Warrior vs. Knights, Grouping / Leveling

terr281

Dalayan Beginner
(To start, if your answer to a perceived problem pre-level 55 for a class is going to simply be "level to 65," please don't bother reading further.)

I believe that, pre-level 55, warriors are severaly outclassed by knights in groups.

Comparison of styles: (copied from another thread)

Warrior:

From wiki, non-basic warrior stances:

(4) Driving Attack 15 Increases generated hate, moderate stamina consumption
(5) Deftful Dance 15 [Small Race Only] Increase avoidance
(6) Steel Barrier 25 Decrease attack speed, increase mitigation, parry, riposte, and shield block
(7) Furious Assault 35 [Requires Two-Handed Weapon] Increase spell interrupt chance
(8) Living Shield 45 Decrease damage, increase hate, increase mitigation
(9) Unyielding Stance 55 Increase Mitigation
(10) Frenzied Attack 55 Increase attack speed, decrease avoidance, lose parry, riposte, dodge, and shield block
(11) Final Stand 60 Decrease damage taken to 1, die on exhaustion
(12) Vindicator's Stance 65 Increase Mitigation

Stance 5 is only usable by small race warriors. (And, with the change in SoD that WE and DE aren't considered small ....as it was on Live...this is one warrior stance that most warriors can never use.)

Stance 7 requires 2 handed weapons and is great for caster mobs. But, for the purpose of this argument, this stance can't be used. A tank does his/her job by keeping agro on a mob. Warrior agro generation is much lower with a 2-handed weapon versus duel wielding 1-handed weapons.

<Assumptions/Facts:> (Depending on your opinion)
1. Warriors gain agro pre-level 55 mostly via autoattacking, taunt, and Foelock in combination with stance changes only.
2. Duel wielding is very key in a grouping situation for a warrior to keep agro.
3. Very few buffers have the invigorate line or care to buff warriors with it. (And, no stamina regen items exist in SoD on equipment, unlike FT for knights.)

This leaves the following stances for use:

4: Moderate stamina usage, works very well for its purpose no matter the warrior's equipped weapons/shield at the time.
6: The first warrior "taking dmg" style. Drains stamina quickly, and slows attack speed. (Remember, attack speed = autoattack = agro generation for a warrior.) So, using a shield and this style simulataneously effectively ruins warrior agro generation.
8: The first good "tanking" style, no matter the warrior's equipped weapons/shield at the time. Drains stamina very quickly.

This leaves pre-55 warriors, who want to keep agro and tank, using a combination of style 4, 8, and basic 3 only...with very little way to regain stamina. Warriors do not get a "meditate" for their stamina bar (another knight plus), nor does "stamina regen +X" exist on equipment.

Warrior vs. Knight comparison:

SK pre-55 styles:

(4) Seething Fury 20 Increases aggro generated.
(5) Dismissive Strike 35 Increases Interruption chance and adds a dispel proc to melee.
(6) Loathing Guard 45 <10% mitigation>. Moderate to high stamina useage.

Comparison to Warrior:

1. Both style 4s are comparible and do the same thing.
2. SK style 5 is equivalent to Warrior style 7, but why do SK's get to use a shield while warriors must use a 2handed? Further, why does the SK style also have a disspell proc?
3. SK style 6 and warrior style 8 is the one place where Warrior finally pulls ahead, getting +hate and +5% mitigation.

Paladin pre-55 styles:

(4) Guarding Blade 20 Puts you into a focused stance, increasing both hate and parry. Very useful when tanking extremely hard foes or swarms of them.
(5) Cleansing Blades 35 Puts you into a focused state, increasing critical hits veruses all neutral or evil targets.
(6) Stoical Will 45 Grants the paladin immunity to fear, charm, and mesmerizing effects. Does not affect unresistable charm/mez.

