Aliorm
Fledgling Freddie
- Joined
- Dec 24, 2003
- Messages
- 708
Dorin said:cap dex on 350 or sumat.
Then cap str on 350? Or maybe giv us the possibitity to get 450 Int?
Dorin said:cap dex on 350 or sumat.
Thrice ThidAlt said:Throw Weapon gains you 3-4 secs to get in melee range, where you.. Stand, fumbling with your weapon for 11-12 secs?
Something to throw into the considerations here, capping dex/cast speed will make high dex races less viable.
Aliorm said:Then cap str on 350? Or maybe giv us the possibitity to get 450 Int?
Kagato said:Please tell me how a heavy tank can kill a bonedancer or a spirit master then please? or perhaps even a chanter with pet and 3 brittle guards up before being totally blown apart? Or even a mentalist with RR5 ability up?
I've been playing a heavy tank for 3 years now and like to think I know most of the tricks by now but these days with ToA theres a great many fights you simply cannot win no matter how clever you get about it.
And before people whine about my opinion being biased or re-rolling, im sure its the same for a hero or warrior trying to fight a Sorcerer with ml9 or a cabalist.
Arid|Disci said:heavy tanks could use a boost..certainly heroes and armsmen
Fana said:The best answer imo would be to just give casters the same damage reduction drawback that melee gets when you increase swingspeed on a portion of their damage. That way the 0.8 sec castspeed guys out there would not be able to wtfpwn you in 3-4 casts. Having a high castspeed would still be usefull to keep other casters interupted etc, and win cc and such.
Atm a caster that does say 400 damage/nuke does the same damage if he has 2 sec castspeed or 0.8 sec. If say half of that was affected by a speed decrease penalty it should be more like 280 per nuke with 0.8 speed. Mana cost should ofc also be divided to be less with increased speed. Same with healing and cc etc - this would force people to decide if speed or frontload/duration was more important.
Pohjan Poika said:strong support for this, should go for heals aswell.
or if this isnt done removed the down side of haste on melee dmg - then we will see what casters think about tanks hitting for 600ish every second.
Vodkafairy said:fyi casters nuke for ~400 on cap resist, where tanks already hit for 400-800 damage per hit on casters easily. + so many insta interrupts, cc immunity (charge)
the people whining about mage damage are extremely biased, i bet most of you have never played with a mage against a proper group with a few banelords in it. sure, mage damage goes through the roof if you have shit equipment with hardly or no resists, but that goes for tank damage aswell.
the problem is that in big standoffs of casual players, range classes are the key. if a tank goes close, they get blown to pieces. well DUH. if you're a tank you shouldn't mess around a keep and get some kinda group together and roam or something, or use siege
Vodkafairy said:fyi casters nuke for ~400 on cap resist, where tanks already hit for 400-800 damage per hit on casters easily. + so many insta interrupts, cc immunity (charge)
the people whining about mage damage are extremely biased, i bet most of you have never played with a mage against a proper group with a few banelords in it. sure, mage damage goes through the roof if you have shit equipment with hardly or no resists, but that goes for tank damage aswell.
the problem is that in big standoffs of casual players, range classes are the key. if a tank goes close, they get blown to pieces. well DUH. if you're a tank you shouldn't mess around a keep and get some kinda group together and roam or something, or use siege
Puppet said:But when Im on my ranger and a fire-wiz nukes me for 600+ everytime I just think 'fuck this'.
There is absolutely hundreds of ways to nullify melee damage now, ranging from alblative procs, to pbt to simply keeping out of melee range, yes you ALL know how easy it is to kite just out of being hit range, yet theres only a few ways to nullify magic damage.
Roadie said:when your running from a tank you cant cast, just fyi. Also there are ways to slow magic dmg, Resist buffs, acuity shear, dex/quick debuff, banelord de-haste. Not to mention the entire interupt system
lofff said:maybe u could consider that most ppl posting is not thinking about 1vs1 combat.. on grp combat, healing turns the tides and a single caster dropping a heavy tank before the tank reaches him well.. talks more about the tanks grp than about the caster overpoweredness..
about the dmg.. theres something called positionals, and meleers dont face 50%+ resists, remove resist buffs and resist debuffs all together i bet u willl like that.
edit- and lets not turn this on a 1vs1 class imbalance discussion please..
Roadie said:hmmmm id imagine most times you see a wiz in a 1:1 you think "happy days! free rp's"
heavy tanks are to counter light tanks and to dish out some dmg when there is nothing to guard from...i know bg isnt unique but heavy tanks do alot better dmg than the other classes who get it.
when your running from a tank you cant cast, just fyi. Also there are ways to slow magic dmg, Resist buffs, acuity shear, dex/quick debuff, banelord de-haste. Not to mention the entire interupt system
Roadie said:heavy tanks are to counter light tanks and to dish out some dmg when there is nothing to guard from...
Vodkafairy said:its not ae slam, but its an ae shield style that interrupts
at 41 spec iirc
edit-
http://www.camelotherald.com/styles/style.php?st_id=376