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Dexter
11-17-2008, 11:14 AM
<p>Since other fighter classes are getting fixed, let's get our useless stuff fixed/improved as well. Here it goes:</p><p>  - <em>Intercede</em>: increase range to 10 meters; I cannot cast intercede on scouts behind the mob on raids, not even talking about mages who are 20m away...  - <em>Unyielding Will</em>: currently kills a guardian no matter what... can the death penalty be replaced, or at least made preventable using a healer death save or ToS or block or whatever else? the ability is only worth casting when mob is nearly dead...  - <em>Hold the Agression</em>: buff is nearly useless atm due to higher avoidance than it used to be and huge DPS gain compared to previous expansions while the ability itself wasn't improved much; the idea is to increase the hate amount, also either make it proc on any successfull avoidance check (not just block like in TSO AAs!), or on a successfull attack;  - <em>Reinforcement</em>: add unresistable melee damage to it like it was done for Gibe; will make it useful for soloing or when you are able to keep agro;  - <em>Sentry Watch</em>: is lacking raid utility, make it raidwide; I can't recall it coming handy and saving someone in my group during last year or so;  - <em>Tower of Stone</em>: remove the shield damage component: Wall of Force for berserkers doesn't damage their shield and Tsunami for monks doesn't destroy their weapons...  - <em>Immobility</em>: is completely useless on raids ATM unless you encounter lots of heroic adds; DPS mod and haste debuffs are too easily capped, please add 20% melee crit chance reduction to it, not overpowered at all with 5s duration...  -<em> Slanderous Assault</em>: please reduce casting time to 1.5s and make it a PBAE; guardians are seriously lacking skills to maintain agro on several encounters, and TSO is full of AE-oriented zones; besides, all other plate fighters have their AEs on much shorter casting timers;  - <em>Call of Shielding</em>: feels more like a self buff now, and desperately asks for some utility; 5% chance of proccing Sentry Watch Guard (Reinforcement + Deathsave) on a raid member's death would be really nice;  - <em>Sentinel Sphere</em>: is getting wasted a lot on damage shields; please add 10% of max hp requirement for damage to actually trigger the ability and be absorbed with a stoneskin;  - <em>Recapture</em>: one of the most useless t8 AT abilities among all the classes, only using it once per week or so here; make it increase aggro position of ALL the fighters (caster included) to the encounter as well IF you are NOT on top of the hate list (and do the same it does now if you are) so it helps with AE aggro and is another snap so we get the same number of snaps berserksers do; also make it unresistable and re-do the description so we know how much threat it geenrates or so we can see the number of position switches...  - <em>Block</em>: remove the dispel on a CA cast; Gut Roar for berserkers and Stonewall for paladins doesn't have such penalty;  - <em>Decimate</em>: lower the reuse timer to 30s (<em>note that a big damage nerf will make an ability nearly useless</em>); since our taunts get resisted a lot on pull compared to berserkers with Cyclones spec, we got to pull with Decimate and mobs die in ~15-25s so it's not ready in about half the cases; can be done via TSO AA (<em>probably the best way, replace the debuff improvement with the reuse improvement</em>);  - <em>Cry of the Warrior</em>: improve resistability to 25%; it's unfair compared to berserkers with Cyclones spec ATM because even midfight this JUST DOESN'T LAND;  - <em>Sentinel Strike</em>: please adjust reuse timer to 30s or 60s to match other abilities in our CA chain.</p><p>Guardians, devs... thoughts?</p><p>Edit1: added Intercede.Edit2: added Unyielding Will.Edit3: added Hold the Agression (thanks Vaux!).</p>

motogp
11-17-2008, 12:38 PM
<p>The new Mythical IMO is great . TSO is looking really good, the zone are cool in many ways. All the other plate tanks got some awesome new stuff.  One thing that makes me worried is the Huge lack of aggro. Ill get to the point, Put 1 Threat potision on the guardian single target taunt. May seem over powered. But trust me, all the sick dps classes will thank you for it.</p>

Dexter
11-17-2008, 01:21 PM
<p><cite>motogpgp wrote:</cite></p><blockquote><p>The new Mythical IMO is great . TSO is looking really good, the zone are cool in many ways. All the other plate tanks got some awesome new stuff.  One thing that makes me worried is the Huge lack of aggro. Ill get to the point, Put 1 Threat potision on the guardian single target taunt. May seem over powered. But trust me, all the sick dps classes will thank you for it.</p></blockquote><p>You realise threat position increase only helps you get agro back, not maintain it, right? Ping-pong anyone? It's not a solution.</p>

