51 enchanter that while people
may think a paladin is better in an experience group than a warrior, in
general they aren't close. They don't have the mana to agro lock unless
they then sit and med more than the cleric between fights.

Meanwhile, by the time my extremely twinked warrior hit 58, I gave up on
him. Fighting to get and hold agro even with 40k worth of weapons just
wasn't fun. I have to agree that more than any of the tweaks that
they've done to the newbie levels, letting knights acheive the level of
agro lock they have at the high 50's and expecially 65+ has dumbed the
game down immensely.

>This also shouldn't encroach on the "real" DPS classes, who will
>continue to do more damage than any warrior (after all, this
>isn't any better than a warrior attacking from behind...)

No one wants the warrior to get anything that encroaches on another
class's turf despite the continuous encroachment on the warrior's turf
by other classes for the last three years. Odd.

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Lance Berg - 26 Oct 2003 13:44 GMT
> >If warriors had some way (preferably NOT an AA, which merely
> >solves the problem for the 10% of warriors high enough level and
[quoted text clipped - 17 lines]
> general they aren't close. They don't have the mana to agro lock unless
> they then sit and med more than the cleric between fights.

A paladin's best aggro spell is his level 9 stun.  To really lock
things down he'll want to use a couple of higher level stuns as
well... but still nothing expensive.  A level 65 stun doesn't
aggro the mob any more than that level 9 one does, it merely
costs more mana.... and sticks better and so forth of course.  So
the plan is, use the level 9 stun every time it pops, and use the
high level one the instant the mob turns its back on you, which
will probably stick and stun the mob preventing it from doing
anything for several seconds, and will likely aggro it enough to
return its attention to you anyway.

The same effect happens with a shadowknight; his best aggro
producer is his level 9 snare/dot, because its not important what
the spell does, all he needs is the aggro off it, and any snare
will do for that, so the cheaper the better.  If he needs the
snare to stick he might have to cast something higher level...
but for regular "lets keep the aggro on me, m'kay?" work he can
mostly just keep casting the dirt cheap stuff whenever it pops
up.

If your Knights are having mana troubles, with Clarity on (after
all, you are a 51 chanter, so they'd better have clarity), then
they are trying to do more than just lock aggro with their
spells.  Imagine a level 9 enchanter with Clarity, does he have
any trouble keeping mana for mezzing?

> Meanwhile, by the time my extremely twinked warrior hit 58, I gave up on
> him. Fighting to get and hold agro even with 40k worth of weapons just
[quoted text clipped - 10 lines]
> class's turf despite the continuous encroachment on the warrior's turf
> by other classes for the last three years. Odd.

Well, DPS classes don't have anything to worry about really, the
warrior would need  a really massive boost to become competitive
with them in the DPS field.

I don't think "other classes" are a concern in general, its
specifically SK and Paladins... well and arguably monks, who've
been nerfed into the stone age because of it.  It would be
possible to have Warriors become great healers, mezzers, or DPS
people... but that would leave just two Sponges, and be fairly
weird; would make more sense to me to have the warriors go back
to being competitive for the sponge position, fattening up the
pool back to three classes (well, its never been three, it used
to be only two, warriors and monks, and now its still only two,
SK and Paladin)

Bergh
David Navarro - 23 Oct 2003 07:42 GMT
> Best I can come up with is to add a few AA's.  (Sony likes fixing
> things through AA's.

Give them Mend Wounds and Critical Mend.

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John Henders - 26 Oct 2003 12:05 GMT
>> Best I can come up with is to add a few AA's.  (Sony likes fixing
>> things through AA's.

>Give them Mend Wounds and Critical Mend.

How would this help the warrior's agro problem? Or was it a joke? May as
well give them advanced lung capacity and advanced metabolism.

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David Navarro - 26 Oct 2003 15:24 GMT
Quoth John Henders:

>>> Best I can come up with is to add a few AA's.  (Sony likes fixing
>>> things through AA's.
[quoted text clipped - 3 lines]
> How would this help the warrior's agro problem? Or was it a joke? May
> as well give them advanced lung capacity and advanced metabolism.

It helps so that they can at least solo a little while waiting for a
group.

