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  1. #11
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    Default Re: GU 66: Crusaders Able to Cast on the Move

    Crusaders need a snap and thats about it, Cast on the run ....Nerf rekless then !

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  2. #12
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    Default Re: GU 66: Crusaders Able to Cast on the Move

    Quote Originally Posted by Jacck View Post
    Thats because tanks are more balanced now than they have been in years. Crusaders need a couple more snaps and cast on the move will definitely improve things, once you get used to it. I have all 6 tanks, have mained a Brawler (both), Crusader (both Pally and SK) and a Warrior throughout the years and kept up with them. It's pretty damned balanced at the moment. And a couple tweaks to Zerks would help too. But on the whole, looks good for all but Zerkers, lol. I guess I should stick my head into the Official forums again to watch peoples reactions though.
    What level of gameplay are you playing at? Because right now there is no reason to use another Fighter to tank raids except Brawlers. Good DPS, top survivability rivaled only by a Guard, best snap capabilities, and the best group utility out of all Fighters. Monks are by far the most out of line simply because of all the saves they can chain together to both rarely get hit and take very little amount of damage.

    Instead Crusaders are being shelved to mage groups doing very little real tanking.

  3. #13
    "That Guy" Maergoth's Avatar
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    Default Re: GU 66: Crusaders Able to Cast on the Move

    Cast on the run can be good depending on the fight. That just requires them releasing that kind of fight.

    Classes are balanced and it seems like we're still not very desirable. It doesn't even have anything to do with us needing more snaps.
    That is, with intention, our only weakness.


    What they DO need is more fights that are crusader friendly. Sure, some fights should memwipe. Hell, some can even mem shuffle if they don't AOE auto or have a death counter.. but there needs to be mobs that reduce tank hate / increase DPS hate by 50-80% once a minute for 15-20 seconds and become immune to positionals or something.

    That way, our passive and DPS-related hate generation actually has an opportunity to shine, while the snap happy brawlers are sitting there trying to get tons of hate gain to counteract the problem and us crusaders are doing good DPS and just holding aggro on the mob.


    Xelgad asked me if I thought our class was overpowered with our current AA setup. I told him that is completely determined by content. We have a huge amount of damage reduction and saves now, and a truly exceptional reflect ability that would have had laughably awesome application in SF. And the content suddenly stopped being about surviving the planned hard hits or dps spikes and became about having the most snaps again.

    I don't know about you guys, but short of the random insta-death on Drinal, I have better survivability than every other class in the game. It requires actively using my saves appropriately, which I don't often do.. but it also requires incoming damage actually being something tanks need to worry about again.

    Hopefully the door swings the other way with more mobs like those tornados on the Dreadcutter that AOE every 10 seconds for like, 150k.

    It's all about the content.
    Last edited by Maergoth; 03-24-2013 at 03:53 AM.
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  4. #14
    Mystassin Ebofu's Avatar
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    Default Re: GU 66: Crusaders Able to Cast on the Move

    Pretty sure brawlers have the highest dps of the tanks so passive hate gain isn't a weakness, we just don't have transfers.

    This is a useful addition. It's only a pretty minor change though, as you will very rarely want to move a mob and you already have abilities to cast during movement.
    As Maer said, determined by content, even if they introduce another circle mob script, brawlers and warriors already cast on the run.
    Last edited by Ebofu; 03-24-2013 at 05:46 AM.
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  5. #15
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    Default Re: GU 66: Crusaders Able to Cast on the Move

    It used to be that it made all the sense in the world on large named encounters to try and use a Crusader because of their superior AE agro. However there is very very little of those fights (I blame lag for not wanting to design Ykesha type fights) and with changes to the Fighter classes any one of the Fighters can AE hold off a raid easily. Start throwing in mem-wipes on AE encounters and Brawlers once again shine with their hate positionals.

    Wait, SOE designed one mob for Crusaders in PoW, Eriak with his fear. Oh nvm, any tank with a templar can tank that fight just as easily with better saves.

    At this point there is no mechanic that SOE could add that would benefit Crusaders more with current abilities. And no tank group wants to give up Combat Mastery if they don't have to.
    Last edited by Deule; 03-24-2013 at 07:59 AM.

