1.81C - Heavy Tank changes

Tilda

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Kerith said:
can u blame em ? :p u hit like a death star
Suddenly, it was like thousands of voices cried out in pain!
Then there was silence!
Kagato had arrived in Odins Gate!
 

Gazon

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I like the CAE taunt. I suppose it will interrupt casters. That's pretty good. My armsman didn't have any ranged interrupt, except for throw weapon or the odd menacing look.

The de-cc pbaoe seems very nice. Kind of like group purge in certain situations: mezzed while bunched up. When the tank resisted, didn't get cc'd or he purged he then could purge all his m8s.

And that 10 sec 50% CC, 50% magic damage reduction could be viewed as a (very) watered down version of charge.

The 10 sec 35% debuff resistance seems short. Kind of impossible to time right. Just fire at the start of a fight and hope it made a difference.

It look very promising :clap: Will have to play him again :)
 

eggy

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Kagato said:
Still not keen on the active abilities though, a touch over kill and to much button fumbling, will end up with a dozen instants to blow in a fight and most of them will still be only very very minor effects.

How can you say "very very minor effects". De-CCing your group is hardly minor imo, or is a 50% shout in magic resists for your tin-can body.
 

Ilienwyn

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Someone in Mythic has been playing WoW lately? Or is it only me that those changes remind me of WoW?

Btw, armsman will need something more than other 2 to have chance in getting RvR groups. Unless we all specc our armsmen as siegebots :)
 

eggy

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Ilienwyn said:
Someone in Mythic has been playing WoW lately? Or is it only me that those changes remind me of WoW?

Btw, armsman will need something more than other 2 to have chance in getting RvR groups. Unless we all specc our armsmen as siegebots :)

It would be easy if they got TWF, ST, AotG etc :(
 

Nul

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Bha! My thane is a tank too. But only warriors seams to get all this fun.
 

Lupa

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warriors really need the changes, nobody wants to have those weak bg classes in his grp :<
 

Flimgoblin

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Gazon said:
I like the CAE taunt. I suppose it will interrupt casters. That's pretty good. My armsman didn't have any ranged interrupt, except for throw weapon or the odd menacing look.

it's a 90 degree cone (like a valk not like a bainshee) and is range 350 - i.e. you need to be in pbaoe range of someone to interrupt them and facing them - it's not bad but it's nothing like a banelord (ooh a banelord in the same zone as me who's been stunned, interrupted for the next hour)
 

Eleasias

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Ilienwyn said:
Someone in Mythic has been playing WoW lately? Or is it only me that those changes remind me of WoW?

Btw, armsman will need something more than other 2 to have chance in getting RvR groups. Unless we all specc our armsmen as siegebots :)
I dont get it where the people get the idea that hibs can fit a hero in the grp any better than albs can fit an armsman, you drop a merc for arms and hibs drop bm/champ for hero
 

liloe

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Lupa said:
warriors really need the changes, nobody wants to have those weak bg classes in his grp :<

ask Meril =))
 

Veno

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Eleasias said:
2 healer, 1 shaman, 1 warrior + 4 dmg/util
2 cleric, friar, sorc + 4 dmg/util
2 druid, bard, warden + 4 dmg/util


you can argue about group setups all you like but you cant deny mid is the strongest realm.
No end regen for alb eh? Yes it sucks but better than quaffing pots and swinging unstyled half the fight
 

Heta

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Raven said:
sounds pretty nice, like the sound of the resists and extra HP, dont like the sound of it only being available to new tanks, though i suppose when we finally get the patch in EU everyone will get it.


why cant people read the patch note?

dono if anyone said this yet but halted at this post.

Its only avalible on Pendragon for new heavy tanks at the moment, when it go live all the heavy tanks will get it.
 

