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View Full Version : Tank It Up: A Discussion of Aggro Management and Tanking Mechanics


Havelock
07-04-2005, 12:44 PM
636The keystone of the MMO "holy trinity" is the tank - the beefy damage sponge who places himself between his allies and the full fury of an angry mob. Generally clad in inch-thick steel, trained to perfection in the art of mitigating damage, he still clings to a narrow lifeline as his health dips drastically, only to be saved at the last second by a friendly healer. The trinity relies on the tank to keep the enemy occupied, the healer to keep the tank alive, and the damage-dealer to kill the monster.

While conceptually the tank role has changed very little over time, from its pen and paper origins through its early MMO iteration in EQ to the dynamic warrior in WoW, the way in which the a given MMO player executes the role has changed from game to game. Vanguard promises to significantly alter the mechanics of tanking and agro management and raise the challenge level for would-be tanks to new heights.

Conceptual Foundations of Tanking

All modern roleplaying games owe their existence to Dungeons & Dragons. The seed of Dungeons & Dragons was a supplement to a medieval combat ruleset focused on armored knights. So it is fair to say, I think, that the first RPG class was a tank, and all others followed.

In Dungeons & Dragons, fighters and dwarves had more hit points than the casters and rogues, and on top of that they could wear better armor. Thus in a fight the question of who should be up front making himself available to be beaten on was easily answered - send in the person with the best mitigation and the highest hit points, and hope the rolls come out in his favor. The principle held in later iterations of D&D and AD&D as well as in the ensuing computer games - from Pool of Radiance on, you tried to put your fighters between your casters and your enemies.

642Other single player CRPGs adopted similar distinctions to allow for tanking - in The Bard's Tale, for instance, your party was divided into two ranks, one up front and one behind. The front rank came into direct contact with the enemy, and so of course the warriors, paladins, and monks belonged there in melee range while the casters stayed out of the fray.

The basic logic of designing melee classes that can take hits is so fundamental that it hardly seems worth thinking about. The tank is built into the basic structure of class-based roleplaying games, and it is no surprise that the tank has weathered a busy 30 years of change and progress with its basic concept entirely intact.

The implementation of tanking, however, has changed quite a bit as games have grown increasingly complex. I will briefly recount a few steps in the history of MMO tanks based on my experiences in the genre to provide some context for discussing tanking in Vanguard.

Tanking in Previous MMOs

Everquest

644I came late to Everquest, in the spring of 2003, and played a very solo-friendly class, so I had limited experience grouping until toward the end of my time with the game. I had heard that warriors were dreadfully boring to play, so I did not play one. There were relatively few abilities available, and little subtletly or nuance involved in using those abilities. The hybrid tank classes were more flexible and supposedly more fun to play, and holding agro involved a bit more complexity for them. But it was still a relatively straightforward and predictable process.

I stumbled through EQ largely unaware of the ins and outs of agro management; when I was in a group, I healed who I was supposed to heal and that was pretty much it. I've learned more about tanking in that game since I stopped playing than I ever did during my EQ days. I have heard many horror stories of people who, while tanking high hp mobs, would get the battle set up and then read a book or watch television for the duration of the fight.

Tanking and agro management in EQ, like many mechanics of the game, drew heavily on its MUD predecessors. Tanking in EQ was driven by a mob's hate list - to hold agro, a player had to keep himself at the top of the hate list. This involved doing as much damage as possible and using hate-generating abilities as often as possible. Taunt theoretically allowed tanks to react to the sudden loss of agro, but aside from that tanking generally was designed not to be very interactive. Tanks served as a type of crowd control, parking a mob and keeping it occupied. One tank could control a mob while countless allies worked behind him to keep him up and bring it down. This is the basic model of MMO tanking, the foundation upon which all successor games have built.

Star Wars Galaxies

SWG did not feature a class system, but rather a number of skill trees. Players could mix and match templates with great variety, and for almost two years after launch everyone could wear all types of armor (except wookiees, who for most of that time could wear no armor). Given the universal availability of armor mitigation and the large number of of players whose templates gave them additional mitigation and other defenses, concerns about agro management were significantly lessened and players were much less interdependent in combat.

634The lack of interdependence was especially pronounced in SWG because virtually every character intended for combat was able to heal himself about as well as any other player could. SWG also featured a very overpowered pet profession, the creature handler, that gave all players access to a very tough pet for a minimal investment of skill points. During that time, the number of characters with creature handling skills approached 1/2 of the total population, and basically every PvE fight involved a big graul soaking up a lot of the damage.

