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-   -   Guardians: Requesting Feedback (https://archive.eq2wire.com//showthread.php?t=482790)

Xelgad 07-15-2010 10:22 PM

<p>Greetings Guardians!First off, allow me say that we understand that the class is being outshined at the moment, and we’re working on it. It's going to take more than just one change to get Guardians back to working as a strong class again. I'm not going into details yet, but we do have a mechanics change in the works that will at least help a bit to distinguish Guardians as a more defensive tank. Even with that, the class is currently lacking in other areas, including threat generation and utility.It's utility that we want to focus this thread on. We want to bring Guardian utility up to the level that the other fighters bring to a group or raid. We have three tentative changes that will be going to test soon:</p><ol><li>Got Your Back will become raidwide.</li><li>Cripple will become a maintainable debuff with a damage component.</li><li>Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.</li></ol><p>We’re looking for feedback on these ideas, and we’re open to boosting Guardian utility even a bit further, especially in heroic content. I want to emphasize that we’re not trying to turn Guardians into plate-wearing Bards or anything of the sort. However, I do want to try to focus this thread on the utility aspect of the class.</p>

Rhita 07-15-2010 11:17 PM

<p>Definitely a good start. Got your back will be a decent ability now. Cripple still isn't that great of an ability and not worth getting once you have the myth/buff that makes us immune to riposte. Call of Shielding will actually be worth maintaining too. A few suggestions though, take away the 34 defense on call of shielding and add 2% parry with that hp, that way its got some worthwhile avoidance on it.</p><p>Another suggestion I had was change our plant ability thats pretty much useless in all content to where it roots the guardian and makes him immune to knockback for its duration. That would give guardians the edge in being the best MT spot but wouldnt make the class overpowered.</p><p>Last change I could think of would be with moderate and improved moderate, its a little overkill on the dehate. Maybe change our AA for our moderate in the guardian tree to offer something to the person you are placing this on. Like 1 crit bonus per lvl and maxes at lvl 5. Thanks for taking the time to look at our class.</p>

Gungo 07-15-2010 11:59 PM

<p><cite>Rhita@Najena wrote:</cite></p><blockquote><p>Last change I could think of would be with moderate and improved moderate, its a little overkill on the dehate. Maybe change our AA for our moderate in the guardian tree to offer something to the person you are placing this on. Like 1 crit bonus per lvl and maxes at lvl 5. Thanks for taking the time to look at our class.</p></blockquote><p>With the way crit bonus works on wards I would suggest potency instead of crit bonus.</p>

Rhita 07-16-2010 12:28 AM

<p>Either one, both would make us wanted more. If its crit bonus, my coercer gets it, if potency, then my defiler.</p>

Sydares 07-16-2010 12:33 AM

<p>I'm glad to see posts like this detailing plans and asking for further input - Guardians definitely need the help.</p>

circusgirl 07-16-2010 01:06 AM

<p>Personally, I would like to see the guardian avoidance lend replaced with a mitigation lend that works similarly.  Ideally this buff would allow a guardian to buff another fighter's (or group/raidmember's) mitigation, while simultaneously receiving an avoidance lend from a brawler.</p><p>As things stand now the avoidance lend that guardians have is almost never used in a raid.  They are always on the receiving end, and bring nothing to the raid by having an avoidance lend to give.  Being able to lend some mit to another fighter/groupmember would prove far more useful in both raids and heroic instancing.</p><p>Please note that I'm talking about a lend in the same sense that buffs like Tranquil Vision, shakeoff, etc. work, <strong>not</strong> one like pledge of armament.  An avoidance lend does not hurt the caster when used, like pledge does.</p>

Rahatmattata 07-16-2010 01:19 AM

<p>Recapture needs to be more useful. Compared to other tanks' level 80 spell, it's sickening. I really can't think of anything cool to add to it besides like giving all fighters a temp buff like flurry or something. TBH, I'd rather it be something that helps the guardian or non-fighters in some way, rather than helping other tanks hold aggro.</p><p>Maybe it would be OP, but the temp group mit buff could also add like 7% damage reduction and be.... raid-wide? Or tack on some damage reduction, either proc or static on our existing raid-wide buff. In any case, I think guard "utility" should be defensive/protective in nature.</p><p>It would be real nice if sentry watch worked with magic damage and dots (pretty sure it doesn't), unyielding will is a buff that stays up until it triggers or is canceled, and tower of stone casting time is reduced to normal combat art casting speed.</p><p>Thanks for posting. The last time a dev has acknowledged the guardian boards was before the launch of TSO afaik.</p>

Rezikai 07-16-2010 01:19 AM

<p><cite>Rhita@Najena wrote:</cite></p><blockquote><p>Definitely a good start. Got your back will be a decent ability now. Cripple still isn't that great of an ability and not worth getting once you have the myth/buff that makes us immune to riposte. Call of Shielding will actually be worth maintaining too. A few suggestions though, take away the 34 defense on call of shielding and add 2% parry with that hp, that way its got some worthwhile avoidance on it.</p><p><span style="color: #ff6600;">A nice idea, but the fact that all raid mobs pretty much ignore parry means it becomes a heroic mob buff to use and while hp is.. well, hp.</span></p><p>Another suggestion I had was change our plant ability thats pretty much useless in all content to where it roots the guardian and makes him immune to knockback for its duration. That would give guardians the edge in being the best MT spot but wouldnt make the class overpowered.</p><p><span style="color: #808000;">/agree... this is something that was nice up until t7 (EoF i believe) when they nerfed this to not work on raid mobs, before then it did... and was actually worth casting.</span></p><p>Last change I could think of would be with moderate and improved moderate, its a little overkill on the dehate. Maybe change our AA for our moderate in the guardian tree to offer something to the person you are placing this on. Like 1 crit bonus per lvl and maxes at lvl 5. Thanks for taking the time to look at our class.</p><p><span style="color: #808000;">O.o    =]</span></p></blockquote><p>As for the to +def it helps some for heroic issues but as said before raid issues its pretty much worthless as for the suggestion of turning it into a raid wide Mit buff it still wouldnt be desired as mitigation is obtained in so many other avenues for other classes with Adorns/AAs the HP tho wouldnt be terrible if it was the 1k hp idea imo.</p><p>As for the Cripple, making it a 5% damage reduction thats always up would bring it in line with other tank myths/spells, we had our own myth at 10% damage reduction before it also was nerfed..... and made me sad.</p>

