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Originally Posted by Hamahakki
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This isn't necessarily true. At high levels, the bottleneck for kill rate is often DPS, not healer mana.
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Ranger DPS vs. Paladin/SK DPS in the tank slot isn't where the big difference is going to come from, though. The 3 slots outside of Tank/Cleric/Enchanter are where you expect most of the DPS to come from. Of course, that's why Monks are often the best tank for exp-churning at the higher levels: they tank suspiciously well in addition to doing huge DPS.
Besides, I feel it's generally much more important when you're grinding in places like Sebelis for the tank to actually be able to take hits. You want the tank to be able to absorb the punishment from several monsters at once if there is an overambitious pull or ill-timed adds. The group dying is the biggest detriment of all to the exp grinding, because of the time it requires to set up again (and the exp loss, even though it's not with the top cleric rezz).
Quote:
Originally Posted by Hamahakki
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Also, a good ranger is going to preserve the cleric's mana better than a bad warrior.
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LOL, that's not a very relevant statement though? It would be better to compare a good ranger to a
good warrior. Frankly, a bad warrior (in terms of field awareness, not equipment) is still better than the best ranger in many situations because all they have to do is attack the pulls when they come in and hit their extra buttons on recharge. The Warrior absorbs damage far better and does more damage and has the best exp modifier instead of the worst exp modifier. It all depends on how well the rest of the group is handling any difficult situations that may arise and the risk level of where the group is fighting. Quite a few exp grinds don't require much thought and are rather about repeating the same monotony over and over. People just want to get through it as fast as possible so they can move onto "the promised land" of being max level. It's not just exp grinding, though, but also grinding for drops where this becomes relevant.
Quote:
Originally Posted by Hamahakki
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You'd rather be in a group where a ranger is taking say 50 CH's an hour than one where the warrior is taking 40 CH's an hour but the rest of the group needs spot heals because mobs aren't sticking to the tank.
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Sure, but I've not seen it work out like that if you're in a situation where it's not just low blue cons those two classes would be tanking. The ranger needs 80+ CH's in comparison to 40 for a Warrior for harder content. If you are only fighting low blue cons, then most of the tanking aggro problems are solved by rooting anyway. A Ranger tank for holding aggro just isn't needed, all it would be doing in that case is taking more damage and dishing out less than the Warrior. If the situation calls for something where snap aggro is valued, then that probably means you want the Pally/SK because it sounds like the situation is one where you want the tank to actually be able to...tank.
I've seen some great Ranger action in places like Sol B where you are grinding out on monsters in the mid/high 30's, with the Ranger being able to pull a bunch and root-park them, thus providing far more control over the situation than a Warrior ever could, but into the expansions it just doesn't work like that. Class balance goes very awry.