These days on Warrior I didn't feel crap, altho shield in current solo "meta" worth less due lots of DW classes, years ago tanks was definitely more capable, but still playable.
#Dark age of camelot free to play fall 2018 plus
I've been playing Hero several years ago up to rr8 (before rp buffs), plus some Warrior recently. I am kinda torn on this matter, since this is already third topic on Armsman upgrades. Of course, there would be a lot of balance and value adjustments going into this, but I think it's not only one way to bring underperforming classes up to par, but also allow for more options regarding spec for classes that are often forced into one "meta" spec, as well as further add to the flavor and uniqueness of each class. For example, giving Arms polearm styles an effect that reduces block/parry/evade rate due to it's long reach, or giving Pally 2H styles healing/defensive bonuses similar to Friars to keep in tune with the theme of the class. I've always advocated for adjusting styles, especially base style lines that are shared across different classes (slash, 2H, etc,) into something unique for each class through different effects. Tbh I think playing around with styles is the way to go. That's actually a really good idea Brut, didn't even think about a mastery of magery type RA for tanks to spec in.
This would be rather like the caster ra master of Magery but melee based. With det 9 being a standard heavy tanks would get a new ra master of melee which would increase melee damage and be a complement to mastery of pain. Most dps on heavy tanks can only be increased by mastery of pain or increasing strength over 400 though I believe this has diminishing returns. My solution would be to give all heavy tanks det 9 as a passive. Obviiusly this has shown up most significantly on heavy tanks mainly in dedicated tank trains in groups but also in solo and small man. This has impacted damage from melee trains unless you have significant interupts you cannot outdamage most heal trains in the game unless maybe running a light tank train with a debuff assist with leggie weapons. On most realms you could put out a max of 5 classes that can put out some form of heal. The gear ablatives heal procs have been getting out of control plus most groups on all realms have a minimum of 3 heal classes running in there groups that can output some form of heal.
Lower rr armsmen however don't have that luxury and suffer because of it. I rely heavier on moparry and moblock and can manage because of my RR. Higher growth rate and maybe some unique style effects in 2h/Pole. Maybe bring Moose timer to 15m if it's not that already.įor Arms/Pal alone, look into giving more growth rate and style effects for 2h and Pole, to comp for dual speccing. Would do decent DPS overall, and add bonus damage from the back. Throw I has a 12s timer, Throw X has 2s, etc. Xbow could get some special shots Thrown could function like BM Throw Weapon, with a disarm that only applies to your thrown slot and goes down as you spec up. Some procs are a lot better than others, some are very weak.ģ. Some could stand to be removed, and are just floating around as excess in already strong lines.Ģ. Do a major review of all new roots, snares, diseases, and nearsights added within the past few years.