Signature

Venerable Hanrahan, Storm Warden (Human), Fennin Ro
           
The post above may contain arrant nonsense.

kaev - 27 Oct 2003 00:12 GMT
> Quoth John Henders:
>
[quoted text clipped - 8 lines]
> It helps so that they can at least solo a little while waiting for a
> group.

Heh, that's actually a small piece of the puzzle too.  A high level
Warrior without a group has nothing to do in EQ (we'll exclude the
tradeskill masochists from consideration here).  Not many Paladins
solo at high level, because it's hard to find XP mobs that Paladin
DPS is sufficient to kill.  But Warriors sitting around LFG see
horseshit soloing ability as infinitely better than what they have.

kaev
James Hicks - 23 Oct 2003 08:06 GMT
> Warriors need a boost.   They need an "and so much more" thing.   Knights
> already have thiers.   Tanking, and so much more.    In the case of
> paladins, the "and so much more" is instant aggro control, backup heals, and
> backup rezing.   In the case of shadowknights, the "and so much more" is
> instant aggro control, feign death pulling, and a bit more DPS.  With
> warriors... you just get the tanking.

   Can I ask you a personal question?

   Why did you make a warrior?

> Best I can come up with is to add a few AA's.  (Sony likes fixing things
> through AA's.   Give people a bit more reason to exp :P). Drasticly reduce
[quoted text clipped - 8 lines]
> dps melees run no risk of getting aggro?  Or do you want a tank that takes
> less melee damage, easing the stress on your healers?

   I'd vote running that one on test and seeing how it looks. Something's
gotta be done, if only so we can stop reading about THE most boring class in
the game.

> Dearic - Level 65 Overlord on E'ci
> Talynne - Level 57 Blackguard on E'ci
[quoted text clipped - 7 lines]
> aggro control.  They eliminate boat rides, you're up in arms.   They
> eliminate the skill requirement to combat... "best change ever".

   I think you may be slightly overestimating the power of Knight agro...
holding agro off of casters is still a full time job for me. It's not like I
magically click a button and agro is held permanently. I have a particular
amount of agro I build up for each fight and that amount varies greatly
depending on who's casting what. And I do vary it, because holding agro
costs mana like you wouldn't believe - and so do my 60's spells because most
of them are directly imported from a class that can regen 50 mana/tick. If I
have to feign pull a complicated pair of spawns (say two wanderers or even
two statics that PERSISTENTLY re-add) I need to save up to a third of my
mana bar for recasts of snare and feign. I think this situation's added a
whole new dimension to the game - and what has it really removed?

Regards,
James
Frank E - 23 Oct 2003 17:30 GMT
>    I think you may be slightly overestimating the power of Knight agro...
>holding agro off of casters is still a full time job for me. It's not like I
>magically click a button and agro is held permanently.

Well no, you do have to click that button every few seconds. <g> What
breaks it (imo) is that all the hybrids have low level, cheap spells
that can generate a ton of ago. Given KEI, they can keep it up
indefinitely.

Rgds, Frank
James Hicks - 23 Oct 2003 16:23 GMT
> >    I think you may be slightly overestimating the power of Knight agro...
> >holding agro off of casters is still a full time job for me. It's not like I
[quoted text clipped - 4 lines]
> that can generate a ton of ago. Given KEI, they can keep it up
> indefinitely.

   sssh.

> Rgds, Frank
Davian - 23 Oct 2003 23:06 GMT
> > Warriors need a boost.   They need an "and so much more" thing.   Knights
> > already have thiers.   Tanking, and so much more.    In the case of
[quoted text clipped - 7 lines]
>
>     Why did you make a warrior?

My original character back in 1999 had been a paladin that I took to the mid
30's.   I didn't really enjoy it, so I didn't want to start him up again.
And the rogue that I wanted to play wouldn't have made as good a partner
with the druid I was playing with.    Warrior was the least objectionable
alternative.

>     I think you may be slightly overestimating the power of Knight agro...
> holding agro off of casters is still a full time job for me. It's not like I
[quoted text clipped - 3 lines]
> costs mana like you wouldn't believe - and so do my 60's spells because most
> of them are directly imported from a class that can regen 50 mana/tick.

