We are improving several tanking utilities in an upcoming patch. These changes will not be going to preview today, but will be in a later build.
Lunging Strike: This power now grants 50% increased damage resistance for 3 seconds when activated.
Enforced Threat: This power now activates twice as fast.
Iron Warrior: This power now grants 30% damage resistance in addition to its other effects.
Bull Charge: This power now grants 50% increased damage resistance for 3 seconds when activated.
Villain's Menace: This power now grants 20% damage resistance in addition to its other effects.
This should make these powers a little better when looking at what belongs in your tanking lineup as well as make them easier to use in cases where burst damage comes in more frequently.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
ayyyyyyyyyyyyyyy lmao.
thanks for these. Iron Warrior is my signature move on my protector (Not main) GF.
sweet.
Elitist dooshbag
Guardian Fighter main. I will never switch to Paladin even if we're a dying breed. GF for ever!
We are improving several tanking utilities in an upcoming patch. These changes will not be going to preview today, but will be in a later build.
Lunging Strike: This power now grants 50% increased damage resistance for 3 seconds when activated.
Enforced Threat: This power now activates twice as fast.
Iron Warrior: This power now grants 30% damage resistance in addition to its other effects.
Bull Charge: This power now grants 50% increased damage resistance for 3 seconds when activated.
Villain's Menace: This power now grants 20% damage resistance in addition to its other effects.
This should make these powers a little better when looking at what belongs in your tanking lineup as well as make them easier to use in cases where burst damage comes in more frequently.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
^^^^
All these are very nice.Just one more thing to ask.can you please shorten-fasten the animation of Flourish?It is a long demand from both GWF/Gfs.It has double utility in pve/pvp as one of the few stun powers of both Fighter classes.Please if it is possible.No damage buff just a faster animation by 20-30% will do.
Weapon Master Strike from Swordmaster has received an upgrade, giving honor to its name. I praise it.
This however leaves Cleave in the dust. Weaponmaster is a straight upgrade because of it's increased range and damage, and double procs.
Cleave as a skill becomes increasingly less usefull at all because enemies just don't position themselves so well when they're big, and epic targets you want to hit instead with Crushing Surge. Group Enemies that die quickly from Cleave rather die quickly from AOE encounters. Small enemies that gather around you don't really live long enough for cleave to complete it's combo.
The only situation where Cleave is useful is in a situation like Castle Never mob pulls. But weaponmaster is better in that case...and Iron Vanguard Conquerors would rather use Crushing Surge for it's single damage potential, and Aggravating Strike (stab over shield) for a group hit, and encounters for AOE damage.
Conqueror has Cruel Cut Style [5/5 15% extra damage cleave], and has become entirally irrelevant for the Swordmaster.
Cleave needs to bring something extra to the table, preferably something complimentary to Weaponmaster Strike.
Suggestion: Cleave is a wild rampaging swing around combo attack, whilst Weaponmaster is a focused hit which gives attack bonus to at wills. Change Cleave to let each hit or each third hit (completing the combo) produce a stack(to multiple) of a self defence buff which increases Deflect or Deflect Severity for several seconds, and refreshes each time a Combo is completed again. At the very least that it would make sense for Weaponmaster strike and Cleave to be slotted on the same Bar. Perhaps each third strike of cleave could close a significant distance to the next target. You just can't hit as many with Cleave to make it useful, especially late game due to mob movement and sizes while master strike can due to range.
You could call the self buff, Reckless Abandon or Cutting Away, or Cutting Through
Final Thoughts: On live I have an Iron Vanguard Conqueror, and I invested Feat points in Cruel Cut Style. I even have Audacity of the Golden Dragon which gives bonus damage to Cleave. Yet performance wise, I never see myself slotting it. The last time I used it in a serious manner, was spellplague boss, where I tanked the adds without running away, just Villains menace, and rampaging.
Cleave needs needs something extra, to assist in it's rampaging capacity, especially if the lower defence Conqueror is going to use it, when he's wide open.
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schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited February 2015
Bug: Commander's Strike: Base damage increased by about 65%. Damage caused when allies strike the target increased by about 100%.
Somthing is wrong with this skill it got a huge dmg boost but it still hit lower then my at wills .
Feedback : I can rarely activate Jagged blade our crit chance is too low can we got at least a new armor with some crit chance?
I also dont see huge difference with the 50% weapon dmg boost my biggest hit whas 40 k with my GF and 600 k with my GWF so i dont understand where is this dmg boost.
schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited February 2015
Feedback pvp :
This is no balance PVE CW one shooting me with capped 80 % dr with owerpowered disintegration deals 143768 (179382) Arcane Damage to you with Disintegrate.
Ooo and by the way her disintegration wasnt even tabbed shild was on her tab.
Feedback pve: PVE
Renegate CW deal more then x20 dmg then conq GF i cant even hold the agro vs them ofc with the new fancy 250 % more threat and 50% more weapon dmg.
PS:
GF is dead meat i think i give up to give feedback or even try to play with this char its hopeless.
Suggestion: give us class change reroll i dont think devs have the time to balance GF before mod 6 is up-
We are improving several tanking utilities in an upcoming patch. These changes will not be going to preview today, but will be in a later build.
Lunging Strike: This power now grants 50% increased damage resistance for 3 seconds when activated.