Yimway 07-16-2010 02:27 AM

<p><cite>Xelgad wrote:</cite></p><blockquote><p>we do have a mechanics change in the works that will at least help a bit to distinguish Guardians as a more defensive tank. </p><ol><li>Got Your Back will become raidwide.</li><li>Cripple will become a maintainable debuff with a damage component.</li><li>Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.</li></ol></blockquote><p>Not having an understanding of where mechanics changes are going puts us at a pretty hefty disadvantage when talking about utilitiy needs.  I think everyone will agree utility is the LEAST important aspect of fighter abilities.  The last [Removed for Content] thing I want a guard brought along for is utility.</p><p>That being said, yes our utility is way behind all other fighters.</p><p>1. Got your back -  Thing is the other fighters on the raid don't have survivability problems, even making this raid wide is not going to be so situationally beneficial it will not be valued.  I recommend dumping this entirely and replacing it with something else.  However if you want to stay in the same genre, have it protect all healers in the group.  I personally would rather see it as an Enhance: Battle Cry and change it to a raid wide mitigation increase.</p><p>2. Cripple - maintainable debuff is in the right dirrection, question is what kind of debuff.  I personally would like to see something like 5-10% reduction of base physical damage of target.  Lowering melee output and providing some defensive debuffing vs raidwide trauma.</p><p>3 Call of Shielding - Hp is fine, I know others would rather see a damage reduction component instead, but I can understand where that could be problematic.  It's tough for me to say this buff would be desirable or not, as clearly are getting by fine without it,.</p><p>The biggest problem with the utility changes you outline is it helps the class almost nill in grouping where it is absolutely the weakest and needs serious help.</p><p>As others have stated, Recapture is totally useless putside of raiding.  It should be adjusted as we described in beta 6 months ago, it should increase hate position of all fighters in raid, but it should also lower hate position of non-fighters in the guardian's group.  Including some raw threat on it for the guard would be good icing, as I know none of us want to manage aggro by positional snaps alone.</p><p>I would consider looking at Guardian Sphere and changing it to 50% chance to stoneskin instead of intercept damage on ally, or change it so that the guardian only takes 20% of the intended damage.  Currently, it is too easy for the ability to be a death sentence for the guard rather than a save for his group.</p><p>I understand your only looking at utility, but buffing utility without addressing hate generation raid wide isn't going to help us much.</p><p>I find my only problem holding aggro is off of other fighters.  The biggest problem I find is, I can't seem to get other fighters to stop hitting positional increases on my target.  I implore you to consider taking damage components off of fighter positional increasers so that players are less motivated to use them at innapropriate times.  Seperating dps components from positionals would allow me to actually hold aggro again.</p>

Yimway 07-16-2010 02:34 AM

<p>And are you even considering pvp utility with these changes, since not only are we the worst raid plate tank, worst heroic tank, we're undeniably the worst pvp tank as well.</p>

steelbadger 07-16-2010 03:05 AM

<p><cite>Xelgad wrote:</cite></p><blockquote><p>Greetings Guardians!First off, allow me say that we understand that the class is being outshined at the moment, and we’re working on it. It's going to take more than just one change to get Guardians back to working as a strong class again. I'm not going into details yet, but we do have a mechanics change in the works that will at least help a bit to distinguish Guardians as a more defensive tank. Even with that, the class is currently lacking in other areas, including threat generation and utility.It's utility that we want to focus this thread on. We want to bring Guardian utility up to the level that the other fighters bring to a group or raid. We have three tentative changes that will be going to test soon:</p><ol><li>Got Your Back will become raidwide.</li><li>Cripple will become a maintainable debuff with a damage component.</li><li>Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.</li></ol><p>We’re looking for feedback on these ideas, and we’re open to boosting Guardian utility even a bit further, especially in heroic content. I want to emphasize that we’re not trying to turn Guardians into plate-wearing Bards or anything of the sort. However, I do want to try to focus this thread on the utility aspect of the class.</p></blockquote><p>These changes are fine, in and of themselves, but they won't make much difference to the overall desirability of Guardians in groups/raids.</p><p>As you rightly say you're not wanting to turn Guards into plate-wearing bards, but this means that Guardian utility will never be at a level where a raid wants to take one regardless of their other failings.  At the end of the day, in both heroic and epic content, the final arbiters in tank desirability are aggro generation capability and survivability.  Now a Guardian's forte is supposed to be survivability, but this quality isn't really seeked out.  Any tank class can now tank any mob with just 2 healers (Raid) or 1 healer (Heroic).  Once everyone is able to stay alive then any advantage one has over the other in terms of survivability is largely moot.  It's not possible to 'stay alive better'.</p><p>If you want to fix Guardians properly then it will require a reworking of:</p><p>1)  The class, to regain it's advantage to survivability.</p><p>2)  The mobs, to ensure that that survivability is actually useful.</p><p>3)  The gear, to recalibrate the cap on mitigation and maybe resists so that there's somewhere for Guards to go.  At the moment I can hit mit cap vs lvl 98 solo.  That should not be even remotely possible.</p><p>If you just want to waylay the whinage then greatly increase aggro generation (not DPS generation) in both AOE and single target.  That's fairly easy to do, just add some big-ol procs to some AA somewhere, add big time threat to assault (to give us something to compare with Holy Ground, Gibe, Sacrament that style of thing) and increase the basic threat generation of reinforcement to make it similar to Insight (but with the added bonus of the +1 hate position portion).</p>

