I am a post60 thf. I see nothing valuable coming from this job in the near future, yet I see an abundance of post60 JN thf's. I would like to know what is it that they know that I do not.
For example, any given day I can do a /sea all 65-70 thf and get, say, 13 finds. Followed by a /sea all 65-60 and get 140 hits. Something on the order of 10% of the population are thf's.
Is there a strong end-game role for the thf? In a raiding aspect, I can easily imagine a value behind a thf's hate control, but have seen no evidence that this is the case, it's purely hypothetical.
Many other classes seem to be able to sit tight with the knowledge that they provide a valuable asset to a party. Mana regen, healing, or high dmg output. A thf provides... none of these, but an imaginary 'hate control' aspect, which more often than not tends to balance out with increased risk to the PT as a whole or mana dumping on the 2ndary tank.
Unfortunately, creative use of jobs seem to have elimated any need for additional hate control. I have pt'd w/ nin's who have no need for ta/sa. I have pt'd w/ war/sam's who have no need for ta/sa. And of course, paladins completely eliminate our value in the same pt. Is our only purpose to supplement the poor aggro control of incompetant 'tanks'? Or do we actually have a value in this game.
Why do I continually feel as if the ta/sa nerf upon NA release still hinges entirely on the fact that paladins are utterly overpowered? Y'know, if S-E wants paladins to be the only functional tank in the game, they should really just get off the can and make it utterly apparent by now. Enough with this supposed hate control bs, warriors 'sufficing,' and a broken ninjitsu blink device.
S-E has the same decision to make that EQ did years and years ago, pre-evade, pre-sneak hide. They need to decide if rogues in this game are to provide support or melee and find a balance. The ta/sa nerf eliminated nearly all of our support capabilities and did not return any melee into our pocket.
Are thf's in this game really intended to be nothing more than gil machines? I certainly hope not. Day One upon subscribing to this I considered th, gil finder etc to be nothing more than gimicks. After all, anyone with the time to spend can overcome any mediocre percentile advantage in drops or gold.
When I bought this game, it seemed we had a fairly apparent value. We did little dmg, we had questionable ws's, we lack soloability, low hp, yet... we kept the hate on the MT. Seemed a fairly simply concept to me. I wonder how it's the job's fault that paladins are massively overpowered in their defense and ability to generate hate.
Maybe I complain too much. I do see an analogy to clerics in EQ in recent past who found themselves rather outdone by druids and shaman in small AA producing groups. If multiple classes can heal essentially as well and produce other beneficial results in an exp group, then there is no need for a cleric. On the other hand, many many clerics were still required end-game. Which again, brings me to my original question:
What am I missing?
Md'M
For example, any given day I can do a /sea all 65-70 thf and get, say, 13 finds. Followed by a /sea all 65-60 and get 140 hits. Something on the order of 10% of the population are thf's.
Is there a strong end-game role for the thf? In a raiding aspect, I can easily imagine a value behind a thf's hate control, but have seen no evidence that this is the case, it's purely hypothetical.
Many other classes seem to be able to sit tight with the knowledge that they provide a valuable asset to a party. Mana regen, healing, or high dmg output. A thf provides... none of these, but an imaginary 'hate control' aspect, which more often than not tends to balance out with increased risk to the PT as a whole or mana dumping on the 2ndary tank.
Unfortunately, creative use of jobs seem to have elimated any need for additional hate control. I have pt'd w/ nin's who have no need for ta/sa. I have pt'd w/ war/sam's who have no need for ta/sa. And of course, paladins completely eliminate our value in the same pt. Is our only purpose to supplement the poor aggro control of incompetant 'tanks'? Or do we actually have a value in this game.
Why do I continually feel as if the ta/sa nerf upon NA release still hinges entirely on the fact that paladins are utterly overpowered? Y'know, if S-E wants paladins to be the only functional tank in the game, they should really just get off the can and make it utterly apparent by now. Enough with this supposed hate control bs, warriors 'sufficing,' and a broken ninjitsu blink device.
S-E has the same decision to make that EQ did years and years ago, pre-evade, pre-sneak hide. They need to decide if rogues in this game are to provide support or melee and find a balance. The ta/sa nerf eliminated nearly all of our support capabilities and did not return any melee into our pocket.
Are thf's in this game really intended to be nothing more than gil machines? I certainly hope not. Day One upon subscribing to this I considered th, gil finder etc to be nothing more than gimicks. After all, anyone with the time to spend can overcome any mediocre percentile advantage in drops or gold.
When I bought this game, it seemed we had a fairly apparent value. We did little dmg, we had questionable ws's, we lack soloability, low hp, yet... we kept the hate on the MT. Seemed a fairly simply concept to me. I wonder how it's the job's fault that paladins are massively overpowered in their defense and ability to generate hate.
Maybe I complain too much. I do see an analogy to clerics in EQ in recent past who found themselves rather outdone by druids and shaman in small AA producing groups. If multiple classes can heal essentially as well and produce other beneficial results in an exp group, then there is no need for a cleric. On the other hand, many many clerics were still required end-game. Which again, brings me to my original question:
What am I missing?
Md'M


. Anyways, I think thief is a great class, and in a good party, a lot more fun to play than most other melee jobs. Also, they are pretty much the only class that gets to dual wield and utsesumi effectively without being forced to tank. Dual wielding is pretty cool, u know it :p All in all, maybe not the best class, but definitely better than most melees. Maybe if they nerf plds hate building ability, and nerf SATA + spinslash, thieves will no longer have anything to complain about?

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