No idea. The account wasn't coin-locked, my email address and passwords are all the same, they're just on some oceanic server because Trion makes it a point to fuck with me.
Plus it's not like the warrior (who I assume will be tanking most often) can't just switch to DPS while the rogue switches to tank for certain encounters.
Yep, and either way warriors can still do the job as well, its really very small how little damage each take.
Plus it's not like the warrior (who I assume will be tanking most often) can't just switch to DPS while the rogue switches to tank for certain encounters.
Yep, and either way warriors can still do the job as well, its really very small how little damage each take.
rogues take way more except for magic....
trust me mr. "I'm gonna tank this whole room no prob bro"
PiptheFair on
0
PiptheFairFrequently not in boats.Registered Userregular
All OFFENSIVE souls should be able to dish out the same amount of damage within a statistical insignificance, which is around +/-5% of each other. Again, as long as they are geared and the player is competent.
Not flawed at all. The only measuring sticks that matter for dps are boss/raid encounters. Every offensive soul should be able to maintain a similar sustained dps on a boss. The health of npc's involved in those encounters are so great that nothing else matters. Burst dps will never be so great that it is more beneficial to fill a raid with it than to ensure that everyone can sustain enough dps over the duration of the encounter.
Single target, ranged, melee, and aoe are all just situational measurements dps that don't matter overall. It's up to the devs to design interesting and unique raid encounters that allow all types of dps to shine, but still be able to contribute overall to the encounter. Now if they allowed us to switch souls while still in combat, it'd be different, but once you're fighting... you're locked into that soul and you must be able to at least equally contribute according to your base role: defensive, offensive, healer, or support. If you can't perform in that role due to game mechanics outside of your control, Trion needs to increase the effectiveness of that soul until its in line with the others.
PvP can go eat a dick and I wouldn't care if it wasn't in the game period. Fortunately they can alter/balance damage output in PvP without affecting PvE dps.
skycaptain doesn't understand how [raid encounters] work, sky is still blue, news at 11
Haha, we had a fun dungeon run earlier. Queued into DSMe where the tank was a rogue taking too much damage and his game time ran out in the middle of the first boss, so we wiped. We got a cleric tank next and he decided to tank with a 2hander, we had no interrupt for the second boss so we died several more times before Pip and Harrower ragequit.
Fun times.
Khildith on
0
PiptheFairFrequently not in boats.Registered Userregular
edited July 2011
his game time literally ran out in the middle of the fight
Ugh...I was considering starting up a tank, but then I remembered about resistances. That's certainly something I wish they would have learned from vanilla WoW's mistakes from...sigh.
Exactly how bad is it? Reading up on tank guides, all of them say you need to know the encounter beforehand and come equipped with lots of resist.
It doesn't sound very fun to gather thousands of planarite and plat for the sole purpose of specific encounters.
All OFFENSIVE souls should be able to dish out the same amount of damage within a statistical insignificance, which is around +/-5% of each other. Again, as long as they are geared and the player is competent.
Not flawed at all. The only measuring sticks that matter for dps are boss/raid encounters. Every offensive soul should be able to maintain a similar sustained dps on a boss. The health of npc's involved in those encounters are so great that nothing else matters. Burst dps will never be so great that it is more beneficial to fill a raid with it than to ensure that everyone can sustain enough dps over the duration of the encounter.
Single target, ranged, melee, and aoe are all just situational measurements dps that don't matter overall. It's up to the devs to design interesting and unique raid encounters that allow all types of dps to shine, but still be able to contribute overall to the encounter. Now if they allowed us to switch souls while still in combat, it'd be different, but once you're fighting... you're locked into that soul and you must be able to at least equally contribute according to your base role: defensive, offensive, healer, or support. If you can't perform in that role due to game mechanics outside of your control, Trion needs to increase the effectiveness of that soul until its in line with the others.
PvP can go eat a dick and I wouldn't care if it wasn't in the game period. Fortunately they can alter/balance damage output in PvP without affecting PvE dps.
skycaptain doesn't understand how [raid encounters] work, sky is still blue, news at 11
arivia doesn't understand anything about game design, shit is brown, blah blah blah
SkyCaptain on
The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
All OFFENSIVE souls should be able to dish out the same amount of damage within a statistical insignificance, which is around +/-5% of each other. Again, as long as they are geared and the player is competent.
Not flawed at all. The only measuring sticks that matter for dps are boss/raid encounters. Every offensive soul should be able to maintain a similar sustained dps on a boss. The health of npc's involved in those encounters are so great that nothing else matters. Burst dps will never be so great that it is more beneficial to fill a raid with it than to ensure that everyone can sustain enough dps over the duration of the encounter.
Single target, ranged, melee, and aoe are all just situational measurements dps that don't matter overall. It's up to the devs to design interesting and unique raid encounters that allow all types of dps to shine, but still be able to contribute overall to the encounter. Now if they allowed us to switch souls while still in combat, it'd be different, but once you're fighting... you're locked into that soul and you must be able to at least equally contribute according to your base role: defensive, offensive, healer, or support. If you can't perform in that role due to game mechanics outside of your control, Trion needs to increase the effectiveness of that soul until its in line with the others.