Enforced Threat: This power now activates twice as fast.
Iron Warrior: This power now grants 30% damage resistance in addition to its other effects.
Bull Charge: This power now grants 50% increased damage resistance for 3 seconds when activated.
Villain's Menace: This power now grants 20% damage resistance in addition to its other effects.
This should make these powers a little better when looking at what belongs in your tanking lineup as well as make them easier to use in cases where burst damage comes in more frequently.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
At what point in any post either on preview forums or in the GF forums or pvp forums has a GF ever asked for more damage resistance????
There is a massive list of bugs that have yet to be addressed from the old content and a lot of continued feedback from some valiant GF end game users about lack of dps and other issues but there has never been a post about our desire for more damage resistance. So why have you decided to develop this way?? Increasing damage resistance when you still have piercing damage in the game mechanics and pvp makes the "buffs" completely moot.
Changes like these make me question if there are any devs who actually play GF.
Feedback: Cleave, all specs, but especially Iron Vanguard GFs Cleave is the only available at-will for Iron Vanguard specced GFs that can deal damage to more than one target while not guarding! Unfortunately this at-will deals poor damage and is especially inferior to Weapon Master Strike and therefore leaving Iron Vanguard GFs in a penalized position compared to Swordmaster GFs.
Cleave needs a noticable improvement, it doesn't need to outperform Weapon Master Strike, but the wide gap between those two at-wills should be reduced. I suggest to increase the range of Cleave from 5' to 8', and to increase the damage by 25%.
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
Bug: Mark Upon A fresh character copied to preview I no longer have Mark after a full respec at lvl 70. So I have a level 70 GF without its important mechanic and says I can slot a mechanic into the tab slot. This is either intended or there is a possible change coming where we have more than one mechanic power to choose from.
Bug: Griffons Wrath Rank 4 of this power only gives 1 charge to use at all times.
Bug :Guard Does not make you immune to terror enchantment(trancendal) root
Bug: Tab Mark Cleanse always removes mark especially with the new class feature that heals upon taking damage will cause mark to disappear instantly.
Suggestion: Guard Still feels very unresponsive after being cc'd this needs to be changed or else we will be in a continuous cc chain from a few classes. Please make block activate much faster its desperately needed. Example: If holding shift while cc'd it will not activate block once the cc is over and requires to be pressed again and this can cause a window where you are not cc immune and thus get cc'd again.
Suggestion: Defense This stat is our bread and butter for living in the coming mod but with the crazy amount of defense debuffs coming from terror and plague fire it will not mean much and leaves us open to so much more damage than we should be taking.
Suggestion: Defense This stat is our bread and butter for living in the coming mod but with the crazy amount of defense debuffs coming from terror and plague fire it will not mean much and leaves us open to so much more damage than we should be taking.
I have a feeling that this Mod is the death of the Conqueror, or at least the death of the very aggressive/offensive Conqueror. Take a look at the proposed DR buffs they are talking about with Iron Warrior adding +30% DR and Bull Charge adding even more. GFs are going to have to run more defensive powers to try and survive the massive amount of debuffs that will be thrown around.
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
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klangeddinMember, NW M9 PlaytestPosts: 882Arc User
I have a feeling that this Mod is the death of the Conqueror, or at least the death of the very aggressive/offensive Conqueror. Take a look at the proposed DR buffs they are talking about with Iron Warrior adding +30% DR and Bull Charge adding even more. GFs are going to have to run more defensive powers to try and survive the massive amount of debuffs that will be thrown around.
Bull Charge and Lunging Strike are not defensive powers, yet they will provide a good chunk of damage resistance for a short while. Even Line Breaker Assault is an offensive power that provides damage resistance (although very little, I admit).
Of course you can't expect an agressive/offensive Conqueror to sustain the same DR of a defensive Protector, that would be unfair, there has to be a trade-off somewhere.
If you stop linebreaker animation slightly behind the last enemy you passed, no damage occurs.
If you attempt to use linebreaker to initiate a fight, it would do no damage.
Damage only seems to occur, if you were surrounded by enemies, push Line Breaker Assault...and land square in front or on top of another enemy.
Feedback: Line Breaker Assault
Recharge for this skill, way too long. I feel like this is an extremely hard skill to pull off currently. If the above bugs are in fact design decisions, then recharge needs to be way-WAY down. Even if the bugs were fixed, I feel more like I'm waiting for a daily then an encounter, thats how long it is. This could be a staple skill for an offensive minded GF, I feel like I should stagger all the enemies my character touches when I Line Breaker Assault through.
Feedback: Commander's Strike
When applying this skill, does it only work for a singular attack? If it applies for the duration for the buff then the tooltip should say "The next attackS each ally makes..."
There is no way for an ally to really tell in battle to focus an attack on it. My suggestion is either
Place a hovering icon over the targeted enemy
Place an aura like Knights Challenge for allies over target, with perhaps Orange color.
If they are singular attack buff for allies, I would rather also give Commander's Strike Charges, just like Griffon's Wrath.
Feedback: Into the Fray
I feel like every time I use this skill with my party, I get left behind because my character is stationary when doing it. As a GF I'm slow enough as it is.
I would like to see the animation change too, more in the form of the Erinyes(Bloody Spiral skill) or big Gnoll warcry's, pointing sword in the sky yelling. If we MUST stay stationary, I would like to see bonus speedboost for self, so I can catch up with party members.