Comparison to Warrior:

1. Paladin's style 4 is what a warrior should have as their style 5. (Hate + defensive abilities) Again, the paladin learned to cast spells, the warrior completely trained in melee combat. Further, this would give the warrior the ability to have a "hate only" style and a "slightly less hate than driving attack, but more defense" style for multiple mob pulls.
2. Paladin style 5...<Generally not used by paladins.>
3. Paladin style 6...<A warrior shouldn't have this, if we did...we would be berserkers and get it via "raging fury" or something equivalent.>

Therefore, my proposal to start making pre-55 warriors = to pre-55 knights in "taking dmg" and "agro generation," from a melee perspective, would be:

1. Replace Warrior style 5 with a paladin's style 4.
2. Replace Warrior style 7 with a sk's style 5.
3. Give Warriors an ability, like meditate, to up their stamina regeneration. <Not possible with client, I know.>
4. Implement "+ stamina regeneration" on equipment, to the level that FT is available for knights. <Again, probably not possible.>
5. Put "self only targeted stamina regen buff" on warrior equipment that is easily questable from warrior guildmasters. This buff would scale according to the warrior's level, but be "slightly less" than the level available from the Invigor line. (Also, I would mention that the Paladin class even gets the ability to cast Invigor...yes, at level 49... but they get it. Another bonus to paladins.)
---------------------------
Further reasons warriors are underpowered pre-55 vs. knights:

1. Most mob-dropped plate armor in SoD is made so that all 3 tanks can get a benefit from it. (This includes adding mana, +wisdom, and + intelligence.)
2. Several 1-handed weapons exist that are knight usable only, most with MUCH higher dmg/delay ratios than the equivalent for a warrior.
3. Most warrior usable 1-handed weapons are also usable by bards and rogues as offhand weapons.
4. With the "across the board" increases to the skill caps (defense, dodge, parry, weapon skills) that exist on SoD, once a knight receives a skill (yes, a bit later in level than a warrior...but not much), he is the exact same as a warrior in a few levels of tanking.
5. Found out just today that knights, despite the thread in the Tome of Knowledge, that knights get to keep their defensive skills while casting. (Question for consideration: What produces more agro in the few seconds that it takes a knight to cast a spell....the spell casted, or the 2-4 hits the warrior gets on the mob?)
---------------------------
From this warrior's perspective, groups these days look for knights over warriors as tanks in this leveling field simply because the knights aren't "one trick ponies." Further, knights get the same melee skill set that a warrior does for the purposes of melee dmg.

The only things a warrior gets over a knight are:

1. Foelock. (The only real benefit of a warrior, but a single critical nuke, backstab, heal, etc. eliminates this bonus early in a battle.)
2. Earlier skill acquistion. (See above about actual tanking equalizing this benefit.)
3. At these levels, a few more hp every level than a knight.
4. Slightly more natural dmg. mitigation vs. a knight, which is counterbalanced by a knight's use of a shield over 2 weapons AND being able to keep agro at the same time.
5. /shield command, only usable if the warrior is A: Not doing his job and keeping agro or B: Not the MT in the group.

Knights get the following:

1. Meditate for mana regeneration = additional hate generation that a warrior doesn't get for stamina stances.
2. Unique abilities brought to a group. (Group crit'ing if undead, feign death pulling, group heals/procs, etc.)
3. Melee stances that, when compared to a warrior stance of the same type/theme, are generally better than the one the warrior gets.
4. Can pull with castable spells from mana pool. (Versus equipment change-outs for clickies or using bows...all generally made with rangers in mind...)

The SK vs. Paladin thread mentions that parsing needs to be done between the 3 classes again. I would like to include that this needs to be done for lower levels as well, including the ability of the classes to keep agro on the mob.
 
ok lets look at this from my point of view based off my recently leveled paladin adapt alt. My gearset was based off what I could aquire for 2k pp and nothing else.

Your whole thread is bs. The only thing I added to the group was the ability to get critical strikes on undead. I spent a little time in 2 zones that had undead this was usful on.

