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View Full Version : Wards & Brawlers


Jezekie
06-02-2005, 01:32 PM
<div></div><hr>I can say one thing that shamans should be pleased about, though: wards will be taking armor mitigation into account.<hr>Taken from this <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=spellart&message.id=51265#M51265" target="_blank">thread</a>If only we had that change now we might have been able to tank better. Can only hope it'll be of benefit to us in the long run come Revamp of Combat & Spells/Arts.<div></div>

Dovifat
06-02-2005, 05:15 PM
At first glance it might look like an improvement, but it's somethign that really worries me. Think about what that line actually means. They are abandonign the concept of suiting tank/healer pairs. Wards will work just as well with mitigation tanks once this goes in, as they do now with avoidance based ones. Good for Shamans, one less reason to enlist a Brawler tank. <div></div>

Opa
06-02-2005, 06:08 PM
<DIV>I agree. I've never quite wrapped my head around the whole warding mechanism, but it seems to me as though this is a relative nerf of our relative ward utility.</DIV>

Jezekie
06-02-2005, 07:59 PM
Wards as they are now don't really benefit anyone. If you're warded and a mob hits you for say 2k, and your ward has 1k points of ward absorption, then the ward takes 1k, and the remaining 1k hits you (you cannot mitigate the 1k dmg). So wards aren't good for us IMO, sure we would in theory get hit less (we don't, but that's a differnt matter) so the ward would last longer on us then a plate tank, but the damage that does go through just is massive damage on an already weak/low hp tank. At least with this change, and in theory if we avoid less it would last longer on us, the ward mitigates the damage, but I guess it's uncertain wether the damage that goes through is still unmitigated or not in which case this doesn't really change anything in our favor. <div></div>

Gaige
06-03-2005, 02:14 AM
<P>I see it as a boost to plate tanks, as if they actually needed any.</P> <P>The thing with wards now is they are a damage shield.  Therefore they take damage before it gets to you, so our mitigation is never taken into account (and it shouldn't).</P> <P>With this though the player's mitigation will be taken into account and therefore a ward/reactive/hot on a plate tank will be pretty unstoppable, considering how much more mitigation they get than us and their current brawler like avoidance.</P> <P>Even after the combat changes they will still get the upper hand, simply because they have more mitigation and therefore the ward will last longer.  </P> <P>Unless they <EM>really</EM> lower their avoidance that is, but I doubt it; because then stuns would kick their butt all over Norrath.</P>

Oidan
06-03-2005, 05:00 AM
<DIV>Exactly what Gage said. We get hit less so the ward will remain on us longer. You have to look at it from a Mystic/Defiler role as well. The more power they "dont consume" on heals is more power for them to debuff or tackle bigger fights. More power = a bigger playing field of exp or fun.</DIV> <DIV> </DIV> <DIV>**Edit**</DIV> <DIV>Jez I already had a thread starting this :smileyhappy:</DIV><p>Message Edited by Oidan on <span class=date_text>06-02-2005</span> <span class=time_text>06:00 PM</span>

Jezekie
06-03-2005, 02:29 PM
What I'm kinda hoping they'd change was the fact that the damage that goes through wards is not mitigated, which I thought was what most players complained about in the first place. Not that the actuall ward should mitigate damage which is a bit silly IMO. If wards were instead changed to let us mitigate the damage that goes through I could see that as a much bigger boost to us. <div></div>