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Rework warriors?

so... you propose to let have Warriors more rares in their inventory to hoard eq and be prepare against different classes?

no, nothing of the sort, that's just my opinion of the problem with warriors being so eq dependant. It's a fine line between eq being the be all end all and being worth nothing and i admire anybody who can balance the issues out. I don't think they need a rework at all, nor do I think that each and every piece of eq in the game needs tweaking for one class. If you can get the eq and whip tail with it so be it, eventually you will die and lose it to start the whole cycle over again.

Since I love them so much I've been sitting here thinking. Want to make some changes here you go.

Have their warrior lores work through prot shield, I know my last one didn't. Or have one or another of the lores have the possibility of knocking prot shield down. Of course if this is done everyone will select that particular skill.

All giant races have viable chances at not being tore through.

Halflings, ferals and sliths make great warriors but I'd like to see their align specials redone(sliths).

Elves/drow make good warriors(my favorite).

Humans are good but not great.

Those are the various races I've tried and I like them all.

Hrm..

Usually, a warrior beats a rogue, a rogue beats a mage, and a mage beats a warrior. Also, a mage's/cleric's power goes up with their level, not their equipment (at least not that much). Having more mana/hp won't make you hit harder, while a warrior's (or any melee character's) equipment will let him deal more damage. That is the way most MMORPG's works, and I can't really see any good solution to make warriors less equipment dependant. I'm not even sure they should be. People have different styles of playing.

One thing that could be looked at as far as the uber eq is certain negative traits for certain classes. For instance, everybody wants helm of spell turning but make it like the black heart, wear it and pay a price just make the price not go against melee classes like the black heart. This could be balanced by making the nice mage type eq bad for melee classes. I don't know, just throwing thoughts out there. Lot of work for one class though, probably not worth the ridiculous amount of effort required.

Usually' date=' a warrior beats a rogue, a rogue beats a mage, and a mage beats a warrior. Also, a mage's/cleric's power goes up with their level, not their equipment (at least not that much). Having more mana/hp won't make you hit harder, while a warrior's (or any melee character's) equipment will let him deal more damage. That is the way most MMORPG's works, and I can't really see any good solution to make warriors less equipment dependant. I'm not even sure they should be. People have different styles of playing.[/quote']

I'd have to say it's not always as distinct as that. Certain combinations of warriors (dwarves and halflings) can be very adept at killing mages, but find rogues very difficult to deal with. On the other hand, invokers should never have a problem with rogues. And then you introduce hybrid classes, like battlemages and paladins. Not to mention cabals. So you can't really put a cut and dry bane to every race/class. Particularly with warriors, since one set of EQ can make them impervious to a shaman, but vulnerable to other melees. Or can destroy evil clerics, but make them get owned hard by invokers. It's really all very dependant.

However, in regards to reworking warriors? I think they're fine just the way they are. I don't see any warriors getting owned by everything that comes at them, and if they are, you can't really blame it on the class. Yes, I will allow that there are some inherant difficulties for a warrior with evil clerics and shamans, but that can be overcome rather easily by equipping.

Some hints:

  • Get about -40 afflictive saves for a cleric and -40 maledictive saves for a shaman.

  • Try and pump up your hit/dam with the slots you have left.

  • Don't focus on big saves items, find items that combine some smaller saves with +hit/dam, or multiple saves areas.

  • Keep some rare armors in your inventory so you can switch them out on a battle-to-battle basis.

  • When up against any non-melee except a battlemage, dual wield vuln weapons if you can.

  • For clerics/shamans, spears work very nicely.

  • For Invokers, physical damage flail and spear will rip through them.

  • Battlemages, starting with a magical damage polearm (preferably nodisarm) will do just fine. If they're not damaging you a whole lot, or don't look equipped very well, switch to two magical damage flails/spears, or a flail/spear and a shield.

From my experience of playing a warrior i had some great times and some very very frustrating times. If it wasnt buying pills and potions, it was having right weapons and equipment to fight the appropriate classes. That said battlemages were a nightmare to fight. I also found that i never had enough inventory places to hold all my wares. Most often if i saw a battlemage or shaman i would run and run fast, invokers and clerics were not as bad, if you had the wares and kept hitting them hard, if they were better players they would win but that is expected on all classes apart from a few.

I think the choices in weapons makes weapon mastery and lore very sameish, but then has anyone played every variant of warrior lore, to see which can be used in the right situations. My guess is that by choosing one you then make yourself weaker to another class or warrior with a differing warrior lore. I have made only two warriors and i pooped it and went for safety in staff lore to keep me in best stead against other warriors and that by using weapons that magic classes didnt have would get me through.

I've had four different lores, still experimenting with all of them though. I don't really think they make you weaker against anything though, it's just not useful against everything.

To an extent, I agree with Bonespur; warrior who are not decked, get dominated. Hard.

But the problem, as I see it, is that if we beef up warriors, the skilled ones who already are decked, the ones already more or less romping the pbase (Rompkei? Grunge? Nortak?), is just going to be utterly unstoppable.