If you're running out of mana with KEI on, then you're doing something
wrong.  Since I've been playing my rogue, I've had knight tanks extremely
often, and not a single one has had this problem.   Even the clueless twits
seem to manage.   As another poster said, try casting your lower level
spells, since they still build a large amount of hate.

> If I
> have to feign pull a complicated pair of spawns (say two wanderers or even
> two statics that PERSISTENTLY re-add) I need to save up to a third of my
> mana bar for recasts of snare and feign.

So add a rogue to the group and stop wasting a third of your mana bar on
pulling.

>I think this situation's added a
> whole new dimension to the game

To the game for your specific class, maybe.  Maybe.

> - and what has it really removed?

Aggro control, which was the only real skill to combat for most people.

Signature

Dearic - Level 65 Overlord on E'ci
Talynne - Level 57 Blackguard on E'ci

Justin H. - 23 Oct 2003 23:32 GMT
On the calendar, in the box marked 10/23/2003 3:06 PM ^ Davian scratched:

> If you're running out of mana with KEI on, then you're doing something
> wrong.  Since I've been playing my rogue, I've had knight tanks extremely
> often, and not a single one has had this problem.   Even the clueless twits
> seem to manage.   As another poster said, try casting your lower level
> spells, since they still build a large amount of hate.

This is one of the things that I find debatable.  Those low level stuns
generate incredible amounts of aggro even at high levels, and even on
mobs that are immune.

--Inyidd
Graeme Faelban - 24 Oct 2003 14:10 GMT
> On the calendar, in the box marked 10/23/2003 3:06 PM ^ Davian
> scratched:
[quoted text clipped - 9 lines]
> stuns generate incredible amounts of aggro even at high levels, and
> even on mobs that are immune.

Did I miss something?  That's what Davian said.

Signature

On Erollisi Marr in <Sanctuary of Marr>
Venerable Graeme Faelban, Barbarian Prophet of 65 seasons
Tainniel Fleabane, Halfling Warrior of 30 seasons
Giluven, Wood Elf Druid of 25 seasons
Graeniel, High Elf Enchanter of 25 seasons
On Test
Emgraeme, Gnome Wizard of 25 seasons

Justin H. - 24 Oct 2003 20:25 GMT
On the calendar, in the box marked 10/24/2003 6:10 AM ^ Graeme Faelban
scratched:

>> On the calendar, in the box marked 10/23/2003 3:06 PM ^ Davian
>> scratched:
[quoted text clipped - 11 lines]
>
> Did I miss something?  That's what Davian said.

The difference being that I was objecting to it, and pointing out that
it generates hate even on mobs that are immune.

--Inyidd
Graeme Faelban - 24 Oct 2003 20:38 GMT
"Justin H." <justinh@NOSPAM.whidbey.net> wrote in news:vpiv5gpu2k1dc2
@corp.supernews.com:

> On the calendar, in the box marked 10/24/2003 6:10 AM ^ Graeme Faelban
> scratched:
[quoted text clipped - 17 lines]
> The difference being that I was objecting to it, and pointing out that
> it generates hate even on mobs that are immune.

That was far from obvious with the phrasing you used, as I don't believe
there is any debating that they do indeed work like that.  Debating
whether or not they should work like that on the other hand...

Signature

On Erollisi Marr in <Sanctuary of Marr>
Venerable Graeme Faelban, Barbarian Prophet of 65 seasons
Tainniel Fleabane, Halfling Warrior of 30 seasons
Giluven, Wood Elf Druid of 25 seasons
Graeniel, High Elf Enchanter of 25 seasons
On Test
Emgraeme, Gnome Wizard of 25 seasons

Justin H. - 24 Oct 2003 23:32 GMT
On the calendar, in the box marked 10/24/2003 12:38 PM ^ Graeme Faelban
scratched:

> That was far from obvious with the phrasing you used, as I don't believe
> there is any debating that they do indeed work like that.  Debating
> whether or not they should work like that on the other hand...

Aye, I believe you're right.  That was my fault.

