Pikeman Archive
Thread: Report Draft 2, input needed
- Pre-Reqs (stacking)
- Modifiers
- Melee/Ranged
- Weapon Defense
- Specials
- Single Target
- Duration
- Broken Specials
- Bonus Suggestion
Swordsman: 85 melee defense, 60 ranged defense, 50 2h defense
Specials
While our specials have the potential to add to our tanking ability, they are very difficult to use, apply, and manage, meaning only the best micro-managers will be able to succeed as a pikeman.
Bonus discussion: Armor
I would like to take a minute to hit on another problem with the tanking system. In the damage system, weapons are divided into damage categories based on the profession using them. For example, a Powerhammer, used by a damage dealing profession, has the ability to reach 1400 damage, whereas a polearm, owned by a tanking profession, can only reach slightly over 1200, and that's very rare. This is perfectly acceptable as weapons damage should be a variable on profession roles.
However, when we look at the armor system, which is meant to protect players, we find that there is no difference in armor based upon profession role. Pikeman and Swordsman are certed for the same armor, which has the capibilities of the same protection depending on the crafter. As I see it, since weapons have higher damage capibility based on role, so should armor. Tanking professions should have higher protection armor than non-tanking professions.
Solution
I suggest re-assessing the armor certifications. Assault armor should be certified to tanking professions, while recon would be assigned to damage dealing, and battle to anything in-between. Assault would have higher damage protection than battle, battle higher than recon, and so forth. Obviously, this doesn't sound like a small change. But it's something that needs to be done to achieve a balance in the tanking game.
Message Edited by Gunman21 on 08-27-2005 10:52 PM
antares
Armor is an iffy subject. I wouldn't move us out of the Battle Armor catagory. Battle is fine for Pikeman. I see heavy armor as a negative for melee.
I agree that Polearm defence tapes/AA's need to drop. Or just increase our defences at Master level. TKA has COB for its prime tank skill...give us a natural +25 more in polearm defence.
We do need and area state effect attack, I back this. If we are to be crowd controlers, mobs should fear mobbing us! Powerful area attacks should only be at Master level, this way its an earned ability not a dabbled one!
If they don't fix the pre-reg problem, the lease they could do is give us more defence. Would be nice to have some extra skill points though.
I notice Chefs still making food that grants block/dodge enhancement. Would be nice if we could grant some form of old school skill at Master level. Like a natural dodge or block ability for melee fighters. This could be our edge for being nimble on our feet for being melee.
ROOT/SNARE is key for ranged attackers, I don't want to see this taken away. But many melee dabblers have poor movement skills and are slow unless burst running. We should have at lease some limited form of ROOT/SNARE recovery.
Better weapon choices. Elemental damage needs to be looked at. If we had more choices, we would all be using different weapons instead of pre-CU Vibro Lances. This could be a bonus for dealing damage.