by Bigcat Daddy-o » Thu Nov 27, 2008 10:38 am
So, did a little 'testing' on the J3 tank and cleric last night. All subjective.
I am now 3 or 4 boxing. Brought my monk back, as there are just too many spots that I want to pull indoors that the druid can't really do any more. Too tight spaces. Poor little guy is dead before the COH goes off. Boxing Shm,Mag,Mnk and/or dru.
I 3 boxed (well, actually 4. I usually play monk out of group) trash in Kurns tower with J2 tank and 2 J2 clerics. One cleric on reactive, one on balanced, and they were able to keep the tank up with no problems. On named I would add in druid on healing.
So when I changed up to J3 tank and clerics, I tried with just 1 cleric on balanced. Some pulls she'd be ok, but 3 times the tank died. I then switched her to reactive, and she had no problem keeping him up. I had tried this in the past with the J2 cleric, and they were typically ok, but there mana pool wouldn't support extended runs like this. The J3 cleric seems to not have this difficulty as she was typically around 70-80 mana after a pull, and smart like a whip she is always regenning when she can.
I did the 'kill 15 dragonbanes in kurns instance' mission last night also, with the J2 cleric handling all the healing (oocasional spot heals from druid in some rough spots), and it worked out very well.
My other observation though is that my ogre merc tank has to be on passive when I pull in dungeons. I was in the back corner of Kurns, pulling the Dragonbanes (If you are not familiar with this mission, they spawn in the room where Louko spawn on third floor, and across the hall). If monk got hit, which he sometimes did trying to pull stuff around objects in the room, the merc tank would charge in from where we were camped. I have monk marked as puller, Mage marked as MA and MT (I thought maybe if he wasn't given the job he'd be more sensible) and tried him marked as MT. Didn't seem to matter. Dumb like rock.
I think they need to have 2 ranges on merc tank grabbing agro from the marked puller. One for indoors (shorter) and one for outdoors. It's possible too that the ogre is stupider than the others, because I (subjectively) don't recall the Half elf merc tank doing this as much. Anyone else have any obervations or information on this? If it's just a matter of ogre tanks being stupider, than I can carry a half elf or some other race of tank for indoor tanking. I really don't think they've made the tanks that variable, but would be impressed if they had!
I am using the ogre tank based on someone elses observation that the ogre tank was not taking stuns from the front (racial frontal stun immunity). If they've also made him 'stupider' to compensate for that racial skill, that would impress me.