[quote:30igue9a]Chuckle, apparently Diazz doesn't remember rescue orders either...
[/quote:30igue9a]
Oh please. Could you possible spew more bs from the keyboard.
Know what you speak of before you open your mouth

[quote:30igue9a]
Old school method of fighting mobs before protect was put in game. Warriors basically took turns as the tank. Rather effective if you didn't have a cleric with you. Once mobs started hitting people other than the tank and protection chains were implemented, it became an obsolete tactic, mostly anyway.
[/quote:30igue9a]
Protect chains removed random deaths from the game.
Mobs Disengaging made tanking more fun because you had to look out
for your crew. Back in the day, not everyone had a server client to do
tintin on. Wintin simplified this a bit.
That in itself is bullshit, because without the element of a random death,
it made the game far too easy. I had to talk to Pat alot from adding
protects to the original soul code, because it cheeses the game up too
much. He was all for it, I was against it then, and still am.
Chance favors the prepared mind. But there should still be that chance.
Protect chains prevent this.
Hell, out of every mmorpg I've played, not one of them favors protect
chains. Why. Because they want their groups to die if a mistake is made.
If the tank cant provide enough threat/taunt to the mob in question, then
who ever is cranking out the most dps, is the mobs higher target, because
if they are hurting it, the mob has to circumvent this. If a mage or a thief
lets loose, and blows the tank order, the mage/thief dies, and the mob
moves on to the next greatest threat.
Sloth is the only game I've played online which favors the protect system
rather then have a true tanking setup.
Merely standing in front of the mob should never be enough.