I like running the dungeons multiple times so far. I think they're fun. I got turned down for being a GLD once though because they already had one and they wanted a DPS. I was like wtfuq, because I do decent damage...
I like running the dungeons multiple times so far. I think they're fun. I got turned down for being a GLD once though because they already had one and they wanted a DPS. I was like wtfuq, because I do decent damage...
you can play glad as dd, but its funny how every single group was trying to have that perfect combo of arc lnc gla con lol
Also wow at how noticeable the difference between a badly geared glad and a decently geared glad, at such early levels was. I was glad to see that. Did not play that much 1.0 cannot remember if it was like that also at early levels.
Gear appears to make quite a big difference...
I was playing my Lv.26 Archer with whatever up-to-date gear I could get from NPCs. Even-match and mobs a few levels higher than me were all close fights. Leves would usually be pretty rough.
A couple dungeon runs netted me a unique bow and a few pieces of armor. I could immediately solo mobs 4 levels above me back-to-back with no problems.
Was talking to a few friends about that very issue, Taki: specifically, about what constitutes the most optimal stat for maintaining hate. I assumed it would operate similar to XI, wherein defense matters more than offense, given how much hate is lost through taking massive amounts of damage, but it seems (at least at this point) that the Glad's weapon damage matters more than their armor for maintain a solid amount of hate. I suppose Yoshi is adopting a modern sense of "stack more than just defensive stats on tank gear" and having tanks actually whip out some damage to keep the hate locked on their shoulders.
I will say that I can't stand flash being on the GCD. Having to just stand there and get wailed on for 2 seconds after using an ability designed quickly acquire the attention of multiple mobs is annoying. I can't remember if Warrior's Shield Slam in WoW or Paladin's Retribution are locked onto the GCD, because I assumed that Yoshi was going for something similar to a Prot Warrior's rotation.
The HP different at level 25 + was crazy also in terms of how much glad got added on because of gear, also you do lose less hate with less dmg you take, seems so to me anyways, as this also constitutes how much healing the gladiator would need being spammed upon them.
One thing this glad did that was cool is they watched their hate meter and every so often hit the mob with the least hate with halone then swapped back the main mob. Never had issues with any hate at all.
I think I should probably stop trying to teach the beta forums how to tank.
I think at the very least things with long recast like Provoke should function outside the gcd (no proc, no lock). The enmity-generator should especially inherit this.
edited to remove discussion of mechanics
Me and my friend tested out Provoke before the server went down.. we had suspected it didn't work in the more "traditional" enmiity generating sense. Felt a bit silly we didn't figure it out sooner (considering it seemed like it did nothing at the time!)
Potentially great so long as you can quickly build hate back up after words, but a bit fragile.
And First time run on CNJ + Quest EXP = Thank God.
Just going to point out that deeps was always more important than defense in XI for tanking.
I feel like that makes sense through end-game, but not early on, when you had pugils beating the living piss out of you while you whiffed and whiffed and whiffed all day. I don't know how much WoW's metagame or sliding curve adjusts in terms of relevent stats or figures for quality tanking, but I remember being able to consistently tank well from level 9 through level 80 (cap when I played), so long as I ran each dungeon, geared up well, and bought a few weapons and shields here and there off the AH.
Man, I've never felt as brick-wall-ish as I did in WoW as either a twink tank or a top-geared tank for the level spread. 40 mobs beating on me? Psh, whatever. I felt strong in TERA, but that was because having a godly weapon (+shield) meant you could absorb anything that didn't hit harder than your block value (maybe one or two boss moves at a given level spread). XI just felt a bit different in that respect. Yeah I wouldn't lose hate with quality gear and food, but I didn't feel IMPREGNABLE at times. Those early days of paladin, and especially warrior, were tough.
I've had a few 2x CNJ parties and they were just as good as the others. As CNJ you should be nuking anyway, there's no point in standing around waiting for the HP bars to drop. If we're fighting 2-3 monsters I don't even bother healing at times, depends on how low the tank gets.
I haven't seen this new leak though so I was merely speculating.
Low lv Conj can spam early on but once u enter the mid lv dungeon like Totorok, MP, dmg and hate issues start peeking thru noticeably. Melee dmg is way more faster and effecient compared to Conj in that dungeon and they can take hits.
Especially the boss fight where I actually had to manage my MP pool while running around trying to avoid stuff. There was no time to nuke between healing tanks and other DPS. Traditional roles definitely define themselves better in the longer fights.
I'm unsure if I am allowed to post a link to it or not...? It's easy to google search it. Try throwing 'reddit' with your search and you'll definitely narrow it down.
Edit: And yeah, unless pets have some sort of special list of abilities I didn't see anything curing related in the skill list. *throws a silent party*
And pretty much everything Enygma55 said. Facts.
They were tough because the game sucks and leveling mobs were HNMs but your gear/support sucks.
There is literally no part of XI where anything but deeps determines holding hate.
What about self-cures, or are we considering HP restored as a variable similar to damage dealt?