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Unread 11-10-2005, 02:51 PM   #1
MrDiz

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Anchor and Wall of might now are way more useful. On a pull that I picked up adds on I cast these two. Pretty effective. The reduction in enemy DPS combined with the temporary mitigation boost turned what would have been an evac moment into a nice controlable encounter. These alone made me feel like a 'safer' tank if not a better tank. On a long fight or on many fights it wont make a difference, but on bad pulls or adds coming we may have just recieved a nice survivability boost.Still having trouble getting the aggro at the start of the fight. They are running for the healer mid-pull way too often if they resist the AE taunt.Guardian sphere and the sentry/intervene lines are still next to useless imho.BUT WHAT THE HELL IS WITH THE ARMOR? Bright blue!!!??? Im a halfling with white hair and blue armor! I look like a smurf!
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Unread 11-10-2005, 03:01 PM   #2
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Guardian sphere is now my favourite spell.

Its kicking [expletive haxx0red by Raijinn] and will make us the Raid MT again =D im happy and reactivating my account =D

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Unread 11-10-2005, 03:26 PM   #3
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Why are the mobs running for the healer? Are you casting heals before pulling? Why?
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Unread 11-10-2005, 03:30 PM   #4
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Nemi wrote:Why are the mobs running for the healer? Are you casting heals before pulling? Why?
We have found that if the tank survives the pull it generally makes the encounter more successful.
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Unread 11-10-2005, 04:26 PM   #5
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I agree, I am very pleased with the changes made to our class with LU16. Thank you SoE.
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Unread 11-10-2005, 05:08 PM   #6
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Just a question from someone who cant check. What does Guardian Sphere actualy do now?
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Unread 11-10-2005, 05:16 PM   #7
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Its like a group intercede. The idea is if you loose aggro you can still 'tank' because your taking the damage for the group anyway and unlike intercede you dont have to change targets to cast it.
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Unread 11-10-2005, 05:29 PM   #8
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Well I logged in yesterday evening and to my suprise, My Cobalt Vanguard Armor is in fact brighter now.. I had to laugh though.. is it just me or does it kinda look like blue re-enforced plastic? I mean there is absolutely no texture to it.. it's just a shiny blue..
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Unread 11-10-2005, 05:36 PM   #9
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MrDizzi wrote:


Nemi wrote:
Why are the mobs running for the healer? Are you casting heals before pulling? Why?




We have found that if the tank survives the pull it generally makes the encounter more successful.

Not sure what subclass healer you are talking about but I noticed on the LU 16 notes that one Templar Spell had its associated hate removed completely. I forget which one it was but if it is a heal spell and one that is typically used to help the tank have a better chance to survive a pull, then I would think the healer would not draw that much attention initially.. If that was the spell used then it appears broke..

Just a thought...

Message Edited by Trook on 11-10-2005 04:37 AM

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Unread 11-10-2005, 06:15 PM   #10
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Guardian sphere will probably be adjusted, imho.  Who knows, I've been wrong before.

Message Edited by Gaige on 11-10-2005 05:15 AM

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Unread 11-10-2005, 07:00 PM   #11
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Gaige wrote:
Guardian sphere will probably be adjusted, imho.  Who knows, I've been wrong before.

Message Edited by Gaige on 11-10-2005 05:15 AM


Why do you even post crap like this?  To increase your post count?  "I assume there's a chance that maybe the devs will think about looking into possibly adjusting one guardian skill, and it might be Guadian Sphere even though they just changed it and are probably happy with the way it is.  I could be wrong though." On topic: i haven't had a chance to really try out the changes yet, i was stuck outside 4 raid instances last night because our guild MT is 58, MA is 60, and other than those two roles i'm worth a pile of [expletive haxx0red by Raijinn] in a raid situation.  The only situation i saw the aoe root for was stopping adds in their tracks, but it's only for what, 15s?  And you still have the chance that they were rooted outside of taunt range, especially with giants.
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Unread 11-10-2005, 07:21 PM   #12
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Guardian Sphere won't be changed, they actually struck a proper balance.  The first time I used it was a pretty ugly situation and it saved me big time, stoneskin absorbed some big hits at a key time.  Used it about 10 more times during that grind to test it out and the proc of stoneskin is no where near reliable or consistent enough to be utilized effectively as a self-ward or anything. 

