Quote:
Originally Posted by Soothsayer
[You must be logged in to view images. Log in or Register.]
Warrior is not a well-designed class, admittedly. Actually, arguably the worst-designed class since they don't get any aggro abilities with which to hold aggro, which is their primary job aside from soaking up damage. Having to rely on expensive high-ratio proc weapons and good worn haste is really stupid. That's definitely something to consider if you want to roll warrior -- you need the funds to get a decent aggro loadout or you're going to look bad as a tank and have a bad time. Expecting root to be available 24/7 to solve your aggro problems is unrealistic.
In all fairness, knight classes are almost as boring in a typical tanking situation where you're basically just using disease cloud or flash of light to hold aggro along with your melee swing, and maybe a DD spell if you're facing undead. Several classes fall into the "use one or two buttons" routine in a group leveling scenario, really.
|
Warriors are well designed.
Bow to get strong initial aggro. Taunt for snap aggro, strong melee skills to maintain aggro and bash for a spike of aggro.
The biggest problem was implementation- bash never generated the aggro it intended to. It was planned to be equivalent to spell stun.
Late game / expansions were poorly designed ballooning the hate generated by status effect spells like snare, stun and slow due to increased mob hp. Monks and rogues getting incredible and easy melee output while warriors weren’t so easy to upgrade. Bows never improved to catch up with the inflation of that melee either.
The biggest saving grace is warriors synergise well with root (until mobs start to summon).
So yeah, warriors had a good class design but poor implementation. Other badly designed aspects made the impact of this poor implementation stronger.