I voted Tank, simply because our class is THE most overlooked in RVR combat. EQ2 started on the right path with their "added in" pvp by allowing taunt to change targets of enemy players it's used on. Also, another worthy mention would have to be how DAOC did with tank's and battlemaster. Being able to protect someone COMPLETELY from melee combat until the tank is killed, whom can't move, was a very good mechanic.
Other than that, most RVR tactics involve ignoring tanks until the Healing, then DPS is killed. Tanks end up dieing last without having helped much at all besides harassing enemy healers .
The Theory of Conservative Conservation of Ignorant Stupidity: Having a different opinion must mean you're a troll.
Healers are the only ones that can keep their group alive.
Tanks are the only ones that can sustain a beating, and while I don't believe they have been given the tools that a tank class should have, they have been give the tools that should belong to other archetypes, and thats the ability to deal damage. Thus the reason for my vote:
Melee DPS is not important simply because tanks fulfill that role, even if not specced for dps, they still deal far more than a tank class should. This is of course my opinion and I stand by it.
I chose melee dps over ranged simply because ranged dps is ranged, and that is one advantage they have over tanks and melee dps. While their intended purpose is still negated by the fact that tanks can dps the hell out of anyone, they do have the range which allows a little more variety in their strategy and something that tanks cannot do.
It really depends on the scale of the RvR, though playing a tank class primarily, I feel they are the least needed. Guard on a healer is the only decent aspect of a tank as any smart player will try to control the tank (a real tank, one with a shield and what not) and go for the squishies. On the other hand, if you have a damage spec'd tank, you lose majority of your survivability and will be killed easily just like any other damage class.
I should mention that this is coming from a Black Orc and I have always felt this sense of "uselessness" in terms of RvR on him. Playing the Ironbreaker was a completely different story, since their class is designed to ramp up damage and they do it quite well even fully tank spec'd. So realistically it boils down to WHICH tank we're talking about.
It really depends on the scale of the RvR, though playing a tank class primarily, I feel they are the least needed. Guard on a healer is the only decent aspect of a tank as any smart player will try to control the tank (a real tank, one with a shield and what not) and go for the squishies. On the other hand, if you have a damage spec'd tank, you lose majority of your survivability and will be killed easily just like any other damage class. I should mention that this is coming from a Black Orc and I have always felt this sense of "uselessness" in terms of RvR on him. Playing the Ironbreaker was a completely different story, since their class is designed to ramp up damage and they do it quite well even fully tank spec'd. So realistically it boils down to WHICH tank we're talking about.
Ehh should of had a "None" option.
I personally feel all archtypes (Roles) are important in RvR(pvp).
with no DPS noone would die to the point of a stalemate, with no Heals Everyone would die, With no tanks Healers would die and then Dps will follow.
I voted Tank, simply because our class is THE most overlooked in RVR combat. EQ2 started on the right path with their "added in" pvp by allowing taunt to change targets of enemy players it's used on. Also, another worthy mention would have to be how DAOC did with tank's and battlemaster. Being able to protect someone COMPLETELY from melee combat until the tank is killed, whom can't move, was a very good mechanic.
Other than that, most RVR tactics involve ignoring tanks until the Healing, then DPS is killed. Tanks end up dieing last without having helped much at all besides harassing enemy healers .
Not to get too Nitpicky, but I believe Final Fantasty Online was doing the taunt mechanism before EQ2.
I would love it if taunt worked like that in every game. Being forced to target a tank is a hell of an ability.
I would say Tanks are without a doubt the least useful class in RvR. Their entire role in a group is to draw and hold agro... which of course only works on NPCs. They are certainly the last ones we worry about when a group rolls up. Everyone goes for the healers first, then the DPS and then when all the threats are down, we turn our attention to the shiny metal distractions.
As much as everyone complains about crowd control in the game, I think it's the only thing that can make tanks a valuable class in RvR. Maybe they need to take away some of the CC skills from other classes and give them to the tanks. Their current role is limited to guarding one healer, strategic knock-backs and being part of a shield wall. They do come in handy in keep defense, but they fall short in all other areas of RvR.
I first thought of kicking tanks, but then again. Tanks are nice meat shields in PvP because they can rush ranged Dps and healers. Plus they make good meat shields because you can't run through players, so they can protect others in that way too. So a skilled tank is very useful in Pvp/rvr.
Healers are ofcourse useful in all aspects.
Melee dps is almost too overpowered in comparison to ranged Dps. MDPS charge and kill kill, they are the essence of WAR pvp in my opinion.
I almost always play ranged dps, and I think it's fun. But if I'd had to choose the one with least importance it would have to be RDPS, in my opinion they do the least difference on the battlefield.
I picked Melee DPS but just because I feel the other has more to offer, not that melee DPS has nothing to offer. WHs and WEs can be quite viable to take down healers and other squishies but the other classes are more important.