I think adding the stoneskin does make using GS slightly more reasonable, albeit still in limited situations since if you use it while you are also getting beat on, and stoneskin doesn't proc right away, you're dead.

 

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Unread 11-10-2005, 07:34 PM   #13
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Axor wrote:

Guardian sphere is now my favourite spell.

Its kicking [expletive haxx0red by Raijinn] and will make us the Raid MT again =D im happy and reactivating my account =D



Ya know, statements like these are what devs just love to see so nerfs can come out.  Why dontcha brag about soloing Terrorantula?  There will never be one certain class for MT only.  Read the words and understand them.  There is going to never ever be one subclass that only MTs.
 
P.S. Gaige is right.  If it is deemed too powerful, it will be adjusted.  Tell ya what, lets not HELP THE DEVS OUT BY BLOWING HORNS AND BANGING GONGS WHEN SOMETHING POSITIVE IMPROVES US.
 

Message Edited by SkarlSpeedbump on 11-10-2005 06:35 AM

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Unread 11-10-2005, 08:01 PM   #14
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MrDizzi wrote:

Nemi wrote:Why are the mobs running for the healer? Are you casting heals before pulling? Why?

We have found that if the tank survives the pull it generally makes the encounter more successful.
[expletive haxx0red by Raijinn].  That's what we have been doing wrong this whole time.  On a serious note it's good to see that you guys got some improvements.
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Unread 11-10-2005, 08:07 PM   #15
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Gaige wrote:
Guardian sphere will probably be adjusted, imho.  Who knows, I've been wrong before.

Message Edited by Gaige on 11-10-2005 05:15 AM



I agree with Gaige. Guardian Sphere should be adjusted so that it reflects damage back to the attacker. That would help slightly with our DPS gap.

Same thing for ToS. It should be adjusted to remove the shield damage so that it can be used more than twice per play session, and it should reflect a portion of the attackers damage back at them.

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Unread 11-10-2005, 08:50 PM   #16
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Can you imagine if Guardian Sphere gave us a chance to riposte all the incoming attacks to the whole group as well? Now that would be nice. :smileyvery-happy:

Seriously though, Guardian Sphere is working well but it's one of those abilities that you shouldn't have to use unless things go bad or are about to go bad. And there does seem to be a limit of 5 stone skin procs per use. It just about killed me last night when stoneskin stopped procing and the second set of adds was on our ranger.

30 seconds never seemed so long.

Oh and I'll see your "[expletive haxx0red by Raijinn] is up with the bright blue cobalt?" and raise you a "why the hell am I wearing crotchless greaves?"

Krrrath, lvl 60 Guardian of Kithicor

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Unread 11-10-2005, 08:53 PM   #17
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Gaige wrote:
Guardian sphere will probably be adjusted, imho.  Who knows, I've been wrong before.

Message Edited by Gaige on 11-10-2005 05:15 AM



No need to adjust it. It still has a good chance to kill us. As long as it cripples us, slows us, weakens our gear or kills us then it's working as SOE intended. Besides, why would they change it if they didn't think it was for the best. :smileyhappy:

 

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Unread 11-10-2005, 09:45 PM   #18
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MrDizzi wrote:


We have found that if the tank survives the pull it generally makes the encounter more successful.

Now that was funny.   :smileyvery-happy:

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Unread 11-10-2005, 10:00 PM   #19
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Benfynyn wrote:

Gaige wrote:
Guardian sphere will probably be adjusted, imho.  Who knows, I've been wrong before.

Message Edited by Gaige on 11-10-2005 05:15 AM



No need to adjust it. It still has a good chance to kill us. As long as it cripples us, slows us, weakens our gear or kills us then it's working as SOE intended. Besides, why would they change it if they didn't think it was for the best. :smileyhappy:

 

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Speaking of gear since cobalt now looks like a blue plastic suit does that make it cheaper to repair?
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Unread 11-10-2005, 10:34 PM   #20
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So with these changes, there is now a chance that a proc will cause me to kill my self slower with this ability?

Wow, thank you SOE. But there is just one other thing...

This does nothing to change why I gave up my Guard. End of story.