Rahatmattata
11-17-2008, 02:33 PM
<p><cite>Dexter@Splitpaw wrote:</cite></p><blockquote><p>Since other fighter classes are getting fixed, let's get our useless stuff fixed/improved as well. Here it goes:</p><p>- <em>Intercede</em>: increase range to 10 meters; I cannot cast intercede on scouts behind the mob on raids, not even talking about mages who are 20m away...</p><p><em><strong>Eh... would be nice I suppose.</strong></em></p><p> - <em>Unyielding Will</em>: currently kills a guardian no matter what... can the death penalty be replaced, or at least made preventable using a healer death save or ToS or block or whatever else? the ability is only worth casting when mob is nearly dead...</p><p><em><strong>Would be nice, but I actually use it occasionally. It's great to throw down for heroic tanking and in a raid if no other priests save death it at least gives them time to prepare for you to die =P And lets the OT know he's about to have the encounter.</strong></em></p><p> - <em>Reinforcement</em>: add unresistable melee damage to it like it was done for Gibe; will make it useful for soloing or when you are able to keep agro;</p><p><em><strong>Reinforcement is pretty pwn already. Not sure how it could be made useful soloing.</strong></em></p><p> - <em>Sentry Watch</em>: is lacking raid utility, make it raidwide; I can't recall it coming handy and saving someone in my group during last year or so;</p><p><em><strong>Raid wide would be sweet. I do use it quite often on mobs that do stuff like memwipe/ports. It's saved my healers and dirge a few times. Good for heroic stuffs too.</strong></em></p><p> - <em>Tower of Stone</em>: remove the shield damage component: Wall of Force for berserkers doesn't damage their shield and Tsunami for monks doesn't destroy their weapons...</p><p><em><strong>That'd be nice.</strong></em></p><p> - <em>Immobility</em>: is completely useless on raids ATM unless you encounter lots of heroic adds; DPS mod and haste debuffs are too easily capped, please add 20% melee crit chance reduction to it, not overpowered at all with 5s duration...</p><p><strong>I agree it could do more, but it's worth using if you're spiking and no saves up. Even vs single target. Great for heroic stuffs.</strong></p><p> -<em> Slanderous Assault</em>: please reduce casting time to 1.5s and make it a PBAE; guardians are seriously lacking skills to maintain agro on several encounters, and TSO is full of AE-oriented zones; besides, all other plate fighters have their AEs on much shorter casting timers;</p><p><em><strong>That'd be nice.</strong></em></p><p> - <em>Call of Shielding</em>: feels more like a self buff now, and desperately asks for some utility; 5% chance of proccing Sentry Watch Guard (Reinforcement + Deathsave) on a raid member's death would be really nice;</p><p><em><strong>Well the raidwide defense doesn't suck, but we definately have the worst raidwide buff of all the fighters. SOE added raidwide buffs to fighters to have some kind of incentive to bring along something besides a guardian, but with TSO I don't think this line of thinking really applies anymore, so yes a better raidwide buff would be sweet.</strong></em></p><p> - <em>Sentinel Sphere</em>: is getting wasted a lot on damage shields; please add 10% of max hp requirement for damage to actually trigger the ability and be absorbed with a stoneskin;</p><p><em><strong>It usually expires before all the procs are used for me so I'm indifferent.</strong></em></p><p> - <em>Recapture</em>: one of the most useless t8 AT abilities among all the classes, only using it once per week or so here; make it increase aggro position of ALL the fighters (caster included) to the encounter as well IF you are NOT on top of the hate list (and do the same it does now if you are) so it helps with AE aggro and is another snap so we get the same number of snaps berserksers do; also make it unresistable and re-do the description so we know how much threat it geenrates or so we can see the number of position switches...</p><p><em><strong>I use recapture all the time in SoH and pretty much anything that memwipes/ports, and of course if I end up OT for whatever reason. Even if a mob rips from me I'll just recapture and get it onto my OT if other stuff is down. It's actually pretty pwn IMO.</strong></em></p><p> - <em>Block</em>: remove the dispel on a CA cast; Gut Roar for berserkers and Stonewall for paladins doesn't have such penalty;</p><p><em><strong>That'd be nice.</strong></em></p><p> - <em>Decimate</em>: lower the reuse timer to 30s reducing the damage and duration accordinately; since our taunts get resisted a lot on pull compared to berserkers with Cyclones spec, we got to pull with Decimate and mobs die in ~15-25s so it's not ready in about half the cases; can be done via TSO AA as well;</p><p><em><strong>I'd rather not have half the recast and half the damage. The reason I love decimate is because it's a sure fire way of getting aggro on the pull, unless you have a ranger with a hairpin trigger. So, nay to this change IMO.</strong></em></p><p> - <em>Cry of the Warrior</em>: improve resistability to 25%; it's unfair compared to berserkers with Cyclones spec ATM because even midfight this JUST DOESN'T LAND; - <em>Sentinel Strike</em>: please adjust reuse timer to 30s or 60s to match other abilities in our CA chain.</p><p><em><strong>No comment yet on TSO stuffs.</strong></em></p><p>Guardians, devs... thoughts?</p><p>Edit1: added Intercede.Edit2: added Unyielding Will.</p></blockquote>