Wulfghar 07-16-2010 04:52 AM

<p>I would have to agree with Steelbadger on this one.  I understand that Devs are looking at the bigger picture, rather than an expansion by expansion fix.  However, as it stands now any other plate(and some leather) fighters can tank all of the same content a Guardian can while bringing alot more dps-oriented utility to their raidforce.  The content itself isn't difficult enough because all of the raid encounters aren't hitting hard enough to create a demand for a "Survival/Defensive" oriented tank.  So the question most raid leaders face is: "Why should I bring a Guardian when I could bring a Zerk or SK and achieve the same effect in less time with more dps?"  1k HP on our raidwide buff?  Why is it needed when most healers that are geared enough and most dps/tank classes that are competent enough never die from raid ae's.  I do like Rhita's suggestion of the kickback immunity, but that is a fix that will only affect 1 player in the raid.  As a raid leader, I have to make the choice of what best improves the whole raid.  Right now, with this content, I can't think of a single reason to bring a Guardian along.  We have less hate generation, less dps, less utility for our own group and the whole raid, less aoe agro and all we have to show for it is an iota of survivability(which isn't even necessary).</p>

metalhed 07-16-2010 04:57 AM

<p>1k HP buff would be welcomed for raidwide, maybe add 5 crit bonus or 5 potency with it.</p><p>Aggro is the main problem with Guardians,Guardians will be better balanced just from that one fix alone.</p><p>I have an idea that would help all MT's no matter what class. Let's call it the "Primary Tank Ruleset"</p><p>1.First tank with aggro is considered the Primary Tank</p><p>2.When the Primary Tank dies, no other tank can be the Primary tank, so then the normal ruleset applies.</p><p>3.Mobs with memwipe/or require tank switches/offtanking would not use this ruleset.</p><p>4. Any tank using hate postions while the Primary Tank Ruleset is in effect would only increase the Primary Tanks hate positions.</p><p>     Example, DPS rips aggro from the Primary Tank, Off tank hits rescue, mob switches back to Primary Tank.</p><p>5. No other tank can get aggro till Primary Tank dies.</p><p>One of the biggest complaints for guardians, is not so much losing aggro from DPS , its the other tanks that are mainly the problem. No point in being named MT when you can't hold aggro from the OT that is just trying to be helpful and dps.</p><p>I think something like this would help all MT's, plus give more room for the other tanks to dps without fear of ripping aggro from the MT.</p>

aislynn00 07-16-2010 05:50 AM

<p><cite>Xelgad wrote:</cite></p><blockquote>It's utility that we want to focus this thread on. We want to bring Guardian utility up to the level that the other fighters bring to a group or raid. We have three tentative changes that will be going to test soon:1. Got Your Back will become raidwide.</blockquote><p>While I appreciate the sentiment, I'm afraid this change won't accomplish anything, for three reasons:</p><p>1) It only protects fighters.</p><p>2) It doesn't protect targets who are the direct target of the mob (i.e., the person with aggro).</p><p>3) It is an endline ability in a subtree that virtually no guardian is ever going to invest 20 points into, since doing so would entail reducing either personal survivability or personal DPS/hate generation by taking points out of the other guardian subtrees, which wouldn't make any sense whatsoever.</p><p>The most any guardian is currently going to invest into this tree is 5 into Enhance: Reinforcement, 3 into Enhance: Rescue (to get to Enhance: Reinforcement), and in some builds, 5 into Enhance: Sentry Watch. That amounts to 8 (the norm) - 13 (the absolute max) points.</p><p>If you really wanted to make this ability worth effectively wasting at the very least 7 AA points (aside from the cost of the ability itself), then here are some options for you:</p><p>1) Remove the class restriction, set the duration to 15 sec and the reuse time to 60 sec, and increase the range to 25 - 30m.</p><p>That is to say, Got Your Back would become a group AE protector somewhat weaker then, say, AA-enhanced Tortoise Shell. It still wouldn't affect the guardian if he was tanking, but it would have become a very worthwhile utility AA.</p><p>OR</p><p>2) Make Got Your Back affect every fighter raidewide, including the guardian himself, and allow it to do what no other AE protector is able to do: protect against targeted AE's--i.e., a MT'ing guardian could protect himself from an AE hit. Additionally, set the reuse time to 60 sec and increase the range to 50m.</p><blockquote>2. Cripple will become a maintainable debuff with a damage component.</blockquote><p>The problem with Cripple is that its sole purpose seems to give away one of our class advantages to other tanks, so they can better fill the MT role.  That is, needless to say, the exact opposite of what most raiding guardians are looking to achieve.</p><p>If you want to make Cripple worth it, render it a maintainable debuff that reduces the auto-attack modifier of the mob by 5% - 10%.  In such a form, it would actually help <em>any</em> MT, not just non-guardians.</p><p>Alternatively, make it a modest <em>maintainable</em> physical mitigation debuff, something that would actually boost raidwide DPS significantly without overpowering the guardian's personal DPS. I think that would go a long way towards making up for the currently inferior guardian DPS.</p><blockquote>3. Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.</blockquote><p>Now, that sounds like a good idea, but let's face it: nobody is ever going to bring a guardian to a raid because of 1K extra HP, especially not considering the DPS and/or HPS-boosting raid-wide buffs of other fighters.</p><p>Aside from the HP, how about adding a 10% auto-attack modifier component and/or a 10% Accuracy bonus?</p><hr /><p>Finally, let me stress that no amount of utility will turn guardians into the first choice as raid MT's unless you return to us a significant non-situational survivability edge, and not just vs spike damage, and adjust mobs to actually require that level of survivability.  After all, if you leave mobs unchanged, why would you bring a guardian, given that shadow knights, berserkers, and paladins bring more DPS to the raid and are able to tank every single mob in the game?</p><p>At any rate, as far as survivability goes, we currently have no mitigation advantage whatsoever (any plate tank can easily reach the cap) while paladins have a 10% permanent damage reduction advantage plus substantial healing and a significantly higher block chance (due to AA's), just to mention one example.</p><p>Raising the mitigation cap to 18,000 - 20,000 vs 98th level mobs, adding a permanent 10% Damage Reduction component to our defensive stance, and making Unyielding Will (our death preventer) a permanent buff until triggered would go a long way towards returning some manner of survivability edge to guardians.</p>

