This is just feedback, suggestions and glitch fixes toward improving tanky/utility Guardian Fighter as in my opinion it is not in a good spot as dps Guardian Fighter is. To be a tanky/utility Guardian Fighter you are giving up damage for survivability and utility, although you are given very low amounts of survivability and utility in comparison to the damage you could get. In my opinion Guardian Fighter needs changes that will in no way buff dps Guardian Fighter, but to simply keep the tanky and utility path on an even level. Currently you only get a very very minor mitigation boost while being given options to take aggro, intercept damage, and do no damage, where as you could just go dps Guardian Fighter and just do plenty of damage while still holding some aggro in sacrifice of utility but at least you could actually pvp too! There needs to be positives to sacrificing damage, otherwise, it becomes more of a "newbie trap" and the option to give up damage should not even be there.
(Suggestion | Glitch)
Powers:
Guarded Assault- Damage reflected needs to be increased for this to be of any use
Enforced Threat- Is not properly recovering the guard meter as it states
Mark- Should have a minimum duration of 3~5 seconds as it sometimes ends immediately after a mark is applied even when not taking a hit
Into the Fray- Should be able to be used while moving; Amount of temporary hit points given should be slightly increased; Temporary hit points not properly showing up as it states sometimes
Knight's Valor- Does not work at all sometimes during dungeons, and this happens randomly; This buff should not cancel due to daze/stun/prone; The resistance buff from paragon feat should be a part of the power at a smaller percentage and then improved further through the feat
Fighter's Recovery- Heal may be reduced a little to compensate for an increase in natural survivability
Lunging Strike- Should hit what is being targetted rather than randomly hitting the boss that is no where near the target; Animation sometimes displays twice or not at all
Threatening Rush- Should hit what is being targetted rather than randomly hitting the boss that is no where near the target; Animation will on rare occasions display twice
Guard- Blocking regenerating attacks should not heal enemies
Paragon Feats:
Shield Defense- Armor Class gained should be slightly increased
Shield Master- Should reduce guard consumption a bit more and further improve the power Shield Talent
Balanced Shield Fighter- Should be replaced by something else that adds more defense or utility
Powerful Strike- Seems to not be interrupting at all
Extra:
Stats gained from feats/paragon should not be added to gear score, in the same way stats from companions do not.
I'd love to see a small movement speed boost for Guardian Fighters. They currently have no burst movement, unlike every class, unless they are using an encounter/at-will on an enemy. This means they are always going to be bringing up the rear when walking through large dungeons, instead of heading the front. A little bit extra sustained movement would make up for this. Something like 1-2% at level 60.
They'd also benefit a lot from incorporating a similar guard system to Zelda: Ocarina of Time. Basically, you could have 2 short hops used by double tapping any direction key while guarding. They'd have a .2 second cooldown, would jump 1/3 the diameter of a Plaguechanged Maws' boulder, and would use the stamina system. This would serve to allow Guardian Fighters to better set up their guard in an optimal position. As it is now, you move too slowly to set up a lot of the time.
The key point to the hops is that they would need to be an inferior movement to walking normally, but still serve to be more reliable then dropping guard and walking a few steps back.
Comments
They'd also benefit a lot from incorporating a similar guard system to Zelda: Ocarina of Time. Basically, you could have 2 short hops used by double tapping any direction key while guarding. They'd have a .2 second cooldown, would jump 1/3 the diameter of a Plaguechanged Maws' boulder, and would use the stamina system. This would serve to allow Guardian Fighters to better set up their guard in an optimal position. As it is now, you move too slowly to set up a lot of the time.
The key point to the hops is that they would need to be an inferior movement to walking normally, but still serve to be more reliable then dropping guard and walking a few steps back.