Warriors the defunct SOD class

I was replying more to Ringo and a few others than to the new warrior. Of course, if a guild that was mid-tier or higher did decide to pick him up, as wildly unlikely as that is, then his journey would be similar to mine. My closing thoughts were addressed to him.

It would be nice if upon character creation the warrior class would pop up a little disclaimer saying "Warning: This character will be next to worthless in endgame without a big group of friends and a pile of luck."
 
Dzillions post

Dzillions post captured the essence of what I have tried to suggest as a possible remedy for the warrior problem in Sod. Yes, I still maintain there IS a problem.

The class has been changed from the original concept Warrior in the 'other' game; and YES I for one believe that Dzillion is right. The warrior is supposed to be the 'weapons master'. The warrior is the class who would like to stand toe-to-toe in mortal combat with his enemy. No roots, or spells. Plain and simple heroic combat. A noble class. Not some dumb animal who can take damage but is unable to deal it. Before someone quotes that last sentence, I'm not suggesting warrior DPS should equal that of rogues. But it should be much closer; rogues have many other amazing abilities, assassination, sneaking, lock picking..do I need to go on? Some used to say warriors were over-powered in the 'other' game, I say at pre-raid levels they are underpowered in SOD.

Its sad to see the current state of affairs where pre-raid geared warriors play second fiddle to auxiliary tanks who have many other abilities. A weapons master who after specializing in dual wield weaponry for some mysterious reason cannot out damage an unarmed martial fighter is preposterous. Why can't our 'weapons master' match the DPS of a ranger using the same weapon? Please do not read 'warriors are crap' - but in SOD the warrior is a flawed class currently at pre-raid levels. And getting into raid levels is not often possible or maybe even desirable for all players. It should be possible to develop a nicely rounded character who has his specialities akin to his class, BUT IS NOT SO DESIGNED THAT HE CANNOT PLAY OUTSIDE A SCENARIO FOR WHICH THERE IS NO CALL IN SOD.

The idea that the warriors better mitigation is in totality his only strength is not within the characters original conception to most people. It was the standard starting character for many new players back in the day. A rounded and easy to play character that hit hard, took a lot of damage. You could bring a handful of warriors on a big raid, you could have fun and warriors felt like well...'warriors'. In the 'other' game my warrior couldn't solo much either. But my perception is that there were better weapons dropping, and he used to hit significantly harder. Please don't ask for a parse, I don't have one. But the fact that a few other people have agreed within the short time scale this post has existed for would seem to indicate some consensus of opinion.

At pre-raid levels they are kind of pathetic currently. I own such a warrior, and somebody with a raid geared warrior with another 250AAs telling me that I'm not qualified to discuss this subject is misled, was lucky or is forgetful; because it is not high tiered raid tanks that we are discussing here, but rather tanks at exactly that prior stage. And given the current situation, many warriors will have to stay at that stage maybe indefinitely.
 
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Id like to see warriors get some kinda extra bonus for useing a shield in groups/raids like there weapon does more damage while using a shield and some kinda stun that will work on ALL targets (even if its just the spell interuption part) that might make them a tad bit more useful on raids
 
A lot changed when they restricted raids to 18 people. Warriors may feel the pinch more than other classes, but not much more. There's simply no call for more than one of many classes on raids, not just warriors. The only bit that makes it worse for that class is that many guilds will choose to keep botting their old warrior if the player leaves. If another class leaves, it's more likely that a guild will replace it with a new one.

Having fought through pretty much every raid tier, and having built a new warrior tank from scratch when our old one left (yes, some guilds do that) I have little sympathy for your griping. What you get out of this game depends entirely on how much effort you're willing to put in. Some classes take more effort than others. If it's too much for you, roll something that's easier to deal with.
 
Stupid idea out of the blue: how about making Warriors especially good at working together? Increase the /shield effect when a Warrior is targeting another Warrior, increase the aux tanking effect of a Warrior fighting alongside another Warrior, slightly increase the effect of some AAs when another Warrior is within range, etc.

This wouldn't affect grouping much, but would make adding another Warrior to a raid slightly more desirable.
 
The warrior is supposed to be the 'weapons master'.

Where do you get this idea from? Historically in D&D, which certainly had a huge influence on the design of this game, Rangers are the weaponmasters, not warriors. Warriors suffered a penalty on both weapons to dual wield, and most of the time in my experience chose to use a shield or a 2 hander instead of a second weapon.

Not that this game is modeled exactly after D&D, but I don't know of any other fantasy setting (not including today's MMORPGs, which cannot be considered the fantasy setting for this game, and which honestly I have very little knowledge of) where warriors are weaponmasters either.
 
I agree with Ardenn on the issue with charms on main tanks.

It is quite bad in fact, and it has become a problem in nearly every guild. It is one of those things where you are damned if you do, and you are damned if you don't.

Option 1: Don't assist your MT in obtaining a better charm, and your guild progresses slower.
Option 2: Assist your MT in obtaining a better charm, your guild progresses faster, but individuals are at risk of losing money invested.

I have first hand experience with this, losing over 100k that I donated from my pocket to a former guild. I was leader of the guild at the time, and it was common practice that charms purchased by the guild remained guild property. The rules changed before I was paid back, and the guild also disbanded before I was paid back.

Our entire guild received the benefit of me donating the money, there is no question about that. But was it fair that I be the one who got burned when I was only trying to help everyone? I don't think so at all.

This is most certainly a problem, and is part of the problem guild MT's arnt replaced as easily as any other class. I feel this should be address, and I have brought this up before. However, the staff is leaning more towards a hands-off approach. I respect this completely, as its generally best to let the population sort out problems on their own. But, I do think they could implement features that would aid the population, or rather turn loss/loss situations into situations that resemble more closely that of a win/win.

For example, they could implement a charm registry. A registry that allows guild funds to be allocated to individuals, but with the ability to revoke funds (possibly at a penalty). This would reduce the dependence on building up 1 botted MT, as the funds could be changed to another toon. Thus, an active player has a better chance at landing the MT position in a guild rather then the guild eternally botting a warrior.
 
Dude seriously put the time your putting in this post in making your new character cause dropping warrior wont happen and shouldn't happen, cause no not all warriors are bots.
Thanks, you've summed up my thoughts. There are people that DO play their warrior. Actually a majority of the big guilds's warriors do.

One of the problem besides 18 man raid and a restricted role is the gae of the server though. There are now many many good warriors laying aroun on the server, and that are used when creating new guilds. Of course they suck up the up and coming warrior spot.
 
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18 raid slots means that not every class can be doubled up. If you have 2 warriors on a raid then, I guarantee you that there will be less paladins and SKs.

(Extra raid slots more often go to healers, than dps -- which means that the suggestion to "increase warrior dps" wont necessarily fix the problem.)

P.S.
Any class can hit the T3 tradeskill armor wall. At that point, you either play hardcore and hope to find a steady raiding guild, or your done. This is not warrior specific. Opportunities for progression past that point are just extremely limited, when compared to previous content.

P.S.S. Ill agree that guilds are more likely to bot warriors over other classes, but unless the server ends with a raiding population easily divided into groups of 18 -- some people are going to be left out.
 
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I never took a loan on any of my 200k charms. although I tend to blow my wad at the 200k charm level.
 
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