I'd like to know what people think of the current GF Protector feat tree.
In my opinion, it is nearly useless. Stamina feats are terrible due to the base stamina duration being far too short. Protection feats are almost unnoticeable. Even the final feat is underwhelming compared to other classes. Life steal is too powerful, making conqueror the most viable tree for tanking... which is ridiculous.
The protector tree should serve to make the GF a moving fortress. A Protector GF shouldn't die, but it shouldn't be killing anything either. It should rely on aid from the party to do so, and should excel in helping them.
Players chose the GF class so they could assist other players in parties, and yet it's one of the worst classes to have in a party... seriously?
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I would like to see a few changes made to the GF to solve these issues.
For this to work, Block must be reworked. It should never be be entirely broken. Instead, it offers a constant 80% DR and CC immunity at 100% stamina. Movement speed decreases with stamina from 100% to 50% at 0% stamina. Blocking also loses CC immunity at 0% stamina, but is restored once stamina regens to 50%. CC immunity is represented by a broken and red, or solid and blue Block icon. When no longer CC immune, "Broken" will hover over the GF to let other players know. The base stamina duration is 5s, and regens in 10s. Also, like always, the GF must be facing the correct direction to block an attack or CC ability.
This gives the GF an ability on par with the other classes. Although it doesn't avoid all damage, there is no limit to how long it can be used. The penalty for using it too long prevents it from being too powerful.
Also, the Dexterity stat should give 1% Deflect Chance for every point over 10. This will further improve GF survivability.
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As for changes to the feats, here's what I would like to see:
1: Armor of Bahamut: Return 2/4/6/8/10% of damage while blocking to the attacker (before Damage Resistance is applied).
1: Plate Agility: Increase Deflect Chance by 2/4/6/8/10%.
2: Shield Defense: Gain 2/4/6/8/10 AC, and increase base Block duration by 0.2/0.4/0.6/0.8/1 second.
2a: Improved Reaction: Ferocious Reaction heals an additional 2/4/6/8/10%, and its cooldown is reduced by 20/40/60/80/100 seconds.
2b: Staying Power: Weapon Master Strike reduces Mitigation to all party member's Encounter powers by 2/4/6/8/10%, and regenerates 0.1/0.2/0.3/0.4/0.5 seconds of stamina for each target hit.
3: Shieldmaster: Increase Damage Resistance while blocking by 1/2/3/4/5%, and increase base Block duration by 0.2/0.4/0.6/0.8/1 second.
3: Brawling Warrior: Knight's Valor increases Damage Resistance by 2/4/6/8/10% for you and your party, and Enforced Threat deals 5/10/15/20/25% more damage and 20/40/60/80/100% more threat.
4: Balanced Shield Fighter: Your Shield Slam and Stab deal 4/8/12/16/20% more damage, and base Block duration is increased by 0.2/0.4/0.6/0.8/1 second.
4: Overwhelming Impact: Your Encounter powers reduce target Damage Resistance by 2/4/6/8/10% for 5s, and generate 10/20/30/40/50% more threat.
Final: Iron Guard: When hit, reduce the attacker's damage by 3% for 30 seconds and gain 1 stack of Fortitude. Maximum of 15% damage reduction. At 15 stacks of Fortitude, heal for 10% of your missing Hit Points.
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This allows for a few different builds.
PvP DPS might consider Armor of Bahamut and Improved Reaction for a mix of damage and healing.
PvP/PvE Tank could make themselves nearly unkillable, but unlikely to kill anything. Good for holding zones and tanking dozens of enemies in dungeons, or just helping newer players survive as they try to get better gear.
Party buffer could get a mix of healing, buffs, and debuffs to offer plenty of help in dungeons.
Maybe a little too powerful, but it's a start.
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Edits:
- Reduced Shieldmaster from 2-10% DR while blocking, to 1-5% DR.