  6. #16
    beauty in brevity ta0ist's Avatar
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    Default Re: GU 66: Crusaders Able to Cast on the Move

    tap veins on-the-fly will be pretty cool to have.

    as far as hate generation via damage over hate and positional immunity, i don't think being able to cast while displacing will largely affect crusaders natural hate positions on purely dps generated lists. being able to appropriate aggress an encounter at the right time shouldn't require a constant knowledge of where the ot is on a parse, but that would definitely be an interesting mechanic.

  7. #17
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    Default Re: GU 66: Crusaders Able to Cast on the Move

    Seems the only way they can really do content to try and force having a crusader in it would be to do like the sisters in hate. Where you were supposed to have 1 of each tank type to tank them. With mear's suggestion of a temp reduction of tank hate and increase dps hate (or some other variant), this just leads to guardians or paladins tanking it. Since guards get their own hate transfer (and bitch about us asking for a stoneskin). It would do nothing for a SK as they would be just as screwed as the other tanks.

  8. #18
    Ultimate A$$hole
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    Default Re: GU 66: Crusaders Able to Cast on the Move

    Once again for Duele, the sky is falling. Really, you have had this supreme hardon for Brawlers since Sent Fate. It's like you lost your "TSO-ness" and have held a 3 year butt hurt because of it. Or has it been 4. I don't remember. You need to ask for more fights designed to be broader in terms of tank choices. Fight designs now favor tanks that have alot of stoneskins and deathsaves, for the most part. Change that and you would cry about something else another tank has that you want though Duele. It's how you roll.
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  9. #19
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    Default Re: GU 66: Crusaders Able to Cast on the Move

    Quote Originally Posted by Jacck View Post
    Once again for Duele, the sky is falling. Really, you have had this supreme hardon for Brawlers since Sent Fate. It's like you lost your "TSO-ness" and have held a 3 year butt hurt because of it. Or has it been 4. I don't remember. You need to ask for more fights designed to be broader in terms of tank choices. Fight designs now favor tanks that have alot of stoneskins and deathsaves, for the most part. Change that and you would cry about something else another tank has that you want though Duele. It's how you roll.
    Actually its been exactly since DoV launched when they made Brawlers the only tank of choice for raiding. Even after a few nerfs they are still sitting in the best shape in this game.

    Please explain to me what tank mechanics it would take to utilize other non-Brawlers. Have you done the pirates zone? Yeah larger groups of mobs. Guess what every raid has no reason to use anything but a Brawler.

    Sorry you can't understand that with how broad they have made their abilities by giving them everything they needed to be an emergency tank than decided to jack up their damage intake to that of plate tanks. Throw on top of that the single best group buff for any melee group, a.k.a. tank groups, and its a no brainer.

    Please explain to me any type of mechanic they can add into game besides a dumb archetype mechanic like Princes that would push other Fighters to be tanks of choice. Until they specifically add new abilities to Fighters or make some real good changes to some of the current abilities there will be no change which is exactly what the Brawler community wants. I mean who can blame them...being the tanks of choice for longer than any other Fighter in the game has got to be nice.

    Take out the need for Death Saves and snaps and guess what ???? Every tank group still wants a Brawler because their more durable and Combat Mastery!

  10. #20
    "That Guy" Maergoth's Avatar
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    Default Re: GU 66: Crusaders Able to Cast on the Move

    To say there is "nothing that can be done given the current setup" is bullshit.


    Brawlers are not more durable. Random melee deaths are more of a thing now then they have ever been. It doesn't happen to me, but it does happen to our brawlers.

    Combat mastery is not useful in a mage group. Mage group SKs are the highest damage tank class in the game. By far.

    Shadowknights are add tanks. The lag is prohibiting more add-heavy encounters. This will change.

    I would expect more and more mobs to be vulnerable to target lock mechanics. SKs have one for the worst case scenario.


    No matter how bad you think you've got it, other classes can crutch tanks more than ever. There is very little that can't be done with ANY tank. It boils down to how well you push buttons. SKs have a significant dps advantage and a reasonable amount of utility. Brawlers still have a shitton of snaps. Guardians are amazing at supporting the other tanks in raid. Paladins have a versatile save rotation and the best passive hate gain.

    Every class has something they bring to the table. The content is what determines whether or not it is necessary or desirable.

    The only ones who should be bitching are berserkers.
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    Quote Originally Posted by matin View Post
    wow it sickens me to even believe your a person, no human being would say this

    shame on you

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