CHIMPNOODLE wrote:
Crusaders actually start with the highest initial pool of the fighters. Int and Str both contribute to your power pool..and a 25% bonus is applied for beeing a double Stat class.
Then it must be that their moves require more power because after unleashing every move once my SK down to around 70% power. So basically I just put all the DOTS up and rely on normal attacks. Otherwise, I'll drain myself. I can go through a whole fight with my zerker and have 80-85% left(against an even).
CHIMPNOODLE wrote:
SK's aggro control is pretty much top dog for multi mob encounters...and especially for multi-mob non-linked ones (though Zerkers are decent there as well with insolent gibe etc.). Their survivability in day to day adventuring is also higher than the other plate classes...Evac, FD, AA immunities/heal boosts, AOE knockdown/debuffs, DPS boosts/Effect immunities, proc heals, decent DPS etc..etc..etc.. make them pretty much third in line after the 2 brawler classes in this regard (kinda hard to top the brawlers FD abilities for survivability). With their 10 second immunity(AA choice), Despoil mitigation sypher, AA mitigation sypher, Augmented heals/lifetaps, AOE knockdown, 360 degree dammage shield/heal procs/hate increases etc...will see SKs walking out alive where the other 3 plate classes would not.
I disagree. I was in blackburrow and got jumped by 6 lower lvl heroic^^ gnolls. I won the fight with my berzerker. My SK at the same lvl would have been dead and would have run out of power WAY before the fight was over... UNLESS I got really lucky with a string of lifetap procs which does happen sometimes. The pally would have been all but lost. And the SK feign death is only good if you can run away to a safe spot since you automatically get back up after the time is up.
I do agree that the multi-mob aggro abilities are pretty nice with SK.
CHIMPNOODLE wrote:
SKs also currently have the strongest snap aggro of the fighter classes. Some very nice debuffs and buffs (with nice AA buff/debuff choices/augmentations as well). They also have a very versatile nature....you can either spec/gear them for tanking, DPSing, or anywhere in the spectrum in-between. The thing a lot of SKs note is that the class really comes into it's own a bit late. A few of the spells/AAs/abilities that really make em shine come at longer intervals, and higher levels (such as the AOE lifetap/dammage as an example at lvl 55).
CHIMPNOODLE wrote:
With my SK though, I never felt underpowered on the way up. With the right spell upgrades and gear, there is no reason you shouldn't be at least taking out mobs 2 to 3 levels above you 1up arrow...and even up to some heroic 3up arrows even con to 2 levels above (if all primo abilities are up), once you reach the higher echelons gear/AA/spell quality wise.
Maybe anybody can kick butt with the best of everything. I'm talking about apprentice 1 abilities.
I didn't feel underpowered either. I figured that crusaders did more DPS seeing that they have less HP's. It wasn't until I played zerker that I realized the lack of staying power and dmg. To me, zerkers just seem superior in every way. All the other skills crusaders get seem to attempt to compensate for weaknesses the zerker doesn't have, but don't quite get the match them up to zerker. I don't need FD, wards, lifetaps, etc. it would be overkill. When in trouble I have so much power I can easily run away even through other groups of aggressives and live. With SK I didn't have that option because my power is so depleted. But at least SK get a FD. Pallies are just screwed.
I don't think SK sucks. I just think zerker is a better choice unless you were an elf, erudite, gnome, rotanga, or any other physically inept/INT heavy race.
Guardians are (TANKS^^^heroic)/dps. Zerkers are DPS^^/TANK^^^. Brawlers are DPS^^^/tank^. I just don't see where crusaders fit in. But don't read me wrong; I like SK.