spudsmckenzie2 07-16-2010 06:00 AM

<p>Hello Xelgad,</p><p>   Thank you for taking our suggestions..</p><p>1).  recapture needs some attention. i use it quite abit during raids and often it doesnt work. perhaps this ability could be boosted abit.</p><p>2). our death save could use a makeover. often in laggy zones it gets double clicked and thus cancelled. i would love to see a death save on a shorter timer also.</p><p>3). i know this is a little off topic but when pulling multiple mobs and reinforcement is down its often hard to maintain decent aggro especally during raids. i was thinking of some kind of aggro adjustment to our class that is inert or built in that would make our class more effective.</p><p> -thank you</p>

Salarionn 07-16-2010 06:41 AM

I understand that you want to work on our utility, but you suggested that making us preferred defensive tanks is the plan, but there is a problem with that really. That is what lead us down the dark alley we find our class now. We have received snap after snap while every other tank was given more raw DPS along with being able to live almost as well. The problem is every other tank class can live through every encounter in the game and bring much more DPS to the table. Making us better defensive tanks isnt going to help us much being almost every guild leader out there is going to allow for a extra wipe or two a week for the tanks that can bring the heat. I think its rather pointless to keep stacking us with defense when being more defensive then we are currently wont help for that reason. You wont find a Guard on most of the WW ranking guilds rosters. We are defensive to death as it is, making us more defensive sounds great, but in the real world of raiding it wont help us get in raids, let alone displace the other three classes that can do it all. Why take a dependent on healers 100%, 1/3-1/2 less DPS , only a brittle hair better surviving tank, when you can have one thats good at everything do it. How many of your SF encounters have DPS checks? I can think of three and I havnt even seen every encounter yet. Why bring in Mr. Defensive when you can have a choice of three different Mr. Everything? That was the goal to make Guards the defensive warrior, but the defensive Crusader (Pally) can still hang DPS wise with the offensive arch type of the warrior and crusaders. I know I an being redundant, but I just want to make sure ya understand that its DPS we lack. When you set up encounters that NEED a certain amount of DPS, no guild is going to be switching in and out tanks when you have a choice of three who can be in there for everything.

Davngr1 07-16-2010 06:53 AM

<p> posted this on another forum a few days ago, so ill just paste it here.</p><p>  few if any classes are brought on most encounters for survivability because the content does not hit "that hard" and dps "caps" seems to be what makes mob die, like before but more so now imo. the problem is that guardian is a defensive class you can't add 5% raid wide crit bonus or potency because that would not be in line with the class. i think they should take sentinel and make it a raid wide buff you receive at lvl 55. of course change it to a permanent buff but also change it to a percentage to avoid death and give hate to the guard. ie. sentinel all raid/group members have a 5%? maybe 10%? (might be op <img title="Smiley Tongue" src="http://eq2flames.com/images/smilies/smiley-tongue.gif" border="0" />) chance to have sentinel cast on them at death. * will heal target for 50% of health * will increase hate to caster by 5000k * will increase threat position to caster by 5 * this effect can only trigger once a minute * this effect can not be modified except by direct means. this would stay inline with guardian AND not only offer survivability but also offer DPS that is also needed. since when people die their dps seems to drop to zero <img title="Smiley Tongue" src="http://eq2flames.com/images/smilies/smiley-tongue.gif" border="0" /></p>

Britty 07-16-2010 07:39 AM

<p><cite>Xelgad wrote:</cite></p><blockquote><p>Greetings Guardians!First off, allow me say that we understand that the class is being outshined at the moment, and we’re working on it. It's going to take more than just one change to get Guardians back to working as a strong class again. I'm not going into details yet, but we do have a mechanics change in the works that will at least help a bit to distinguish Guardians as a more defensive tank. Even with that, the class is currently lacking in other areas, including threat generation and utility.It's utility that we want to focus this thread on. We want to bring Guardian utility up to the level that the other fighters bring to a group or raid. We have three tentative changes that will be going to test soon:</p><ol><li>Got Your Back will become raidwide.</li><li>Cripple will become a maintainable debuff with a damage component.</li><li>Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.</li></ol><p>We’re looking for feedback on these ideas, and we’re open to boosting Guardian utility even a bit further, especially in heroic content. I want to emphasize that we’re not trying to turn Guardians into plate-wearing Bards or anything of the sort. However, I do want to try to focus this thread on the utility aspect of the class.</p></blockquote><p>These adjustements will make absolutely no difference to the desirability of a Guardian. If there is indeed by the dev team a focus on Guardians and their deficiencies then these items kind of make me scratch my head somewhat.</p><p>You need to read the Guardian threads somewhat to see where the class is really hurting and needs attention pretty much right away.</p>

