1. Keep damage away from allies by forcing them to attack you.
* Threat is unmanagemable, so forcing foes to attack you is impossible, ruining tank viability.
2. Mitigate incoming damage.
* Irrelevant due to the lack of threat management. No threat = no damage incoming = no reason to have mitigation.
* Additionally, mass CC abilities like Smoke Bomb, Singularity, etc. diminish the need to have mitigation.
* Astral Shield makes everyone a tank. Even 1 is incredibly powerful. Having 2 clerics stack Astral Shield is a joke.
3. Positioning mobs
* Abilities like Singularity trivializes this job. Why have a tank worry about positioning when a good CW can just do it and deal significantly more damage in the process.
As a Guardian, i've done "fine" as a DPS in T2 content, but never been as efficient compared to the alternatives.
In addition, i didn't roll a Guardian to become a DPS, my intent was to be a tank, wich is impossible and is making it demoralizing to play a Guardian.
Aside from threat management problems, certain abilities are a pain in the *** for any tank.
My biggest pet peeve is all the displacement abilities in this game. Its like everything has a knockback mechanic attached to it.
I came from World of Warcraft, and having people Thunderstorm or Typhoon in dungeons really got on my nerves, but here its like inevitable.
Additionally, its also frustrating to see other classes do my jobs so much more efficient and easy than myself.
Control Wizards are significantly better at positioning mobs, while not having to worry about Combat Advantage, both for inc and outgoing damage.
Rogues and Clerics make mitigation a joke, with Smoke Bomb and Astral Shield.
While i can understand having alternatives to group setups. Double Cleric/Rogue and a CW is much better than a GF or GWF.
Don't get me wrong, there are some overpowered factors about Guardians aswell, especially in PvP.
But from a tanking POV, there is far to much wrong with Guardians to make them viable as tanks.
And as DPS i'm just a watered down version of other DPS. A CW, TR and even a GWF has more versatile damage distribution and control.
Post edited by imobius on
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perfectindigoMember, Neverwinter Beta UsersPosts: 0Arc User
edited June 2013
Not much to say about it; the game design does not utilize tanks for some of the reasons you mention. Neverwinter wants to fix classes, but it's still putting out fires, so it's probably not going to get to it soon. Fixing something as basic as whether tanks are needed in this type of game seems like a big challenge.
I'll try to give them the benefit of the doubt and try again when they make a class patch, but it seems like too much is broken to fix now that the game is live-ish.
The only real tank ability we have that somewhat works is Knight's Valor, which is bugged. So we're screwed even more. 50% Damage reduction is better than even two clerics, only downsides are the fact it's going to take health from you (Whenever they get around to fixing it), It bugs out and becomes unusable if you spam it too much, and it doesn't affect everyone in the party most of the time. It's really a HAMSTER shoot to see who gets buffed. When it gets fixed, I'm sure it'll be an awesome ability.
The only real tank ability we have that somewhat works is Knight's Valor, which is bugged. So we're screwed even more. 50% Damage reduction is better than even two clerics, only downsides are the fact it's going to take health from you (Whenever they get around to fixing it), It bugs out and becomes unusable if you spam it too much, and it doesn't affect everyone in the party most of the time. It's really a HAMSTER shoot to see who gets buffed. When it gets fixed, I'm sure it'll be an awesome ability.
I don't think the arsenal of Guardians is the problem per-se. Theres some alternatives between support, control and damage.
But they're still no match for 2x Astral Shield, 2x Smoke Bomb and Singularity
And when threat management is eventually fixed, what makes Guardians so interesting still?
DC + TR + CW is still a better alternative.
Comments
I'll try to give them the benefit of the doubt and try again when they make a class patch, but it seems like too much is broken to fix now that the game is live-ish.
There shouldn't be a 1+sec delay to mitigate an attack after hitting the block ability.
I don't think the arsenal of Guardians is the problem per-se. Theres some alternatives between support, control and damage.
But they're still no match for 2x Astral Shield, 2x Smoke Bomb and Singularity
And when threat management is eventually fixed, what makes Guardians so interesting still?
DC + TR + CW is still a better alternative.
Theres need for ALOT more fixing beyond threat.