I actually really like warriors, and they have their place In the game. The biggest thing holding warriors back at the current high tiers is that very few fights are balanced around meele damage. Warriors are still the king of mitigation, but most of the games harder fights focus around spell damage, kiting, etc. if a mob has killer meele damage, it limits how many other damage sources or mechanics you can have, since all the healers are focused on tank damage. Older EQ, and even earlier shards raid tiers had simpler fights, where often the biggest challenge was healing the tank, and in those cases warriors strengths are really noticed. When you reduce tank meele hits in trade for group damage and kiting and stuff, the weakness of Knights is eliminated, and there isn't much reason to use a warrior instead.
tl, dr: other than having to live forever with the shameful, gross embarrassment of being a knight, knights are too strong when compared to the warrior class.
warriors need some changesWarriors are in a weird spot balancing wise vs. the paladin and the SK. The paladin and SK both have many serious situational advantages, and don't give up much for them. In the early days of live EQ (perhaps a strange comparison but bear with me), Paladins and Shadowknights had to choose between tanking gear and casting gear, weighing the advantages and disadvantages of both. SoD has 1 size fits all armor, with big int/wis on it. Essentially, the knights get the same gear as warriors but it also has huge casting stats. Couple that with the generally stronger-than-tier items that are knight only, and you have basically thrown away what disadvantages knights could have. Warriors do lots of cool stuff and have the intangible "it" factor, but knights are basically a 95% warrior 40% cleric (paladin) or 95% warrior 55% awesome (sk). Paladin healing is too strong in general as a mechanic on both 6 man fights and in raids, and the same for SK taps/aggro/utility.
tl, dr: other than having to live forever with the shameful, gross embarrassment of being a knight, knights are too strong when compared to the warrior class.
noUhhh /s 11 is pretty strong and makes up for the spell mitigation a lot imo, as well as adding utility to the whole raid. It's really hard to test this spell since there's no buff/song icon but in limited testing it works great. When people are grouped up, it's essentially 2% better than the paladin spell mitigation aspect of runic 1 (maybe stacks?), but for the whole raid. Maybe removing the cooldown on /s 11 and increasing the stamina usage could help warriors out?
warriors need some changes
it means warriors do not have enough hp or mitigation to justify bringing them over a knight to anything. knights have so many oh shit buttons and paladins have such crazy group utility, bringing a warrior to any 6 man is basically carrying them, and nothing even requires a warrior on raids. they're helpless little beings who just take damage a little better. sks can stance life tap with deflux, sublimate soul and spears for like 4k heals, and leech touch. paladins have a ghot way better than clerics, amazing self heals, lay hands and piety if the clr gets behind. warriors have the worst agro (inb4 people saying no way!!!! wars #1!!!!) and cannot do anything on fights that involve moving for the time that they are moving (ie. 4.3 last phase, sks can pull 800 dps and paladins can help heal, whilst warriors run in circles for 2 minutes)What does that even mean, though? I never see warriors even down here in scrub tier. Monks and beastlord needs were/are pretty obvious...how could warriors be buffed besides dps/hate tweaks on their abilities?
You have a very limited viewpoint as to whom you have played with and what relation they are/have been amongst others.it means warriors do not have enough hp or mitigation to justify bringing them over a knight to anything. knights have so many oh shit buttons and paladins have such crazy group utility, bringing a warrior to any 6 man is basically carrying them, and nothing even requires a warrior on raids. they're helpless little beings who just take damage a little better. sks can stance life tap with deflux, sublimate soul and spears for like 4k heals, and leech touch. paladins have a ghot way better than clerics, amazing self heals, lay hands and piety if the clr gets behind. warriors have the worst agro (inb4 people saying no way!!!! wars #1!!!!) and cannot do anything on fights that involve moving for the time that they are moving (ie. 4.3 last phase, sks can pull 800 dps and paladins can help heal, whilst warriors run in circles for 2 minutes)
warriors are only the best for exp groups and although they have cool little stances they are the most lackluster tank class.
10% for 6 seconds, or 8% for 24 seconds with a HoT component. IDK what the /s 11 cooldown is, but unless it is 0 it is a pretty safe bet to say the paladin r1 is superior in a majority of situationsUhhh /s 11 is pretty strong and makes up for the spell mitigation a lot imo, as well as adding utility to the whole raid. It's really hard to test this spell since there's no buff/song icon but in limited testing it works great. When people are grouped up, it's essentially 2% better than the paladin spell mitigation aspect of runic 1 (maybe stacks?), but for the whole raid. Maybe removing the cooldown on /s 11 and increasing the stamina usage could help warriors out?
10% for 6 seconds, or 8% for 24 seconds with a HoT component. IDK what the /s 11 cooldown is, but unless it is 0 it is a pretty safe bet to say the paladin r1 is superior in a majority of situations
Make warriors do significantly more DPS when tanking via riposte overhaul, problem solved. You'd still want a Paladin for all the nice Paladin things but all the SKs can go #SADIDA now. Everyone is happy.