First off - I have a lvl 60 CW and GF both on the Dragon server. Both characters are in full T1/T2 Epic dungeon gear.
My question/statement is to determine, in the game's current form, why anyone would actually bring a GF to T1, T2 or Castle Never dungeons?
My reasons are as such:
-Clerics provide better AoE tanking and can actually survive longer if they stand in their ring.
-GFs fully geared only get around 45-50% damage reduction, compared to that of 30-35% carried by a DC and one boss swing generally diminishes 90% of our block. So we aren't providing a huge damage reduction tanking ability.
-GF do less damage than any other class. Generally about 1/3 of the damage of rogues at the moment.
-Boss agro can generally be ping ponged between the damage dealers, whilst they are still able to produce more damage on a boss.
I continually see forum posts stating that Cryptic are moving away from the traditional Tank/DPS/Healer rolls.... So what's the point in bringing a Guardian Fighter? What is going to happen when they add additional classes and there are 7-8 classes vying for 5 party slots?
Is our roll somewhat non existent at the moment as raids have yet to be implemented?
A guildy downed 4 bosses in Castle Never with a group composition of DC/DC/R/CW/GWF.... Why bring a Guardian Fighter?
Going with a hybrid build is probably the way to go. This still allows you to tank when it is needed, and you can do competitive DPS when tanking is not required.
In T1 dungeons, I had games without a GF and a cleric, and that worked, too. People just had to CC a bit more and maybe quaff an additional potion.
See the link in my description for some builds that may be useful to you!
Fun fact: Game is still in beta. Cryptic and PW have both been very quiet when it comes to class complaints, which either means they're ignoring it completely or trying to figure out how to fix all the class issues. OR, and this is the one I'm leaning towards, D&D isn't the same as other games. Sure this is an MMORPG, but classes in D&D don't fill the same roles as other MMORPGs. Short version of this, classes are different, learn your strengths/weaknesses and learn to play off that.
Example, and I'm low level: Did Mad Dragon earlier for the second time, one shot the boss. Make up was GF, GWF, CW, CW, DC. DC had add agro because healing threat is weird, GWF and CWs essentially <font color="orange">HAMSTER</font> everything that went to the DC while I run around like chicken with head cut off holding agro on dragon. Each class has their role, people need to learn them.
I tend to look at GF as a Warlord, or combat general instead of a tank. We control, or at least try to. Anyway, check out the Master List of Class Builds. Good stuff in there.
I've read Envy's thread and he certainly is top of the line when it comes to GF advancement as a class; and, yes I do know that the game is in Beta - hence me creating this thread to try enlighten people/forum monitors/developers as to the predicament currently facing GFs.
I respect your comments in regards to 'Each class has their role, people need to learn them'. What I'm getting at is that the GFs roll can be better achieved by other classes. Your right that Cryptic and PW have been quite, however what I'm hearing when I look at every piece of PvE set gear is that we should be focusing on Defence/Deflection to mitigate damage. Which in the game's current form, isn't a worth while contribution to a 5 man party as these roles can be replaced by a few potions and efficient kiting....
I'm not sure that the role distribution is a problem. We're all used to the trinity that pretty much all MMORPGs since after Ultima Online have used, so it feels natural. But at a second glance, the reason why I always shied away from playing a tank class is that it typically locks you into that role. I don't mind off-tanking if I also get to do damage, but usually that kind of playstyle is only available in raids, and even then it's more of an illusion because the dps of off-tanks in other games is rarely competitive. (Envy's numbers look very competitive.)
Here in Neverwinter, a tank can be a full DPS member of the group, but when there is need, s/he can also tank dangerous mobs or bosses. To me, this sounds really attractive, but I understand that for experienced tank players this may not necessarily equally be as appealing.
Still, in every MMORPG with a trinity approach the tanks were the bottleneck, and if none was around, everyone had to wait for dungeons. To a lesser degree this also applies to healers, but not as much (and healers in NW are also dishing out a lot of damage). So from this perspective, I think it is a good approach to make content less dependent on having a tank/healer/dps group as it allows non-traditional group setups to work. Right now, there are very many people, but in a year or two or five, not as many folks will run the dungeons you want to get into, and then not strictly needing class X to be able to do these instances will be a very welcome feature.
All dungeons I have done were easier when there was a tank for bosses, and a healer. It's still the preferred setup, I feel, just not required in the sense that if you don't have a tank, you'll stay in town.
Comments
In T1 dungeons, I had games without a GF and a cleric, and that worked, too. People just had to CC a bit more and maybe quaff an additional potion.
See the link in my description for some builds that may be useful to you!
Example, and I'm low level: Did Mad Dragon earlier for the second time, one shot the boss. Make up was GF, GWF, CW, CW, DC. DC had add agro because healing threat is weird, GWF and CWs essentially <font color="orange">HAMSTER</font> everything that went to the DC while I run around like chicken with head cut off holding agro on dragon. Each class has their role, people need to learn them.
I tend to look at GF as a Warlord, or combat general instead of a tank. We control, or at least try to. Anyway, check out the Master List of Class Builds. Good stuff in there.
I respect your comments in regards to 'Each class has their role, people need to learn them'. What I'm getting at is that the GFs roll can be better achieved by other classes. Your right that Cryptic and PW have been quite, however what I'm hearing when I look at every piece of PvE set gear is that we should be focusing on Defence/Deflection to mitigate damage. Which in the game's current form, isn't a worth while contribution to a 5 man party as these roles can be replaced by a few potions and efficient kiting....
Here in Neverwinter, a tank can be a full DPS member of the group, but when there is need, s/he can also tank dangerous mobs or bosses. To me, this sounds really attractive, but I understand that for experienced tank players this may not necessarily equally be as appealing.
Still, in every MMORPG with a trinity approach the tanks were the bottleneck, and if none was around, everyone had to wait for dungeons. To a lesser degree this also applies to healers, but not as much (and healers in NW are also dishing out a lot of damage). So from this perspective, I think it is a good approach to make content less dependent on having a tank/healer/dps group as it allows non-traditional group setups to work. Right now, there are very many people, but in a year or two or five, not as many folks will run the dungeons you want to get into, and then not strictly needing class X to be able to do these instances will be a very welcome feature.
All dungeons I have done were easier when there was a tank for bosses, and a healer. It's still the preferred setup, I feel, just not required in the sense that if you don't have a tank, you'll stay in town.