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Help me build a tank
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<blockquote data-quote="SteveC" data-source="post: 3430479" data-attributes="member: 9053"><p>On the Crusader issue: they are an interesting class to play (I'm playing one now) and I think they'll do an excellent job of keeping you standing for a long time. I'd still say that a straight cleric or druid makes a better damage absorber/tank, but the Crusader is both novel and fun to play. It's also a bit of work to fit your head around how to play it, so it may take some time to figure out.</p><p></p><p>The single biggest drawback that I've seen to the class is that most of their nifty abilities (at least at low level...my character only has first and second level maneuvers, although I've planned things to level 10) require you to actually hit your target. This is not as foolproof as you might think, especially early on. I also made a couple of bad choices as far as maneuvers go, which thankfully I'll be able to swap out later on.</p><p></p><p>Later on, a lot of your good abilities are based on allowing other characters in your group to do things, so I'd suggest working with your cleric and rogue/mage to suggest they get some summoning spells. I doubt they're going to be overly excited about charging into battle, even if they receive some nifty bonuses, so you should either stay away from the White Raven abilities (which are some of the ones that people talk about being the most "broken") or get them go get with the program and summon you some help!</p><p></p><p>--Steve</p></blockquote><p></p>
[QUOTE="SteveC, post: 3430479, member: 9053"] On the Crusader issue: they are an interesting class to play (I'm playing one now) and I think they'll do an excellent job of keeping you standing for a long time. I'd still say that a straight cleric or druid makes a better damage absorber/tank, but the Crusader is both novel and fun to play. It's also a bit of work to fit your head around how to play it, so it may take some time to figure out. The single biggest drawback that I've seen to the class is that most of their nifty abilities (at least at low level...my character only has first and second level maneuvers, although I've planned things to level 10) require you to actually hit your target. This is not as foolproof as you might think, especially early on. I also made a couple of bad choices as far as maneuvers go, which thankfully I'll be able to swap out later on. Later on, a lot of your good abilities are based on allowing other characters in your group to do things, so I'd suggest working with your cleric and rogue/mage to suggest they get some summoning spells. I doubt they're going to be overly excited about charging into battle, even if they receive some nifty bonuses, so you should either stay away from the White Raven abilities (which are some of the ones that people talk about being the most "broken") or get them go get with the program and summon you some help! --Steve [/QUOTE]
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