Xethren 07-16-2010 10:07 AM

<p><cite>steelbadger wrote:</cite></p><blockquote><p><cite>Xelgad wrote:</cite></p><blockquote><p>Greetings Guardians!First off, allow me say that we understand that the class is being outshined at the moment, and we’re working on it. It's going to take more than just one change to get Guardians back to working as a strong class again. I'm not going into details yet, but we do have a mechanics change in the works that will at least help a bit to distinguish Guardians as a more defensive tank. Even with that, the class is currently lacking in other areas, including threat generation and utility.It's utility that we want to focus this thread on. We want to bring Guardian utility up to the level that the other fighters bring to a group or raid. We have three tentative changes that will be going to test soon:</p><ol><li>Got Your Back will become raidwide.</li><li>Cripple will become a maintainable debuff with a damage component.</li><li>Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.</li></ol><p>We’re looking for feedback on these ideas, and we’re open to boosting Guardian utility even a bit further, especially in heroic content. I want to emphasize that we’re not trying to turn Guardians into plate-wearing Bards or anything of the sort. However, I do want to try to focus this thread on the utility aspect of the class.</p></blockquote><p>These changes are fine, in and of themselves, but they won't make much difference to the overall desirability of Guardians in groups/raids.</p><p>As you rightly say you're not wanting to turn Guards into plate-wearing bards, but this means that Guardian utility will never be at a level where a raid wants to take one regardless of their other failings.  At the end of the day, in both heroic and epic content, the final arbiters in tank desirability are aggro generation capability and survivability.  Now a Guardian's forte is supposed to be survivability, but this quality isn't really seeked out.  Any tank class can now tank any mob with just 2 healers (Raid) or 1 healer (Heroic).  Once everyone is able to stay alive then any advantage one has over the other in terms of survivability is largely moot.  It's not possible to 'stay alive better'.</p><p>If you want to fix Guardians properly then it will require a reworking of:</p><p>1)  The class, to regain it's advantage to survivability.</p><p>2)  The mobs, to ensure that that survivability is actually useful.</p><p>3)  The gear, to recalibrate the cap on mitigation and maybe resists so that there's somewhere for Guards to go.  At the moment I can hit mit cap vs lvl 98 solo.  That should not be even remotely possible.</p><p>If you just want to waylay the whinage then greatly increase aggro generation (not DPS generation) in both AOE and single target.  That's fairly easy to do, just add some big-ol procs to some AA somewhere, add big time threat to assault (to give us something to compare with Holy Ground, Gibe, Sacrament that style of thing) and increase the basic threat generation of reinforcement to make it similar to Insight (but with the added bonus of the +1 hate position portion).</p></blockquote><p>This. Guardians are in desparate need of hate changes that make it easier for them to be able to hold mobs on them. Also these proposed changes by Xel do absolutely nothing for the solo or heroic guard. Our tiny edge in survivability is pointless, and the Guard has next to nothing going for them being the lowest DPS tank.</p><p>Reworking the class's utility should be behind fixing their hate-gen and 'why bring a guard when any other tank does it better/faster' issues.</p>

Macross_JR 07-16-2010 10:34 AM

<p><cite>Xelgad wrote:</cite></p><blockquote><p>Greetings Guardians!First off, allow me say that we understand that the class is being outshined at the moment, and we’re working on it. It's going to take more than just one change to get Guardians back to working as a strong class again. I'm not going into details yet, but we do have a mechanics change in the works that will at least help a bit to distinguish Guardians as a more defensive tank. Even with that, the class is currently lacking in other areas, including threat generation and utility.It's utility that we want to focus this thread on. We want to bring Guardian utility up to the level that the other fighters bring to a group or raid. We have three tentative changes that will be going to test soon:</p><ol><li>Got Your Back will become raidwide.(<span style="color: #ff0000;">Pointless as at most there might be 3 fighters on a raid at all)</span></li><li>Cripple will become a maintainable debuff with a damage component.<span style="color: #ff0000;">(With out knowing what kind of maintained debuff this is its really hard to comment on it)</span></li><li>Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.<span style="color: #ff0000;">(As others have stated 1k hp won't garner enough of a change for this to be considered usefull)</span></li></ol><p>We’re looking for feedback on these ideas, and we’re open to boosting Guardian utility even a bit further, especially in heroic content. I want to emphasize that we’re not trying to turn Guardians into plate-wearing Bards or anything of the sort. However, I do want to try to focus this thread on the utility aspect of the class.</p></blockquote><p>If you want to change some of our utility make Battle Cry be an unlimited AoE threat over time spell(i.e. Grave Sac).  You can change the recast to adjust for it, but doing that would go a long way to help.  As others have stated Recapture needs to be changed, we were the only fighter that got a level 80 ability that helped other fighters hold agro when they don't need help in holding agro.  Another thing would be to change Sentinel Strike to a buff that adds hate to each successful hit instead of just a taunt with damage.  Those are all I can think of right now.</p>

