Just to let all you would be Healers know. Just because we can't spec in hammer styles doesn't mean we suck at melee. It's not our job to go into melee...especially in RvR, but we have a very powerful damage buff better then a skalds even, only ours is self only. It's based off the augmentation line of spells. If you want to be good at soloing those yellows and an occasional orange at higher levels mix your points into mending and augmentation. Once you have your first instant heal you should be buff enough to solo any yellow NPC monster as easily as any other melee class could. The bonus to this? Smack down on yellows non-stop. We don't use endurance to attack due to us not having styles. Our extra damage comes from our damage buff. If you gotta run away you always have a full bar of endurance and if high enough level, and instant heal. We don't deal as much damage as a tank does but we don't have to rest between battles. Just heal up and go again. I personally find playing a Healer very boring in RvR however. heal heal heal...try not to die...wait for camping albs and hibs to move away from your groupmates bodies...it gets old...and trust me on this...there's ALWAYS an archer or thief class waiting for you to prance over and rez your fallen compatriots.
You obviosly aren't a healer. A hybrid caster/melee class has much lower combat skills than a warrior. Sure a thane or a zerker can tank, but a warrior does a much better job. The reason healers draw aggro 9 times out of 10 is because a non warrior draws aggro. In large groups fighting purple things, you're not going to hit harder than the mob. So if you're not blocking and parrying, then the healer is going to be healing faster than you're damaging, hence mob swaps targets to the healer. In smaller groups it doesn't matter as much, though when a shield warrior that is evenly spec'd is tanking, he takes probably 1/2-2/3 the damage a zerker or a thane will. I dont' have a healer, but I play a 42 cleric along with my mids. I can tell you this, a paladin, which has full plate not chain, isn't half the tank a shield wearing armsman is. They draw aggro no sweat with the heal chant, but that doesn't make them good at tanking. I'd much rather have a shield armsman doing taunts than a hybrid getting hit, I use less power and lot less likely to draw aggro from my few spread out heals.
I am a lvl 6 Thane, I have my points in hammer, and I keep hearing about the "Red Bludgeoner". What are the stats, the requirements, and how you get it? I looked on the quest list and could not find it. Thank You.
Between Ft. Atla and Nailliten (sp?) there is a boat on the shore. You'll have to take down this big-headed lug named Trollki to obtain the Red Bludgeoner. It's a decent hammer. Beware of his spell-casting companion on the boat, though. If you have a ranged attack, pull Trollki to you. Good luck.
Although the healer uses the hammer this class doesnt get to use the special combat styles that come with it. Just wanted to check if this was right as this page seems to show that the healer class has these available to it when it doesnt.
I have heard several mentions of the word "Epic" in relation to a classes weapon or skill. Can some please expand on this a bit for me, does each class have a "mega" weapon i.e. Thanes have an Ultimate Hammer etc as I want to avoid creating a Thane, spending points in sword only to find that my ultimate goal or "EpiC" lies in Hammers.
#Anonymous,
Posted:Dec 04 2001 at 12:54 AM, Rating: Sub-Default, (Expand Post) Learn how to read you idiots about how and when to use the skills, crushing blow only works after you parry, butt-head.
yeah its right, to check what your actually speced just click on the icon with the hand on it since u start off at 1 or something when u train and u put it to 11 u really got 10
If you have one of these skills, right click it to see its "opener" it will tell you when best to use the skill... Hope this helps anyone who is having issues with some of teh post-parry/block skills/..
Slam is pretty difficult to pull off. First, you have to have a decent parry skill to get parries often enough. Then you have to actually click the button in time. Then you have to succeed at the skill check. Then you have to click your slam and succeed at that roll also.
The results aren't that great. Instead of a short duration bleed, why not a medium duration stun? Axes should cause bleed, hammers should cause stun.
One of the patches allows you to hit a backup style.
What I do is hit my "parry" style, followed by my "use any time" style. If I parry that style will take effect otherwise the any time style is used.
If you use chains I use the parry, 3rd in chain, 2nd in chain, and finally the opening style. If I hit my 3rd style and it is not available it will say so and attempt to do the 2nd style, if that's not available it defaults to the next key hit which is the opener.
