Hey Guardian Fighters,
There aren’t a ton of changes for M15 but we have some quality of life fixes and a couple of minor adjustments to powers. Griffon’s wrath should now be highly encouraged to use all 3 charges in a row and no longer accidentally cast an additional 1-2 times. The other major fix is with Jagged Blades, it was applying the DoT to only the first target hit by powers and it would reset the DoT timer when re-applied. We reduced the damage on this because these two fixes are going to make it much better overall.
Baseline
- Block: Now requires 10% of your stamina bar to activate (down from 20%)
- Mark: This power should no longer be interrupted by other powers
- Mark: This power should now cast slightly faster
- Griffon's Wrath (Reworked): This power can be used up to 3 times before going on cooldown. If you haven't used the power in the last 16 seconds (affected by recharge speed) then the cooldown will automatically be refreshed.
- Griffon's Wrath: Recharge time increased to 16 seconds (up from 12 / charge)
- Griffon's Wrath: Fixed an issue where this power could be cast an additional 1-2 times
- Steel Blitz (Revamped): Chance to proc reduced to 15% (down from 25%)
- Steel Blitz: Damage reduced to 50% weapon damage (from 60%)
- Steel Blitz: Damage no longer increases with each rank-up
- Steel Blitz: Chance to proc now increases by 5% per rank
- Steel Blitz: This power can now critically strike
- Steel Blitz: Fixed an issue where some buffs weren't correctly affecting Steel Blitz
Feats
- Jagged Blades (Revamped): Now deals 100/200/300/400/500% of your weapon damage over 10 seconds (down from 150/300/450/600/750%)
- Jagged Blades: Fixed an issue where the DoT was only applied to the first target hit
- Jagged Blades: Fixed an issue where the DoT timer would be reset when re-applied
Comments
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
-the standard block where it block 80% of the dmg
and the new perfect block where it block at the last second before the bos attack and it completely nullified any dmg and debuff.
-enduring warrior -> Hold the line.
every perfect block allies and you gain 2% flat dmg stack to 10 times, increase gf aggro by 10% each stack. and the buff last 30 second.
this may not be enough to compete with OP facetank+ buff but at least it can compete with OP tanking in game.
GF need to sacrifice the party buff for tank spec. at current gameplay and very few gf player can tank and buff party even at T4 dungeon.
Still most of the changes I've reviewed so far I've been mostly pleasantly surprised with. Having said that I think perhaps your comments above @kiraskytower is likely a very FAIR and reasonable ASK! Hopefully the DEV above can take that ONE piece of feedback to M.K. and maybe see about a few slight additional BUFF's to GF TANK builds in a future PREVIEW release before MOD 15 goes live for sure!
Perhaps one advantage GF have, is the ability to hold their shield up being Immune, while they also attack & deflect at the same time, then can again switch to full attack or defensive abilities to aid them based on what encounters, dailies or at-wils they have prepared ready to use. Many GF Daily's abilities can also extend their Tanking abilities yet I still think your ASK is still a *very* fair & likely would be greatly supported by most Guardian Fighter's as being a reasonable ask to make!
So let's HOPE they reconsider a few enhancements to the GF TANK Feat Path or Defender Builds.
Especially on a Conqueror build, so as long as the Conqueror related feat nerfed basic shielding (something like: basic guarding reduces incoming damage only by 15%) and/or made the feat unspammable (meaning: put an ICD if a perfect shield is missed so you don't have players constantly spamming shield).
That way, there's a clear difference between Conquerors that can perfect shield (very tanky, but offset by the need to have amazing timing) vs Conquerors that cannot perfect shield (aka: paper thin defenses).
Though I think this idea would be flat out unfair to players with poor internet connection...
Will this resolve a glitch with Enforced Threat causing ghost marking?
Guild--And the Imaginary Friends
Could we get some information why theese changes are made? I understand the bug fixes, but why the nerfs?
What are the purpose of them? As today GF tanks arent diserable in groups, so almost everyone makes a dps build instead, and now it get nerfed. Why arent there any changes to make GF as a tank more attractive in the game?
Fredric
As a result of above issue, there's actually no way to know for a new player that the charges reset even if you haven't used all of them. A charge counter or a cooldown counter after using 1 charge would solve that issue.
Really bad changes. Remove 3x griffons and put only one charge if you really want ballance. Also give some love to tactician and protector path. Inspiring leader giving 5% more to ITF? Must be at least 60% more to compete with OP's aura of courage + triple bane. Pls buff Inspiring leader or nerf aura of courage + banes.
If you need to block right before you commit to GW, you will have 2 charges available despite not using the power. You also won't know that's the case because there's no cooldown or charge indicator.
Edit: Even when commiting 3 charges, one of it might not register perhaps due to lag, which might be related to issue reported by @peregr1nus
Sometimes one hit of GW consumes 2 charges (you can see 2xGW miniicon on buff bar) and results in only 2 GW hits instead of full 3.
Enforced Threat: causes character to perform the Marking animation, even though no Tab was pressed, this is very annoying and present in game ever since Tab animation was changed.
If you press GW fast enough it consumes the first two charges ,then it goes into a blank icon.If you continue to press GW ,it can be used indefinetly with no cooldown.
