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  1. #11
    Player
    RiisWolf's Avatar
    Join Date
    Jun 2015
    Posts
    280
    Character
    Triptolemus Zaels
    World
    Balmung
    Main Class
    Warrior Lv 80
    Simply put:

    Less power=less room for alternative utility combos such as Storm's path and Soul Eater, and Sheild Bash & Riot Blade.

    Less STR = less power

    Tank Stance gimping power= less power. There is no either or, it's just plain both.

    Lower potencies= Less Threat

    Low Threat multipliers= less room for alternative utility combos such as Storm's path and Soul Eater, and Sheild Bash & Riot Blade and RA.

    Training Wheels Content= All dungeons excluding boss only encounters= Less Vit needed.

    Not enough threat=Defenses useless cause nobody is attacking the tank.

    Unpowered and Skilled= Unpowered (I'm looking at you paladin!) = All the "skilled" players (elitists) who have the nerve to preach that everything is OK when in fact it's not. I how I can make Paladin and DRK work, but I am NOT going to lie about their problems, like many of the elitists do. DRK would have fixed everything wrong with this game's tanking if it wasn't for the obnoxious resource management that literally forces you to slow down, and even then there's more DRKs out there than PLDs and with good reason too. By the way, right now, Paladins literally have lower enmity multipliers than WAR and DRK do, and both of them are also way stronger than PLD. That's double bad.

    Defensive CDs and passives block as little as 20% on average=low damage intake from most things in TRAINING WHEELS content.

    Low damage intake= Healers can easily heal any paper tank.

    Paper tank= anyone who is tanking but is not a tanking class (PLD,WAR,DRK)

    Healers can keep paper tank alive= it's just plain obvious, less VIT needed.

    More power= fights end faster.

    Fights ending faster= less damage is taken.

    Powerful self heals= more sustainability

    Weak or no self healing= Call your local Healer Babysitter

    Tank must use provoke to keep up= tank died and/or is significantly weaker than whomever is #2~8

    Low chance of parry that blocks 20% and usually ever parry 1/20 of total hits = Low damage intake = Less ViT needed

    2000HP and never made it below 75% cause of constant healer attention who not once went below 80% MP while in pure STR = Less vit needed

    Sword Oath being first in line= LESS VIT NEEDED = MORE POWER NEEDED = DEAD FREAKING GIVE AWAY!!!

    (barely) Decent =/= Good

    Slow GCD = Low damage intake

    Less than 5 party members = Low damage intake

    Tanks getting away with pure STR = Less vit needed

    Low Vit Returns, huge threat returns from STR when either is 30 points = STR is more beneficial, because you want things attacking you.

    Be the competent DPS with an undergear or underpowered tank = DPS is going to get mauled. I didn't say killed, cause the healer's there, assuming he's doing his job.

    New tanks in pure vit = absolute lost of control

    More vit = less power

    More power = less vit, but anyone who understands how this works wouldn't care even though it's not right, because we can get away with it because we don't need more defense. We need more power so that we can be hit so that our defenses CAN be used.

    Relying on long CDs and RNG for defense (DRK and PLD) = Low damage intake, and yes this is getting redundant, but you know, you almost have to say everything to get the message across. Most importantly it's shocking that the ones who whine about need and have need as the sole motivation of their slack.

    And guess what! Not only the training wheel content doesn't require much vit, neither do the extremes.

    Tank dead = Unless someone was hideously underleveled or pulled so much that nobody could survive, then someone wasn't doing their job right: Be it that tanks failed to CD, failed to maintain control which consequently leads to wipe, DPS doing a bad job at the killing part, most commonly healer fails to understand how to do their ONE job, in which case nobody will survive from anyway, even if they have 200 more HP.

    Paladin = Worst AoE in the entire game. An AST and WHM with Blizz 2 can do a better job. Their very involvement slows down the fight. The best stun locking class followed by WHM. More healing required cause he can't or won't heal, veil, and other CDs. Too uncoordinated to hold up shield most of the time and is also poorly blocks damage. More healing required because battles will take longer. Perfect for the spiny plume which is the single worst mechanic in all MMO, tanking enemies with low HP that must be kept alive. Can take hits from others or place a barrier on them with the help of a healer. . ...more babysitting. Shines light on this terrible tank system. Thanks Sword Oath.

    Dark Knight= All the power. Better at Magic defense. More damage IS their utility. Too bad that as MT they rely too much on getting hit, so certain CD combos are horrid, and without MP they are absolutely shut down. To restore TP, MP must be used. Tons of MP required to AoE life steal usually once ever, otherwise is stuck with single target lifesteal only. This meaning they require as much babysitting as paladins do. And no, their MP resource problems and lack of AoE life steals are the very reason why they can't AoE tank like Warriors can. Bad healers make up excuses for their failures.

    Warrior= Can cover everything. Literally EVERYTHING. As long as you remain in a stance you can never stop. Anything you do can lifesteal with bloodbath on. Inner Beast to counter anything without relying on longer CDs, while you can combo the CDs and lifesteals, where as PLD and DRK can not. High HP and healing bonuses makes them the best play mate for Scholars. Specializing in self healing means they are way more sustainable than Paladins are. Tank stance's effectiveness being similar to Shield Oath proofs how monotonous this terrible tanking system is. Is the only tank that goes great with itself.

    Parry= single worst tank stat in all of MMOs. 20% damage blocked less than 10% of the time. Additionally, how do you "parry" and still take the vast majority of the damage!?

    All Enmity actions and passives were patched and buffed and are scheduled to be patched and buffed again = Obvious low enmity is obvious.
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    Last edited by RiisWolf; 09-01-2015 at 06:10 PM. Reason: Too many CONS