This lack of interdependence seems to be endemic to all skill-based, as opposed to class-based, games. Players will generally min-max to give themselves the most flexibility in combat. This impulse leads to armies of "tank mages," the cautionary example game designers watch out for when trying to design a community-friendly combat system.

For those who nevertheless practiced agro management (and against the top-tier mobs most people informally practiced it, generally simply by sending in a swordsman first), it was like EQ - not very reactive. Agro-generating abilities moved a player up on the hate list. Taunt could be used to try to pull agro off another player, b ut beyond that there was little room for reaction. The goal, as in EQ, was to keep a mob focused on one player while the rest of the group did its thing.

The Combat Upgrade has apparently turned SWG into a more interdependent game, and I hear that taunting and consciousness of agro management are widespread now. I have not played in some time, and my friends that still play speak of nothing but PvP, so I have little light to shed on the specifics of tanking in the new and improved SWG.

World of Warcraft

WoW was my introduction to the art of tanking. While I had been the sole jedi master defender on my server in SWG, as I mentioned above tanking tactics were not widespread there and after the jedi revamp the only PvE I engaged in was either solo or in AoE jedi groups. In WoW I played a shaman during closed beta but switched to warrior at open and launch because few people in my guild were willing to commit to that class and a Horde guild basically needed a warrior for every instance run.

633WoW introduced me to the satisfaction that can come from being a decent tank. One of my fondest MMO memories is of the first time my guild killed Lucifron. I had off-tanked one of his guards and been hanging back while the MT built up agro. The MT, an exceptionally skilled warrior, died quickly - dang healers :p - and our number two man, who had off-tanked the other guard, moved up and died almost immediately. I stepped in and the healers managed to keep me up until we eventually brought that sucker down. It felt great having the success or failure of the raid hinge on my ability to hold agro and do my part to mitigate damage, and to feel a sense of immediacy by being right up in the face of the mob the whole time. I had some similar experiences elsewhere in the Molten Core. And even prior to endgame raiding, I enjoyed the tank role the whole way up the level ladder. I especially liked tanking instances like Maraudon, the Sunken Temple, and Blackrock Depths, where I had to work hard to hold agro on multiple mobs in some pretty chaotic fights.

Tanking in WoW built squarely on the foundations of Everquest, but with some twists. The hate list still drove the role, and agro was managed by focusing the mob on one particular warrior. But a number of reactive and situational abilities, combined with the stance switching necessary to put all those abilities to use and management of the rage bar that allowed those abilities to be used, made tanking more involved and challenging.

Tanking in Vanguard

While much of the "sekret sauce" is still secret, we do have information that hints at how tanking might work in Vanguard. Sigil has recently released additional information that gives us an even clearer picture.

Tanking Classes

506Classes in Vanguard are defined by their job, i.e., their role in a group. For each job, several classes (http://www.silkyvenom.com/forums/showthread.php?t=718) exist that can fill the role in a unique fashion. The protective fighter job is the clear-cut tank - he lives to be one big damage sponge. The tentatively-announced classes for the protective fighter job include the Warrior, the Paladin, the Dread Knight, and the Inquisitor.

Offensive fighters, the lighter melee combatants of Vanguard, will also possess some tanking abilities, though they will not be as effective at taking a hit as their more defensively-oriented brothers. The tentatively-announced classes for the offensive fighter job include the Ranger, the Rogue, the Monk, and the Bard.

Defensive Targets

One innovation in Vanguard is the addition of a defensive target. In past MMOs such as EQ, each player could target one other player or creature at a time. In Vanguard, a player will have two simultaneous targets, one offensive and one defensive. Offensive abilities will affect the offensive target, defensive abilities will affect the defensive target.

Perception

Another innovation in Vanguard is the perception system. As players develop their perception skills, they will gain an increasing chance to notice things. This includes both environmental details as well as enemy tactics (and incidentally may allow you to learn from your opponents - for example, if you get shield bashed enough by a kobold, you may learn the shield bash skill).

507Pertinent here is that perception will let you anticipate what an enemy is going to do and take steps accordingly. For instance, a sorceror who sees a mob casting a particular spell may be able to counter that spell or otherwise render it harmless.

