You are bored? Ah yeah, you are a tank ....
Posted: Wed Oct 20, 2004 9:30 am
So i start this discussion thread what can be done on the "full tank" job.
acually you have:
- dmg increase:
You can mix it with ignore armor (pierce) slow (smash) and bleeding (slash).
You can add circular attack to this special attack if there are more than 1 enemy
You can add all the "hit to ... " specialisatzions (wich have absolutley no effect like "hit to human head" don´t stuns, you just hit your target on the head every hit)
You can add acurate attack to hit your target most of the time
but ffs, what do you really need?
you need dmg increase in the correct lvl, and hmmmm nothing else because your offense affliction mages will blind them (or elemental mages will blind it with double missle spells with dmg spells combinated)
at the moment playing a tank is much more boring than harvesting.
so what can be done?
.) add positional styles and style combos to tanks.
e.g.: sidestyle combos (from dark age of camelot - blademaster)
you start with an attack from the side. the first hit does low dmg but stuns your oponent for 3 seconds, the use after style does more damage and has a bleeding effekt and the use after 2nd will do a lot of damage without an effect.
other example: backstylecombos
your first backstyle does a snare effect and does low dmg, the second does high damage without an effect.
or add youse after dodge/parry combos to tanks. yes i know there are "after dodge/parry" credits but the effect is the same, you have just a new credit.
but what if there is a style wich can only be activated after the dodge style wich makes e.g. slow or stun or bleeding?
wouldn´t it be more interessting to play a tank when you have more options than clicking on your assist macro and the damage increase effekt?
you may say that a tank is nice to play when you have 2 or 3 or [x] enemys to taunt. but thats just bullsh... you can´t hold 3+ oponents with your single taunt and you will not hold the aggro with your damage when the healer/off mage starts casting their higher spells.
at the moment leveling a tank (or caster) is to have an assist macro on the guy who pulls the mob and your damage increase style.
assist - damage increase - (maybe loot) - assist - damage increase - (maybe loot) - assist - damage increase - ..........
i know that a caster is nothing better to play than a tank, but as offense or defense mage you have at least your cool animations and can play with them to mix it in double spells to get different animations
in fact leveling is not really a challenge, harvesting is a biger challenge than lvling a tank, caster, healer so i think there has to be done a lot of work to keep people playing this game.
so far.
Ruskoff
-Impaler-
acually you have:
- dmg increase:
You can mix it with ignore armor (pierce) slow (smash) and bleeding (slash).
You can add circular attack to this special attack if there are more than 1 enemy
You can add all the "hit to ... " specialisatzions (wich have absolutley no effect like "hit to human head" don´t stuns, you just hit your target on the head every hit)
You can add acurate attack to hit your target most of the time
but ffs, what do you really need?
you need dmg increase in the correct lvl, and hmmmm nothing else because your offense affliction mages will blind them (or elemental mages will blind it with double missle spells with dmg spells combinated)
at the moment playing a tank is much more boring than harvesting.
so what can be done?
.) add positional styles and style combos to tanks.
e.g.: sidestyle combos (from dark age of camelot - blademaster)
you start with an attack from the side. the first hit does low dmg but stuns your oponent for 3 seconds, the use after style does more damage and has a bleeding effekt and the use after 2nd will do a lot of damage without an effect.
other example: backstylecombos
your first backstyle does a snare effect and does low dmg, the second does high damage without an effect.
or add youse after dodge/parry combos to tanks. yes i know there are "after dodge/parry" credits but the effect is the same, you have just a new credit.
but what if there is a style wich can only be activated after the dodge style wich makes e.g. slow or stun or bleeding?
wouldn´t it be more interessting to play a tank when you have more options than clicking on your assist macro and the damage increase effekt?
you may say that a tank is nice to play when you have 2 or 3 or [x] enemys to taunt. but thats just bullsh... you can´t hold 3+ oponents with your single taunt and you will not hold the aggro with your damage when the healer/off mage starts casting their higher spells.
at the moment leveling a tank (or caster) is to have an assist macro on the guy who pulls the mob and your damage increase style.
assist - damage increase - (maybe loot) - assist - damage increase - (maybe loot) - assist - damage increase - ..........
i know that a caster is nothing better to play than a tank, but as offense or defense mage you have at least your cool animations and can play with them to mix it in double spells to get different animations
in fact leveling is not really a challenge, harvesting is a biger challenge than lvling a tank, caster, healer so i think there has to be done a lot of work to keep people playing this game.
so far.
Ruskoff
-Impaler-