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Guard meter and its scaling?

jipatsujipatsu Member Posts: 94
edited May 2013 in The Militia Barracks
I just noticed, that isn't there anything that would help guard to scale properly? I mean for GF's, the defense stats atleast should scale the Guard meter by a fixed %-amount. So far I know that you can increase the guard meter only by with powers and feats.

Using a guard for blocking is quite meh at this moment. I have noticed that instead of guarding, I try to move away from the red areas as when I try to back of with guard, not only I am slow for doing that, usually my guard meter is broken after that and it takes ages to fill up.

Shouldn't defense stat help with the guard meter for guardian fighters?
Post edited by jipatsu on

Comments

  • sadmummysadmummy Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    I've thought the same since I first saw our guard meter. Just reached 60 and don't know teh answer yet. But I sure hope it scales with our defensive stats
  • axer128axer128 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited May 2013
    Recharging guard is all about playing smart and actively, not stats. (tho if curious, the stat the governs guard is strength - I got mine at 25 and it works quite well)

    Enforced Threat will return about 10% guard, so use that often.
    Shield bashing returns 5% per bash, so if you need to block and keep blocking, that can work against moderately strong enemies, tho wont keep it up versus the stronger bosses.
    Into the fray will make you guard meter regen much faster then normal - tho note it wont do much if your guards not regenerating at the moment (broken too recently, etc)
    Iron warrior will have a massive impact on how much guard you use while blocking, so hit it before blocking big hits.

    the trick is, once your guards broken, it wont regen at all if you continue to get hit. So avoiding using the entire meter at all costs. If you have to lose your entire meter, be sure to have that enforced threat ready or it may never come back. You need about a 2 second window of not getting hit for it to start regenerating again.

    And yea, a few attacks are better dodged them block, but not most. The vast majority should be blocked. The ones that can 1 shot your guard should be blocked with iron warrior up, so they only knock off a third instead.
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  • talesmithtalesmith Member Posts: 116
    edited May 2013
    It scales off defensive stats in the sense that the guard meter you have takes less damage the more mitigation you have/wether you deflect or not. Your effective guard meter is in fact, afaik base guard meter/(1-mitigation*0.5*deflect chance).
    Problem is defense becomes is a pretty **** stat to stack due to heavy diminishing return, and deflection is ok at best when stacked.

    I would argue however the real problem with scaling difficulty is with all non fighter classes having evades that flat out let you avoid all damage. 100%. No amount of mitigation can compete with that when you ramp up difficulty and have everything hit like a truck.
  • jipatsujipatsu Member Posts: 94
    edited May 2013
    talesmith wrote: »
    It scales off defensive stats in the sense that the guard meter you have takes less damage the more mitigation you have/wether you deflect or not. Your effective guard meter is in fact, afaik base guard meter/(1-mitigation*0.5*deflect chance).
    Problem is defense becomes is a pretty **** stat to stack due to heavy diminishing return, and deflection is ok at best when stacked.

    I would argue however the real problem with scaling difficulty is with all non fighter classes having evades that flat out let you avoid all damage. 100%. No amount of mitigation can compete with that when you ramp up difficulty and have everything hit like a truck.

    Bolded part:

    I was in that impression, that when guarding, it negates all the damage you are blocking, including any control powers. Deflecting is something like parry, aight? What you do with your weapon and there is that chance % to deflect attacks and then the damage is migitated by the % (was it 50%?)

    But still, my problem with the guard is that the guard meter depletes so quickly. For example, when I block the flurry of some mobs, I can take that 1 flurry only and my guard is already broken. So in these cases, I just have decided to take the first hits of flurry and round up behind the mob / boss to avoid the damage and using useless guard and try to keep the threat on me.

    I mean, the guard idea sounds good, but the mechanic feels a bit meh when it is just easier to dodge by running to safety. As said in other threads, at this moment, the block feels like a "oh dang" -button.
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