GWF has a higher AC and usually more hitpoints than a rogue. People really need to stop thinking of them as a Striker, because this is not their intended role. They're just a higher DPS variant of a Defender. Splash damage, CC, threat for off-tanking. With that said, they can still be specced to do some nice damage. And since it's so common of a fault of new players to think of them (justifiably) as a Striker, the Devs will probably shift them toward that role with updates to keep players happy, who will never be satisfied until their name appears top of the DPS charts, even against TR competition.
I quite like the GWF. They'll always have more (passive) survivability than a rogue and they seem to draw a lot of aggro that they're capable of dealing with. It's good fun at 60.
The advantage of a chain/scale fighter over a full plate one in PnP 4th Edition is that of mobility.
You sacrifice some AC for speed, use encounters and utilities (or a Badge of the Berserker) that let you move without taking attack of opportunity and have reach or good pull/push abilities (preferably both) This way you can always reach mobs that are attacking other party members and depending on how your medium armor fighter is built you either deal a lot of damage to targets ignoring you or you have control effects to keep them from attacking your allies.
The way the devs implemented both fighters has their abilities mixed up all over the place, AoE taunt shouts in the mobile fighter and an at-will charge in the heavy armor fighter. It seems very odd to me, they should have a look at the build optimization forums at WotC's website figure out what powers belong on a GWF and which belong on a heavy armor fighter and which powers belong in both.
I feel the implementation of GWF in Neverwinter fails to achieve the feel of a mobile fighter entirely.
Both fighters have a leap in their first 3 encounter powers, but the GWF does not actually start to feel like a mobile fighter until they get Punishing Charge all the way at level 45.
The way a GWF should work to emulate one played in PnP D&D4th is:
You smack the boss for a bit to gain aggro then dash away and attack some adds, the boss will be chasing after you but not actually attacking you. After hitting on the adds for a bit you need to turn and hit the boss some more so you don't lose aggro, then you dash away again and thus rinse and repeat.
Instead of managing a block meter, a GWF tanks by kiting and managing aggro.
But the problem is that is not how the GWF is implemented in Neverwinter, I actually have no idea what their intended gameplay is supposed to be like before Punishing Charge... just stand there and spam AoE?
Other classes can AoE better...
This is only beta and I really hope they take the time they have left to change the abilities on both the fighters quite a bit.
Comments
I quite like the GWF. They'll always have more (passive) survivability than a rogue and they seem to draw a lot of aggro that they're capable of dealing with. It's good fun at 60.
You sacrifice some AC for speed, use encounters and utilities (or a Badge of the Berserker) that let you move without taking attack of opportunity and have reach or good pull/push abilities (preferably both) This way you can always reach mobs that are attacking other party members and depending on how your medium armor fighter is built you either deal a lot of damage to targets ignoring you or you have control effects to keep them from attacking your allies.
The way the devs implemented both fighters has their abilities mixed up all over the place, AoE taunt shouts in the mobile fighter and an at-will charge in the heavy armor fighter. It seems very odd to me, they should have a look at the build optimization forums at WotC's website figure out what powers belong on a GWF and which belong on a heavy armor fighter and which powers belong in both.
I feel the implementation of GWF in Neverwinter fails to achieve the feel of a mobile fighter entirely.
Both fighters have a leap in their first 3 encounter powers, but the GWF does not actually start to feel like a mobile fighter until they get Punishing Charge all the way at level 45.
The way a GWF should work to emulate one played in PnP D&D4th is:
You smack the boss for a bit to gain aggro then dash away and attack some adds, the boss will be chasing after you but not actually attacking you. After hitting on the adds for a bit you need to turn and hit the boss some more so you don't lose aggro, then you dash away again and thus rinse and repeat.
Instead of managing a block meter, a GWF tanks by kiting and managing aggro.
But the problem is that is not how the GWF is implemented in Neverwinter, I actually have no idea what their intended gameplay is supposed to be like before Punishing Charge... just stand there and spam AoE?
Other classes can AoE better...
This is only beta and I really hope they take the time they have left to change the abilities on both the fighters quite a bit.