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#1
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![]() Rangers are actually a really versatile class that could bring a lot to a raid if played correctly. The problem with the class was not the class itself, but the fact that the majority of the people playing the Rangers didn't know how to utilize some of the tools that were given to the class properly and the class got a bad reputation because of it.
It was always humorous to me how powerful that class was (even prior to archery) and how bad the classes reputation was. Most people are probably not even aware as to how good the class can be because they never got to experience or raid alongside a skilled Ranger. Kind of a shame really. | ||
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#2
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![]() rangers literally have 1 job:
engage the raid boss with /weaponshield and cast as many flame licks / low level snares as you can before it wears off then let the main tank take over with a giant threat lead | ||
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#4
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![]() Quote:
A lot of times what happened when a tank died is that either the boss would plow through several DPS which might ruin the chances of success or the next tank would get agro and die before the CH rotation hit him. A good portion of the time when a tank died it led to a wipe and on some encounters the clearing and setting up of the actual boss fight took quite a while so a wipe was very counter productive. Even if it's not 100%, of all the classes, the Ranger is the best class to pull agro and tank the mob while the next tank gets setup after a tank death. Wasting the ability of the Ranger to salvage a wipe after a tank death, which good rangers could pull off with a fairly high success rate, is absolutely asinine from any quality guild. Did guilds do it? Sure they did, but it was still stupid and inferior to using the class correctly. Moving on, Death Touch logically went to the class that provided the least to the raid encounter which, on many boss encounters, was either the Enchanter after tash or a boxed character. | |||
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#5
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![]() Quote:
Secondly, you had more than one ranger on raids (or at least we did) with weaponshield ready to save the raid if needed. We didn't start doing massive damage until Luclin, so it wasn't a huge loss if the initial weaponshield ranger went down. Raid was more worried about losing monk/rogue DPS.
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Another witty, informative, and/or retarded post by:
![]() "You know you done fucked up when Yendor gives you raid commentary." - Tiggles | |||
Last edited by YendorLootmonkey; 12-05-2010 at 11:00 AM..
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#6
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![]() I think its a combination of taunt not being quite as effective especially at lower levels as it was in classic and hybrids getting things they shouldn't have until later expansions. When i played classic SK's and Pal's seemed to spend the time i was pulling medding up and couldn't reliably keep up a continuous pull cycle. I have found that to not be the case here. They also had significantly less hp's for a while. I haven't played one past level 4 or 5 here but it did seem to me that they had several of the abilities they shouldn't have gotten until later expansions, increased mana/hp pools and reduced spell costs, and the melee timer not being reset. But i may also have been mistaken. Anyone have any insight on what they do or don't have here?
A couple of posts down. http://www.thesteelwarrior.org/forum...ead.php?t=3400 Here's the list of major boosts to knight abilities since December of 99, as least as well as I can remember them. It's been a long time, so my order and timing compared to expansions is no longer reliable, but I'll try anyway. Pre-Kunark: -Knight HP is given a boost to bring us to a level between that of rogues/rangers and warriors. Previously, a naked level 50 rogue would have more HP than a knight. He still out tanks us, though. Kunark: -SK Lifetap progression is altered, so that the level 60 tap is 338 HP, rather than 150. -Harm touch is given a damage boost post 40, and moved to the lifetap resist table. HT has ever since remained in relatively close proximity to a high end wizard nuke. -LOH is given a serious boost in damage healed, approximately doubling it. -Hybrid mana pools are -greatly- enhanced. First, our mana-per-stat-per-level is set equal to casters, removing the nine level penalty. Second, our spells are set to cost the listed mana cost, not twice it, and in the case of the SK's lifetaps, three times it. Velious: -Hybrid /discs are introduced. Rangers and bards win big. Knights don't get much. -Knight defensive caps are raised from 225 to 252. We can finally out mitigate, but not out dodge, a rogue. Warriors still out dodge, out parry, out riposte, and flat out out avoid and out mitigate us. This is as it should be. -The Great Two Hander Change. This is described above, but the -real- bonus is a seperate, nearly concurrent change. -Hybrids are flat out given detrimental spell haste on all dots, stuns, DDs, taps, snares, etc with a casting time of 3.1 seconds or greater, not including items. Further, the act of casting a spell no longer causes 'next melee attack' timer to restart. Previously, wielding a 45 delay weapon meant I would swing 4.5 seconds after my last swing, or 4.5 seconds after finishing my last cast. Now, it means I will swing 4.5 seconds after my last swing, unless I am casting at this time, in which case I will swing immediately after the cast is complete. The timer then starts again at 4.5 seconds. This means that I can cast 'between' melee attacks. | ||
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#7
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![]() Moving on, Death Touch logically went to the class that provided the least to the raid encounter which, on many boss encounters, was either the Enchanter after tash or a boxed character.[/QUOTE]
Why youuu.......i auta......... My Bind Wound is maxed!! at 100!!. Can definitely help the clerics when oom. Any what if someone runs out of food/water? no one is going to want to waste precious mana summoning. Fishing Skill....... maxxed!!! Seriously tho, chain rune is a nice spell worth keeping us around for......[You must be logged in to view images. Log in or Register.] | ||
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#8
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#9
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![]() When i was levelling my warrior, i simply was lucky to get groups with mages and necros and enchanters and such...
Easiest way to maintain aggro as a warrior : stop grouping with rogues and rangers. /thread. Seriously, this whole argument is only even relevant if you are in a melee-heavy XP group. As for shammys, if you're in a group where the shaman is needing to slow every mob, your dps is shameful. As for raiding, healing a warrior far more efficient, but you're still going to want paladins for blind and SKs for aggro-generation too. And you can tank with any of the 3 thats actually logged in during raid times. | ||
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