Eleasias

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Veno said:
No end regen for alb eh? Yes it sucks but better than quaffing pots and swinging unstyled half the fight
Yes sadly no end regen for albs, we all know paladins are next to pretty useless and hardly anyone runs with them anymore :( (and I just recently finished mine) ><
 

Mastade

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censi said:
I disagree but know where your coming from bro. Its something that would be difficult and have to be radical and it would require a change to stealth in general.

but I personally would take a hit on how stealth works to have "comparible" DPS on my primary offense line bow as other visual offensive classes. Or anything that actually makes it viable for me to function as a desired class in an RVR group.

I think mythic are kind of wierd with class balancing because, I think when they get wind of an issue like they really do implement something to address it. What they implement can like land anywhere on the dart board of overpoweredness so to speak.

I guess the real point im making is I dont think they have got wind that like stealthers are piss weak generally compared to even the weak or less effective group classes.

i think they got these changes good though for heavy tanks they put some stuff in thats definetly gonna improve the classes performance and desirability.

Well its pretty much like this, there is a couple of ways of balancing the game.

You can...
Balance it for 1 vs 1

Balance it for fg vs fg

Balance it for Zerg vs Zerg

Balance it for Pve

If you sit down and try and balance every single char so they are equally good in 1 vs 1, it will more or less have an impact for the fg vs fg, zerg vs zerg and pve balancing. If you balance chars for fg vs fg it will have an impact on 1vs1 and 8vs8 and so on.

Mythic is without doubt mainly trying to balance this game for the Zerg vs Zerg part (and pve to some extend), for stuff like tower/keep fights and so on, without completely neglecting both 1 vs 1 and 8 vs 8. If people only played for the zerg vs zerg part, alot of chars/specs would all of a sudden be quite balanced. I mean, i wouldn't say no to having a Ranger in my grp, if i was to take a keep or defend one. Both you and i know how important that class is for that. The "perfect setup" would also change depending on what your grp is gonna do and alot of chars would not be looked down upon nomore cuz they would be needed for different tasks. Void Eld would be nice for defending/attacking twrs/keeps, mana ments would be able to fuckup zergs. You would prolly not have such massive whines about stuff as ml9 pet, instant mezz, the low range on pala end etc.

wow imagine how perfect this game would be if we all played the game the exact same way, for zeeeerg only :eek:

The problem with the game as it is now is when they balance a character for pretty much only one thing. Take the warlocks for instance, the class is allright in a fg vs fg perspective. Place it on a twr/keep or against any other opponent in a 1 vs 1 and its extremely imbalanced.
 

Heta

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Eleasias said:
Yes sadly no end regen for albs, we all know paladins are next to pretty useless and hardly anyone runs with them anymore :( (and I just recently finished mine) ><

omg, take that back!!
 

Fana

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Mastade said:
Well its pretty much like this, there is a couple of ways of balancing the game.

You can...
Balance it for 1 vs 1

Balance it for fg vs fg

Balance it for Zerg vs Zerg

Balance it for Pve

If you sit down and try and balance every single char so they are equally good in 1 vs 1, it will more or less have an impact for the fg vs fg, zerg vs zerg and pve balancing. If you balance chars for fg vs fg it will have an impact on 1vs1 and 8vs8 and so on.

Mythic is without doubt mainly trying to balance this game for the Zerg vs Zerg part (and pve to some extend), for stuff like tower/keep fights and so on, without completely neglecting both 1 vs 1 and 8 vs 8. If people only played for the zerg vs zerg part, alot of chars/specs would all of a sudden be quite balanced. I mean, i wouldn't say no to having a Ranger in my grp, if i was to take a keep or defend one. Both you and i know how important that class is for that. The "perfect setup" would also change depending on what your grp is gonna do and alot of chars would not be looked down upon nomore cuz they would be needed for different tasks. Void Eld would be nice for defending/attacking twrs/keeps, mana ments would be able to fuckup zergs. You would prolly not have such massive whines about stuff as ml9 pet, instant mezz, the low range on pala end etc.

wow imagine how perfect this game would be if we all played the game the exact same way, for zeeeerg only :eek:

The problem with the game as it is now is when they balance a character for pretty much only one thing. Take the warlocks for instance, the class is allright in a fg vs fg perspective. Place it on a twr/keep or against any other opponent in a 1 vs 1 and its extremely imbalanced.