Temporary HP gained from this skill seems rather minimal as well.
If you stop linebreaker animation slightly behind the last enemy you passed, no damage occurs.
If you attempt to use linebreaker to initiate a fight, it would do no damage.
Damage only seems to occur, if you were surrounded by enemies, push Line Breaker Assault...and land square in front or on top of another enemy.
Feedback: Line Breaker Assault
Recharge for this skill, way too long. I feel like this is an extremely hard skill to pull off currently. If the above bugs are in fact design decisions, then recharge needs to be way-WAY down. Even if the bugs were fixed, I feel more like I'm waiting for a daily then an encounter, thats how long it is. This could be a staple skill for an offensive minded GF, I feel like I should stagger all the enemies my character touches when I Line Breaker Assault through.
Feedback: Commander's Strike
When applying this skill, does it only work for a singular attack? If it applies for the duration for the buff then the tooltip should say "The next attackS each ally makes..."
There is no way for an ally to really tell in battle to focus an attack on it. My suggestion is either
Place a hovering icon over the targeted enemy
Place an aura like Knights Challenge for allies over target, with perhaps Orange color.
If they are singular attack buff for allies, I would rather also give Commander's Strike Charges, just like Griffon's Wrath.
Feedback: Into the Fray
I feel like every time I use this skill with my party, I get left behind because my character is stationary when doing it. As a GF I'm slow enough as it is.
I would like to see the animation change too, more in the form of the Erinyes(Bloody Spiral skill) or big Gnoll warcry's, pointing sword in the sky yelling. If we MUST stay stationary, I would like to see bonus speedboost for self, so I can catch up with party members.
Temporary HP gained from this skill seems rather minimal as well.
Some nice feedback here, I ran into the same issues or made similar observations. Unfortunately Commander's Strike does still not provide any increased damage for allies, at least players who I tested this power with didn't notice higher damage dealt.
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schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited February 2015
Feedback : I feel my "END GAME" GF conq is underpowered i spend 5 min to kill 1 group in well of dragons .
Bug: Feat Combat Superiority and Tactical Superiority.
Combat Superiority Buff icon no longer shows up on the enemies once I started putting points into Tactical Superiority from Conqueror Paragon feats. Its hard to judge now if/when its working or not.
Feedback: Feat Combat Superiority and Tactical Superiority.
When you have 5 points into Tactical Superiority, you no longer need to get hit for Combat Superiority to work. I recommend giving us a self buff icon under our portrait to display the buff at that time, to signify that its happening.
Further more, Power points put into Combat Superiority increase self buff length time when you are hit. This gives a Conqueror no incentive whatsoever to put anything more then a single point into Combat Superiority, because the length buff is made irrelevant by Tactical Superiority 5th featpoint.
Recommendations to add extra % bonus damage per level of Combat Superiority. This would also help Protectors and Tacticians to powerpoint themselves a bit more damage when called for, just like Conquerors can powerpoint themselves for more resistances and stamina from slotted feats and encounters.
Feedback: Tide of Iron and Feat Crushing Shield.
I feel like the Shield should be used a bit more offensivly, especially with feats introduced. Now they are nothing more but tapping powers.
Threatening Rush is cool, with its lunging and it's AOE marking potential which also serves to increase DPS and Threat for you in AOE. In comparison, Tide of Iron is a lovetap which leaves a sting for future abuse.
I would like to see Tide of Iron to get a Charge attack added alongside it's tap, to give us more tools as a shield warrior. Something simular that the Crushing Wave Warriors use or the older NPCs with hard damage and/or pushback.
Otherwise, putting 5 feat points into a very infrequent lovetap is kind of dissappointing.
Feedback: Kneebreaker
I have yet to really slot this seriously in my arsenal. Mobs don't run away, so I don't have to slow them, they die easily enough of a burst. I'm not a ranged character so kiting is no strategy. Mobs that die from it, die from the burst damages sooner, because burst cooldown is also shorter. Mobs that I need to run/dodge away from come either in huge groups, or are immune to CC.
On big bosses the ticking damage might work, but they are immune to CC and I've probably slotted encounters to help the party. In Pvp burst is key OR monster DoTs, and I only seriously used it in pvp in levels 11-25...because it took up the place of enforced threat.
This skill is sitting in a very peculiar space of somewhat...irrelevancy besides nice flavor in it's current form. It needs...something. Maybe if it also disabled teleports/dodges/rolls in the duration, then it might be useful in pvp. Or drains/stops any stamina regeneration.
Feedback: Supremacy of Steel
The Anvil of Doom nerfbat upon this daily truelly killed its use. The one time this skill comes to its best is when being surrounded by an army, and thats the one time you do not want to be without Action points.
The cause of this skills overuse were the glyphs combined with reflects, and the previous massive AP generated from Knights Valor, but that you get NO Ap from any damage generated from this skill is just wrong.
I'de like to see it's AP generation restored, but if thats not under consideration, its activation costs reduced to compensate for no AP generated at all.
I feel like it also needs an audio cue when it's duration is ending, so you don't waste it's second activation attack.
