Yea, I decided to come back because of Zen price reductions which was my biggest complaint just to find my class nerfed into the ground. Typically speaking if you have a game where groups require a healer you need to be very careful with balance passes on them since if you over nerf them even slightly there is a mass…
Considering it takes 3-4 GF's to hold aggro on all the adds off the cleric it's easier to just stack more clerics and outheal it then try and handle the threat.
I used the cleric companion and just did damage/tank myself, worked much better than using the tank companion.. seems kinda useless except for tanking 1 mob which is completely unnecessary.
Str. Guard is vastly better than HP More damage is awesome and it also means more threat. I'd go so far as to say dex might be better than con but the action point gain is pretty **** nice still.
If you plan on tanking the guard is vastly more important and if you want to do damage the bonus is also better so while it might not be a deal breaker it's a big deal.
I'll be honest I almost didn't play the game because it was D&D. I only play it now because it doesn't feel like a D&D game at all. So I can certainly see why fans of it would be a bit concerned.
Honestly the more I play the more I disagree with what you say should be a complete tank. Every time I'm tanking it all comes down to a simple question... do I have enough guard to block? The moment I run out of block my threat generation and survivability go out the window. Every point(beyond 10) in str gives 1% more…