Quote:
Originally Posted by refer
I don't really see how protection is that revolutionary of different. I don't play many MMOs so I probably am not one to talk, but it's just an obvious concept in defense. Heal damage (ok), prevent damage with skill (better), prevent damage to positioning (best).
|
Let me explain some of the (little) knowledge of other MMOs i know and you can judge for yourself how revolutionary it is (if people know more about the game feel free to explain it your own way or correct something I said):
WoW: A few different healing archetypes (druid, shaman, priest, paladin). I dont know much about the game's end pve, but I dabbled in a pvp server. I also have not played a priest or paladin, but the skills seem pretty straight forward. Basically, there are the fast cast low heal high mana skills, as well as longer cast lower mana higher heal skills. Shamans got "jumping heals" (think chain lightning) and druids got "heal over time" (think spirit light weapon) skills. From my understanding, priests had the party heals and crowd control and paladins were the tough tanks with AoE buffs and buffs in general. All had basic healing capabilities.
In short, none had any sort of active protection prayers type skills.
RO: There are two (somewhat) healing classes, the priest and the alchemist. But in reality, pvp consists of speccing as much vitality stat for as much health as possible so that you dont get completely demolished by one enemy attack, then spam pot-like items to regain health. Healing is really quite useless overall unless in a party situation in pve with a dedicated tank. Priests received the buffs and a small heal and party heal over time, while alchemists have a much better, lower cooldown, single target heal, and an underused aoe heal.
Overall, theres only two real protection like skills, the first being Kyrie Eleison (think pre-change life sheath, but actually useful damage reduction), which usually only saves a person from one attack. Here, the sheer amount of damage done over a small amount of time repeatedly by one person would make introducing prots pretty worthless (Shield of Absorption) or totally overpowered (prot spirit, guardian). The other is Safety Wall (given to a few different classes, not just priest), which basically gives one tile of ground a 100% dodge for the person standing on it for the next 11 attacks at the expense of losing inventory space for an item needed to use the skill, thus taking away the amount of potions you can carry. But it is easily thwarted seeing as most classes have a knockback attack and can then just kinda steal your own protection. And it only stop physical attacks. However, it is still widely used and useful when dealing with one hit killers like assassin crosses or champions.
This thread is just too many walls of text from me, but thats my explanation of a few other games, people can explain more or use other games as examples.
tl;dr:
WoW =/= prot. RO = too many people to be use prots efficiently.