Feedback: Feat Menacing Impact
I have yet to see anyone finding it worthwhile for to slot featpoints into this bonus. It's returns for 5 feat points are quite minimal. Overwhelming Impact Feat from the Protector tree might actually end up more damaging, because it lowers resistances.
Feedback: Enforced Threat's Quicker activation.
It's great, I love its change. Saves me headaches for when time between SPLAT and block button is too long. The only issue I have is that the sped up animation looks silly like a Benny hill movie. Unlike a swordswing, this is a full bodied smack on the shield.
Feedback: Frontline Surge
The use of it in pvp, when it still could prone was possibly too much but...one of big reasons I also used it as a GF, was to push people away so I could revive them or prevent them from getting to an ally. It only stuns now, I would like to see at least pushback return so I can push people away from trying to deathblow a teammate.
Feedback: Feat Pin Down, Reinforced Surge
Prone duration's are negligable at best, shorter then an elevated heartbeat. If Pin Down was +.3 seconds duration for all CC skills, only then it might be interesting, but still quite not enough.
This actually isn't a nerf to the overall throughput of the Tenebrous. The cooldown and value of any number from one to seven Tenebrous enchantments remains 100% unchanged.
What did change however is their burst potential.
Originally they could all fire simultaneously, providing an incredible burst of damage before going on cooldown. Now multiple tenebrous will fire sequentially while still maintaining their unique cooldowns. This reduces their burst threat while making them a fairly flat DPS boost. This puts them roughly in line with Radiants in *most cases* (read: Tanks will probably still find them to be a better dps boost overall).
Feedback Tenebrous : So if i understand right this shoud only help classes (SW/TR/DC/CW) with many dots and make x7 Tenebrous as a dot enchant .
But GF dont have dots (only Kneebreaker its total usless for agro/theat managment cuz it only effect "single target").
So i think this will help GF and any tank to manage better agro/theat if it where so.
With x7 Tenebrous (must have 100% proc chance to any Tenebrous enchant) then first enchant activated 4 sec delay another 100% proc chance 4 sec delay etc etc....
after last activation is done the total time to load out x7 Tenebrous is 28 sec (itc is 30 sec ) so you wait another 2 sec then the Tenebrous will reprocc agan.
This will make Tenebrous a viable enchant for tanks of NW.
IF not just undo this change it will make dps(dot) classes even more powerfull and tanks even more unattractive. Ppl i know already made they decision to abadon they GF's and sentinels its simply not rewarding.
They go day to day to prev and see GF/Paladin/Sentinel more and more uderperforming ...
The new HP stat maked tanks even less more attractive cuz ranged classes have now 100-130 k hp +high defensive abilities like shild dodge or full heals , the difference is now minimal vs warriors .
Bug:Feats Jagged Blades, Crushing Shield, Unshakable Line, Devoted Protector, United, and Rousing Speech Still classified as class features, cannot be slotted, and do not display buff icons.
We are improving several tanking utilities in an upcoming patch. These changes will not be going to preview today, but will be in a later build.
Lunging Strike: This power now grants 50% increased damage resistance for 3 seconds when activated.
Enforced Threat: This power now activates twice as fast.
Iron Warrior: This power now grants 30% damage resistance in addition to its other effects.
Bull Charge: This power now grants 50% increased damage resistance for 3 seconds when activated.
Villain's Menace: This power now grants 20% damage resistance in addition to its other effects.
This should make these powers a little better when looking at what belongs in your tanking lineup as well as make them easier to use in cases where burst damage comes in more frequently.
Thank you all for your continued feedback!
Chris "Gentleman Crush" Meyer
^^^^
Lunging ,and Bull charge are mainly pvp powers.
By giving them DR increase you will make them BiS for pvp GFs ,leaving other single damage encounters in dust.
Suggestion:
Add the same effect of increased DR for 3 -5 secs to Griffon's ,Knee Breaker ,and Flourish.
In addition,Griffon's need a buff.0.75 sec stun to players is minimal.TR/HRs break free even if you are on them and you have hit them with GW.They get free from second stun cause of deflect/c resist.
Increase the stun effect of GW to 3 sec per charge i pve,1.5 secs on players.
Reduce it's cooldawn time.
Increase 20% its damage.
Suggestion:
Shorten the animation of Flourish!!!
Increase it's damage.
Shorten the animation of Villain's Menace .
Add more temp Hp to ITF and Iron Warrior.
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schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
edited March 2015
Feedback Tenebrous change:
So i made some test.
I was rigth with GF using single target dmg after 28-30 sec i got 1 Tenebrous proc.
With HR careful attack + ligthning enchant +red dragon glyph i got almost instant Tenebrous proc the delay was around 1-2 sec .
This change not help any warrior class its a huge nerf and give again advantage to CW/HR/SW/DC cuz they have mutliple dots and huge hp pool.
Undo this change or make it 100 % proc and each proc have 4 sec delay as i suggested.
This will only hurt warriors .
With the old Tenebrous mechanic at least it was balanced.
Gf is very slow. He walks very slow and his animations are slow. Gf should be a vanguard and not a latecomer. Why not make him a little bit faster. And dont say people in heavy armor must be slow, thats a hollywood myth.
Check your damage of any skill, before slotting combat superiority with the tactical superiority feat, then slot it and check again. The damage addon when slotted is permanent, since beta already.