To clarify, hot key 1 = parry style (or block style)
Hot key 2 = 3rd style in a "chain".
Hot key 3 = 2nd style in a "chain".
Hot key 4 = the 1st (opening) style in the chain.
After every swing I hit keys 1 2 3 and 4.
This is very effective and allows you to use your styles and chain them without attempting to follow the combat text and trying to hit keys at the right moment.
Just hot key them and after each swing (hit or miss) hit hot keys 1, 2, 3, and 4.
This can make great use of your lower endurance styles by making sure they are used when available.
One downfall to this method is that if you do the opener, then do the second style in your chain, then you happen to parry, you will lose out on your 3rd style in the chain because you will then parry, and the chain will start over again with the opening style on your next swing.
In general the 3rd style in a chain should do a considerable amount of damage, and usually give a nice effect (stun, bleed, attack bonus, etc.) and cost less endurance, so you may want to pay a little attention and skip hitting your parry style after you are partially into a chain.
I believe after a subsequent patch Mythic enabled a code to turn this ability on and off so you can either use this method or go back to the good old days of pounding the same key until it wears out and use only that style.
With the new backup style ability you can hit a key, and hit it a second time to turn that style off. Some people prefer to disable this ability so they can just mash the same combat key over and over.
I can not remember what the command is to enable or disable this feature, please reply if you know what it is.
<<The results aren't that great. Instead of a short duration bleed, why not a medium duration stun? Axes should cause bleed, hammers should cause stun.>>
Internal hemorrhaging, perhaps? You get knocked in the ribs with a sledgehammer full force and I'm fairly sure you'll bleed on the inside...
i have gained lvls n it skiped crushing blow it went from thor's anvil to placate. any 1 know why? im: sword 1 axe 2 hammer 7 parry 5 sheild 5 lightining 5
When I pull with my Thane, I often chain placate until aggro is lost. But I have successfully done a crushing blow and it is nice.
If your character parries, you must immediately hit the crushing blow button. If you are chaining placate or thor's anvil, it won't work. I kind of like the combat system because you have to "wait" for openings, but it does work as long as the mob is in your frontal view and you parry, then hit it right away. Once again, a couple points in parry will allow you to parry more often.
Drawback - as a Thane, you don't really want aggro. Get the warrior or berserker to aggro because they have more hits. This is pretty much a soloing skill or a once in a blue moon use.
Don't ever let a Zerker take more damage than YOU can handle - they may get better hits initially (my friend is a level 8 Zerker and had only 18 hits more than my level 9 Thane at the time) but they can only ever get to Studded Leather armor and suffer heavy bonus damage from some mobs because of it. Once a mob has a Zerker locked in their sites getting the aggro off is tough. Sometimes even the casting doesn't do it.
If you are chaining placate you should be drummed out of the realm as well as that group. By spreading the damage a bit more through all the melees in the group you'll be able to not only balance the downtime but the damage done to the various melees equipment. This isn't EQ where things are freaking perfect from day 1 to the end game and repairs get expensive if you don't have a buddy somewhere to take care of it.
I regularly use all 5 of my base attacks as a Thane (that's right 5 attacks available to me when the fight starts and 4 throughout) to keep my party moving forward. I use Crushing Blow/Slam on a regular basis and get results up to 25 base plus crits to 22 plus the damage enhancer bonus on the CB and 34 plus 27 plus the damage enhancer right after with the Slam. I also cast the Instant DD during this time and add another 20+ points to it. Makes for a great finish to the mob as you just took 100+ points off of it and finished the fight faster.
Skip Anvil once you get to level 10 - you get Ruiner which rips most mobs a really big hole lol. Between a good Ruiner, CB and Slam plus the casting you'll be dishing out great damage and if you keep your parry up and a shield (only need level 3 to get the Numb style which is really handy) you're going to get hit less anyway.
Sounds like someone was playing a RANGER in EQ for too long and took a few too many hits lol.
Whats difficult about loosing aggro? It just takes some discipline which, unfortunately alot of players dont have. Some learn over the lvls but alot never learn. If you get unwanted aggro, STOP your friggin attack and let others do their aggro gaining moves. I often saw Zerkers get aggro and just keep doing special attacks so they get even more aggro. Being a healer i just let them die a few times so they learn not to do that crap.