--Inyidd
James Hicks - 24 Oct 2003 06:29 GMT
> > magically click a button and agro is held permanently. I have a particular
> > amount of agro I build up for each fight and that amount varies greatly
[quoted text clipped - 8 lines]
> seem to manage.   As another poster said, try casting your lower level
> spells, since they still build a large amount of hate.

   Rogue's don't agro anything like a shaman/mage/wizzy/necro. Not even
close - you can almost accidentally hold agro off a rogue, but if a necro
decides its time to seriously dot, you're hammering keys and still losing
it.

   I guess to qualify my mana statement... holding agro requires
significant mana expenditure, especially if you're *not* using any low level
spell rorts, which will probably be nerfed sooner or later. It probably
doesn't eat all of KEI, but up until recently getting and holding KEI (I
don't know about other tanks in the game but when someone dies in the group
I usually make damn sure it's me) have been a problem for me. I got Pact of
Hate last night, however, and wont be having this problem ever again.

   But as a class with spells that do damage and have other effects, I
don't want to spend 100% of my mana on holding agro. Why do I have all of
those spells? I'm *supposed* to out-damage the other tanks, so when my pet
buys it I like to be able to summon a new one (490 mana later), etc.

> > If I
> > have to feign pull a complicated pair of spawns (say two wanderers or even
[quoted text clipped - 3 lines]
> So add a rogue to the group and stop wasting a third of your mana bar on
> pulling.

   Never had a rogue puller once in 65 levels that I recall. These days I
group with the same people, usually just the same 2 other guys - a shaman
and a mage. If you've got an SK in the group and he *isn't* oom, you'd be
hard pressed to find a better puller in most situations. I might also add
that as a group MT, being the guy who damages the mob *First* is one of the
most important ways to hold agro that I've come across.

   Hmm and I've noticed that most people don't actually *like* pulling. I
have no idea why this is, it's one of my favorite parts of the game.

> >I think this situation's added a
> > whole new dimension to the game
[quoted text clipped - 4 lines]
>
> Aggro control, which was the only real skill to combat for most people.

   Agro control? Consisting of what? Waiting until the warrior had taken
the mob down to 80% before nuking? Where's the brain power or fun in that?

> --
> Dearic - Level 65 Overlord on E'ci
> Talynne - Level 57 Blackguard on E'ci
Davian - 24 Oct 2003 17:31 GMT
> > > magically click a button and agro is held permanently. I have a
> particular
[quoted text clipped - 15 lines]
> decides its time to seriously dot, you're hammering keys and still losing
> it.

And of course I've never grouped with any of those classes.   Yep, just my
rogue and my tank, out duoing, every time.

>     I guess to qualify my mana statement... holding agro requires
> significant mana expenditure, especially if you're *not* using any low level
[quoted text clipped - 3 lines]
> I usually make damn sure it's me) have been a problem for me. I got Pact of
> Hate last night, however, and wont be having this problem ever again.

While the situation you present, nerfing knight classes so that they can
only hold aggro using high mana cost spells, such that they cannot maintain
perfect aggro for an entire fight even with KEI on, would increase a
warriors relative desirability for groups...  I don't think it's the best
way to go.   I'd prefer to get out of the whole situation without nerfing
knights at all.

I'd like to see all three classes have something special and different that
they can bring to a group.

>     But as a class with spells that do damage and have other effects, I
> don't want to spend 100% of my mana on holding agro.

Then why did you suggest it?

Assuming, of course, that that was a suggestion.   Since, as you admitted,
it's not true now, I can only assume it is a description of the situation
you want to be true.

> > > If I
> > > have to feign pull a complicated pair of spawns (say two wanderers or
[quoted text clipped - 6 lines]
>
>     Never had a rogue puller once in 65 levels that I recall.

Rogues don't pull good alone.   But a rogue in combination with a feign
death puller is an incredibly powerful pulling team.

> > > - and what has it really removed?
> >
> > Aggro control, which was the only real skill to combat for most people.
>
>     Agro control? Consisting of what? Waiting until the warrior had taken
> the mob down to 80% before nuking? Where's the brain power or fun in that?

If, after 65 levels,  "wait until the mob is at 80% to nuke" is the sum
total of your knowledge of aggro control....  thank you, you've just
illustrated my point perfectly.