In my opinion, they should just alter the tooltip and remove the added time bonus from the feat and call it a day. Us GF are severely lacking damage, due to the several nerfs in the past already, anyway.
It's more about inconsistency. One moment you see that theres an effect with the buff, upgrading a bit of the feat and it's gone. I know it works....as I said it's just hard to judge whether it works. Doing extensive dps testing to just see if your 10% feat works in live is a bit inane.
Tenebrous is the wrong enchantment for GF. GF in mod 6 have to stack crit, since that is a stat which is unobtainable through attribute points, such as i.e. Dexterity. Unless you are planning on running around with 10% crit, which i don't.
We have 7 offensive slot so slotting all on azurs will give y 7800 crit chance the maximum crit chance GF can reach is 19,5 +10 from conq cap +3 % weapon master total 32,5 % this is a joke .
Also just to inform y GF dont have crit stat on gears also gf have low recovery and armor penetration on her gears .
But the worst thing is with end game gear i have from 60,5% DR on lvl 70 ->28,5 % DR.
So i also forced to build on all defensive slot azurs so 7800 defense =19,5 % DR i will hardly reach what i have lost . So you must now chose have bigger hp pool and low DR or have 28,5 % more deflect and low HP low DR or you have normal DR and low hp +low deflect.
Feedback So summarize : GF have limited options now Tene is not an option .
We a striped from our solid dps (Tenebrous+cri chance) and stiped our base defensive mechanism (defense /deflect/ regeneration ).
I cant even imagine what will bosses do to us like Garakas he can hit out GWF with 40-50 k hp 80 % dr on all her attack(in live).
Garakas do around 400-300 k DMG (in live)what will he do in lvl 71 1.8 mill-1.6 mill ? GFs will be oneshoted with block?
Cuz nomal mobs hit like a mad truck i almost died in WotD doing daly quests and it take me 5 min to kill 5 mobs.
I cant even imagine paladin can survive this hit, he cant even survive crabs attack w/o daly.
I dont get why we need to be worst and worst by each modul.
I just dont know what to do now dear devs if you read this can you point 1 tank out hou can hold agro easly and suvive monster burst
options are GWF sentinel /GF / Paladin protector.
During the paladin livestream gentlemancrush explained why they made the changes to LS and regeneration.
Currently you dont need a healer for any of the content and they want to change the gameplay to a more traditional style. Tank, healer, CC and dps.
What i dont understand where is the tank ?
Cuz i only see real buffs to CWs/Hrs/TRs.
I play nothing but GF, since the game launched, mate. GF does in fact have armor and weapons that give crit, they are not BiS, though. Back on topic, you have to consider all the boons, armor kits, artifacts and companions and glyphs, not just offensive slots in your equipment. If you have a black dragon ioun stone it is even better.
Currently i could theoretically reach 55% crit on live. With better stats on our items in mod 6, i can see 40% crit rate as possible, if one does not spec for anything else.
http://neverwinter.gamepedia.com/Collection/Epic_Equipment_%28Guardian_Fighter%29
T1 armor sets dont have crit stat T2 dont have too (only timless (4th set bonus) and they defensive stat are super low T2.5 dont have crit stat T3 dont have too PVP sets dont have crit stat.
+ Draconic/draconic templar sets dont have crit stat too.
I dont know what are you talking about you cannot play whit min recovery and min arp .
You need at least 4000 arp and 3000 recovery to hit the min .
Also guard gain got heavy nerf , you need to build stamina gain too.
Greater Armor kits can give you total 800 stat = 2 % crit chance.
Comments
ayyyyyyyyyyyyyyy lmao.
thanks for these. Iron Warrior is my signature move on my protector (Not main) GF.
sweet.
Guardian Fighter main. I will never switch to Paladin even if we're a dying breed. GF for ever!
Main alts: Great Weapon Fighter, Control Wizard.
^^^^
All these are very nice.Just one more thing to ask.can you please shorten-fasten the animation of Flourish?It is a long demand from both GWF/Gfs.It has double utility in pve/pvp as one of the few stun powers of both Fighter classes.Please if it is possible.No damage buff just a faster animation by 20-30% will do.
Weapon Master Strike from Swordmaster has received an upgrade, giving honor to its name. I praise it.
This however leaves Cleave in the dust. Weaponmaster is a straight upgrade because of it's increased range and damage, and double procs.
Cleave as a skill becomes increasingly less usefull at all because enemies just don't position themselves so well when they're big, and epic targets you want to hit instead with Crushing Surge. Group Enemies that die quickly from Cleave rather die quickly from AOE encounters. Small enemies that gather around you don't really live long enough for cleave to complete it's combo.
The only situation where Cleave is useful is in a situation like Castle Never mob pulls. But weaponmaster is better in that case...and Iron Vanguard Conquerors would rather use Crushing Surge for it's single damage potential, and Aggravating Strike (stab over shield) for a group hit, and encounters for AOE damage.
Conqueror has Cruel Cut Style [5/5 15% extra damage cleave], and has become entirally irrelevant for the Swordmaster.
Cleave needs to bring something extra to the table, preferably something complimentary to Weaponmaster Strike.
