I have an idea, lets make all feats, and all toons the exact same so that no one has anything to beeeeech about.
I have an idea, lets make all feats, and all toons the exact same so that no one has anything to beeeeech about.
Guards: Schou/Schoujr, DT: Mycroch, Conq: Kenfast, Barb: Sonofcronus, Sin's: Crazyassin/Daggerdick, Hox: Scorchnburn, Demo: Touchofdeath, Tos: Enslaveu, BS: Meballs
How good do you need to be to hit three combos after eachother with a buff or two every minute?
Whirlwind - Bloody Hack - Bloodbath ∞
And being just as useless as a Barbarian and die if they take agro. Which they will do, not because of the super dps, but because he has minus 3% hate unless he stole some light armor gear. No anti hate tools, no crowd controls except a fear and a innate knockback.
Keep in mind what buffs the Barbarian bring to a group. Armageddon Falls does a lot of damage that's not credited to Barbarian because it does not show on parse.
Anyway, Guardian polearm dps is too low. It should be at least on par with Conqueror Brute dps. But the Guardian should not have two good tanking trees, rather have one "suicide pilot" tree that improves damage vastly compared to S&S in terms of leveling up the class and grinding. Just too many people put off the Guardian while levelling because even though he has good survivability, he dies a lot due to failure of killing mobs in a minutes time or so.
Suggestions for improving Tempest..
- Let Vengeance trigger on incoming hits on the Guardian (feat) or group members (innate), like Sadism for DT. And let it be kept up at x10 and not fade out.
- Remove armor buff from Guard, add 20% weapon damage.
- Remove useless things like Intimidating Shout, Refuge, Subterfuge and Lightning Reflexes. Add fun stuff that improves dps and nukes but also removes survivability.
- Full Tempest dps build should put out 1200-1300 dps on straw man but barely be able to tank Palace.
Last edited by Shax84; 6th January 2015 at 06:56.
heh, why so serious unnutterable? I wasn't quite that serious on my comments but seems people are unable to see small teasing when someone threatens their epeen :P. Conqs do awesome dps (if they survive aggro) and guards are STRONK as hell, so stop throwing those rotten cabbages at me :P.
Guardians! Poletanking really needs to change!
My suggestions created with the help of Bibik, he wrote this HERE
Polearm Tanking
First idea - Storm Blade
http://images68.fotosik.pl/499/5ededcf8d8dee69b.jpg
+ Change Procs 6 to 8.
Second idea - Intimidating Shout
http://images70.fotosik.pl/498/ae4bb82602f2d313.png
+ Share the same cooldown with Cry of Havoc
+ Increasing damage of Traumatic Wounds to 110-150 per second.
According to me, it's a good idea, you do not need to add points to Toughness to unlock Cry of Havoc.
This gives us an extra 5 or 10( If we dont Toughness) points and some possibilities to spend in the Tempest Tree, but we lose some armor and health regeneration.
Third idea - Disarming Agression
Bibik you wrote+Maybe better 8/16/24% or 6/12/18% Damage and +2/4/6% hate for 15 sec.Disarming Agression +2/5/10% hate in defensive stance.
Fourth idea - Redoubt
Bibik I agree with youFifth idea - Bloody VengeanceRedoubt Increase slightly proc chance, increase also immunity chance by the same amount when struck by a magical attack.
If we stack our Vengeance to full we will reset stack but:
+Here i think will be good add hate%. When we using this faster combination we get additional hate% for maybe 5/6 sec and It will work as Shield Slam
Bloody Vengeance now its very useless, if we add hate when we have Vengeance full stack, on PvP We don't add anything but for PvE it will be very good!
Sixth idea
Bibik you wroteI again agree with you.Lightning Reflexes Return to 70% evade chance and 10sec duration but make that Rogue's finely Honed remove it.
Seventh idea
Add more damage in combination Guard V Its only one combination with left hitting.
Fix Riposte
Decent damage when we have evade buff.
These are my ideas and rethink about pole tanking. More evade and immunite at the expense of armour is nice.
Trees for tanking will be look like this http://goo.gl/O9STCe(Low armor and prot but more evade and immunity) or this http://goo.gl/7Ndjyn (More armour) or this http://goo.gl/N9dxK3 (More protection) or this http://goo.gl/cSh6Ry (More armour without riposte but with Volcanic Rage) or this http://goo.gl/KxHFtG (Without riposte but more protection and we have Volcanic Rage)
Polearm Dpsing
The same DPS bossters what above and:
First idea - Precise Attacks
+ 122/243/364/486/610 Armor Penetration change to 256/512/768/1024/1280 Armor Penetration
Maybe this improvement can change something in full DPS Guardian.
Second idea - Brutal Maiming
Change to Ability what can give us 10% Critical Chance to all Flashing Arcs, Counterweight and Storm Strike but only on Frenzy Stance. On Defensive Stance Not yet know what might add.
Tree for dpsing will be look like this http://goo.gl/iA1zNI
In some places my suggestions may be exaggerated, but everything can change.
Last edited by Paput; 6th January 2015 at 14:42.
You realize changing Brutal Maiming from a passive to an active ability that does the same thing except only in frenzy stance would be a gigantic nerf, right? It's one of the best feats the guardian has, a flat 10%+ crit chance on their most important combo, and it also constitutes a lot of aggro if you poletank.
Like I said, giving poletanks more aggro is pointless if s&s guards have almost the same dps when tanking anyhow and way better defensive feats. The motivation for going polearm should be to increase your dps in comparison to s&s dps - if it doesn't, it's still gimped in comparison to s&s.
Maybe Funcom should just make the Juggernaut and Tempest trees apply to both Polearm and S+B combos in all the feats.
Then guardians could have a tank and dps tree for either playstyle.
My wishes about Poletanking aren't exactly having an exact copy of s&b tanking based on raw mitigation. I want that Poletank is much more based on immunity/evade procs and skills so you may have less mitigation than a shield but increased luck chances of parying/resisting, which is kinda a form of tanking.
The main goal is to have 2 different gameplay and tanking style = more choice = more tactical variations and richier game mastering (which aoc lacks, sadly)
Lower mitigation and more evade and immunity it's good idea
I checked Lightning Reflexes on TestLive with my friend. Now it have 35% evade with basic buff i have 41.6% evade, but Lightning Reflexes doesn't working with Redoubt. If we use double tap to back we have additional 25% evade for 1 second so we have in 1 second 66.6% evade. In AA we have Expanded Sidestep its very helpful.. maybe forgot. During 4 sec we have additional 10% evade so, if we use Lightning Reflex > Double tap left or right > Double tap back. And now we have 76,6% evade but only in 1 second.
But something surprised me...Check this http://images67.fotosik.pl/502/0e92d798ae6416ae.jpg and this http://www.fotosik.pl/pokaz_obrazek/...545489af8.html
I don't know how much stacks i can get from evade. This 3% agro and 45% damage I think are from 3 evades.
If Lighting Reflexes can have basic 70% evade, with basic buff we have 76,6% and with double tap we have 86,6%! So we dont need use( for me useless ) double tap back for only 1 s additional 25% evadi if boss/person during this one sec don't use any attacks.
Last edited by Paput; 6th January 2015 at 19:02.
And i again checked this http://www.fotosik.pl/pokaz_obrazek/...c50fae1be.html
10% hate and 150% damage! But i have been bite by a lot of dogs. In raid/dungeon i think it's impossible if boss hit you every one/two seconds.