Re: Low/Mid Level PLD Gear
Two things.
1.
A few seem to be posting experiences/opinions while ignoring the second question, which is important to the second section of this thread, imho. Please if you are going to discuss your opinions further, don't ignore key facts/questions that are quite necessary.
2.
I'm not trying to pick a fight/flame war here, but you must realise that tradtional party setups are spike damage killers, and they favour the Paladin because she/he gets time to build hate while the damage dealers co-ordinate their SC+MB. Because of the ever-rapid decline of these parties and the rapid rise of 'do your own thing, just kill' parties, Paladins are looking more to constant-hate builds and change is required to make this happen. Thus the direct focus of tanking-through-damage shift that has come forth.
Also, as I mentioned in my post earlier, the only real reason why full-on turtle tank even existed was because your shield was unreliable in mitigating damage - it was a 'once in every fight' thing rather than the 'quite frequent' thing it is today. Previously, two (Maybe three, now?) years ago, you couldn't block TP moves from mobs either, now you can. With the advent of Auto-Refresh trait meaning you can cure/flash more over an extended period of time, and the serious TP-boost you get from having Shield Mastery trait, having a higher accuracy and higher damage output for your weaponskills in addition to your normal hits helps significantly to the aforementioned constant-hate tanking.
In addition, a static is superior to pick-ups parties in more way than one.. The static members all know each other's capabilities through familiarity, the members generally listen to the leader if there is a designated one, and the static can be assured of the entire party's quality. Pick-up parties are often skewed in both skill and equipment and it's more apparent if you aren't utilising your job to the full. Pick-up parties also don't always co-ordinate the best and generally overhunt, which also makes more apparent your accuracy and damage failings. A Paladin has A+ skill in sword, so when it's capped, hitting a VT- mob is sooo much easier than hitting an IT++ mob. You were very fortunate to have a static from 25-75. Not many last half that, let alone all the way.
Utmost apologies for the HUGE wall of text!
Two things.
1.
Originally posted by Klumps
View Post
2.
Originally posted by rshermaniv
View Post
Also, as I mentioned in my post earlier, the only real reason why full-on turtle tank even existed was because your shield was unreliable in mitigating damage - it was a 'once in every fight' thing rather than the 'quite frequent' thing it is today. Previously, two (Maybe three, now?) years ago, you couldn't block TP moves from mobs either, now you can. With the advent of Auto-Refresh trait meaning you can cure/flash more over an extended period of time, and the serious TP-boost you get from having Shield Mastery trait, having a higher accuracy and higher damage output for your weaponskills in addition to your normal hits helps significantly to the aforementioned constant-hate tanking.
In addition, a static is superior to pick-ups parties in more way than one.. The static members all know each other's capabilities through familiarity, the members generally listen to the leader if there is a designated one, and the static can be assured of the entire party's quality. Pick-up parties are often skewed in both skill and equipment and it's more apparent if you aren't utilising your job to the full. Pick-up parties also don't always co-ordinate the best and generally overhunt, which also makes more apparent your accuracy and damage failings. A Paladin has A+ skill in sword, so when it's capped, hitting a VT- mob is sooo much easier than hitting an IT++ mob. You were very fortunate to have a static from 25-75. Not many last half that, let alone all the way.
Utmost apologies for the HUGE wall of text!
Comment