there one not on the list,
for GF class, they need "Shield Toss" like captain america, to do more damages and increase hate arggo effects, as they are meant to be pure tank.
it was successful as seen in Asheron's Call 2, known as Defender template, they use swords and flails.
i dont think they can use halfberd or pikes, they are all different type of fighter class, very deadly vs horse riders when they form wall of pikes.
archers can wipe out pikemen due to no shields, and spearmen use shields since spears are lighter and faster than heavy pikes and halfberds. there are varied tactic similar to "Paper, Scissor and Rock" games.
swordmen are deadly in hand to hand melee fights, and spearmen had to hold enemies at longer span, and two-handed fighters had to go without shield protections and more expose but do more damages.
two-handeds are meant for breaking lines and AoE types
spearmen protect the line for archers behind them, weak vs horsemen and swordmen
swordmen are able to get into line to break lines and personal.
so, anyway, those GF were suppose to be faster, i cant understand why cryptic made them so slow, and wonder if the armors make them weight penalities, and with shields, they were able to hold up as long as stamina lasted.
cavaliers are different types, they can use bow and other range weapons before entering melee mode.
0
chaoscourtesanMember, Neverwinter Beta UsersPosts: 0Arc User
edited July 2014
I chose more dmg, simply because all I really want is to be wanted on the team. And all the team seems to really want (usually) is to make the content trivial and pointless by rushing through the instances with the keys taped down. So.. whatever it takes.
Truthfully, I'd love to have the luxury of being able to choose something with some better first person appeal, but I would like to play my GF characters again someday. (Not that I ever had a problem doing so when I was guilded... or that the runs ever suffered from having a GF along. I just don't waste my time or breath on the 'hurry up and do it my way' crowd.)
Rhyon Cawdorian GWF | Opa Loka TR | Cormac Argentus III DC | Annika Thornblade GF | Aerys Skydark HR | Bartin Findlor TR | Aellia Baalthrall CW | Lucan Hawkmoon CW | Opa Brahk GWF | Korzbyrk DC | Den Kruk GWF | Jherek Skarsin CW |
Roland Mac Sheonin GF | Tarron Direheart SW |
there one not on the list,
for GF class, they need "Shield Toss" like captain america, to do more damages and increase hate arggo effects, as they are meant to be pure tank.
it was successful as seen in Asheron's Call 2, known as Defender template, they use swords and flails.
i dont think they can use halfberd or pikes, they are all different type of fighter class, very deadly vs horse riders when they form wall of pikes.
archers can wipe out pikemen due to no shields, and spearmen use shields since spears are lighter and faster than heavy pikes and halfberds. there are varied tactic similar to "Paper, Scissor and Rock" games.
swordmen are deadly in hand to hand melee fights, and spearmen had to hold enemies at longer span, and two-handed fighters had to go without shield protections and more expose but do more damages.
two-handeds are meant for breaking lines and AoE types
spearmen protect the line for archers behind them, weak vs horsemen and swordmen
swordmen are able to get into line to break lines and personal.
so, anyway, those GF were suppose to be faster, i cant understand why cryptic made them so slow, and wonder if the armors make them weight penalities, and with shields, they were able to hold up as long as stamina lasted.
cavaliers are different types, they can use bow and other range weapons before entering melee mode.
good Stuff man!
Shieldbash60 GF ~ Iron Vanguard19.0k Overpowered60 CW~ Thaumaturge14.5k ==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
If it was only one change i would love a very useful tab ability. My best idea is to have a tab like villains menace daily power but that also ads regen, would be a good all round rage power and make gf useful in both pvp and pve
If it was only one change i would love a very useful tab ability. My best idea is to have a tab like villains menace daily power but that also ads regen, would be a good all round rage power and make gf useful in both pvp and pve
Wow, I like that!
Shieldbash60 GF ~ Iron Vanguard19.0k Overpowered60 CW~ Thaumaturge14.5k ==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
0
legeannMember, Neverwinter Beta UsersPosts: 0Arc User
edited July 2014
give it a new paragon path or change the swordmaster path for a paladin path, thats my wish
Why we have less survivability then a GWF or even a HR and we have a shield ill never know. I don't even think we need a huge dmg boost but dam if we dont need to be a lot harder to kill. I have no idea what dev's are thinking about a class with a shield as tall as there body can get killed so easy, its insane. A HR can stand on a nod for days with 2-3 people beating on him in leather armor and a thorn bush!!!
Anyway. I like the idea of the tab ability and the guy who said the shield throw. How about the shield throw is the tab ability and has like a short stun duration and will recharge your block meter?