Suggestion: Cleave is a wild rampaging swing around combo attack, whilst Weaponmaster is a focused hit which gives attack bonus to at wills. Change Cleave to let each hit or each third hit (completing the combo) produce a stack(to multiple) of a self defence buff which increases Deflect or Deflect Severity for several seconds, and refreshes each time a Combo is completed again. At the very least that it would make sense for Weaponmaster strike and Cleave to be slotted on the same Bar. Perhaps each third strike of cleave could close a significant distance to the next target. You just can't hit as many with Cleave to make it useful, especially late game due to mob movement and sizes while master strike can due to range.
You could call the self buff, Reckless Abandon or Cutting Away, or Cutting Through
Final Thoughts: On live I have an Iron Vanguard Conqueror, and I invested Feat points in Cruel Cut Style. I even have Audacity of the Golden Dragon which gives bonus damage to Cleave. Yet performance wise, I never see myself slotting it. The last time I used it in a serious manner, was spellplague boss, where I tanked the adds without running away, just Villains menace, and rampaging.
Cleave needs needs something extra, to assist in it's rampaging capacity, especially if the lower defence Conqueror is going to use it, when he's wide open.
Somthing is wrong with this skill it got a huge dmg boost but it still hit lower then my at wills .
Feedback : I can rarely activate Jagged blade our crit chance is too low can we got at least a new armor with some crit chance?
I also dont see huge difference with the 50% weapon dmg boost my biggest hit whas 40 k with my GF and 600 k with my GWF so i dont understand where is this dmg boost.
This is no balance PVE CW one shooting me with capped 80 % dr with owerpowered disintegration deals 143768 (179382) Arcane Damage to you with Disintegrate.
Ooo and by the way her disintegration wasnt even tabbed shild was on her tab.
Feedback pve:
PVE
Renegate CW deal more then x20 dmg then conq GF i cant even hold the agro vs them ofc with the new fancy 250 % more threat and 50% more weapon dmg.
PS:
GF is dead meat i think i give up to give feedback or even try to play with this char its hopeless.
Suggestion: give us class change reroll i dont think devs have the time to balance GF before mod 6 is up-
At what point in any post either on preview forums or in the GF forums or pvp forums has a GF ever asked for more damage resistance????
There is a massive list of bugs that have yet to be addressed from the old content and a lot of continued feedback from some valiant GF end game users about lack of dps and other issues but there has never been a post about our desire for more damage resistance. So why have you decided to develop this way?? Increasing damage resistance when you still have piercing damage in the game mechanics and pvp makes the "buffs" completely moot.
Changes like these make me question if there are any devs who actually play GF.
Cleave is the only available at-will for Iron Vanguard specced GFs that can deal damage to more than one target while not guarding! Unfortunately this at-will deals poor damage and is especially inferior to Weapon Master Strike and therefore leaving Iron Vanguard GFs in a penalized position compared to Swordmaster GFs.
Cleave needs a noticable improvement, it doesn't need to outperform Weapon Master Strike, but the wide gap between those two at-wills should be reduced. I suggest to increase the range of Cleave from 5' to 8', and to increase the damage by 25%.
Upon A fresh character copied to preview I no longer have Mark after a full respec at lvl 70. So I have a level 70 GF without its important mechanic and says I can slot a mechanic into the tab slot. This is either intended or there is a possible change coming where we have more than one mechanic power to choose from.
Excuse the poor image its the NPCs that have "block" except theirs creates a blue "force field" like animation when the character is blocking.
This would be an AWESOME addition and its ALREADY in the system, just copy it over.
Rank 4 of this power only gives 1 charge to use at all times.
Bug :Guard
Does not make you immune to terror enchantment(trancendal) root
Bug: Tab Mark
Cleanse always removes mark especially with the new class feature that heals upon taking damage will cause mark to disappear instantly.
Suggestion: Guard
Still feels very unresponsive after being cc'd this needs to be changed or else we will be in a continuous cc chain from a few classes. Please make block activate much faster its desperately needed. Example: If holding shift while cc'd it will not activate block once the cc is over and requires to be pressed again and this can cause a window where you are not cc immune and thus get cc'd again.
Suggestion: Defense
This stat is our bread and butter for living in the coming mod but with the crazy amount of defense debuffs coming from terror and plague fire it will not mean much and leaves us open to so much more damage than we should be taking.
I have a feeling that this Mod is the death of the Conqueror, or at least the death of the very aggressive/offensive Conqueror. Take a look at the proposed DR buffs they are talking about with Iron Warrior adding +30% DR and Bull Charge adding even more. GFs are going to have to run more defensive powers to try and survive the massive amount of debuffs that will be thrown around.
Bull Charge and Lunging Strike are not defensive powers, yet they will provide a good chunk of damage resistance for a short while. Even Line Breaker Assault is an offensive power that provides damage resistance (although very little, I admit).
Of course you can't expect an agressive/offensive Conqueror to sustain the same DR of a defensive Protector, that would be unfair, there has to be a trade-off somewhere.
If you stop linebreaker animation slightly behind the last enemy you passed, no damage occurs.
If you attempt to use linebreaker to initiate a fight, it would do no damage.
Damage only seems to occur, if you were surrounded by enemies, push Line Breaker Assault...and land square in front or on top of another enemy.
Feedback: Line Breaker Assault
Recharge for this skill, way too long. I feel like this is an extremely hard skill to pull off currently. If the above bugs are in fact design decisions, then recharge needs to be way-WAY down. Even if the bugs were fixed, I feel more like I'm waiting for a daily then an encounter, thats how long it is. This could be a staple skill for an offensive minded GF, I feel like I should stagger all the enemies my character touches when I Line Breaker Assault through.