Tuluvar, as a healer myself, i have to say that that way of thinking will make you very unpopular in groups. If you refuse to heal someone it just makes you look like you dont have any idea what YOU are doing.
OMG! , I hope i never have to group with you lol I am a Thane and as a tank my job is to hold agro to keep you healers, runies, hunters ...ect from getting killed . As a tank Holding agro is our job and as a healer you say you just let your tanks die for holding agro ? I hope you get booted from groups for that or just a newb not realizing what you are saying .Having agro switch is a bad thing , next thing you know you have a mob bouncing from person to person and thats when things get outa control .I would imagine any healer ( other than Tuluvar here ) would be happy to have one life to watch over while everyone pounds a mob to death .
I sooo agree with you on this. As a thane it is our job to deal a ton of damage as quickly as possible and holding doing those big damage skills only makes the creatures stick to us. Placate? Not in a fight with a healer who is doing his job properly. Keep pounding the creature and kill it as quickly as possible...or you could stop doing those skills and wait for the creature to take a liking to the healer....hmmmmm. Barat..bors
Not cast 2 spells at time same. No heal more then tank one at time one. Mob bounce bad, dumb. Tank wear armor. Armor get bang. Better armor get bang then heal-type-man die.
If tank armor get smash, heal-type donate to fund if like. If heal-type dumb, tank die... then heal-type die.
Well maybe you guys havent played a zerker yet. I have a 41.5 zerker and after about 35th i became the tank. Thanes in my group were for 2 things pulling and blocking for me. I pull aggro from thane's without useing styles. Zerkers do a lot of damage and we are going to get aggro. So your first clue is simply this. Don't try to get aggro back. Just do what you normally would do to kill the mob. People die in groups becuase thanes are trying to pull aggro and not trying to do damage. A good zerker should do just this. Let the thane pull. Start in combat but dont use styles until the thane has hit twice. Then start useing styles. Ususally what happens is this. The mob is half to 3/4th dead the thane is at half life and the Zerker pulls aggro. (still at full life) Now the healer can heal the thane a few times to get him to 3/4 life then change to the zerker who is now getting hit. (this is why zerkers should keep parry up) So any good zerker and any good healer will know that zerkers are going to pull aggro and well need to be healed by the end of the battle.
I have to disagree. I have a 40 Zerker and if there is a tank (ie. skald,warrior,thane) in your group near your level or above, by all means allow them to tank. Otherwise you become a mana sponge, draining all a healers power. We are given detaunt styles for that very reason. You should definetly use them.....so I use my three style combo that ends with Decaying Rage (which is a detaunt - Left Axe style), and I also always have my regular detaunt handy. This way, you can use a variety of styles and still be ready to reduce aggro if needed.
u r right.there is nothing wrong with placate.i am a warrior.all i am is a meatshield.it much easier to pull aggro off a 'fake' tank by having them detaunt while i taunt.by fake, i mean thanes and skalds and serkers.no offense intended, but those three classes can't take massive punishment.hell, a lucky sb can tank as well if he evades a bit.as long as someone has protect on healer, detaunting isnt going to make the mob attack them.i cant solo three ojs, but with a halfway good healer i can easily survive tanking all of them at once.so u all shud try to get warriors in yer grps.
Damn started some thread here lol. Ok my point was to mention that there are zerkers that keep pulling aggro when you have a tank in your group. Even if they are told to wait a couple of secs or till mos is like 75percent b4 hitting attack. I just like to let to eager zerkers die, else they never learn. Btw it works well, they learn fast, even trolls. And that was lvl 10-20 btw, zerkers after a certain lvl start to learn that they are not tanks and have to wait a bit b4 aggroing
I have to say, there are STILL some 'zerkers and savages out there that will insist on using heavy aggro/taunt styles, taking it as a challenge to keep aggro from the warriors. Being a player of both a warrior and a healer, I can say rom BOTH ends of the argument, let them die - the only universal capital crime is stupidity! (At least when they're dead, the mob will aggro on the PROPER meatshield (ie. the one with chain and a high block skill!))
DON'T be a power-sponge, let the healer stay focused on who s/he should be please?