0
schweifer1982Member, NW M9 PlaytestPosts: 1,662Arc User
there one not on the list,
for GF class, they need "Shield Toss" like captain america, to do more damages and increase hate arggo effects, as they are meant to be pure tank.
it was successful as seen in Asheron's Call 2, known as Defender template, they use swords and flails.
i dont think they can use halfberd or pikes, they are all different type of fighter class, very deadly vs horse riders when they form wall of pikes.
archers can wipe out pikemen due to no shields, and spearmen use shields since spears are lighter and faster than heavy pikes and halfberds. there are varied tactic similar to "Paper, Scissor and Rock" games.
swordmen are deadly in hand to hand melee fights, and spearmen had to hold enemies at longer span, and two-handed fighters had to go without shield protections and more expose but do more damages.
two-handeds are meant for breaking lines and AoE types
spearmen protect the line for archers behind them, weak vs horsemen and swordmen
swordmen are able to get into line to break lines and personal.
so, anyway, those GF were suppose to be faster, i cant understand why cryptic made them so slow, and wonder if the armors make them weight penalities, and with shields, they were able to hold up as long as stamina lasted.
cavaliers are different types, they can use bow and other range weapons before entering melee mode.
GF VS HR = Captain America VS King Hyperion
Poor CA:(.
I voited for New Abilities, Something thats makes people jealous Idea : Gamma RAY from the sky shoot at the GF and the GF becomes HUUUULLLKKK! for 10 sec .
Guardian Fighter Poll ~ What do you want? ( If you had 1 choice to change the class )
Choose what you like!
If I had one choice I would choose to keep the guard mechanic as it is, just improved it by raising the guard-meter pool and/or its recovery rate and/or decrease the delay for the guard recovery to start. Completely scrap the idea of the stamina-guard that was introduced at the preview server.
If the stamina-guard goes live, I will completely stop playing my 17.1k GF that I have played continually since a couple of days after open beta has started. And this is NOT because of how good/bad the stamina-guard is, it is because it feels bad and is no fun. No amount of buffs can fix that.
better guard! But i think we will be getting that in mod4.
But you should see the proposed changes right now... some are a bit too crazy! (into the fray giving 50% bonus damage to allies!!!) GF will never feel unwanted again, lol. you wont even need to be forced to play tank with that crazy bonus, the party would just let you do whatever you wanted
Guard should have a default reflect, like a spike kind of effect that damages foes to "taunt" them in a way to gain better aggro. Or if they go the dps route, give them a Dual wield route or something.
better guard! But i think we will be getting that in mod4.
But you should see the proposed changes right now... some are a bit too crazy! (into the fray giving 50% bonus damage to allies!!!) GF will never feel unwanted again, lol. you wont even need to be forced to play tank with that crazy bonus, the party would just let you do whatever you wanted
Lets hope so.....
Shieldbash60 GF ~ Iron Vanguard19.0k Overpowered60 CW~ Thaumaturge14.5k ==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
better guard! But i think we will be getting that in mod4.
No, you won't. You won't get a "better guard". you will get a different guard, and playing GF will feel much differently. You could argue that this new stamina-guard (that's the name for this perversion) is more efficient. But then again, the old guard/block mechanic could have simply been made more efficient too by increasing the guard meter pool or the guard recovery rate. However, that's not what this small group of pvp-focused zealots that lobby for the stamina-guard wanted. They only care about their pvp related needs and want to see the GF twisted to their liking.
Btw, this new stamina-guard has brought a bunch of new bugs, some are fixed, some not, some are known, some not. This stamina guard has also impacted other areas of our class, that then required changes as well to somewhat work with this new guard. All has to be sacrificed for the stamina-guard. Please help me to stop this idea of the stamina-guard and post in this thread http://nw-forum.perfectworld.com/showthread.php?692701-Official-Feedback-Thread-Guardian-Fighter-Changes thread that you are opposed to the stamina-guard, thanks. (That is the feedback thread the developers read)
Based on the changes so far we got a little bit of everything!
Guardian Fighter
Aggravating Strike: This power now only build AP once, rather than for each target hit.
Anvil of Doom: Base damage increased by ~20%.
Anvil of Doom: Bonus damage is now dealt to targets below 40% HP (up from 25%).
Anvil of Doom: Now activates ~15% faster.
Block: Now correctly absorbs the listed amount of damage. Additionally, the Combat Log will report the amount of damage absorbed in each hit.
Block: The Block UI should no longer randomly appear broken when fighting.
Block: Move speed while blocking now correctly sets you to 85% move speed (down from 100% move speed). This is an increase from the 50% move speed penalty applied by old block.
Crushing Surge: Damage and Healing from this power have been increased by roughly 66%.
Frontline Surge: Now correctly benefits from Pin Down and Reinforced Surge in PVP.