- Reduced Block from 100-80% DR based on stamina, to constant 80% and move speed 100-50% based on stamina.
Post edited by stagger38 on
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Comments
klangeddinMember, NW M9 PlaytestPosts: 882Arc User
edited June 2014
Near-permanent 80% DR in PvE sounds overpowered and I do not see that being implemented honestly. Yes CC would break it, but for how long? You could just repop guard immediately and keep it up until the next CC. You could also have block all the time and dodge CC and repop block right away. While the idea is nice, you have to realize the PvE unbalance it could cause.
I do like your proposed changes about the Protector's Tree though, and I agree that as a tree it should be buffed. Most of all the Iron Guard suggestion is really nice.
I do not agree with the dexterity change, it would skew it too much in favor of DEX attribute and it would leave STR lagging behind as a tanking stat.
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stagger38Member, Neverwinter Beta UsersPosts: 28Arc User
edited June 2014
80% sounds significant, but it's really only 25% more than just standing there taking the hits. Even with 50% DR and 25% deflect (so roughly 56% effective DR), GF still die very quickly when mobbed. Perhaps a testament to how powerful lifesteal and dodges are for other classes to keep them alive. If GF are going to see any use in parties other than kiting (which is kinda lame tbh), they really do need a huge buff to survival. It shouldn't require a 18k gs GF with a DC just to tank the easier dungeons.
Perhaps my opinion is skewed by the gear I'm using though. Rounding up 10 enemies in Icewind Pass, I was down to ~50% HP by the time my block broke, whereas with 100% DR I would still be ~90% HP. I was not attacking during this, just testing survivability with the new block.
I think the 80% DR block would be excellent with the Protector feat buffs. With my suggestions, a Protector GF would have 55% DR and 30-40% Deflect (effective ~63% DR). I think that's a fair number, especially since a GF with these stats is going to have poor offensive capabilities.
Block DR definitely can't be any less than 70%, otherwise you'd just be better off attacking with whatever lifesteal you have. Could be reasonable, but I don't like having a critical component of the class become useless when it's used. It's frustrating. I would argue that the GF is more closely tied to it's ability than any other class, so it makes sense to make it an effective tool.
As for Dex vs Str, that's the point. A protector build shouldn't be speccing for damage. Maybe it makes defensive GF more powerful, but that should be expected from a defensive class.
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Edit: I do think my suggestions may make the GF slightly OP. Perhaps keep block as a constant 80% and have stamina adjust movement speed instead. Keeping my suggestion for CC.
Comments
I do like your proposed changes about the Protector's Tree though, and I agree that as a tree it should be buffed. Most of all the Iron Guard suggestion is really nice.
I do not agree with the dexterity change, it would skew it too much in favor of DEX attribute and it would leave STR lagging behind as a tanking stat.
Perhaps my opinion is skewed by the gear I'm using though. Rounding up 10 enemies in Icewind Pass, I was down to ~50% HP by the time my block broke, whereas with 100% DR I would still be ~90% HP. I was not attacking during this, just testing survivability with the new block.
I think the 80% DR block would be excellent with the Protector feat buffs. With my suggestions, a Protector GF would have 55% DR and 30-40% Deflect (effective ~63% DR). I think that's a fair number, especially since a GF with these stats is going to have poor offensive capabilities.
Block DR definitely can't be any less than 70%, otherwise you'd just be better off attacking with whatever lifesteal you have. Could be reasonable, but I don't like having a critical component of the class become useless when it's used. It's frustrating. I would argue that the GF is more closely tied to it's ability than any other class, so it makes sense to make it an effective tool.
As for Dex vs Str, that's the point. A protector build shouldn't be speccing for damage. Maybe it makes defensive GF more powerful, but that should be expected from a defensive class.
~~~
Edit: I do think my suggestions may make the GF slightly OP. Perhaps keep block as a constant 80% and have stamina adjust movement speed instead. Keeping my suggestion for CC.