Shouta said:
What's the point of having weapons drawn and weapons at your side then? That's what I'm sort of pointing out. If you have your weapon drawn then sure, I can understand blocking but if you don't, then why should a shield give you benefits. On a side note, it might be that the shield wasn't animated with the punching (which is probably the case) but was drawn. I've never actually fought unarmed with a shield equipped so I don't remember. I'll have to see that when I get home. You can only heal yourself once a minute with First Aid and unless the later bandages heal for extreme amounts, then it really isn't comparable. The rank 4 Holy Light heals for like 400 HP. You're also not limited to timers other, as long as you have the MP, you can repeatedly cast it over and over again, as long as you have MP. I've always been a proponent of making the class stronger rather than nerfing classes. It's much easier to level the playing field by adjusting abilities of the weaker class than it is to nerf the strong class. I don't mean massive boosts but rather ones that even the playing field for fighting instead of escalating the affair. Nerfing classes work sure, but the problem is that it's hard to do overall as opposed to boosting IMO. You run a higher risk of nerfing a class too hard in some cases. Personally, I've always seen Warrior has an offensive meleeing class most of the time. I think making Warrior a stronger melee character would be keen and giving them abilities like armor reduction or a variety of interesting strikes (ones that you can't get with other classes) might be very interesting. Unique strikes like the ones found in Dragon Quest or the Break style of skills in Final Fantasy XI might be interesting (I'm only using them as an example ;p). Correct me if Warriors already have this sort stuff. About that whole Seal of Righteousness thing, are sure its a bug? The way ability is described (gives melee attacks the chance to proc holy damage) makes sense to me. Now, if it was "gives weapon attacks the chance to proc holy damage", then I can obviously see the bug. I don't think the Paladin would've gone down in a minute myself. They have all kinds of survival abilities like you mention
.
Weapons and shields are automatically drawn when you start a fight... or should be. I forget about that warrior video since I haven't seen it in a few days, but the shield SHOULD be drawn while that paladin's dueling.
First aid is only done once a minute, yeah, but the higher level bandages heal for a TON. Like the same as the highest ranks of holy light or healing wave (~1500) if not more (I can't remember what runecloth bandages heal, but mageweave bandages heal that much). It's enough for the most part to be significant healing during a duel or whatever.
And the bug with seal of righteousness is that it would hit EVERY time unarmed, not just on a % chance. so every hit the paladin made unarmed was adding 66 holy damage.
As far as warrior abilities... well, they don't have (and will never get, I'd say) any elemental strikes, but they get a lot of different melee abilities no other melee class gets. They do have an armor reducing strike (it costs very little rage and can stack up to 5 times, so it's potentially the best armor debuff), skills like cleave (it isn't really great damage but it's multiple targets, and that can let a warrior basically do AOE damage, which is useful in higher level instances) and a lot of situational types of strikes like execute (tries to kill a target with 20% or less HP), overpower (it's basically a free hit if the opponent dodges, good for fighting rogues), revenge (an immediate counterattack after a block) and some talent skills (sweeping strikes - makes your next few melee attacks hit like 2-3 extra targets, and mortal strike - huge damage based upon your weapon's damage, and cuts healing effectiveness in half).
It's just that while warriors have arguably the most melee moves, a lot of them need buffing. Mortal strike continually gets nerfed, even though a patch or two ago it was fine (did good damage, which requires total dedication to arms talents, but wasn't any kind of instant win ability), cleave is still not that good, and for some reason blizzard seems to nerf the situational stuff like overpower and revenge. Paladins
do need to be nerfed slightly, but more just in overall damage (SOMETHING about them makes them melee for a lot more damage than almost anybody else, and I don't know what it is - before they would do damage similar to warriors' regular attacks, now they do damage a lot bigger than warriors do) and IMO in making blessing of protection only castable on other players. It basically allows for only 3 classes to actually get rid of that form of invincibility - shamans, priests and warlocks (they can each dispel it, but in the warlock's case it requires a specific pet) while the only other class that isn't bothered by it is the mage since that blessing only blocks physical damage (but really, paladins beat the hell out of mages easily). It's annoying because when both that spell and divine shield are able to be used in the same fight, it just basically allows the paladin to majorly outlast their opponent AND beat them really easily (that's a major reason why paladins beat mages so easily - just wait for them to use up most of their mana, divine shield yourself, heal, then let them waste the rest of their mana trying to kill you again and kill them as soon as they go out of mana, which doesn't take long).
I was exaggerating a little on how fast that fight would have taken pre-patch, but not much... if the paladin was fighting him unarmed he would have been doing like 1 damage each hit (with no bonus holy damage) and the warrior would have been doing a lot more damage, so the paladin would've been out of mana after a minute or so and lost.