motogp
11-17-2008, 04:36 PM
<p><cite>Dexter@Splitpaw wrote:</cite></p><blockquote><p><cite>motogpgp wrote:</cite></p><blockquote><p>The new Mythical IMO is great . TSO is looking really good, the zone are cool in many ways. All the other plate tanks got some awesome new stuff.  One thing that makes me worried is the Huge lack of aggro. Ill get to the point, Put 1 Threat potision on the guardian single target taunt. May seem over powered. But trust me, all the sick dps classes will thank you for it.</p></blockquote><p>You realise threat position increase only helps you get agro back, not maintain it, right? Ping-pong anyone? It's not a solution.</p></blockquote><p>I do Realise that. But, do you realise aggro wont be fixed? Adding 1 threat position to a taunt is something they can do over night. No REAL change will be made here on out. The 1 threat position is more of a plea than anything else.</p>

Yimway
11-17-2008, 05:38 PM
<p><cite>Rahatmattata wrote:</cite></p><blockquote><p><cite>Dexter@Splitpaw wrote:</cite></p><blockquote><p>- <em>Decimate</em>: lower the reuse timer to 30s reducing the damage and duration accordinately; since our taunts get resisted a lot on pull compared to berserkers with Cyclones spec, we got to pull with Decimate and mobs die in ~15-25s so it's not ready in about half the cases; can be done via TSO AA as well;</p><p><em><strong>I'd rather not have half the recast and half the damage. The reason I love decimate is because it's a sure fire way of getting aggro on the pull, unless you have a ranger with a hairpin trigger. So, nay to this change IMO.</strong></em></p></blockquote></blockquote><p>I have to agree with the objection here.  The problem outlined is a valid problem, but hafling the damage lowers the effectiveness.  It would be far better to make to take the resist enhancement off of Decimate and actually put it on a taunt instead.  Let us lead with a taunt as a tank, crazy idea really, crazy!</p>

Dexter
11-17-2008, 05:56 PM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p><cite>Rahatmattata wrote:</cite></p><blockquote><p><cite>Dexter@Splitpaw wrote:</cite></p><blockquote><p>- <em>Decimate</em>: lower the reuse timer to 30s reducing the damage and duration accordinately; since our taunts get resisted a lot on pull compared to berserkers with Cyclones spec, we got to pull with Decimate and mobs die in ~15-25s so it's not ready in about half the cases; can be done via TSO AA as well;</p><p><em><strong>I'd rather not have half the recast and half the damage. The reason I love decimate is because it's a sure fire way of getting aggro on the pull, unless you have a ranger with a hairpin trigger. So, nay to this change IMO.</strong></em></p></blockquote></blockquote><p>I have to agree with the objection here.  The problem outlined is a valid problem, but hafling the damage lowers the effectiveness.  It would be far better to make to take the resist enhancement off of Decimate and actually put it on a taunt instead.  Let us lead with a taunt as a tank, crazy idea really, crazy!</p></blockquote><p>What I like about Decimate is when I pull with it my stuff stops missing so I can get some steady agro generated from the start, so would be nice to keep the debuff. Depends on the taunt, though, ofc.</p>

TuinalOfTheNexus
11-18-2008, 01:32 AM
<p>Hold the Aggression - Has not scaled appropriately with the increase in DPS. Going from T7 to T8 roughly represents a 300% increase in damage output for most classes. Hold the Aggression increases by approximiately 20% over the same level span. This effectively makes the ability insignificant, as does the fact tanking is now based around avoidance. Suggestion would be to make it a 50% proc on a successful block, parry, or riposte for approx. 3k hate at M1.</p>

Dexter
11-18-2008, 04:45 AM
<p><cite>TuinalOfTheNexus wrote:</cite></p><blockquote><p>Hold the Aggression - Has not scaled appropriately with the increase in DPS. Going from T7 to T8 roughly represents a 300% increase in damage output for most classes. Hold the Aggression increases by approximiately 20% over the same level span. This effectively makes the ability insignificant, as does the fact tanking is now based around avoidance. Suggestion would be to make it a 50% proc on a successful block, parry, or riposte for approx. 3k hate at M1.</p></blockquote><p>That is actually a good idea, I totally missed out on this one. Or maybe add a proc on a successfull attack as well...</p>