Similarly, a protective fighter who sees a creature moving to attack his defensive target will be able to use a "rescue" to place himself bodily between the attack and the intended target. According to game designer Darrin McPherson, aka Talisker (http://www.sigil.com/000110.php), "Rescues are a type of ability that protective fighters get to help them defend their allies. These allow you to take the place of the target, either blocking the damage or, at the least, taking the damage themselves." "Rescue" is not a single ability, but rather a type of ability, with many variations, "some easier to perform than others, some that even return some damage." From dev comments, it sounds as though the traditional taunt abilities might be incorporated into the game as a subset of the rescue type abilities.

Brad McQuaid (http://www.sigil.com/000003.php) has highlighted the importance of rescuing:

The ability to rescue another party member that is about to die or isn't as suited to tanking is a key strategy in Vanguard. Given our desire to see combat involve less pulling and often involving fighting multiple mobs at one time, rescue/taunt is very important.

Offensive fighters, too, will be able to use their own type of ability, "intercepts," to protect party members. Intercepts allow offensive fighters "to ward off attacks using attacks," but Talisker warns that "[t]his is not easy to do and if the offensive fighter fails, the intended target still takes the damage."

So?

Allowing players to react to threats to other players marks a step away from the traditional model of agro management. Rather than simply having a "one tank per mob" model, reactive tanking in Vanguard hints toward a "one tank per caster" model. This would make more sense than having a warrior constantly talk smack about a mob's mother in the hopes that it chooses to continually and futilely beat on the guy wearing a bunker instead of quickly eviscerating the dress-wearing target that is obviously stymieing its efforts to kill the tank.

Additional factors that would make such a departure possible include the widespread availability of tanking skills - half the classes in Vanguard can tank to some extent - and the hardening of softer targets. We know clerics will be armored and more martially capable than they have been in past games, and we have been told not to be surprised to see casters wearing various types of armor. Thus some non-tanking players may be able to take care of themselves relatively well in case the ratio of tanks to non-tanks is unbalanced in a particular group. On top of that, an ally-oriented, rather than enemy-oriented, tanking mechanic would create incentives to have more balanced groups, and it would give players incentive to tank by making tanking more intense and enjoyable, with players forced to constantly pay attention and be ready with the appropriate reaction.

575That said, although the seed of a major evolution in the tank role appears to be contained within Vanguard, any changes are tempered by the continuing inclusion of agro-building moves, with the primary focus of tanking continuing to involve a fighter trying to sit firmly at the top of a mob's hate list. Sigil has made this clear, explaining that tanks "will have a lot of ways to gain agro, from attacks that build agro (but may not be as damaging) to abilities that will garner you some additional agro on a successful hit, etc."

But Talisker warns, "You will not have the 'Place myself at the top of the hate list' button." It sounds like holding agro will be very difficult, and the devs expect us to fail frequently. Fortunately, they have provided abilities like rescues and intercepts to help tanks protect their allies even when they lose agro.

In addition to the addition of ally-oriented defensive abilities, tanking in Vanguard, like combat in general, will certainly be more complex and involved than it has been in previous games. Vanguard will build on the increased combat complexity of games like WoW and DAoC, with a lot of reactive abilities and the ability to choose between various tactical options. Stance switching and a wide array of sympathetic and situational moves promise to keep a player on his or her toes throughout a fight.

Conclusion

The classic role of tank as damage sponge is still alive and well and Vanguard promises to offer more of the same from a big picture perspective. But the days of reading a book while tanking are over, at least as far as Sigil is concerned. Tanking will be a very active and intense activity. And although the Vanguard tank is a linear descendant of his MMO predecessors, the specific mechanics of tanking in Vanguard could mark a major change in a fundamental mechanic of agro management by beginning to change the tank from a passive agro-generator who parks mobs to an active and reactive protector of his party members, making for increasingly complex combat. Tanking in Vanguard promises to be a very fun and engaging experience.

Sofrash
07-04-2005, 02:42 PM
Ive played a warrior since beta 2 in WoW. i never did much tanking, tell i hit 60. i was always a dps warrior, still am really.

31 arms 5 fury 15 protection

pretty much the bear min to beable to tank without skill. i like the tanking system in WoW, really has a nice touch to it i think. like heres how my average battle goes.

charge, R(changed me to def stance), then just start mashing sunder armor and revenge (both abilitys cause a huge about of hate), throw in a taunt if it turns to a rogue or somthing hit bloodrage if i need more rage etc i really do like it.