GW is getting more powerfull now,with a decent recovery a GW encounter goes to 8 secs.In these 8 secs you have 3 charges.
i dont know if this WAI.
If your intent is to nerf the GW combo damage,then you buff it instead.
As concerning Steel Blitz changes,still it remains in the 2-7% damage percentage of a GFs outgoing damage.
It cannot beet SWW or Steel Grace.
As for Stamina/Block meachanism I failed to notice any difference ,but i did not tested long enough.(one ELOL solo ) so i might be wrong.Actually i think it goes down even faster now ,but i might be wrong.
In general why to mess with the GW instead to straighten out and buff Flourish or /and Knee Breaker?
GW needs a slight damage nerf or a longer cooldown.With current patch,it becomes way more powerfull
At least give us the possibility to slot ITF under every encounter button. Maybe then we will be more useful.
Because .... that was completely false. *looks at base damage increases + super buffed Disintegrate*
Also, here we go again with another Module 10.
Paladin's look to be getting some decent buffs this mod, and while that's totally fine, when the changes go live why would anyone ever bring a GF into a run as a tank/buffer when they can just have a Paladin who can be immortal and provide better buffs & damage?
Anyway, it looks like dps GF is wanted dead or alive and headhunting just started. I wonder if we get something in trade - like buffs for other paths.
OP is broken from a while, having so much HP is just stupid and brakes the game, while GFs struggle with mediocre HP and lame buffs currently. DPS is decent, but with players being lame and only taking 1 DPS, Bane wins with all of these. GF tactician should have some more buffing utility (ITF based on DR was a stupid idea though, so not that much)
Currently, GF can buff damage by 45% and DR by 50% pretty much constantly. A lot of people try to be cool and tank on conqueror for some odd reason. Tactician tank can easily tank ToNG without any healing or defensive buffs. But fails to buff damage of the "pro gamers" who have to finish the dungeon in 15 minutes or they will rage quit, hence OP is more desired.
OP should get a nerf instead of tactician getting buffs I'd say.
GW doesn't matter to me much, since I hardly ever use it (can't queue as DPS for randoms, so need to tank some) and groups with 1 DPS and 4 supports are just lame (yes, CR can be done with 3/1/1 setup), so avoided by me for now.
Would be nice to get some damage debuffs for bosses in the 20%-25% numbers somewhere there (not as a capstone) and buff up ITF to give a bit more than 35% (something like 60% with tactician feats)
>Calls for a buff at the end
Anyways, a tact GF can, in the endgame put up much more debuffs than what you think. ITF + CS + CP is decent. Add mark to that which is 8% debuff, the fact that it gives CA...
Still not enough to compete with Aura gifts, AoC and bane tho.
Also, I said GFs are far better than people give them credit, just OP is much easier to play (you can just stand there and do nothing), and Moar Powah! aspect is there. If OP is getting a survivability buff <-yes, like it needs it. Then GF should get some buffs too, to compensate.
- Aura of Courage: 20-25% damage boost for the entire party
- Temp HP to withstand massive one shots
- Power Sharing
- Party-wide cooldown reduction
The fact is, in a pre-made party, a DPS or tactician tank can provide more efficiency to a party, than just a GF tank. So I don't think it's necessarily more survivibility that a GF tank needs, it's probably more of a party buffing capability that is needed to function better than an OP in the current end-game meta.GFs have loadouts though - if there isn't a proper tank in the party, for example in RQ when the GF *is* the tank, then they can spec as their tank build. Problem is, not many GFs know this build, as there was a time when tanking wasn't really that needed, and the DPS GF was looked upon more favourably. Many GFs also do not have the correct enchantments or probably even equipment to tank as a pure tanker (I mean survivor's wraps for a tank? come on). If the team has an OP that can do what the GF does, but also provide party-buffing features, then they will of course look towards the OP to tank for them.
I am not sure what exactly you want for the GF tank to be buffed to? To be able to deal more damage? To increase party damage? (I mean they already have Into The Fray) Or to increase the amount they block further, make them immune to control, and basically invulnerable?
The GF can already spec into three categories of playstyles: tank, buffer and DPS. I am not sure what more you are recommending they do?
Edit: Oh and I forgot to mention, ability to queue for any role is also something we don't have, nor ability to be a healer.
Conqueror Capstone: +30% damage buff, +10% crit, +20% CA, -50% DR and -25% stamina gain to GF (cut in 5 stacks, lasting 6 sec...stack gained when DEALING damage).
Protector Capstone: -50% damage debuff single target, +20% party hit point buff, -25% enemy DR debuff (50'radius), +10% personal DR buff, +50% aggro, -10% damage done by GF (cut in 5 stacks, lasting 6 sec...stack gained when TAKING DAMAGE)
Tactician Capstone: 2.0x multiplier to control power effects and buffs, marking, party damage boosts, party AP gain, enemy debuffing (50' radius) (cut into 4 stacks, based on # of party within 50')
Guild--And the Imaginary Friends
But, your ideas are based on trade - dps in exchange for survival etc.
Thats not the way devs think of GFs. There is only take away......
Few more changes like that and we gona be good enaugh to hold shields only..... in Protector Enclave as honor guards....