Signature

Dearic - Level 65 Overlord on E'ci
Talynne - Level 57 Blackguard on E'ci

James Hicks - 26 Oct 2003 14:09 GMT
> > > Aggro control, which was the only real skill to combat for most people.
> >
[quoted text clipped - 4 lines]
> total of your knowledge of aggro control....  thank you, you've just
> illustrated my point perfectly.

   Having set the sarcastic tone of the posts we're firing at each other
alongside the actual content of them, in which we don't seem to have any
clear disagreement, more some sort of complete inability to explain
ourselves to each other, I have decided not to continue this thread.

Cheers,
James

> Dearic - Level 65 Overlord on E'ci
> Talynne - Level 57 Blackguard on E'ci
John Henders - 26 Oct 2003 12:10 GMT
>    I think you may be slightly overestimating the power of Knight agro...
>holding agro off of casters is still a full time job for me. It's not like I
[quoted text clipped - 7 lines]
>mana bar for recasts of snare and feign. I think this situation's added a
>whole new dimension to the game - and what has it really removed?

I thought this discussion was related to experience grouping. If you're
doing an experience group pre LDoN, you only have to do something like
that once, then the spawn is broken for the duration if you're any kind
of puller at all. Besides, there or In LDoN, you're better off asking
the cleric to pacify that wasting a lot of time trying to do complicated
splits with feign.

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Frank E - 23 Oct 2003 17:30 GMT
>*snip Kaev playing with Furor*

Ewwww!

I thought Furor had quit EQ in a huff a couple of months ago?

>Warriors do need help, but I don't think a knight nerf is the answer.  

Even if knights weren't any better at controlling agro than a warrior,
I think they'd still be the preferred tanks for a high end exp group.
A 65 Pally or SK brings enough other things to the table to balance
things out imo.

I doubt they'll ever nerf hybrid agro control though, the outcry would
be too great because too many classes (basically everyone except
warriors) have a vested interested in the current 100% guaranteed agro
lock .

I do wish they'd randomize (nerf) hybrid spell agro a bit, knowing
exactly what spells anyone can cast w/o getting agro is just makes too
many things boring for me.

>Nor
>do I think it should be better aggro control either.  Warrior aggro control
>is not as bad a problem is many would believe.  The "warrior aggro problem"
>is that knights have been superior tanks for too long, such that there is a
>significant amount of players who don't know how to control thier aggro
>anymore, or are too lazy to do so. (1)

Question is, what incentive do you have to control agro when you can
just get a knight to tank instead? It's not laziness, it's efficiency.

Rgds, Frank
Lance Berg - 23 Oct 2003 15:56 GMT
> >*snip Kaev playing with Furor*
>
[quoted text clipped - 24 lines]
> >significant amount of players who don't know how to control thier aggro
> >anymore, or are too lazy to do so. (1)

Funny thing is, not all that long ago the  situation was the
other way around; nobody wanted knights for MA since they had
less HP and less AC.  Was the change due to melee rebalancing, or
to changed perception among players, or was it because with the
advent of POP mob aggro control became much more important than
it was before?

> Question is, what incentive do you have to control agro when you can
> just get a knight to tank instead? It's not laziness, it's efficiency.

More to the point, aggro control costs DPS.  Since the game is
almost entirely about DPS these days, why hold back in order to
let the warrior keep aggro, when you can go flat out and
slaughter the mob quicker with a knight?  This means the DPS
classes benefit (they get to use everything they have) and the
healers benefit (mob dies faster, thus doing less damage to the
MA) and the slowers benefit (because they get to slow sooner,
making their slow more effective) and even the mezzers benefit
(because they don't get beaten to a bloody pulp as frequently on
mez break, since the high aggro knight is better at getting the
mob's attention.... and because they are also often responsible
for other debuffing jobs which they can do flat out since the
knights have aggro in hand)

Bergh
Frank E - 23 Oct 2003 19:21 GMT
>Funny thing is, not all that long ago the  situation was the
>other way around; nobody wanted knights for MA since they had
>less HP and less AC.  Was the change due to melee rebalancing, or
>to changed perception among players, or was it because with the
>advent of POP mob aggro control became much more important than
>it was before?