Feedback: Commander's Strike
When applying this skill, does it only work for a singular attack? If it applies for the duration for the buff then the tooltip should say "The next attackS each ally makes..."
There is no way for an ally to really tell in battle to focus an attack on it. My suggestion is either
If they are singular attack buff for allies, I would rather also give Commander's Strike Charges, just like Griffon's Wrath.
Feedback: Into the Fray
I feel like every time I use this skill with my party, I get left behind because my character is stationary when doing it. As a GF I'm slow enough as it is.
I would like to see the animation change too, more in the form of the Erinyes(Bloody Spiral skill) or big Gnoll warcry's, pointing sword in the sky yelling. If we MUST stay stationary, I would like to see bonus speedboost for self, so I can catch up with party members.
Temporary HP gained from this skill seems rather minimal as well.
Some nice feedback here, I ran into the same issues or made similar observations. Unfortunately Commander's Strike does still not provide any increased damage for allies, at least players who I tested this power with didn't notice higher damage dealt.
I feel my "END GAME" GF conq is underpowered i spend 5 min to kill 1 group in well of dragons .
Combat Superiority Buff icon no longer shows up on the enemies once I started putting points into Tactical Superiority from Conqueror Paragon feats. Its hard to judge now if/when its working or not.
Feedback: Feat Combat Superiority and Tactical Superiority.
When you have 5 points into Tactical Superiority, you no longer need to get hit for Combat Superiority to work. I recommend giving us a self buff icon under our portrait to display the buff at that time, to signify that its happening.
Further more, Power points put into Combat Superiority increase self buff length time when you are hit. This gives a Conqueror no incentive whatsoever to put anything more then a single point into Combat Superiority, because the length buff is made irrelevant by Tactical Superiority 5th featpoint.
Recommendations to add extra % bonus damage per level of Combat Superiority. This would also help Protectors and Tacticians to powerpoint themselves a bit more damage when called for, just like Conquerors can powerpoint themselves for more resistances and stamina from slotted feats and encounters.
Feedback: Tide of Iron and Feat Crushing Shield.
I feel like the Shield should be used a bit more offensivly, especially with feats introduced. Now they are nothing more but tapping powers.
Threatening Rush is cool, with its lunging and it's AOE marking potential which also serves to increase DPS and Threat for you in AOE. In comparison, Tide of Iron is a lovetap which leaves a sting for future abuse.
I would like to see Tide of Iron to get a Charge attack added alongside it's tap, to give us more tools as a shield warrior. Something simular that the Crushing Wave Warriors use or the older NPCs with hard damage and/or pushback.
Otherwise, putting 5 feat points into a very infrequent lovetap is kind of dissappointing.
Feedback: Kneebreaker
I have yet to really slot this seriously in my arsenal. Mobs don't run away, so I don't have to slow them, they die easily enough of a burst. I'm not a ranged character so kiting is no strategy. Mobs that die from it, die from the burst damages sooner, because burst cooldown is also shorter. Mobs that I need to run/dodge away from come either in huge groups, or are immune to CC.
On big bosses the ticking damage might work, but they are immune to CC and I've probably slotted encounters to help the party. In Pvp burst is key OR monster DoTs, and I only seriously used it in pvp in levels 11-25...because it took up the place of enforced threat.
This skill is sitting in a very peculiar space of somewhat...irrelevancy besides nice flavor in it's current form. It needs...something.
Maybe if it also disabled teleports/dodges/rolls in the duration, then it might be useful in pvp. Or drains/stops any stamina regeneration.
Feedback: Supremacy of Steel
The Anvil of Doom nerfbat upon this daily truelly killed its use. The one time this skill comes to its best is when being surrounded by an army, and thats the one time you do not want to be without Action points.
The cause of this skills overuse were the glyphs combined with reflects, and the previous massive AP generated from Knights Valor, but that you get NO Ap from any damage generated from this skill is just wrong.
I'de like to see it's AP generation restored, but if thats not under consideration, its activation costs reduced to compensate for no AP generated at all.
I feel like it also needs an audio cue when it's duration is ending, so you don't waste it's second activation attack.
Feedback: Feat Menacing Impact
I have yet to see anyone finding it worthwhile for to slot featpoints into this bonus. It's returns for 5 feat points are quite minimal. Overwhelming Impact Feat from the Protector tree might actually end up more damaging, because it lowers resistances.
Feedback: Enforced Threat's Quicker activation.
It's great, I love its change. Saves me headaches for when time between SPLAT and block button is too long. The only issue I have is that the sped up animation looks silly like a Benny hill movie. Unlike a swordswing, this is a full bodied smack on the shield.
Feedback: Frontline Surge
The use of it in pvp, when it still could prone was possibly too much but...one of big reasons I also used it as a GF, was to push people away so I could revive them or prevent them from getting to an ally. It only stuns now, I would like to see at least pushback return so I can push people away from trying to deathblow a teammate.
Feedback: Feat Pin Down, Reinforced Surge
Prone duration's are negligable at best, shorter then an elevated heartbeat. If Pin Down was +.3 seconds duration for all CC skills, only then it might be interesting, but still quite not enough.
