For the most part, it's actually a pretty good guide, those were the three main issues I had with it. The other one was Prism, and I was waiting until today's change to prism to comment on it. Prism is not a problem in five man dungeon content, but it was, for a long time, completely unusable for dragonflight, Demogorgon,…
Your focus seems to be primarily on helping low geared players survive and tank.... alright then. Regarding shielding strike... it is absolutely necessary for a low geared tank, and very useful for any tank. Because it doesn't add DR, it adds a shield, which absorbs damage. All those 0s you see popping up from incoming…
You're wrong about Shielding Strike. That shield is VERY significant in T2 dungeons, once you have three stacks. You're also wrong about Bane. It gives a 30% damage debuff that your WHOLE PARTY can take advantage of. Absolutely essential on bosses and dragonflight. And you're wrong about Relentless Avenger. That knockback…
Swap out relentless avenger for Bane. The knockback is terrible for any group play, but the debuff from Bane makes boss fights much easier. Prism causes too much lag in raid-sized groups, like Dragonflight. So don't use it. Shielding strike is the way to go. That shield is way better than the hard taunt.
People love to point at paladins and say they ruin PVP... when all they really do is the exact same thing DCs have done since the beginning. Ever try to kill a good DC? It's impossible. Always has been. Paladins have the lowest damage of any class in the game, though. Any nerfs to their durability should come alongside…
1. Enemies T1 and T2 dungeons deal WAY too much damage. As a tank class, I can easily get one shotted by simple mooks. Their damage needs to be halved or quartered and they'll still be hitting like howitzers and incredibly challenging. 2. XP requirements to hit level 70 and overload XP are way too high. Even after the…
There's still a major problem with the XP requirements to hit level 70. There's absolutely no reason why finishing all the boring grindy vigilance quests in all four zones shouldn't level a character from 60 all the way to 70. I have a similar problem on my cleric, did three zones and only levelled up from 64-67. So about…
The problem is it takes less than a million XP to get from level 1 to level 60, but over 6 million XP to get from 60 to 70. They seriously need to reduce this nonsense.
I can activate destroyer after one or two hits, yes. But when those one or two hits kill me faster than I can click tab, such as instantly reducing my health from full to dead with a single hit, it doesn't do much good. I'm not joking when I said that trash guy hit me with an instant undodgeable blow that dealt more damage…
The game was already brutal enough for non-DPS classes. Now it's practically unplayable if you're not a DPS class. Tanks and healers never did anywhere near enough damage before... seriously they should be doing about 2/3 the damage of a DPS class rather than 1/5.... so all it did was penalize the tanks and healers even…
A system that absolutely REQUIRES tanks, controllers, and debuffers in order to withstand a SINGLE hit from an enemy is broken, as far as I'm concerned. Sure the dash can reduce the damage by half... but I can't exactly dash while swinging, and it only works against attacks you see coming and not the instant attacks that…
Tried a dungeon with my GWF who has good gear, good damage, DPS build destroyer. Get killed in one shot from a trash mob. Dungeons not fun at all. Only really playing to get boons on the new paladin and work the professions up.
PVE in general is incredibly broken. GWF is fine damage wise, but that's not the problem. The problem is when trash mobs kill a GWF in one shot. That's a broken system. Because no matter what a GWF does... he's gonna take hits. Because he's fighting the enemy up close and personal. So when some hexer blasts me for 85k…
Difficulty was fine in mod 5. In fact, Mod 5 was entirely too difficult as I never once got in a successful Tiamat run. Tiamat should have been balanced in mod5 to allow for at least a 60% success rate in a 25 man PUG, instead it had like 1% of lower. The game did NOT need a difficulty spike after that. Anyone who claims…