teriodin wrote:I'm fairly new here and only have a 49F/33Mage but currently I use Heavy armour and 2 handed weapons, with parry rather than dodge owing to the armour penalties.
I solo a lot, but am happy to tank in a group too.
I usually taunt to start combat and am planning on editing all my shortcut bars to minimise stamina use today. It will be a bit trial and error, but I have a few ideas.
I saw a post from one guy who said he uses light armour and dodge - may have to try that just to see what happens
Anyone else care to share their Melee ideas?
Hail, Teriodin.
I've been watching this thread progress for a while with interest, though I thought now would be a good opportunity to give my experiences as a dedicated Melee'er.
First and foremost, understand one thing. There are two very different types of Melee'ers, and you would be best to pick one and go for it full-steam. I'm not talking 1hand or 2hand either, I'm talking Damage Dealer and Tank.
It is my personal belief that a Melee Damage Dealer is no substitute for any Nuker (i.e. offensive mage) worth their salt. Therefore, I follow the path of the Defensive Warrior. I am the immovable object to my Lady Ailish's irresistable force, the wall of armour to which damage output is -always- secondary to damage resistance.
To begin with, Melee'ers are strong in all areas. They can solo easily, they can travel easily, they can soak up lots of damage -and- deal out lots. However, as you progress to harder areas, and come across invasion forces, you will find yourself falling more often than not unless you hone your tactics into that of the true tank.
Mostly I hunt with my Guild, in which I am the most experienced Homin, but from time to time I hunt with Homins more experienced than I. However, more often than not, it is I who gets the role of main tank and of mob puller. To a certain degree, tactics are much more useful to a tank than physical attributes.
As mentioned before with regards to group fighting, the most important skill for a Tank is Taunt. Without this, you are useless. You're just another mediocre damage dealer, and you are not protecting your casters. Healers keep you alive, if they die, so do you. Nukers make taking on strong enemies so much easier. As well as being used to "Pull" a mob to a safe area for your group to dispatch, Taunt's more important use is during an 'Add' situation. If a mob breaks off from attacking you and runs for the casters, taunt it, and bring it back to you.
Melee Protection Aura, Speed Up, Self Heal, Invulnerability and to a lesser extent Magic Protection Aura (from the Defensive magic tree) are all essential skills for a Tank. One important thing to note is that no other Aura actions should be used other than Melee Protection Aura, as Auras have a long recharge time, and once you use one, ALL auras are deactivated.
These skills are used for various occasions, ranging from damage spikes (i.e. a mob hits you with a special attack while you are pulling and still out of range of your healers), to no-win situations (to run to guards, water, or even through a portal).
As a note, for these no-win situations, which happen to the best of us, you should also have a decent healing ability. I only have Defensive Magician ability, but it is more than enough for reviving party members once agro has passed.
Now, the age-old question of 1hand or 2hand...
In an ideal world, Tanks would use 1hand and shield, and Damage Dealers would use 2hand. On my arrival on Matis Island, and subsequently on the mainland, I spend a considerable amount of time in the discipline of 1hand and shield. However, eventually I could continue no longer, so I reluctantly switched to the 2-handed Pike.
My reasoning is this:
1handed weapons deal less damage, but posess a higher attack rate. So, you may think it all balances out. One important thing to note though, is for every single attack, you are using HP and Stamina (if you are combining Increase Damage and Accurate Attack, as you should). So, for a 1hand kill you will generally have to use twice the HP and Stamina of a 2hand kill. This puts a strain on your casters, if they have to switch to healing your stamina, unless they posess doubleheal and can heal your health AND stamina at once, you are at risk of dying, and possibly bringing your party down with you.
A shield increases your parrying ability, and also increases the amount of damage you can soak up. Both of these points are -very- useful. Eventually though, I found I could not find any shields with a parry modifier above 22. With this figure seemingly stuck, and the extra action penalty gained from a shield increasing your HP and Stamina usage even further, I reluctantly had to put my Sword and Shield into storage.
I hope one day shield crafting will improve, and I can again take up my sword and shield, but for now I use a Pike.
So there you have it, my very opinionated and rather experienced look on the Melee Fighter profession. I have great respect for all different Melee fighters, and as such all points in this post are purely my educated views. If you wish to know any more, feel free to contact me. I am always happy to give friendly advice.
One final point... if you are main tank for your team, FOR JENA'S SAKE, WEAR A HELMET! I tire of seeing healers struggle to keep their tanks alive just because they want to look pretty while fighting a Kincher...
-Yamcha
Yamcha, Matis Defender.
Fiancee to Ailish,
Stormdancers Guild Leader.