PvP can go eat a dick and I wouldn't care if it wasn't in the game period. Fortunately they can alter/balance damage output in PvP without affecting PvE dps.
skycaptain doesn't understand how [raid encounters] work, sky is still blue, news at 11
arivia doesn't understand anything about game design, shit is brown, blah blah blah
This has been going on since when I thought Rift was still cool*...
*Disclaimer: This is based on personal opinion, not fact, and does not warrant flaming or trolling.
Ugh...I was considering starting up a tank, but then I remembered about resistances. That's certainly something I wish they would have learned from vanilla WoW's mistakes from...sigh.
Exactly how bad is it? Reading up on tank guides, all of them say you need to know the encounter beforehand and come equipped with lots of resist.
It doesn't sound very fun to gather thousands of planarite and plat for the sole purpose of specific encounters.
Is it only an issue in raids?
Maybe on progression content it could help, but really.
We downed 3/5 bosses of GSB without worrying about it. Only reason we considered gearing up resistances for hte next raid is because of how much AoE damage there is, but really. Im not going to. I just spec'd into more survivability for myself a touch less dps.
That said, after you get one source engine made thats pretty much all youll need. But youll still probably do DRRs and stuff and youll accumulate inscribed sourcestones like crazy. so might as well make more than one.
a Ferret360 Dunk from Half CourtRegistered Userregular
edited July 2011
Is there a level requirement to join TSM? Just picked this up last week (before the sale, of course..) and would love to at least lurk your chat while I grind away.
Had real shitty weather and horrible lag so I logged for the night. Halfway to 48, so I should be able to pick it up within the next few days. Then I can join you butts on some lower level stuff.
Ugh...I was considering starting up a tank, but then I remembered about resistances. That's certainly something I wish they would have learned from vanilla WoW's mistakes from...sigh.
Exactly how bad is it? Reading up on tank guides, all of them say you need to know the encounter beforehand and come equipped with lots of resist.
It doesn't sound very fun to gather thousands of planarite and plat for the sole purpose of specific encounters.
Is it only an issue in raids?
Its only an issue really for warrior tanks who need to stack resists and only for three or, maybe, four encounters in game at the moment. You do not need resist sigils by any means for normal dungeons or GP.
If you are a warrior tanking Lord Greenscale you need a Life Resist Sigil.
If you are a warrior tanking Herald Gauroth or Plutonus in RoS you need a Death Resist Sigil.
Other than that do not sweat it. No gathering resist gear or gimping yourself for a resist set.
Don't stress over it at all until you are in very endgame raiding as a warrior tank.
Alright guys, I hit 50 yesterday (it's now Sunday on the east coast) and I'm going to start working on my tank spec for raiding. I love tanking in this game and would prefer it over DPSing.
How's that look? Any changes I should make? Anyone have experience tanking that can tell me how to best use Reaver to AOE tank?
I know you posted this a while ago, but I do have a few suggestions.
Starting with the Warlord tree... Imposing isn't really needed. Warlord's Calls, such as Spotter's Order, already generate a huge amount of threat via Battlefield Awareness. Get Call to Entrench instead, which adds up to an 8% reduction in damage taken and can be kept up permanently. Dramatic Presence amounts to a mere 15 Endurance for a whopping 5 talent points. I recommend spending those points in Enhanced Dodge instead.
Now in the Reaver tree... Wasting Away is a complete waste. (How fitting, huh?) The 15% reduction to a mob's Strength sadly doesn't seem to impact even heavy-hitters in any noticeable way. Since you'll need to put your 15th Reaver talent point into something else to progress up the tree, I'd consider taking Tempered Will instead.
Crippling Infestation is pretty nice, but keep in mind that it only lasts 8 seconds on a single mob; with its 1 minute CD, get used to saving it for the hard-hitters. Power From The Masses is currently bugged, and it has a 100% uptime even with a single point in it. So that's 4 points you can invest somewhere else. As you're going all the way up in the Reaver tree, I suggest taking up both Improved Master of the Abyss and Grisly Works.
Hope this helps.
aunsoph on
0
FandyienBut Otto, what about us? Registered Userregular
edited July 2011
The little guild my friend and I are the main officers in has grown up
Finally have enough 50's for raids, and after like two hours of trying we downed Anrak. Turns out one of our chloros wasn't aoe healing the whole time like he was supposed to, and as soon as he switched, we got Anrak in one try.
I hear the second boss is actually easier, but there's a certain cleric spec for the running phase, and I'm not sure exactly what it is. I made a 42pur/15sent/5ward spec for it, just so I could get every purifier shield and as many instant heals as possible, but I feel like that might not be optimal
any clerics that've main healed the second boss in gp wanna chime in
Fandyien on
0
PiptheFairFrequently not in boats.Registered Userregular
edited July 2011
don't rely on instant heals
go heavy warden with sentinel for TTL and serendipity
Posts
PSN: ShogunGunshow
Origin: ShogunGunshow
They're the best at, uh, being the worst of the tanks?