Tanking Classes
im looking to play a dread knight*drool*. i hope this compairs with the Warcraft.... deathknight! since i dont enjoy tanking as must as most of the other people reading this, thats also why im playing a dreadknight. so i can off tank.

Defensive Targets
if i took all of that in right... you have two targets, one your beating the crap out of, like everyone eles and one your tauting and other abilitys that cause high hate. now in WoW you do this, but you dont have them BOTH targeted. i did read that right and you have then BOTH targeted at the same time right? or you have to switch mobs like in wow?

Perception
this is possibly one of the coolest things ive ever herd of in a mmo. espicly if the differnt regions of players have differnt abilitys, i mean that is a insane concept omg.... *drool*

but besides that i have nothign to say ill have to play the game to see whats going on with all of it.

Kutch
07-04-2005, 04:39 PM
I really wish the team at Sigil would just release everything about the game instead of keeping it secret, arrr!

But anyhow, from that leaked Screenshot the game looks pretty cool. I dont understand everything on there, looks pretty complicated, but i guess playing with explain it all. As for tanking, i think i shall return to it in this game. In SWG you never really did "tank" persay, i know as a fencer i just dodged almost every hit any mob or person would throw at me :cool: . But in WoW tanking is one of the most fun things to do, especially through MC. Looking forward to it again in this game.

Kutch
07-04-2005, 04:52 PM
forgot to add.

one thing i really liked about WoW more than any other MMO i have played is how warriors and rogues dont use mana to fight, they have their own special secondary bars. Energy (rogues) and Rage(warriors). Having to build your rage to use an attack and then having to build up again.

Raya
07-04-2005, 07:12 PM
This is a great article, Hav!

Although my first love has always been a healing class (cleric, druid, shaman), my secondary love has been warrior/tank (can't stand playing paladins--after playing cleric, a paladin is too fiddly for me--although I admire people who can and do play them excellently well).

But warriors, ah warriors. In EQ, early on, I had a barb warrior named Aavennger Aangel. I LOVED that barb. My first Aavenger (with one "n") had an executioner's axe. At the time it was one of the uber weapons in EQ. I LOVED that axe. I called it Boneslicer and my character slept with the axe, much to the mortification and discomfort of my in-game husband :) The second Aavengger carried on the tradition, although the executioner's axe was replaced by a much uber-er weapon.

In WoW, I have the BEST OF BOTH WORLDS (can't emphasize that enough). My second character is a druid. Guess what????? Druids not only get to heal pretty well, but they get to have bear form. The WoW bear form is a tank - with rage, as Kutch mentioned - and all kinds of moves guaranteed to definitely discombobulate the mobs. My bear even has one spell!! (Faerie Fire) I LOVE playing my bear (as well as a cheetah, my travel form at 40% more speed; a panther, who has stealth and fights like a rogue; and my sea lion that swims faster than a speeding bullet :) )

I have watched Vanguard gameplay and have seen some of what they have in store for warriors, including finishing moves, unlocking new combinations, ability to play in teamwork with other allies even if ungrouped. It is going to be a smorgasbord of delight.

My first character is going to be a blood mage (muahahahaaaaaa) but my second will be a warrior/tank :D

Jait
07-04-2005, 07:20 PM
Great article, thanks! :)

Therian
07-05-2005, 04:36 AM
Nice article (and always fun looking at the pics chosen to illustrate).

What about the concept of the avoidance tank, such as the ninja in FFXI? A really good avoidance tank pretty much negates the necessity of a healer, or at least allows you to use secondary healers rather than primary ones.

Havelock
07-06-2005, 12:24 AM
Thanks for the kind words everyone. :)

Tanking Classes
im looking to play a dread knight*drool*. i hope this compairs with the Warcraft.... deathknight! since i dont enjoy tanking as must as most of the other people reading this, thats also why im playing a dreadknight. so i can off tank.

Going by what the devs have said, there should be a lot of interesting abilities beyond the core tanking abilities for each of the tanking classes (including warrior). I'm thinking the EQ Shadow Knight class is probably the closest thing we've seen so far to the Dread Knight.

Defensive Targets
if i took all of that in right... you have two targets, one your beating the crap out of, like everyone eles and one your tauting and other abilitys that cause high hate. now in WoW you do this, but you dont have them BOTH targeted. i did read that right and you have then BOTH targeted at the same time right? or you have to switch mobs like in wow?