Actually I find myself tabing back to read other forums and losing my train of thought here. Basicaly I think all of these threads are a fucking waste of everyones time and people should be shot for continuing to post this garbage.
HYBRID CLASSES GET ABILITIES THAT MAKE THEM USEFUL
If you dont like that shit leave the game.

On a side Note I am going to a warrior alt and a SK alt of the same race and level them together and see if the SK just breaks the game.
Anyone want to bet I find thats not the case?
 
3. Very few buffers have the invigorate line or care to buff warriors with it. (And, no stamina regen items exist in SoD on equipment, unlike FT for knights.)

Druids and clerics both get sta regen spells. You should have one of these classes along anyway for healing, unless you're either a very twinked warrior or have a very twinked shaman. If they do not care to buff you with it, choose different people to group with.

2. Replace Warrior style 7 with a sk's style 5.
How does this help with aggro?

Further reasons warriors are underpowered pre-55 vs. knights:...
...
3. Most warrior usable 1-handed weapons are also usable by bards and rogues as offhand weapons.
But this doesn't change their aggro properties. Just because an aggro weapon lists other classes doesn't mean they will necessarily want to use them, or use them in all situations. The availability of aggro-oriented offhand weapons which are usable by Warriors and not Knights is a + for warriors, not a - as compared to knights.

Further, knights get the same melee skill set that a warrior does for the purposes of melee dmg.
Like Dual Wield?

The only things a warrior gets over a knight are:
6. Warriors also get a class aggro bonus. The same hit with the same weapon produces more aggro for a warrior than a knight.
7. They're not dependent on mana or stamina (they still generate aggro with 0 stamina usage; more aggro than a knight with 0 mana/sta usage).
8. The availability of aggro-oriented offhand weapons (discussed above).

I can't speak for SKs, but I have leveled both a Warrior and a Pally from 1 to 65, and the warrior was a whole lot easier and more successful in keeping aggro than the Pally, and the pally was twinked whereas the warrior wasn't. (Pallys do start to shine more near the top (60s+) due to the higher level spells and AAs, not to mention better gear, but that's not relevent to this thread.)
 
If I see one more god damn thread like this my head is going to explode.

The
tanks
are
not
that
imbalanced.

Pre-55
balance
means
nothing.

And
Pre-55
I
would
rather
have
a
warrior,
because
knights
(primarily
paladins)
suck
before
level
60,
and
don't
mitigate
as
well
with
the
same
gear,
shields
for
knights
included.

Grow
up.
 
Guiardo, thank you for rationally discussing the issue, and...despite typing responses...it is simply better for me not to do so, as high-end balance seems to be the only thing that matters. (Since 1-64 is considered a tutorial to most/all, after all.) Again, thank you.

Rest: Apparently you, those on the forums, have differing opinions (or say different things) than the groups in OOC and the beginner guild that are "looking for a tank." It is simply due to the "knights bring other things to the group" that I have consistently been told "sorry, tank means knight for group...knight requires less healing...etc." that I have been constantly told when in the game. (And, before it is said, my "in game" is different than here because this is a discussion board, the game is meant to be played in.) Therefore, when told the statements for the X time, I simply reply with "understood" and move on.

Low level pick up groups, from my experience, only want knights. From my personal experience during this "tutorial," knights hold agro easier than a similarly equipped warrior and require less healing than a warrior.

But, veteran player opinions (the status quo) are what matter, as does high-end balance. Not newer player experiences.

<Prepares to continue being flamed>
 
Look, apparently its these low level people that are the problem, and not the classes. Is everything as "smooth" with a warrior? No. I really can't understand why there is this overwhelming warrior hate on this server. Quite frankly its ridiculous, and for the most part baseless. People simply don't want to try.

If you want your exp handed to you without any effort, go play world of warcraft. Shit around here is pretty balanced right now as far as tanks go, maybe SK single target aggro could use a boost at the mid/high end of raiding, but otherwise the three tanks stack up against each other quite well.

The OP has some serious flaws and misconceptions in it as well. These kinds of things get repeated over and over and eventually everyone just believes it, and it brings us m ore threads like this.