Ristan 07-16-2010 10:37 AM

<p><cite>Salarionn wrote:</cite></p><blockquote>I understand that you want to work on our utility, but you suggested that making us preferred defensive tanks is the plan, but there is a problem with that really. That is what lead us down the dark alley we find our class now. We have received snap after snap while every other tank was given more raw DPS along with being able to live almost as well. The problem is every other tank class can live through every encounter in the game and bring much more DPS to the table. Making us better defensive tanks isnt going to help us much being almost every guild leader out there is going to allow for a extra wipe or two a week for the tanks that can bring the heat. I think its rather pointless to keep stacking us with defense when being more defensive then we are currently wont help for that reason. You wont find a Guard on most of the WW ranking guilds rosters. We are defensive to death as it is, making us more defensive sounds great, but in the real world of raiding it wont help us get in raids, let alone displace the other three classes that can do it all. Why take a dependent on healers 100%, 1/3-1/2 less DPS , only a brittle hair better surviving tank, when you can have one thats good at everything do it. How many of your SF encounters have DPS checks? I can think of three and I havnt even seen every encounter yet. Why bring in Mr. Defensive when you can have a choice of three different Mr. Everything? That was the goal to make Guards the defensive warrior, but the defensive Crusader (Pally) can still hang DPS wise with the offensive arch type of the warrior and crusaders. I know I an being redundant, but I just want to make sure ya understand that its DPS we lack. When you set up encounters that NEED a certain amount of DPS, no guild is going to be switching in and out tanks when you have a choice of three who can be in there for everything. </blockquote><p>This.</p><p>As a raid leader, My MT is a pally, my OT is a zerker., My 3rd tank is a brawler...the guard goes 4th, and is only there really to pick up the mob if the first 3 tanks die, sometimes he doesn't go if we need dps.  The guard can't reach half the numbers that any of my other tanks can, and can't hold the mob as well either especially if there are multiple mobs.</p><p>I play a Guard, it's my alt but it's 90 and in raid gear, with expert/masters.  It was my main for awhile.  DPS/Hate generation is very frustrating on that toon.</p><p>A few things that I think would help:</p><p>1. Give us a blue aoe that increases threat, you can attach it to one of our exsisting attacks.  Doesn't have to be a "taunt" just a slight threat increase to our short range blue aoe to help us grab mobs that are not linked.</p><p>2. Recapture needs alot of work.  My thoughts, make it a temp buff you can cast on another tank (single target) that works like reinforcement.  It would give us something in a raid if all of our snaps are down, or if the OT is having problems holding a mob we can snap it on him while we MT or vice versa.</p><p>3. I liked the previous posters idea about got your back as becoming a group aoe block, so that when your healers have to eat the aoe because your still in there, you can protect them if theres alot of damage being put out.</p><p>4. Since repost/parry doesn't work in raids well, I would like to see cripple rewored, but I'm not sure if a debuff and damage component would be any way of improving it.  a Mitigation or damage decrease would be better.</p><p>5. I like the idea that call of sheilding would give a good hp boost, but it's not enough.  Defense also means about 0 on a raid.  It would be nice to have a HP boost + a mitigation increase or even a damage ward proc that has a % to go off on each person in the raid sorta like the ward procs you see on gear, only raid wide, and at a 10% chance to proc.  Alternativly, add a % to threat to it.  1k hps + 5% hate transfer from the raid to the caster.</p><p>6. increase the DPS output of the guardian.  A defensive tank is a good idea, but not in a game where dps > than all.</p>

Shareana 07-16-2010 10:55 AM

<p>I can understand players would like some love for their classes, but let's keep this post to the Guardians please <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Emerix 07-16-2010 10:59 AM

<p>In reference to another post: I do not think Guardians need a boost for groups. I have no issue tanking anything heroic and my gear is totally outdated (T8 raid stuff).</p><p> Now as for raids: I like the idea with the raidwide health buff. To make it really interesting you could make it % based instead of a solid 1k - or attach a general damage reduction (5% might be already too strong) that'd make us much more viable as offtanks, too.</p><p>A utility thing that might as well solve our thread problem would be improved moderate being raidwide OR it being a hate transfer instead of a hate gain increase/decrease ( see trak shield ) We would NOT need to do any more damage but instead we'd just hold aggro by threat.</p><p>Anyhow: whatever change happens should be entirely defensively IMO. Crit buffs etc are marvelous indeed but don't quite fit our class.</p>

soltaker83 07-16-2010 11:03 AM

<p>1. If the raidwide buff stays extremely defensively based we're just going to continue to be sat for other tanks as the much defense is not needed.  I would like to see something raid wide similar to the warlock mythical, raidwide proc for dmg and either hate postion or just an amount of hate reduction for non-fighters.  Would help raidwide dps which would give us something to bring to raid that would be helpful on dps fights, and help with raid wide hate management.</p><p>2.  Add some sort of buff in addition to avoidance/dmg intercept to moderate or sustain, crit bonus or potency.  Would also be nice if sustain had a death intervention attached if target died w/ say a 3 min recast.</p><p>Not so utility oriented but...</p><p>3. Don't think many people would be swayed into using Got Your Back or Cripple unless major major changes are made, think something that would improve the usefulness of a line we already have is turning the 9 double attack in the guardian tree to either % flurry or melee auto attack multiplier.</p><p>4. Our self buff that increases our stamina is completely pointless at this time.  Would like to see an improvement here, either a self buff for shield effectiveness since we're way behind the point crusaders can reach, or a X times per min non-modifiable stone skin proc to help with survivability even while dual wielding so we can stay alive and produce decent dps.</p>

