Re: Zerk being a tank
Well, we have an ability now to avoid damage like Tower of stone in our AA lines. And well, with a dirge + warden in MT group there is no problems with our slashing skills... (and yes warden is nice in g1, with their new crit mit buff and instinc).
We have the same group mit buff, same solo mit buff. We have an ability that give us nice avoidance for a good amount of time.
And then, there is Adrenaline. That ability seriously doesn't have that mutch bad sides in MT groops.. (Usually Mt group is Tank/3heals/dirge/coercer) with the ubbers echanter mythical the mana flow like it never had. And that great defensive spell doesn't have a long reuse timer.
Well, that being said, lets compare the guards/zerk on defensive skills.
ZERK:
-Adrenaline, 50% damage reduction O_O (The bad side was reduced, not draining mana like it was before.. Up ever 1 min 30 +- with Int proc (more with alacrity O_O) an last 32 second.. Thats THE ability :p)
-Hold Rage (Been changed to give +10 shield effectiveness and keeps the def/parry buff. No bad side if AA are ok.
-Wall of madness (like guards, solo mit up)
-Group mit buff
-We don't die on undying will, and we have another deadward witch help us not getting OS sometimes... Thats huge on some fights imho.
-AA to boost our shield effectivness even more
-Wall of force who is a ToS like spell.. but avoid 2 attacks
-Small heals proc and a small heal when under 30% health (AA should be placed there.)
-Always up on mythical 5% damage reduct
Did I forget something ?
Guards now.
-Tower of stone (protects against 3 attacks)
-Guard sphere (Guard takes damage that would go on team, and proc stoneskin)
-Raidwide +25 (or more ?) Defence.
-Solo mit buff (Like Zerk) AA can be placed here to boost shield effectivness when up.
-Group mit buff (Same here.)
-Group HP buff (Can be up to 1500 I tink with the set BP and AA, thats one of their nice buff imho and I miss it sometimes but well, I have adrenaline now xD)
-Dead ward, but the guards dies 45 sec +- after it expire... Its good on somes fights that don't takes forever and can save the raid, but its a "use wisely" spell.
-+20% dodge 20 sec recast 2-3 min with int. (Thats good too, but nothing compare to adrenaline)
-Proc on mythical 5% damage reduct and imune to all effects.
-Mythical: Imune to ripost (But hey, someone ever saw a riposte ? lets say its 2% damage reduct on SOME mobs :p)
Did I forget something ?
O_O O_O O_O
Maybe it's almost near in defensive skills, but for MT zerk is over guard in aggro stability. With mythical and new AA we have tons of snap aggro, WAY more ZE Aggro, 25% of inc damage = hate..
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The word "berserker" today applies to anyone who fights with reckless abandon and disregard to even his own life
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