Griffon's Wrath: Now activates ~15% faster.
Griffon's Wrath: Now stuns targets for 1.5 seconds (up from .75).
Guarded Assault: Now properly reflects damage from secondary sources such as Shard of the Eternal Avalanche and Daunting Light.
Guarded Assault: This class feature now reflects 5% of incoming damage per rank (up from 1%). This effect is still only active while blocking. It does now apply Iron Guard correctly.
Into the Fray: Into the Fray now also increases the damage of affected players by 50% of the Guardian Fighter's base Damage Resistance.
Into the Fray: Ranking this power up now also grants +25% of your DR as damage bonus.
Iron Guard: Now stacks 4 times, reducing enemy damage by 5% per stack (Maximum reduction of 20%, up from 10%).
Knee Breaker: Base duration increased to 8 seconds (up from 6 seconds).
Knee Breaker: Now activates ~15% faster.
Knee Breaker: Rank up bonus increased to +2 seconds (up from +1 second).
Knight's Challenge: This power can now be toggled off if the Guardian Figther presses the button again. You must wait 1 second after activating the power to do this.
Knight's Challenge: This power should no longer be cancelled accidentally when casting powers rapidly.
Knight's Valor: Base cooldown reduced to 10 seconds (down from 12).
Knight's Valor: Damage from Knight's Valor can be properly reflected by Guarded Assault again. These reflections can also apply Iron Guard.
Knight's Valor: Ranking the power up no longer increases the duration of Knight's Valor. Additional ranks in the power reduce the damage you take from intercepted damage. Allies still transfer 50% damage regardless of rank.
Knight's Valor: This power no longer has a maximum duration. Once it is toggled on it must be manually toggled off. While in combat it will generate AP only while in combat and will generate every 10 seconds while in combat.
Martial Mastery: This feat now generates AP for allies within 50' any time you take damage. You no longer have to not be blocking for this effect to work."
Supremacy of Steel: Now properly reflects damage from secondary sources such as Shard of the Eternal Avalanche and Daunting Light.
Shieldbash60 GF ~ Iron Vanguard19.0k Overpowered60 CW~ Thaumaturge14.5k ==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
i chose more dmg, simply because all i really want is to be wanted on the team. And all the team seems to really want (usually) is to make the content trivial and pointless by rushing through the instances with the keys taped down. So.. Whatever it takes.
Truthfully, i'd love to have the luxury of being able to choose something with some better first person appeal, but i would like to play my gf characters again someday. (not that i ever had a problem doing so when i was guilded... Or that the runs ever suffered from having a gf along. I just don't waste my time or breath on the 'hurry up and do it my way' crowd.)
Comments
for GF class, they need "Shield Toss" like captain america, to do more damages and increase hate arggo effects, as they are meant to be pure tank.
it was successful as seen in Asheron's Call 2, known as Defender template, they use swords and flails.
i dont think they can use halfberd or pikes, they are all different type of fighter class, very deadly vs horse riders when they form wall of pikes.
archers can wipe out pikemen due to no shields, and spearmen use shields since spears are lighter and faster than heavy pikes and halfberds. there are varied tactic similar to "Paper, Scissor and Rock" games.
swordmen are deadly in hand to hand melee fights, and spearmen had to hold enemies at longer span, and two-handed fighters had to go without shield protections and more expose but do more damages.
two-handeds are meant for breaking lines and AoE types
spearmen protect the line for archers behind them, weak vs horsemen and swordmen
swordmen are able to get into line to break lines and personal.
so, anyway, those GF were suppose to be faster, i cant understand why cryptic made them so slow, and wonder if the armors make them weight penalities, and with shields, they were able to hold up as long as stamina lasted.
cavaliers are different types, they can use bow and other range weapons before entering melee mode.
Truthfully, I'd love to have the luxury of being able to choose something with some better first person appeal, but I would like to play my GF characters again someday. (Not that I ever had a problem doing so when I was guilded... or that the runs ever suffered from having a GF along. I just don't waste my time or breath on the 'hurry up and do it my way' crowd.)
Roland Mac Sheonin GF | Tarron Direheart SW |
good Stuff man!
Overpowered 60 CW ~ Thaumaturge 14.5k
==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
[SIGPIC][/SIGPIC]
Wow, I like that!
Overpowered 60 CW ~ Thaumaturge 14.5k
==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
Anyway. I like the idea of the tab ability and the guy who said the shield throw. How about the shield throw is the tab ability and has like a short stun duration and will recharge your block meter?
GF VS HR = Captain America VS King Hyperion
Poor CA:(.
I voited for New Abilities, Something thats makes people jealous
Idea : Gamma RAY from the sky shoot at the GF and the GF becomes HUUUULLLKKK! for 10 sec .