QFT. If you just play the pvp game casually and stay in zergy situations there really isnt much to complain about. Its when you get wtfowned in 1 on 1 or 8 vs 8 that you feel like the game isnt balanced at all.

Anyway, some very nice changes for heavytanks imo, gives them much more utility and usefullness in their role as defensive tank in pvp. The pbae-purge effect alone should make them wanted in groups.
 

xxManiacxx

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Imo raise groups to 10-12ppl instead of 8!

If they want zerg vs zerg groups should be bigger.
 

kirennia

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I have to say, this is indeed a good boost but I'm afraid it is yet another stealth mid boost.

3xhealer, 1xshaman, 1xBGwarrior with approaching 3400hp(with this and DR hp additions, this wont be hard to get, same for heroes/armsmen remember), 1xBG savage in the assist train with 2 more zerkers, you have anything a group would ever need. Seriously, you'd have to ALL be playing shit to loose against another FG with that setup.

For hibs this isn't so much a boost in the FG scene as a warden is preferable over a hero most of the time anyway. And for albion, I'm not so sure. Armsman BGer would be handy but then they'd either loose resists or end regen which are both needed.
 

Corran

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kirennia said:
I have to say, this is indeed a good boost but I'm afraid it is yet another stealth mid boost.

3xhealer, 1xshaman, 1xBGwarrior with approaching 3400hp(with this and DR hp additions, this wont be hard to get, same for heroes/armsmen remember), 1xBG savage in the assist train with 2 more zerkers, you have anything a group would ever need. Seriously, you'd have to ALL be playing shit to loose against another FG with that setup.

For hibs this isn't so much a boost in the FG scene as a warden is preferable over a hero most of the time anyway. And for albion, I'm not so sure. Armsman BGer would be handy but then they'd either loose resists or end regen which are both needed.

Can fit the armsman in if you go pure melee group in alb.

2cleric, sorc, theurg, BG friar, BG pally, Armsman, merc

Means you lose cabby (ns, disease, high dps) though and BG'd enemies hurt you more as less people able to get round it.

You can drop friar and have nor resists.
Drop pally and have no end regen <i go this option tbh, just carry end pots>
 

kirennia

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Corran said:
Can fit the armsman in if you go pure melee group in alb.

2cleric, sorc, theurg, BG friar, BG pally, Armsman, merc

Means you lose cabby (ns, disease, high dps) though and BG'd enemies hurt you more as less people able to get round it.

You can drop friar and have nor resists.
Drop pally and have no end regen <i go this option tbh, just carry end pots>

That group would have less heals, better interupts but its damage output would be totally appauling in comparison. BG Savages greatly outdmg a friar, pally or armsman, as do zerkers. They can do their jobs just as well as well as deal out a lot more damage. Sadly albion needs more classes to get all the abilities a mid FG gets so they have to fall down in some respect :/
 

Pipppi

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kirennia said:
I have to say, this is indeed a good boost but I'm afraid it is yet another stealth mid boost.

3xhealer, 1xshaman, 1xBGwarrior with approaching 3400hp(with this and DR hp additions, this wont be hard to get, same for heroes/armsmen remember), 1xBG savage in the assist train with 2 more zerkers, you have anything a group would ever need. Seriously, you'd have to ALL be playing shit to loose against another FG with that setup.
QUOTE]

omg can you teach us more pls!
 

Vindicator

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I dont know if people just dont see what the changes mean or are playing them down so as to avoid the nerf calls already ^^.

The first shout is a nice ae interupt with many uses, more than once a fight as well.