If any changes are to be made, they need to be in terms of equipment, and making warriors less dependant on it, not in changing lag. But I believe that is going to be an incredibly hard thing to do, but still something we should look into.

The differences between warriors and thier expertise/mastery here and on carrion fields with thier specializations is what I found very appealing. For instance, dagger specs don't get a bonus to the dagger skill, they branch different attacks. They have an attack that only dagger specs can do, lets them strike at different points of the anatomy similiar to the blademasters, shots to the arm would lower dex, eyes would blind a tick longer then dirt, hamstring would act like enfeeble or caltraps. They could also hit arteries, the attack wouldn't do much damage, but creates bloodloss. Umm I played a warrior to like 30 and got polearm spec, had an extra defense called distance, worked about as often as dodge, polearm specs could legsweep with thier weapon, lagged a bit longer then trip did. I think sword specs would get an attack called flury, basically if you pull it off its anywhere from 2-8 attacks all at once, if you're dweilding, that hit for decent damage.

I don't think the goal would be too beef the warriors as they are, just diversify them more so then the warrior lore does, make them more interesting to play. I don't think it would make warriors overpowered, just you couldn't fight each warrior the same way for the most part. A dagger spec would have an advantage against classes that can hide because of the blood loss a warrior could inflict. (does scratches each tick but lasts for a few hours) The polearm spec on the other hand, wouldn't have that advantage for rogue classes, but would be more suited against other warriors/melee classes.

from my past experience with more than 5 pinned warriors I would like to say that you have absolutely no space in your inventory for other than potions/staffs to cure blindness and grant sanc.

edit: and of course your staff/polearm and two offensive weapons.

I really like the idea of warriors being more useful with all the weapons they can choose from. This is what they do, melee combat. Instead of getting one lore at 50, maybe they could be more like rangers, choose a path early and really develop themselves into the fighters they want to be. I dont think they need to be beefed to the level of being able to handle any race/class in the snap of a finger. No char should be able to do that, but at least they could be more able to adapt to whoever they are fighting if they had more choices for styles of fighting, rather than having to rely so much on eq switching.

Its been discussed before about the relative strength of warriors - if you up eq a lot melee types (eg warriors) get a boost in relation to the mage types. If you water the eq down too much, the mage types take the upper hand in relation to the melee types.

If you've ever thought about all the classes and various effects etc - its no doubt QUITE a balancing act. I wouldn't trust myself to be able to call it easily - and I've some PK experience.

I think that the ease at which warriors rank has been lost sight of - sure, they need eq but have you seen the speed you can get through your first 15 - 20 ranks in relation to mages? Its not like warriors lose ranking power as they get towards 50 either - I'd LOVE a warrior tank in every group I've ever had. They hit hard, they defend well, they make it EASY.

At 50 quite an amount of skill is needed to play them - and I don't think this is a bad thing. There are clerics and other classes for ease of use, hybrids for an 'easier' power spike and then the melee's who are harder to get to grips with BUT have far fewer banes at hte lvl 50 range. A well played (this includes eq) warrior will have very few problems with any other class - a battlemage is probably the hardest battle and I would back a skilled warrior due to damage/hp ratios.

L-A

My opinion I think it is unfair for battlemages to have so many advantages against warriors, so maybe something should be done about that. And are their even any easier to get cursed polearms in the game to help you against those strong battlemages? That might be the problem their. And from my experience magical spears are hard to come by, do they even exist? And when I speak of weapons i'm thinking above avg dam. Hmm, maybe this should be in the help section.

There are, off the top of my head, three polearms that begin nodisarm, one of which is relatively easy to get, the other of which requires a group of two to get, if you're a smart warrior. Magical spears, I can think of one average damage 31 that is so easy to get, it's not even funny. There's one that I can think of that's no disarm, and plenty that aren't. Magical flails? This one's a toughie, but there are some out there. And worse comes to worse, if you want a magical polearm and can't find a nodisarm one, get a Fire Lance and double grip it.

I think warriors are either too powerful, or too weak. Yes, they are almost entirely EQ dependent..but I don't see an easy way to change that. Warriors eat mages, and communers eat warriors. If a warrior dies to an invoker..shame on the warrior.

Oh yeah...yes I have two posts, but I think I've played warriors as much or more than anyone else around.

Thinking about this a bit more, a warrior's worst bane is the necromancer, with a cleric second, and a SMART shaman third. Battlemages are tough, but only those with special races/cabals are of any real problem to an equipped warrior.

You played a warrior?! When!?

Anyways, like it's been said, and so long as things aren't to different from when I left, Warriors are a foundation class for all muds. Straight hack and slash. The consequences of this is that they are going to be a hot or not kinda of character with little in between. What makes them that way? Straight forward tactics(or lack there of original to the class? Shared basic tactics with all classes?) and dependant on item strength.

I think L-A nailed it down right with they are wanted in groups. Perk of a Warrior? Every group wants one. Draw back? Bit harder to get your hits in on PK.

WC