The class is still dull. If this is to change, please remove the negative effects that cause me to be rooted and slowed to the point where I feel like I am just standing there praying that MD procs enough times to keep aggro. Assuming the mob didnt resist the taunt right off the bat. It doesnt make matters any better that I spend most of the battle stunned either.

Honestly, tanking on my guard right now is Dumb Luck at this point, between taunt resists and all sorts of procs. I should not have to depend on my emergency abilities every battle. There for EMERGENCIES. Infact, if I play my toon right, Guardian sphere should never come into play. I shouldnt need protection skills if I'm good. Doesnt help that they all still suck. 

Quite frankly I'm not impressed. Half the Guards I know are praising SOE. Why? Because they threw us a bone in the form of a mediocre change, that really doesnt make the class any better. Were so desperate for change that we'll take anything at this point. Guards are plate tanks. They can still tank. They can still be raid MT. Technically we can do it. But the simple fact is that the class is just rediculously [expletive haxx0red by Raijinn]ing boring.

Play another class. Play a brawler. If you come back and say honestly that you have more fun tanking on your Guard than you do any other tank class, I will never say anything bad about Guards again.

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Unread 11-11-2005, 12:29 AM   #21
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Vandileir wrote:

So with these changes, there is now a chance that a proc will cause me to kill my self slower with this ability?

Wow, thank you SOE. But there is just one other thing...

This does nothing to change why I gave up my Guard. End of story.

The class is still dull. If this is to change, please remove the negative effects that cause me to be rooted and slowed to the point where I feel like I am just standing there praying that MD procs enough times to keep aggro. Assuming the mob didnt resist the taunt right off the bat. It doesnt make matters any better that I spend most of the battle stunned either.

Honestly, tanking on my guard right now is Dumb Luck at this point, between taunt resists and all sorts of procs. I should not have to depend on my emergency abilities every battle. There for EMERGENCIES. Infact, if I play my toon right, Guardian sphere should never come into play. I shouldnt need protection skills if I'm good. Doesnt help that they all still suck. 

Quite frankly I'm not impressed. Half the Guards I know are praising SOE. Why? Because they threw us a bone in the form of a mediocre change, that really doesnt make the class any better. Were so desperate for change that we'll take anything at this point. Guards are plate tanks. They can still tank. They can still be raid MT. Technically we can do it. But the simple fact is that the class is just rediculously [expletive haxx0red by Raijinn]ing boring.

Play another class. Play a brawler. If you come back and say honestly that you have more fun tanking on your Guard than you do any other tank class, I will never say anything bad about Guards again.




I agree with this for the most part, Vand.  They did a few little tweaks and some people are eating it up and so they are happily patting themselves on the back i'm sure for making this tasty little bone for us to chew on and thinking they won the war of shutting us up so they don't have to actually do some REAL work and fix our class the way it needs to be.
 
That aside, the changes they made were nice, if small.  The changes to Guardian's Sphere and Anchor i actually really like, the problem is that once again, they're making changes to our 1% utilities and not actually fixing what we've been complaining about and what is broken.  The lack of anything useful for 99% of the time.  Or at least that's my biggest complaint.  We've got some nice arts but their lack of usefulness for the majority of the time we are playing really cripples our class.  This needs to be addressed or I still see our class as being monumentally broken.
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Unread 11-11-2005, 12:31 AM   #22
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You know, I never once said it would be nerfed.  I said adjusted.  I find it funny that you assume the worst.  What I actually was referring to was the fact that its proc is unreliable.

/shrug.

That said if the ability does become so overpowering as to make guardians the only raid MT, I think it would see some changes in the opposite direction.

Message Edited by Gaige on 11-10-2005 11:32 AM

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Unread 11-11-2005, 12:42 AM   #23
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Gaige wrote:

You know, I never once said it would be nerfed.  I said adjusted.  I find it funny that you assume the worst.  What I actually was referring to was the fact that its proc is unreliable.

/shrug.

That said if the ability does become so overpowering as to make guardians the only raid MT, I think it would see some changes in the opposite direction.