Tanks are more important because they are tough to take down and can wreak havoc if they are ignored (like a Chosen flipping three auras and debuffing wounds as well as AoE knockdown or a BO taking down the healers with their detaunt ignore abilities).
RDPS are great for AoE and focus fire.
Healers, most important archetype. A team without a healer is not a good team period.
Is it still like how it was in beta where you'd have 2 giant zergs of ranged DPS and healers healing them and anyone melee class that tried to attack died in an instant of stepping out of the group.
I am amazed that people can say anything else than MDPS!
it's so simple! the game is reasonable balanced around 1vs1 and small scale skirmish, here there is a rock sissor paper mechanic is in work, that somehow manage to give every class a role!
The bigger the fight the less value Mdps has until they have no role at all!
Also tanks are hit by this, but not to the same ekstend at all! Tanks still have a role (to take a beating, someone gots to be the enemi target, and tanks are best suited for it. Tanks should remeber that when healers can't keep up healing them, the healers have giving up on the Mdps long time ago . Mdps simply can't get into range of anything in big fights. They are more likely to be fokus fired and instant killed when crossing the Tank line as they posses a bigger threath. And the bigger the fights the more stacked AoE dam there is that is just making the game a hell to be mellee in!
This goes to an extends some times in Rvr (zone locking) where in severel hours a Mdps can do absolut nothing (sad but true).
They suffer the most from lags (can't take a beating , but have to be in range to return)! They are most likely to die out of a range of a ress and have to run back ! They have absolut nothing to contribute with in big keep defense (seriusly but truth).
(someone have to mention that they can play the defensive role, protecting squishies in thesse big fights, yep , but still the have to look long for a situation where they can sving a blow before frindly ranged have gunned a target down.)
There is a reason across the severs that when guilds reroll to the other side, severel times we have see them roll alot of ranged AOE damager, mixed with mellee AOE healers and buff tanks (combined with frontline tanks). But with NO (or nearly no) Mdps in their roosters. (as well as only a few ranged healers and rarely any Rdps single target chars).
If that's not a strong indicater , then what is?
what i don't get is why Mythic dosen't give Mdps some oRvR love ?
It really depends on the scale of the RvR, though playing a tank class primarily, I feel they are the least needed. Guard on a healer is the only decent aspect of a tank as any smart player will try to control the tank (a real tank, one with a shield and what not) and go for the squishies. On the other hand, if you have a damage spec'd tank, you lose majority of your survivability and will be killed easily just like any other damage class. I should mention that this is coming from a Black Orc and I have always felt this sense of "uselessness" in terms of RvR on him. Playing the Ironbreaker was a completely different story, since their class is designed to ramp up damage and they do it quite well even fully tank spec'd. So realistically it boils down to WHICH tank we're talking about.
Ehh should of had a "None" option.
I personally feel all archtypes (Roles) are important in RvR(pvp).
with no DPS noone would die to the point of a stalemate, with no Heals Everyone would die, With no tanks Healers would die and then Dps will follow.
That is how I feel also, but I chose Melee dps for lack of a better option.
Comments
I voted Tank, simply because our class is THE most overlooked in RVR combat. EQ2 started on the right path with their "added in" pvp by allowing taunt to change targets of enemy players it's used on. Also, another worthy mention would have to be how DAOC did with tank's and battlemaster. Being able to protect someone COMPLETELY from melee combat until the tank is killed, whom can't move, was a very good mechanic.
Other than that, most RVR tactics involve ignoring tanks until the Healing, then DPS is killed. Tanks end up dieing last without having helped much at all besides harassing enemy healers .
The Theory of Conservative Conservation of Ignorant Stupidity:
Having a different opinion must mean you're a troll.
DPS Tank > Melee DPS
Melee DPS no question.
Healers are the only ones that can keep their group alive.
Tanks are the only ones that can sustain a beating, and while I don't believe they have been given the tools that a tank class should have, they have been give the tools that should belong to other archetypes, and thats the ability to deal damage. Thus the reason for my vote:
Melee DPS is not important simply because tanks fulfill that role, even if not specced for dps, they still deal far more than a tank class should. This is of course my opinion and I stand by it.
I chose melee dps over ranged simply because ranged dps is ranged, and that is one advantage they have over tanks and melee dps. While their intended purpose is still negated by the fact that tanks can dps the hell out of anyone, they do have the range which allows a little more variety in their strategy and something that tanks cannot do.
It really depends on the scale of the RvR, though playing a tank class primarily, I feel they are the least needed. Guard on a healer is the only decent aspect of a tank as any smart player will try to control the tank (a real tank, one with a shield and what not) and go for the squishies. On the other hand, if you have a damage spec'd tank, you lose majority of your survivability and will be killed easily just like any other damage class.