So if I had more choices, I would have voted:
-Dmg
-Defence
-guard
-animations
-abilities
-healing
great weapon fighters get double, trickster rogues get 2 weapons, and every other class has 50% higher base weapon damage.
IT IS LIKE FIGHTING WITH A SHORT SWORD
Im onboard for that!
Overpowered 60 CW ~ Thaumaturge 14.5k
==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
If the stamina-guard goes live, I will completely stop playing my 17.1k GF that I have played continually since a couple of days after open beta has started. And this is NOT because of how good/bad the stamina-guard is, it is because it feels bad and is no fun. No amount of buffs can fix that.
What would be the difference if that happened ? The games I have played though the paladins are always skinny small warriors who just seem weak lol
[SIGPIC][/SIGPIC]
But you should see the proposed changes right now... some are a bit too crazy! (into the fray giving 50% bonus damage to allies!!!) GF will never feel unwanted again, lol. you wont even need to be forced to play tank with that crazy bonus, the party would just let you do whatever you wanted
and also the featured satirical comedic adventure "A Call for Heroes".
Lets hope so.....
Overpowered 60 CW ~ Thaumaturge 14.5k
==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
Btw, this new stamina-guard has brought a bunch of new bugs, some are fixed, some not, some are known, some not. This stamina guard has also impacted other areas of our class, that then required changes as well to somewhat work with this new guard. All has to be sacrificed for the stamina-guard. Please help me to stop this idea of the stamina-guard and post in this thread http://nw-forum.perfectworld.com/showthread.php?692701-Official-Feedback-Thread-Guardian-Fighter-Changes thread that you are opposed to the stamina-guard, thanks. (That is the feedback thread the developers read)
Guardian Fighter
Aggravating Strike: This power now only build AP once, rather than for each target hit.
Anvil of Doom: Base damage increased by ~20%.
Anvil of Doom: Bonus damage is now dealt to targets below 40% HP (up from 25%).
Anvil of Doom: Now activates ~15% faster.
Block: Now correctly absorbs the listed amount of damage. Additionally, the Combat Log will report the amount of damage absorbed in each hit.
Block: The Block UI should no longer randomly appear broken when fighting.
Block: Move speed while blocking now correctly sets you to 85% move speed (down from 100% move speed). This is an increase from the 50% move speed penalty applied by old block.
Crushing Surge: Damage and Healing from this power have been increased by roughly 66%.
Frontline Surge: Now correctly benefits from Pin Down and Reinforced Surge in PVP.
Griffon's Wrath: Now activates ~15% faster.
Griffon's Wrath: Now stuns targets for 1.5 seconds (up from .75).
Guarded Assault: Now properly reflects damage from secondary sources such as Shard of the Eternal Avalanche and Daunting Light.
Guarded Assault: This class feature now reflects 5% of incoming damage per rank (up from 1%). This effect is still only active while blocking. It does now apply Iron Guard correctly.
Into the Fray: Into the Fray now also increases the damage of affected players by 50% of the Guardian Fighter's base Damage Resistance.
Into the Fray: Ranking this power up now also grants +25% of your DR as damage bonus.
Iron Guard: Now stacks 4 times, reducing enemy damage by 5% per stack (Maximum reduction of 20%, up from 10%).
Knee Breaker: Base duration increased to 8 seconds (up from 6 seconds).
Knee Breaker: Now activates ~15% faster.
Knee Breaker: Rank up bonus increased to +2 seconds (up from +1 second).
Knight's Challenge: This power can now be toggled off if the Guardian Figther presses the button again. You must wait 1 second after activating the power to do this.
Knight's Challenge: This power should no longer be cancelled accidentally when casting powers rapidly.
Knight's Valor: Base cooldown reduced to 10 seconds (down from 12).
Knight's Valor: Damage from Knight's Valor can be properly reflected by Guarded Assault again. These reflections can also apply Iron Guard.
Knight's Valor: Ranking the power up no longer increases the duration of Knight's Valor. Additional ranks in the power reduce the damage you take from intercepted damage. Allies still transfer 50% damage regardless of rank.
Knight's Valor: This power no longer has a maximum duration. Once it is toggled on it must be manually toggled off. While in combat it will generate AP only while in combat and will generate every 10 seconds while in combat.
Martial Mastery: This feat now generates AP for allies within 50' any time you take damage. You no longer have to not be blocking for this effect to work."
Supremacy of Steel: Now properly reflects damage from secondary sources such as Shard of the Eternal Avalanche and Daunting Light.
Overpowered 60 CW ~ Thaumaturge 14.5k
==========================================
~ GF Buffs were great we are much better, please fix the bugs now... Thank you!
this this and this!