yup Prynn it was cept gaurds were also the best at tanking damage by decent margin. Now that all fighters are tanking equally they need to work on your utility.
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Fact after LU 13 no class is required anymore. But Guards do tank as well as other fighters. Many other guards have said you do. Fact is guards are still the preferred MT in raids becuase they tank better and hold agro better.
LU 13 didnt break guards they made it so all fighters can tank equally
Ask yourself after revamp is there any class so important now that you can't do a raid w/o them. That you can't group w/o them. The answer is no any tank can tank any healer can heal. Any caster/scout can dps. That in itself is balanced
Many gaurds have said it best. That fighters are unbalanced because brawlers have more dps and crusaders have more utility. Guards need better utility and Increased DPS. Thats the onyl thing unbalanced with fighters atm.
It was posted prior by the devs that a guardian who focues more on offense woudl do mroe dps then a brawler who focused on defense. That is not the case currently on live.
DPS does not neccesarily have to equal damage on combat arts it cna be acheived thru buffs or debuffs. Soem classes are inherently self buff oreinted some are group buff oriented. bards dont have alot of direct dps but they add alot of damage to the group via buffs and debuffs they are an example of a group orineted class. Many brawler skills are self oreinted in fact both monk and bruser have 1 group spell line.
This is a nice list of fixes on this board that does not turn gaurds into the best tank. I have not came up with these ideas but many were brought up by gaurds and non gaurds. I am playing a guard more often as well (lvl54+), but these are the ideas/changes i would like seen done.
1) AoE rescue line - (magic resist based) like old rescue ~900-1000hate and 1 agro position usable once every 5 min. Magic based if guards current AOE taunt is mental based. That gives guards 2 resist types for taunts.
2) Change intervene lines for guards to equal 100% or less total damage taken. Change Guardian sphere into A Group regenerating Ward - It would stop 1 or 2 hits and slowly regenerate. ~2,500. (althought guards should have an entire line dedicated to a group ward for all levels)
3) Remove shield damage from "Tower of Stone", (If they want also add a new Tower of stone type line that has a % chance to block AOE's on group but damages shields 10-20% based on quality of spell.)
4) Do more damage by possibly reducing timers on some combat arts and adding a few Debuffs to the mob's resistance to slashing/crushing and piercing (thereby increasing the damage done by the Guardian and group)
5) Introduce a % stun resist to Hold the Line. Allow HTL to proc thru wards.
6) increase the effectiveness of offensive stance by adding a small % to proc a stun or stifle as well as increased offensive damage.
I would also like to see an 'all or nothing approach to group taunts'. Either it succeeds with all mobs, or fails with all mobs. That way you can recast it, instead of currently maybe aggroing 1 out of 5 and having to wait to recast your AOE taunt. or they can change it to have the faster recast if any mobs resists instead of the full recast if any succeed.
Finally SoE should explain what shield factor actual does since they revamped it so much. If shield factor effects avodiance then it would give a logical comparison between sheilds tiers/types. If both kite and tower give a base 10% block, shield factor should add to avodiance or at minimal spell resist or mitgation therefor a shield with a shield factor of 700 should give a set increase and a shiedl factor of 900 a higher increase. Even if it is minimal any sort of comparison and upgrade will be recommended.
Alot of the above was posted by nemi for a bit and other gaurds and non gaurds. Those sort of utility will help gaurds solo a ton better, group alot better, and increase thier tanking while also allowing for a more skillful playing.
Message Edited by Gungo on 11-02-2005 10:27 AM