Warriors are not going to be OMG standout better than paladins and shadowknights. They are meant to have a little bit more health, a little more raw mitigation, and thats it. These three classes are meant to be EQUAL one another, and they are. What the SK and paladin bring in utility, is made up for by the warriors slightly better tanking.

Again I repeat, if these low level groups don't want to take you because you are a warrior, it is an issue with these people and not that class that is the problem.
 
"I believe that, pre-level 55, warriors are severaly outclassed by knights in groups."

I think your opinion is incorrect.

If groups are leaving out warriors, which I doubt, then the groups are just stupid.

Warriors are the masters of mitigation and have a lot more HP, and they don't have to meditate after every few pulls, just to hold the aggro. That makes them the preferred tank or at the least an equal tank for much of the pre-55 game.

I have well over a dozen toons, seven of which are 57 or above (and thus have grouped through those levels). I have a toon of each tank class and my only objection to the warrior is that he was really boring to play (though I may just suck at it). My mains are not tanks. And in all that time of leveling toons I have not seen this bias, except for a few situations, such as wanting a Paladin in an undead zone or wanting an SK to pull. Generally I and others just wanted a well played tank.

And, in looking at your anecdotal evidence, we have to consider this: if people do not want to group with you, it might not be about the class of your toon. [To be clear, I do not know you. But I think the possibility needed to be said.]

And yes, for the most part, levels 1-64 are the tutorial.

And I think we have plenty of Warrior vs Knight threads already.

Peace, out.
 
warrior vs knight

sadly i agree that sks and pallys are much more powerful then warriors.i play one all the time and it just makes me sad to see the equipment on this game.in live warriors had much better equipment then sks or pallys because they are equipment based.in sod sks and pallys get the same gear and their spells to boot.the designers should really fix that as far as the game equip goes.i see less and less warriors and more and more sks and pallys.is there any wonder why?at times i want to just strip my warrior of all his gear and start a sk.
 
If I see one more god damn thread like this my head is going to explode.

The
tanks
are
not
that
imbalanced.

Pre-55
balance
means
nothing.

And
Pre-55
I
would
rather
have
a
warrior,
because
knights
(primarily
paladins)
suck
before
level
60,
and
don't
mitigate
as
well
with
the
same
gear,
shields
for
knights
included.

Grow
up.

Whoa a poem
 
Druids and clerics both get sta regen spells. You should have one of these classes along anyway for healing, unless you're either a very twinked warrior or have a very twinked shaman. If they do not care to buff you with it, choose different people to group with.
)

Just because hes even more wrong, paladins get rejuvenate or a lesser version of it as well and I guess you can consider worn acumen "stamina regen" Although finding that post 65 is going to be a pain in the arse.
 
Im beginning to think that when I joined and was STRONGLY advised not to make a tank it wasnt due to there being plenty of tanks already, but rather due to the desperation of forum members to avoid having another person making these threads.
 
New tank means this-

Tank levels up, everything is fine.

Tank reaches 65, starts doing Tmaps / buying Deepmetal.

Tank gets AAs.

Tank realizes no matter how much time he puts in, no guild wants him. Each guild normally already has more than enough tanks.

Tank has too much time to think.

Tank makes awesome QQ threads about population / mean players / class balance.

Tank rerolls another class and we don't see QQ threads from him anymore.
 
New tank means this-

Tank levels up, everything is fine.

Tank reaches 65, starts doing Tmaps / buying Deepmetal.

Tank gets AAs.

Tank realizes no matter how much time he puts in, no guild wants him. Each guild normally already has more than enough tanks.

Tank has too much time to think.

Tank (assuming he is not lazy) makes his own guild and starts at T1

Fixed
 

It's rare that this Non-lazy tank shows up at the right time to have enough like minded 65's to actually be able to raid though. I applaud the ones that have done it successfully, and I feel for the ones that have tried and failed.

And t1 isn't even as good as Tmap gear =(
 
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