6 -man Team

What good are warriors on SoD if people can only come up with one encounter where they wouldn't prefer a knight tank?

Why not make a "bandit" class... that's identical to rogue, except missing all the extra noncombat skills and slightly less dps... but which has innate bane damage vs a single encounter.


.... wondered why I'd had a single warrior in my exp groups amongst 100+ knights... oh wait that wasn't even an exp group, was an adept group... not that it matters.

Warriors take a fuck ton less damage then knights. But how often does that matter in 6 man content? not often.
 
Lithan,

All you have to do is search the forums for complaints from warriors, and the community's response to them, to see the general opinion on the issue.

Needless to say, it is a very sticky one that has been discussed over and over again.
 
Warriors are fine for 6 man content, don't believe the hype.

To explain this a bit more, warriors are fine for 6 man assuming the mobs don't spawn many adds. Places like rust factory are difficult b/c you have to hit everything once for decent agro. However, almost all other content can be handled by running to first mob, target, hitting, second, target hit.....

When you are tanking more than 3 at a time you generally need to switch targets around to generate a little bit more agro on each. At 8+ targets you generally want to have AE taunt up in case there is a dry spell in ripostes or you miss a lot a few rounds.

The major issue is this game is full of summoning mobs, which can cause trouble not being able to run to the target and hit it for foelock. With a knight, you can throw a spell on the add and your good to go.

With all that said, warriors tank best, sk second, pally third. But pallies have best AE agro, SKs can split and hold best single target agro, warriors are easily doable with a little extra effort(some clicky tag tools or a bow reduce the extra effort).
 
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