Landiin 07-16-2010 11:04 AM

<p><cite>Xelgad wrote:</cite></p><blockquote><p>Greetings Guardians!First off, allow me say that we understand that the class is being outshined at the moment, and we’re working on it. It's going to take more than just one change to get Guardians back to working as a strong class again. I'm not going into details yet, but we do have a mechanics change in the works that will at least help a bit to distinguish Guardians as a more defensive tank. Even with that, the class is currently lacking in other areas, including threat generation and utility.It's utility that we want to focus this thread on. We want to bring Guardian utility up to the level that the other fighters bring to a group or raid. We have three tentative changes that will be going to test soon:</p><ol><li>Got Your Back will become raidwide.</li><li>Cripple will become a maintainable debuff with a damage component.</li><li>Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.</li></ol><p>We’re looking for feedback on these ideas, and we’re open to boosting Guardian utility even a bit further, especially in heroic content. I want to emphasize that we’re not trying to turn Guardians into plate-wearing Bards or anything of the sort. However, I do want to try to focus this thread on the utility aspect of the class.</p></blockquote><p>1. Still pretty much usless, Change it from fighter only or change it where if the guard is the focus it will still block the AE. Because if you not tanking why else do you need a tank to stay in over your DPS? Oh thats right SK are DPS we must protect them, my bad.</p><p>2. /boggle! Who thought this was a bright idea?</p><p>3. Like others has said 1k hp? I mean really? The only time I see that being wanted is if, well I don't. </p><p>I am just amazed you guys decided to address our utilities 1st. When that isn't where we are that broke ATM. The only reason I can see you addressing our utilities 1st is because you have big changes coming to the other fighters soon. Where they will be nerf down to our lvl of DPS and thread generation. I do hope that is the case because bringing us up to their level only gives god mode to another tank.</p>

ranga 07-16-2010 11:17 AM

<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p><cite>Xelgad wrote:</cite></p><blockquote><p>we do have a mechanics change in the works that will at least help a bit to distinguish Guardians as a more defensive tank.</p><ol><li>Got Your Back will become raidwide.</li><li>Cripple will become a maintainable debuff with a damage component.</li><li>Call of Shielding will also increase the health of the raid. The level 87 version at master will amount to around 1,000 hit points.</li></ol></blockquote><p>Not having an understanding of where mechanics changes are going puts us at a pretty hefty disadvantage when talking about utilitiy needs.  I think everyone will agree utility is the LEAST important aspect of fighter abilities.  The last [Removed for Content] thing I want a guard brought along for is utility.</p><p>That being said, yes our utility is way behind all other fighters.</p><p>1. Got your back -  Thing is the other fighters on the raid don't have survivability problems, even making this raid wide is not going to be so situationally beneficial it will not be valued.  I recommend dumping this entirely and replacing it with something else.  However if you want to stay in the same genre, have it protect all healers in the group.  I personally would rather see it as an Enhance: Battle Cry and change it to a raid wide mitigation increase.</p><p>2. Cripple - maintainable debuff is in the right dirrection, question is what kind of debuff.  I personally would like to see something like 5-10% reduction of base physical damage of target.  Lowering melee output and providing some defensive debuffing vs raidwide trauma.</p><p>3 Call of Shielding - Hp is fine, I know others would rather see a damage reduction component instead, but I can understand where that could be problematic.  It's tough for me to say this buff would be desirable or not, as clearly are getting by fine without it,.</p><p>The biggest problem with the utility changes you outline is it helps the class almost nill in grouping where it is absolutely the weakest and needs serious help.</p><p>As others have stated, Recapture is totally useless putside of raiding.  It should be adjusted as we described in beta 6 months ago, it should increase hate position of all fighters in raid, but it should also lower hate position of non-fighters in the guardian's group.  Including some raw threat on it for the guard would be good icing, as I know none of us want to manage aggro by positional snaps alone.</p><p>I would consider looking at Guardian Sphere and changing it to 50% chance to stoneskin instead of intercept damage on ally, or change it so that the guardian only takes 20% of the intended damage.  Currently, it is too easy for the ability to be a death sentence for the guard rather than a save for his group.</p><p>I understand your only looking at utility, but buffing utility without addressing hate generation raid wide isn't going to help us much.</p><p>I find my only problem holding aggro is off of other fighters.  The biggest problem I find is, I can't seem to get other fighters to stop hitting positional increases on my target.  I implore you to consider taking damage components off of fighter positional increasers so that players are less motivated to use them at innapropriate times.  Seperating dps components from positionals would allow me to actually hold aggro again.</p></blockquote><p>What Atan said +25 and ...</p><p>Why interfere with Call of Shielding at all? Why not just increase the Health component of Battle Tactics by 1k? You are just going to complicate it further by duplicating bonuses across buffs.</p><p>To make Cripple do what it says on the can i.e cripple it should be a phys dmg debuff and speed debuff (plus any dmg you wish to add)</p><p>Guardian Sphere can be suicide against AoE mobs. Either reduce the intercept dmg or increase the stoneskin proc chance. (Would be nice if you did both lol)</p><p>Make Got Your Back groupwide and exclude fighters. I don't care if another fighter gets a whack - if they cant take it they need to gear up or get their healers sorted. I am there to keep aggro and soak up the dmg so others can do their job. I don't want to be babying other fighters over my MT group. TBH if they die because they take aggro then they deserve it for not being able to count to 100 lol.</p><p>Lastly, thanks for taking the time to look at this but as others have said, a good trawl through the other threads on what is wrong with the class would be a very good starting point.</p>