I should mention that this is coming from a Black Orc and I have always felt this sense of "uselessness" in terms of RvR on him. Playing the Ironbreaker was a completely different story, since their class is designed to ramp up damage and they do it quite well even fully tank spec'd. So realistically it boils down to WHICH tank we're talking about.
Ehh should of had a "None" option.
I personally feel all archtypes (Roles) are important in RvR(pvp).
with no DPS noone would die to the point of a stalemate, with no Heals Everyone would die, With no tanks Healers would die and then Dps will follow.
Playing: Nothing
Looking forward to: Nothing
Not to get too Nitpicky, but I believe Final Fantasty Online was doing the taunt mechanism before EQ2.
I would love it if taunt worked like that in every game. Being forced to target a tank is a hell of an ability.
I would say Tanks are without a doubt the least useful class in RvR. Their entire role in a group is to draw and hold agro... which of course only works on NPCs. They are certainly the last ones we worry about when a group rolls up. Everyone goes for the healers first, then the DPS and then when all the threats are down, we turn our attention to the shiny metal distractions.
As much as everyone complains about crowd control in the game, I think it's the only thing that can make tanks a valuable class in RvR. Maybe they need to take away some of the CC skills from other classes and give them to the tanks. Their current role is limited to guarding one healer, strategic knock-backs and being part of a shield wall. They do come in handy in keep defense, but they fall short in all other areas of RvR.
-----Zero Punctuation Eve Online Review-----
I voted RDPS. But i'ts a tricky question.
I first thought of kicking tanks, but then again. Tanks are nice meat shields in PvP because they can rush ranged Dps and healers. Plus they make good meat shields because you can't run through players, so they can protect others in that way too. So a skilled tank is very useful in Pvp/rvr.
Healers are ofcourse useful in all aspects.
Melee dps is almost too overpowered in comparison to ranged Dps. MDPS charge and kill kill, they are the essence of WAR pvp in my opinion.
I almost always play ranged dps, and I think it's fun. But if I'd had to choose the one with least importance it would have to be RDPS, in my opinion they do the least difference on the battlefield.
I picked Melee DPS but just because I feel the other has more to offer, not that melee DPS has nothing to offer. WHs and WEs can be quite viable to take down healers and other squishies but the other classes are more important.
Tanks are more important because they are tough to take down and can wreak havoc if they are ignored (like a Chosen flipping three auras and debuffing wounds as well as AoE knockdown or a BO taking down the healers with their detaunt ignore abilities).
RDPS are great for AoE and focus fire.
Healers, most important archetype. A team without a healer is not a good team period.
My gaming blog
Is it still like how it was in beta where you'd have 2 giant zergs of ranged DPS and healers healing them and anyone melee class that tried to attack died in an instant of stepping out of the group.
I am amazed that people can say anything else than MDPS!
it's so simple! the game is reasonable balanced around 1vs1 and small scale skirmish, here there is a rock sissor paper mechanic is in work, that somehow manage to give every class a role!
The bigger the fight the less value Mdps has until they have no role at all!
Also tanks are hit by this, but not to the same ekstend at all! Tanks still have a role (to take a beating, someone gots to be the enemi target, and tanks are best suited for it. Tanks should remeber that when healers can't keep up healing them, the healers have giving up on the Mdps long time ago . Mdps simply can't get into range of anything in big fights. They are more likely to be fokus fired and instant killed when crossing the Tank line as they posses a bigger threath. And the bigger the fights the more stacked AoE dam there is that is just making the game a hell to be mellee in!
This goes to an extends some times in Rvr (zone locking) where in severel hours a Mdps can do absolut nothing (sad but true).
They suffer the most from lags (can't take a beating , but have to be in range to return)! They are most likely to die out of a range of a ress and have to run back ! They have absolut nothing to contribute with in big keep defense (seriusly but truth).
(someone have to mention that they can play the defensive role, protecting squishies in thesse big fights, yep , but still the have to look long for a situation where they can sving a blow before frindly ranged have gunned a target down.)
There is a reason across the severs that when guilds reroll to the other side, severel times we have see them roll alot of ranged AOE damager, mixed with mellee AOE healers and buff tanks (combined with frontline tanks). But with NO (or nearly no) Mdps in their roosters. (as well as only a few ranged healers and rarely any Rdps single target chars).
If that's not a strong indicater , then what is?
what i don't get is why Mythic dosen't give Mdps some oRvR love ?
Ehh should of had a "None" option.
I personally feel all archtypes (Roles) are important in RvR(pvp).
with no DPS noone would die to the point of a stalemate, with no Heals Everyone would die, With no tanks Healers would die and then Dps will follow.
That is how I feel also, but I chose Melee dps for lack of a better option.