This is my understanding, that you can have both an offensive and defensive target at the same time. Screenies show both IIRC.

Perception
this is possibly one of the coolest things ive ever herd of in a mmo. espicly if the differnt regions of players have differnt abilitys, i mean that is a insane concept omg.... *drool*

I think some abilities will be regional, but I can't remember where I heard that (probably from Nenjin at The Safehouse - much good knowledge comes from Nenjin).

What about the concept of the avoidance tank, such as the ninja in FFXI? A really good avoidance tank pretty much negates the necessity of a healer, or at least allows you to use secondary healers rather than primary ones.

I'm not sure you can balance a game for both mitigation and avoidance tanks. If both have the same expected damage - i.e., if the mitigation tank mitigats 75% and the avoidance tank avoids 75% - the mob damage will have to be high to keep a fight interesting with a mitigation tank, which means when the avoidance tank does get hit, he's in trouble - two hits in a row and he'll probably die, or else the mitigation tank will handle the fight too easily. If you start tipping the scales numerically toward the avoidance tank by giving him higher avoidance than the mitigation tank has mitigation, or by piling mitigation on top of his avoidance, he becomes statistically a better tank than the mitigation tank. You can maybe offset this by giving the mitigation tank the same percentage of avoidance that the avoidance tank gets mitigation, but then you have to crank up mob damage again to keep the mitigation tank threatened enough through a fight.

At least that's my take on it - I don't know how it worked in FF XI, and I'm curious to hear.

Therian
07-06-2005, 02:20 AM
I'm not sure you can balance a game for both mitigation and avoidance tanks. If both have the same expected damage - i.e., if the mitigation tank mitigats 75% and the avoidance tank avoids 75% - the mob damage will have to be high to keep a fight interesting with a mitigation tank, which means when the avoidance tank does get hit, he's in trouble - two hits in a row and he'll probably die, or else the mitigation tank will handle the fight too easily. If you start tipping the scales numerically toward the avoidance tank by giving him higher avoidance than the mitigation tank has mitigation, or by piling mitigation on top of his avoidance, he becomes statistically a better tank than the mitigation tank. You can maybe offset this by giving the mitigation tank the same percentage of avoidance that the avoidance tank gets mitigation, but then you have to crank up mob damage again to keep the mitigation tank threatened enough through a fight.

At least that's my take on it - I don't know how it worked in FF XI, and I'm curious to hear.

FFXI had both mitigation and avoidance tanks. At the very high-end, an avoidance tank was probably the best, but they were weaker against AE mobs. Paladin tanks were preferred for AE mobs (especially undead ones, for obvious reasons).

The avoidance tanks fighting non-ae mobs could avoid 100% melee damage (they basically used bubble-pop shields as their avoidance mechanism and basically had to perfectly time their shield-summons to the mobs attacks).

Havelock
07-08-2005, 11:47 PM
I updated the article to reflect recent comments from Talisker and Aradune and to fix some spelling errors, as well as reword things to make it a little more readable. I changed "aggro" to "agro" too, to match Talisker's spelling - which is the consensus spelling according to a Google search, with about 75% of the users using the single "g," though SOE's official spelling is the double "g" version. But you probably don't care much about that, so I will not go on about it.

Smily
08-07-2005, 01:20 AM
Nice write-up as always.... but more importantly I am in the combat log in this screenshot (http://www.silkyvenom.com/forums/gallery/showimage.php?i=633)

Smily
08-07-2005, 01:33 AM
Also, with as far as defensive abilities are concerned. Im assuming things such as a taunt or another attack would all be directed at your "offensive target"......


But rescues sound like they would be a more defensive move. You also stated that group composition would not likely be one tank per mob, but rather, one tank per DPS class. In which case, might the defensive target be a party member, while the offensive target would be a mob?

Havelock
08-07-2005, 02:04 AM
Nice write-up as always.... but more importantly I am in the combat log in this screenshot (http://www.silkyvenom.com/forums/gallery/showimage.php?i=633)

:D Sup Smily.

Also, with as far as defensive abilities are concerned. Im assuming things such as a taunt or another attack would all be directed at your "offensive target"......


But rescues sound like they would be a more defensive move. You also stated that group composition would not likely be one tank per mob, but rather, one tank per DPS class. In which case, might the defensive target be a party member, while the offensive target would be a mob?