Message Edited by Gaige on 11-10-2005 11:32 AM



If any one ability made any one class the only choice for raid MT it should be changed, no question. Guardian Sphere is not one such ability though. It's subtle but effective, if well-timed. Not in any danger of being an overpowering CA. In fact, if it wasn't for me going on about how cool it was, and how well it was working, my group wouldn't have known it was doing anything hehe. I was making them scroll up to see the messages too.

Not like we've had a lot to be excited about lately.

 

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Unread 11-11-2005, 01:13 AM   #24
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Gaige wrote:

You know, I never once said it would be nerfed.  I said adjusted.  I find it funny that you assume the worst.  What I actually was referring to was the fact that its proc is unreliable.

/shrug.

That said if the ability does become so overpowering as to make guardians the only raid MT, I think it would see some changes in the opposite direction.

Message Edited by Gaige on 11-10-200511:32 AM


I knew you were looking out for us, babe. xox
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Unread 11-11-2005, 08:27 AM   #25
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I like the description of guardian sphere but im still not getting any use out of it. Not sure i like it, but it might just take time for me to get into it. Anyway, i still give a big thumbs up to the change to anchor and wall of might. Altho im still not sure  that "rooting" the mobs isnt a little too 'spell caster'ish for me..... but it definately helps for those many many times when aggro gets away from me. Rooting them and spamming the group with a "move the hell away" message seems pretty effective.
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Unread 11-11-2005, 03:23 PM   #26
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i am happy with the changes but we still need to more changes to make our class "fun".

One BIG thing which is taking fun away for me is the root on our spells. We have 3 spells which roots us and it makes it very hard for to reactive quickly.

 
I can understand the root component in Anchor, the mob is rooted so are we and i am willing to live with that.

 
But i really really hope the remove the root form maddening defence and wall of might. They are not necessary.

 
Last night, i was in group and had both of them active, then some mob poped. i had to candle 2 spells before i cna move and the wizard was almost dead before i got there (ok guardian sphere helped!)

 
So i think removing these roots will go long way to make my class "fun" again.

 
I have come to terms being "not the nest tank anymore" thing.

 
But this means i don't always get groups now or have to sit out a raid.

 
In those time i want to solo, so pleas give me some more abilities to solo better.

 
One suggestion here may be to get rid of the reduction of dps in some  of our buffs eg wall of might.

 
Thank you for listening

Message Edited by lostsandman on 11-11-2005 10:24 AM

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Unread 11-11-2005, 08:00 PM   #27
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Still out of town.   Been gone all week.   The responses here have me hopeful. 

 

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Unread 11-11-2005, 09:08 PM   #28
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None of the changes helped the mid lvl game only the high end.    Building towers the other nite my Tailor guardian  got mowed down by 4 lvl 21 down arrows at the tower.    I had 8 lvls on them and killed 2 of them before i dropped...3 of them were adds and I was in defence mode.     I even tried to run at the end but guardians don't run they waddle  forcefully.   My defence is too low and my DPS is a joke.    I even get people laughing watching a Guard solo.    Down arrow is still epic encounter.     Carbonite armor feyiron fulg is all a joke if you dont have the rares you cant tank now
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Unread 11-12-2005, 01:17 AM   #29
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FrostDragon wrote:
None of the changes helped the mid lvl game only the high end.    Building towers the other nite my Tailor guardian  got mowed down by 4 lvl 21 down arrows at the tower.    I had 8 lvls on them and killed 2 of them before i dropped...3 of them were adds and I was in defence mode.     I even tried to run at the end but guardians don't run they waddle  forcefully.   My defence is too low and my DPS is a joke.    I even get people laughing watching a Guard solo.    Down arrow is still epic encounter.     Carbonite armor feyiron fulg is all a joke if you dont have the rares you cant tank now


This doesnt change much later on. DPS is a joke and an add WILL kill you if you dont run. If they didnt make chameleon totems scale levels, I'd never lumber out of a tradeskill instance on my Guard.

FYI: No help is coming. No changes to this issue will be made.

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Unread 11-12-2005, 02:11 AM   #30
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Well maybe for the top lvls its nice, but for us down in the lvl 30s they just bloody nerfed us. They took the parry increase away from Wall of flesh, and instead gave it the physical mitigation buff of entrench. Whoppie do,  instead, i get to slow down the mobs more with entrench, WOPPIE DOO!
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