If a party rejects a tank class because of the DPS it does, the party sucks big time and wants to blame its lack of skill and DPS on the tank. That is all I'm going to say.
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If a party rejects a tank class because of the DPS it does, the party sucks big time and wants to blame its lack of skill and DPS on the tank. That is all I'm going to say.
No, with Storm's Eye PLD isn't that far behind WAR (870-900 dps vs 950+), which is more than enough. You SHOULDN'T do the same DPS as WAR/DRK, that's the price you pay for wanting to be the tank with the best mitigation.
Help SE, I don't know how to play my class. Please nerf all the others so I look less bad in comparison.
well, the issue I see with paladins have the best mitigation is that, it doesn't seem that it is really needed to beat any bosses in savage. you can get by with drk/war and have the extra dps to push new content. granted those who are getting thru with less tank mitigation are the best players in the world. the majority of us will start clearing in a month or so with all the gear we get and weapon upgrades and it will be a non-issue.
The only real issue PLD has right now is that Alexander Savage encounter design so far hasn't favoured them since every tankbuster seems to be magical damage, rendering Sheltron quite useless. If A4S is anything like normal though, a lot of the damage is entirely unaspected which might not benefit DRKs as much as, say, A1S did.
Living Dead being able to have this mythical 20 seconds of functional time would be under absolute perfect circumstances that will virtually never happen.
For it to happen, the DRK would have to pop it and then as the final second is ticking down they hit 0 HP, activating Walking Dead and then the healer waiting and timing their heals so that the final heal to hit that 100% DRK HP healed requisite happens as the final second is ticking down and all that is assuming that there is zero server/client delay or lag.
That seems way more restrictive on healers in order to be achieved than just not having to worry about the tank for about 10 seconds.
Ideally in a virtually perfect scenario you could hope for 18 seconds of functional uptime at most and even that is pretty much never going to happen. Most likely you are going to see more like on average probably around 10-12 seconds of uptime that has a hard-line healing requirement that results in instant death if not met as well as still being able to take damage just not die.
Hallowed Ground is by far the best super anti-death defensive CD amongst the three tanks and is one of the most powerful tools in a PLD's kit if not the most powerful.
One would things think with the base word being shell in sheltron it would have some magic mit involved, especially since in the HW new ability trailer I beleive the pld used it to stop fire dmg... I think, I don't remember exactly lol