Yeah, your defensive target will generally be a party member (though it doesn't have to be), and your offensive target will be the mob. I got the impression at the demo that taunting was not going to be the focus, and that rescues would be. A good tank, it seems to me, will be able to protect a few other targets, especially if there are some offensive fighters around to pick up some of the slack by using their intercept abilities. And by the sound of it there will generally be a main tank, so it's not a complete departure. But the fights I saw at the demo were pretty chaotic, and agro shifted a lot, so tanks will potentially be rescuing quite a bit, and the hairier the situation the easier it will be for the tanks if they don't have to switch targets. Also, some non-tank classes, like clerics, seem to be able to take hits pretty well, so if agro does move around a little that's not necessarily going to mean wipe-time. The trick is going to be for the tanks to stay on top of things and be ready to react when they have to. It's kind of complicated, but I think it should be a lot of fun - simple combat gets old fast.

Eclipse
08-07-2005, 02:14 AM
Can't wait to get thrown into the fray as a tank and suddenly realize how chaotic it's really going to be!
I can imagine at higher lvls, tanks having a set # of squishies to take care of and perception skills to determine what their offensive target's target was going to be. Determining and perceiving when and where their 'charges' were going to be attacked, rescues could be made accordingly.
Man, I can't imagine being able to go afk in a fight EVER.
I Love it!

-Eclipse

Raptorbite
11-21-2005, 09:48 PM
I don't think I will play a DreadKnight just because there was an independent poll taken in the forums and out of the defensive classes about half of the people wanted to play dreadknights (about 15-18 votes) and very few wanted to play Inquisitors (about 3 votes) Although then the DreadKnights would have a stronger voice in the forums (for ONCE in a game) I have always like playing ShadowKnights because of their personality and the fact that there were fewer of them than Paladins and Warriors.

I might play an Inquisitor, they sound like the new ShadowKnights to me, judjing just by the name (religious zealots maybe?)

OH!!! And that tidbit about casters being able to wear something other than just cloth.. OMGOMGOMGOMG! (me = excited)

Raptorbite
11-21-2005, 09:56 PM
Nice article (and always fun looking at the pics chosen to illustrate).

What about the concept of the avoidance tank, such as the ninja in FFXI? A really good avoidance tank pretty much negates the necessity of a healer, or at least allows you to use secondary healers rather than primary ones.Thats the problem with avoidance tanks, they are hard as hell to get a good balance of avoids/fails and they almost always have light armor AND low health (to offset the dodging) and if a mob gets a string of hits in on you its over... for me they are too... random in that respect. And if they don't get the balance JUUUUUUST right they will either be uber of gimpy :/ Just see monks on EQ2

Raptorbite
11-21-2005, 10:00 PM
Also, with as far as defensive abilities are concerned. Im assuming things such as a taunt or another attack would all be directed at your "offensive target"......


But rescues sound like they would be a more defensive move. You also stated that group composition would not likely be one tank per mob, but rather, one tank per DPS class. In which case, might the defensive target be a party member, while the offensive target would be a mob?Thats what I got from it, the defensive tagrget will be the most squishy of the group.

Eclipse
11-21-2005, 10:20 PM
supa necro!!

This would be the thread I read that probably made me decide to end up going Tank instead of healer! :D
Go Have!!

-Eclipse

Havelock
11-21-2005, 10:37 PM
Nice necro. :) I'm still dying to tank in Vanguard. At this point, I am torn between all four of the tank classes - it will eventually be a tough choice to settle on one.

Razorwire
11-22-2005, 06:01 AM
Such a hard choice for what to play in Vanguard. Druid, Monk, Warrior. Damn it back to altaholics anonimous for me, again.

Darydale
11-22-2005, 11:22 AM
Such a hard choice for what to play in Vanguard. Druid, Monk, Warrior. Damn it back to altaholics anonimous for me, again.

hehehe me too. If you ever need someone to talk to, I'm here for you.

Razorwire
11-23-2005, 07:00 AM
I am really hoping that they get Paladins correct, it has long been one of my favorite classes, but the online versions have really disappointed me (no offence to any one that likes previous versions of Pallies). I love the roleplay that comes with a paladin, but I want to enjoy the class I am playing more.

nubbins
11-26-2005, 04:42 PM
great read
altho im not much of a tanker myself (more of a nuker ;) )