Then Group purge on a 10 min timer? That was whined for so long before yet seems nobody minds now? With a heavy tank in grp with det 5 he wont be CC'd much and even if he does all he has to do is purge and demezz / root his group.... group purge cost the same as purge for him to use this ability.

The shout to increase chance to resist debuffs is probably done by raising levels so more chance to resist he spell. What does that mean for just plain nuking ;)? Of course thats speculation but even if debuffs are only resisted more thats brillant for combating caster groups. Every 5 mins, thats every fight pretty much. Wonder if it works with shears 2! ; )

Then theres the watered down version of Charge / sorc RR5. The funny thing is that us heavy tanks dont even have to pay for it ^^. Bad re-use on it thou but still really nice.

Then a grp ABS buff. Nice for fighting tank groups / stealther adds.

As for Climb wall? What the hell haha :D! Givf us your relics, ninja wall leapers ^^.

The passive stuff is really nice too, more HP more magic resist good stuff. Even if casters decide to take you out before you do all your funky shouts and stuff, the heavy tank will be the hardest to kill in the group whether its pure melee or magic now :).

All in all these changes are great. There were calls for changes for so long and finally they did. I remember suggesting Battle shouts like in D2 with the barbarian and I remember certain people saying it was not in the spirit of the heavy tank hehe, I guess not ^^.

Now just fix double speccing for Armsmen, something like my previous suggestions would own, so it makes us do more damage and you can very nicely add a WL Armsman to group instead of a BL merc :m00:
 

Blizard

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Cant bloody wait :clap: About time they did something worthwhile for heavy tanks.
Ill have to get the gimp dusted off and fully ToAed now but god hes gona rock!! :D
Imagine this:
Say you have got 30% in most of ya magic resists... that then could possibly be: 30% =Normal resists with ToA and SC items,
15%='New' Passive resists from new patch,
28%=AoM5
All in all, you could have 73% magic resists :clap:

Plus...3K hit points + IP2 = 4.5k hit points! hmmm bring it on!
 

Heta

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Corran said:
Can fit the armsman in if you go pure melee group in alb.

2cleric, sorc, theurg, BG friar, BG pally, Armsman, merc

Means you lose cabby (ns, disease, high dps) though and BG'd enemies hurt you more as less people able to get round it.

You can drop friar and have nor resists.
Drop pally and have no end regen <i go this option tbh, just carry end pots>

tbh, thats not a pure melee group for alb

cleric, cleric, sorc, paladin, merc, merc, merc, armsman

this is a pure tank group :p
 

Dumle

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I see alot of ppl talking about not having any resists in albgroup if not having a Friar in the mix.

Has anyone tried the new resistchants on the pally?
Heat/Cold/Matter & Body/Spirit/Energy.

Dont know if you can twist it in with end or not but if so then you can get resists without having a friar in the group and get an arms in that spot instead.
 

liloe

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Blizard said:
Cant bloody wait :clap: About time they did something worthwhile for heavy tanks.
Ill have to get the gimp dusted off and fully ToAed now but god hes gona rock!! :D
Imagine this:
Say you have got 30% in most of ya magic resists... that then could possibly be: 30% =Normal resists with ToA and SC items,
15%='New' Passive resists from new patch,
28%=AoM5
All in all, you could have 73% magic resists :clap:

Plus...3K hit points + IP2 = 4.5k hit points! hmmm bring it on!

wrong

AoM stacks as secondary only and we still don't know if the 15% are primary or secondary and if they're gonna stay like that at all =)
 

mikke

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Mastade said:
- Upon reaching level 41, the Hero, Armsman or Warrior will begin to gain more magic resistance (spell damage reduction only) as they progress towards level 50. At each level beyond 41 they gain 2%-3% extra resistance per level. At level 50, they will have the full 15% benefit.

w00t? so at lvl 50 they got 15% spell ressistances?
 

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