So while I highly encourage you to make healing and dps specs, roll on that +toughness chain!
PSN: ShogunGunshow
Origin: ShogunGunshow
Guess what else? Trion won't put them back on Faeblight.
Un-fucking-install.
The Raid
I was living proof they hated warriors.
The Raid
Yep, and either way warriors can still do the job as well, its really very small how little damage each take.
Steam
rogues take way more except for magic....
trust me mr. "I'm gonna tank this whole room no prob bro"
this thread got pony'd?
fuck this shit I'm out
when it comes to multiple mobs at once then warriors handle that the best
man i can tank like everything, its coo
Steam
rogues have a much bigger issue with spike damage than wars, which is kinda a big deal
although, I'd much rather have a rogue tanking a caster boss than a war
we kicked the guy then a second one dropped in like 10 mins and I won it
then, the next run I got the 2hander version too
also got the ring from wormwood too
feels good man
skycaptain doesn't understand how [raid encounters] work, sky is still blue, news at 11
Fun times.
that was the weirdest shit ever
love and tolerate the hell out of you
PSN: ShogunGunshow
Origin: ShogunGunshow
Exactly how bad is it? Reading up on tank guides, all of them say you need to know the encounter beforehand and come equipped with lots of resist.
It doesn't sound very fun to gather thousands of planarite and plat for the sole purpose of specific encounters.
Is it only an issue in raids?
arivia doesn't understand anything about game design, shit is brown, blah blah blah
This has been going on since when I thought Rift was still cool*...
The Raid
Maybe on progression content it could help, but really.
We downed 3/5 bosses of GSB without worrying about it. Only reason we considered gearing up resistances for hte next raid is because of how much AoE damage there is, but really. Im not going to. I just spec'd into more survivability for myself a touch less dps.
That said, after you get one source engine made thats pretty much all youll need. But youll still probably do DRRs and stuff and youll accumulate inscribed sourcestones like crazy. so might as well make more than one.
MORE SHIELDS FOR EVERYBODY.
PSN: ShogunGunshow
Origin: ShogunGunshow
if so then someone should be able to get you into the guild or just gimme your name and if im on when you are ill toss an invite
Steam
Its only an issue really for warrior tanks who need to stack resists and only for three or, maybe, four encounters in game at the moment. You do not need resist sigils by any means for normal dungeons or GP.
If you are a warrior tanking Lord Greenscale you need a Life Resist Sigil.
If you are a warrior tanking Herald Gauroth or Plutonus in RoS you need a Death Resist Sigil.
Other than that do not sweat it. No gathering resist gear or gimping yourself for a resist set.
Don't stress over it at all until you are in very endgame raiding as a warrior tank.
I know you posted this a while ago, but I do have a few suggestions.
Starting with the Warlord tree... Imposing isn't really needed. Warlord's Calls, such as Spotter's Order, already generate a huge amount of threat via Battlefield Awareness. Get Call to Entrench instead, which adds up to an 8% reduction in damage taken and can be kept up permanently. Dramatic Presence amounts to a mere 15 Endurance for a whopping 5 talent points. I recommend spending those points in Enhanced Dodge instead.
Now in the Reaver tree... Wasting Away is a complete waste. (How fitting, huh?) The 15% reduction to a mob's Strength sadly doesn't seem to impact even heavy-hitters in any noticeable way. Since you'll need to put your 15th Reaver talent point into something else to progress up the tree, I'd consider taking Tempered Will instead.
Crippling Infestation is pretty nice, but keep in mind that it only lasts 8 seconds on a single mob; with its 1 minute CD, get used to saving it for the hard-hitters. Power From The Masses is currently bugged, and it has a 100% uptime even with a single point in it. So that's 4 points you can invest somewhere else. As you're going all the way up in the Reaver tree, I suggest taking up both Improved Master of the Abyss and Grisly Works.
Hope this helps.
Finally have enough 50's for raids, and after like two hours of trying we downed Anrak. Turns out one of our chloros wasn't aoe healing the whole time like he was supposed to, and as soon as he switched, we got Anrak in one try.
I hear the second boss is actually easier, but there's a certain cleric spec for the running phase, and I'm not sure exactly what it is. I made a 42pur/15sent/5ward spec for it, just so I could get every purifier shield and as many instant heals as possible, but I feel like that might not be optimal
any clerics that've main healed the second boss in gp wanna chime in
go heavy warden with sentinel for TTL and serendipity
like dis
http://rift.zam.com/en/stc.html?t=00ejG.xE0pouRa.E0E0bc0c.x
Steam
i have a sent spec, a warden spec, and a puri spec and warden is by far the most effective for raiding
Steam
but nope.
a propery geared warrior tank with resists beats a properly geared rogue tank at tanking things
a not geared warrior tank and a not geared rogue tank the rogue tank is better
hrmmm
Steam
XBL: Torn Hoodie
@hoodiethirteen
the biggest issue is mitigation vs. spike damage
and rogues simply don't have the mitigation of a warrior
but like I said, healing a rogue on caster bosses is way smoother than warriors