Feedback Tenebrous :
So if i understand right this shoud only help classes (SW/TR/DC/CW) with many dots and make x7 Tenebrous as a dot enchant .
But GF dont have dots (only Kneebreaker its total usless for agro/theat managment cuz it only effect "single target").
So i think this will help GF and any tank to manage better agro/theat if it where so.
With x7 Tenebrous (must have 100% proc chance to any Tenebrous enchant) then first enchant activated 4 sec delay another 100% proc chance 4 sec delay etc etc....
after last activation is done the total time to load out x7 Tenebrous is 28 sec (itc is 30 sec ) so you wait another 2 sec then the Tenebrous will reprocc agan.
This will make Tenebrous a viable enchant for tanks of NW.
IF not just undo this change it will make dps(dot) classes even more powerfull and tanks even more unattractive. Ppl i know already made they decision to abadon they GF's and sentinels its simply not rewarding.
They go day to day to prev and see GF/Paladin/Sentinel more and more uderperforming ...
The new HP stat maked tanks even less more attractive cuz ranged classes have now 100-130 k hp +high defensive abilities like shild dodge or full heals , the difference is now minimal vs warriors .
Still classified as class features, cannot be slotted, and do not display buff icons.
^^^^
Lunging ,and Bull charge are mainly pvp powers.
By giving them DR increase you will make them BiS for pvp GFs ,leaving other single damage encounters in dust.
Suggestion:
Add the same effect of increased DR for 3 -5 secs to Griffon's ,Knee Breaker ,and Flourish.
In addition,Griffon's need a buff.0.75 sec stun to players is minimal.TR/HRs break free even if you are on them and you have hit them with GW.They get free from second stun cause of deflect/c resist.
Increase the stun effect of GW to 3 sec per charge i pve,1.5 secs on players.
Reduce it's cooldawn time.
Increase 20% its damage.
Suggestion:
Shorten the animation of Flourish!!!
Increase it's damage.
Shorten the animation of Villain's Menace .
Add more temp Hp to ITF and Iron Warrior.
So i made some test.
I was rigth with GF using single target dmg after 28-30 sec i got 1 Tenebrous proc.
With HR careful attack + ligthning enchant +red dragon glyph i got almost instant Tenebrous proc the delay was around 1-2 sec .
This change not help any warrior class its a huge nerf and give again advantage to CW/HR/SW/DC cuz they have mutliple dots and huge hp pool.
Undo this change or make it 100 % proc and each proc have 4 sec delay as i suggested.
This will only hurt warriors .
With the old Tenebrous mechanic at least it was balanced.
It's more about inconsistency. One moment you see that theres an effect with the buff, upgrading a bit of the feat and it's gone. I know it works....as I said it's just hard to judge whether it works. Doing extensive dps testing to just see if your 10% feat works in live is a bit inane.
We have 7 offensive slot so slotting all on azurs will give y 7800 crit chance the maximum crit chance GF can reach is 19,5 +10 from conq cap +3 % weapon master total 32,5 % this is a joke .
Also just to inform y GF dont have crit stat on gears also gf have low recovery and armor penetration on her gears .
But the worst thing is with end game gear i have from 60,5% DR on lvl 70 ->28,5 % DR.
So i also forced to build on all defensive slot azurs so 7800 defense =19,5 % DR i will hardly reach what i have lost . So you must now chose have bigger hp pool and low DR or have 28,5 % more deflect and low HP low DR or you have normal DR and low hp +low deflect.
Feedback
So summarize : GF have limited options now Tene is not an option .
We a striped from our solid dps (Tenebrous+cri chance) and stiped our base defensive mechanism (defense /deflect/ regeneration ).
I cant even imagine what will bosses do to us like Garakas he can hit out GWF with 40-50 k hp 80 % dr on all her attack(in live).
Garakas do around 400-300 k DMG (in live)what will he do in lvl 71 1.8 mill-1.6 mill ? GFs will be oneshoted with block?
Cuz nomal mobs hit like a mad truck i almost died in WotD doing daly quests and it take me 5 min to kill 5 mobs.
I cant even imagine paladin can survive this hit, he cant even survive crabs attack w/o daly.
I dont get why we need to be worst and worst by each modul.
I just dont know what to do now dear devs if you read this can you point 1 tank out hou can hold agro easly and suvive monster burst
options are GWF sentinel /GF / Paladin protector.
During the paladin livestream gentlemancrush explained why they made the changes to LS and regeneration.
Currently you dont need a healer for any of the content and they want to change the gameplay to a more traditional style. Tank, healer, CC and dps.
What i dont understand where is the tank ?
Cuz i only see real buffs to CWs/Hrs/TRs.
http://neverwinter.gamepedia.com/Collection/Epic_Equipment_%28Guardian_Fighter%29
T1 armor sets dont have crit stat T2 dont have too (only timless (4th set bonus) and they defensive stat are super low T2.5 dont have crit stat T3 dont have too PVP sets dont have crit stat.
+ Draconic/draconic templar sets dont have crit stat too.
I dont know what are you talking about you cannot play whit min recovery and min arp .
You need at least 4000 arp and 3000 recovery to hit the min .
Also guard gain got heavy nerf , you need to build stamina gain too.
Greater Armor kits can give you total 800 stat = 2 % crit chance.