Loendar 07-16-2010 11:21 AM

<p><cite>Aviola@Antonia Bayle wrote:</cite></p><blockquote><p>In reference to another post: I do not think Guardians need a boost for groups. I have no issue tanking anything heroic and my gear is totally outdated (T8 raid stuff).</p><p> Now as for raids: I like the idea with the raidwide health buff. To make it really interesting you could make it % based instead of a solid 1k - or attach a general damage reduction (5% might be already too strong) that'd make us much more viable as offtanks, too.</p><p>A utility thing that might as well solve our thread problem would be improved moderate being raidwide OR it being a hate transfer instead of a hate gain increase/decrease ( see trak shield ) We would NOT need to do any more damage but instead we'd just hold aggro by threat.</p><p>Anyhow: whatever change happens should be entirely defensively IMO. Crit buffs etc are marvelous indeed but don't quite fit our class.</p></blockquote><p>I respectfully disagree.  I'm not raid equipped on my lvl 90 guardian at all - just a mix of legendary from current tier instances - and holding aggro on the SF instance group encounters is a royal pain w/ a good DPS'r.  We need work on all tiers of content, not just raiding.</p><p>I don't raid currently on my Guardian but I surely feel a lot of pain (and listen to a lot of griping) that I'm not up to par with similarly equipped other tank classes.  AOE is our Achilles heel at all levels of content and unless/until that is addressed we will continue to be second-class tanks.</p>

Hirofortis 07-16-2010 11:23 AM

<p>Here is an idea for recapture. Make it a maintained buff that can be placed on another tank.  If the guardian looses agro it sends the mob to the chosen tank for 15 seconds.  This way it is not russian roulet as to who it goes to and it would actually make it a useful buff.</p><p>As far as agro is concerned, l have played a SK and I have a guardian that I have raid tanked and group tanked with and agro is not even close to the same.  I do not believe the sk is out of line where it is at. It is a solid tank and does it's job well.  Guardians though need a boost on being able to control agro.  This boils down to the whole stupid idea of group and single target tanks.  The problem is that zerkers, Shadownights, and Pallys all are excellent at controlling groups.  So please get rid of that idea and give the guards some agro control.  This needs to be in the form of our of encounter agro.  Because that is really where the issue comes from.</p>

Wasuna 07-16-2010 11:40 AM

<p>First, thank you for the post. it is greatly appreciated. I will point out to others that Xegald noted that Guardians are lacking in other areas also but they wanted to adress Utility first. While I can appreciate that, I feel that addressing them seperate can lead to inconsistant resuslts but we can but suggest and follow how SoE will handle this.</p><p>My comments:</p><p>1. Got your back - Serious Raids bring 3 fighters. One should most times be the direct target of the AoE and the description of the AA means your protecting OTHER fighters not diretcly targeted. So, your going to upen this ability to allow Guardians to help guard ONE other person in the raid who isn't even tanking? I fail to see how this would be even remotely desired or helpful. I guarantee you I will keep the spec I have now which DOES NOT include that ability.</p><p>2. Cripple - OK. No way I can comment on this until I know what the debuff is. A direct reduction of damage. A potency reduction of the mob.. etc. somthing like that would kind of be helpful. A reduction of the mobs defense by 5 is not going to help.</p><p>3. Call of Shielding - Current raids get along without this 1000 HP so it will never be a requirement. My Troubador raids will a very low end raid force and even they don't need the extra 1000 HP. Resists and stragety is much more important. Why bring a guardian and give everybody 1000 HP when you can bring a DPS and increase the total DPS of the raid by 5-10% and everything dies 5-10% faster? That's the game you have created...</p><p>I'll take anything I can get but I think your way off base on what will make a Guardian desirable. Please remmember that you all designed a game/expansion where <span style="text-decoration: underline;">DPS > EVERYTHING</span>. We didn't make that choice, it was given to us in terms exptations from tanks holding agro while doing massive DPS and all of these nifty blue stats that let everybody cap just about everything.</p><p>As you make your changes please remmember where Guardians are:</p><p>1. Lowest TPS BY FAR.</p><p>2. Lowest DPS BY FAR.</p><p>3. Lowest Utility (eh.. allfighters have pretty weak utility but we are fighters after all)</p><p>4. Basically equal survivability.</p><p>All of this needs to be BALANCED and utlity is really the weakest things for all fighetrs to balance first. I do not want to hear about Guardians soling conservatory or Library. I want a balanced, reasonable fighter group.</p>

Wasuna 07-16-2010 11:45 AM

<p><cite>Aviola@Antonia Bayle wrote:</cite></p><blockquote><p>In reference to another post: I do not think Guardians need a boost for groups. I have no issue tanking anything heroic and my gear is totally outdated (T8 raid stuff).</p><p> Now as for raids: I like the idea with the raidwide health buff. To make it really interesting you could make it % based instead of a solid 1k - or attach a general damage reduction (5% might be already too strong) that'd make us much more viable as offtanks, too.</p><p>A utility thing that might as well solve our thread problem would be improved moderate being raidwide OR it being a hate transfer instead of a hate gain increase/decrease ( see trak shield ) We would NOT need to do any more damage but instead we'd just hold aggro by threat.</p><p>Anyhow: whatever change happens should be entirely defensively IMO. Crit buffs etc are marvelous indeed but don't quite fit our class.</p></blockquote><p>I'm Legendary/fabled geared all level 90 full masters and 250 AA's. I lose agro ALL the time in groups. I try and pick groups I can handle but those are the 40-50K DPS groups and most of that is usually my Assassin wife or Swashbuckler friend that transfer hate to me. I still lose agro to them. When I get those, 70-80K DPS groups by accident (Enchanters that do 30K DPS and don't cast power regen and crap like that) It's just an agro fest with the healer going nuts. Nothing i can do but cycle snaps and hope the mob dies faster than the Enchanter.</p>


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