I was grouping with Pallys and SKs back in their 30s and 40s (
velious/kunark era) and back then they really did suck. Neither one
could tank as well as a monk and paladins didn't really bring anything
to the table. At least a SK with a circlet of shadows was always (once
he had FD) an awesome puller who could also snare.

Since I watched those knights grow up, I can tell you exactly when a
SK got powerful, it started around 50th lvl and they just kept getting
better all the way to 60, their spell, extra AA and agro control when
PoP came out was just the icing on the cake. Paladins always had it
tougher from what I saw, mid 50s was when they started to catch up to
warriors and not until PoP would I have taken one in a pickup group
over a warrior.

>> Question is, what incentive do you have to control agro when you can
>> just get a knight to tank instead? It's not laziness, it's efficiency.
[quoted text clipped - 12 lines]
>for other debuffing jobs which they can do flat out since the
>knights have aggro in hand)

Exactly.

Rgds, Frank
James Grahame - 23 Oct 2003 21:05 GMT
> (1) - It is with some amusement that I notice all of these people that love
> to complain about the "dumbing down of the game"  will jump all over little
[quoted text clipped - 4 lines]
> aggro control.  They eliminate boat rides, you're up in arms.   They
> eliminate the skill requirement to combat... "best change ever".

   Knights have always been able to get and hold aggro, even in the days of
low mana regen. I remember the only thing they couldn't do that a warrior
could do was both pull and tank, as they needed some rest time if they
weren't in a group with a proper cc class (all of which had mana regen
boosts). What has changed is the casters. They now have sustainable DPS far,
far ahead of anything they used to be capable of doing. They can draw aggro
off a tank by merely nuking at what, for them, is an infinitely sustainable
level. So when someone tells them "control your aggro", what they're
actually saying is "stop doing as much damage as you're capable of doing".
And no DPS class will accept that.

   You're a rogue, Davian. Imagine that Evade greyed out your Backstab key.
Would you be terribly thrilled being with a tank that required you to Evade
all the time?

   James
Davian - 23 Oct 2003 22:52 GMT
> boosts). What has changed is the casters. They now have sustainable DPS far,
> far ahead of anything they used to be capable of doing. They can draw aggro
> off a tank by merely nuking at what, for them, is an infinitely sustainable
> level.

Yes.  They can now nuke four times during your average fight, instead of
two.   The problem is that they've become lazy.  Instead of spacing out the
four nukes, they just chain nuke four times, then sit down and go afk for
the rest of the fight.  With knight level aggro control, you can get away
with that.  So they do it.  Then they try it with a warrior tanking, get
killed after the 4'th chain nuke, then scream OMG, Warriors are such awful
tanks!.

> So when someone tells them "control your aggro", what they're
> actually saying is "stop doing as much damage as you're capable of doing".
[quoted text clipped - 3 lines]
> Would you be terribly thrilled being with a tank that required you to Evade
> all the time?

With the exception of monks, I've yet to see this be the actual case.   And
yes, I think it's ok to have one class that warriors dont' really group well
with.

Signature

Dearic - Level 65 Overlord on E'ci
Talynne - Level 57 Blackguard on E'ci

James Grahame - 24 Oct 2003 00:25 GMT
> > boosts). What has changed is the casters. They now have sustainable DPS
> far,
[quoted text clipped - 11 lines]
> killed after the 4'th chain nuke, then scream OMG, Warriors are such awful
> tanks!.

   It's more than that. I've seen responsible wizards in my XP groups get
summoned mid-fight because they got a big crit, something they cannot
control. The wizards also can't control how many times a warrior's aggro
crutch weapons proc. Put yourself in the wizard's shoes. In fight one
against mob type X, you cast twice after two minutes and get no aggro.
Second fight, you do the exact same thing and get a few rounds of smacking
for it. Third fight, you do the exact same thing and the warrior can't get
it off you with a crowbar. So how do you determine when to nuke and how
often? Why bother with this warrior stuff when the paladin you're with
generates most of his hate in precise amounts at precise times, making
determining a nuking schedule easy?

> yes, I think it's ok to have one class that warriors dont' really group well
> with.

   The problem is that the class of people they don't group well with is
"those who do damage with spells".

   James