The Fighter Revamp – The Good, The Bad, and The Extremely Homely.

With Game Update 51, Lucan’s Art of War, SOE will be, as the title of this post suggests, revamping fighters.

Among the things that they will change are how fighters gain, and maintain, aggression (aggro – not to be confused with agro, which has something to do with farming). There are different ways they will accomplish this feat.

Gone will be the days of siphoning hate from other characters (IOW Warlocks). Amends, though still kept around in some form, will be drastically changed. There are too many changes to list in this post (IOW I could waste both of our time listing stuff that can be found here, however I don’t feel like it, so I will attempt to summarize, k? thanksyerapeach!), but suffice it to say that Fighters will have more ability to generate hate by themselves.

On the surface, this seems like a good thing, right? I mean, I did promise good, bad, and hideous (or words to that effect) in the title, correct?

The bad is that this ability comes with a price tag. The price is that many of the Fighter’s buff lines are now consolidated with a particular stance. Allow me to illuminate.

Say, for the sake of argument, you are a Paladin, and are planning to hang out with a couple of friends until the rest of your normal group logs into EQ2. You decide to hit an area with a high undead population, such as Stormhold or Fallen Gate and decide, hypothetically, that you want to use your offensive stance, but you want to use the Blessed Weapon line to help you with the undead. You won’t be given that option with the revamp. Or, say you decide to solo, and want the extra hit points that the Blessing of the Penitent line gives you, but you want to up your defense a bit. Again, you won’t have that option with the revamp.

Ok. You’ve seen a bit of the good, and a smidgen of the bad. Now it is time for the face that only a dev could love.

You will have two choices about how to predominately fight. You can excel at dealing out aggro to single mobs, or you can excel at “putting the stank” on grouped encounters. Doesn’t sound that bad, right? Wrong! This choice is made when you pick your character class.

For those who have painstakingly worked to make their Fighter the best he/she/it can be, you are served a nice, steaming platter piled to overflowing with Tough Noogies. Not only will you basically have to relearn your new role, your choice is limited even further. For the single target tanks, they have picked Guardians, Paladins, and Monks. For group encounter tanks there are Berzerkers, Shadowknights and Bruisers.

So say, for example, you only play good toons. However, you want to be able to deal with group encounters (a wise decision, considering the fact that a large portion of the TSO content, to include a majority of the instances, contains group encounters). Your only option would be to play a Berzerker.

There is one other part of the Fighter Revamp, but it is up to you to decide in which category you think it belongs.

That’s right, I’m talking about the Hate Meter (although, in this blogger’s opinion, it should be called a Threat Meter, if for no other reason than the command to bring it up is /togglethreatwindow, and the keyboard shortcut is Ctrl-T). The hate meter can be a valuable tool if properly used.

Basically the way that the Hate (Threat) Meter works is that it displays a number from 0 to 100, with 100 meaning that the mob(s) want(s) you dead more than anyone else, and 0 meaning you need to wake up and help. The primary tank should, while engaged in combat, always be at 100. If you are not the primary tank, and you are between 90-99 (this means you, Warlocks), you should probably forgo casting that next nuke (at least until your meter gets down to 75 or so).

As for opinions on the Hate (Threat) Meter, they run the gamut from, “Hey, this is a useful tool!” through, “Whaddya mean, Locks aren’t supposed to tank?” past, “OMFG, this is teh EZ moed!” all the way to, “This is going to kill the game/signal the end for all MMOs/whine/pout/whimper in the corner!”

For those purists out there, I will point out that you do have the option of turning it off. It isn’t going to make the game too easy. The most likely outcome is that the elite players will still be elite, while the crappy tanks will get a little better at not wiping the entire group.

But that is my opinion, and I’m not naive enough to think that those who are adamant about hating the Hate (Threat) Meter will be moved from their positions by something as small as logic and reasoning.



2 Responses to “The Fighter Revamp – The Good, The Bad, and The Extremely Homely.”

  1. 1 Alik Steel February 14, 2009 at 1:40 pm

    I for one am going to love this update.
    Am I a elite player? Don’t know, No group wipes with me, but as you know that means nothing. It just means I play with some poeple that know how to play there class.

    I do like that the fact that this will take the game back to the way it was when it first went live. Where a tank is a tank and then you have the rest of the classes. I just hope that they go back and fix the mage classes.

    Now the one thing that I see a lot of people hating on. You Necrotherian, are right in the fact that they can just turn the dang thing off. As far as the people saying this is nerfing the game down. So what you are saying is that you don’t want any new tools. MMO’s have gotten as good as they can be with out turning it into Toontown or some other nerfed down game. No, This is a tool. Thats all nothing more. You know that EQ2 will start using it in ways with raids and turn it into something fun for your raids. Give it 3 months and all the people that are witching about this want even remember what it was that they was upset with.

    Sorry I have more to say but it seems like I am taking up to much room for just an reply.

    Alik Steel

    • 2 necrotherian February 14, 2009 at 7:50 pm

      I like the fact that it is taking tanking back to real tanking. What I don’t like is their choice of which classes are multi- and which classes are single- target tanks. IMHO, it shouldn’t be separated the way they have planned.
      Lets look at the Fighter classes and see if we can’t come up with something better.
      If we separate it into sub-archetype instead of the way they have, we get a bit better equality, at least as far as good/evil is concerned:

      Warriors are pretty much the Meatshields of the Fighter world. They can soak up a lot of damage. As such, they are good at fights against large groups. Whether their ability to take a lot of damage and still keep fighting comes from determination or rampant disregard for one’s own safety, these are the guys you want with you when the end product of digestion hits the rotating air oscillator.

      Crusaders are Holy (or Unholy) Fighters dedicated to spreading the word of their diety, by force if necessary. They tend to target the Enemy’s Leader, spouting the slogan, “Without the head, the body dies”. Sometimes this is easier said than done. In that event, the Crusader is prepared to mow down hordes of underlings to get to the Leader.

      Brawlers are the Masters of the One-on-One fight. Whether fighting in the streets, gladiator arenas, and sewers, or facing an opponent on the dojo floor, the Brawler is prepared to use his/her body as a weapon.

      Of course, these are my own opinions.

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