We have detected that cookies are not enabled on your browser. Please enable cookies to ensure the proper experience.
Results 1 to 25 of 125

Threaded View

  1. #8
    Join Date
    Jun 2011
    Posts
    4,308
    Quote Originally Posted by Zaheer View Post
    Perhaps its too storng on the taunts side, but regarding its position around cds, building, mits and mits, it's balanced.

    The captain is not too strong, the issue is the guardian and warden being broken by the ridiculous RNG BPE system that needs to be restored.

    Captains havent been strong on BPE, their BPE is rlly quite broken because of the system, not because of the captain. The whole BPE system needs to be restored or redeveloped, not the class.
    You don't appear to understand what you're talking about. In terms of full BPE Captain is currently the class with the highest overall full avoid chance, they even beat wardens on that front.

    Off the top of my head the figures are as follows:

    • Captain: +10% full avoid chance from traits, +8% evade with near 100% uptime with good rotation.
    • Warden: +4% from traits, +2% bonus to swords parry chance.
    • Guardian: +5% block from traits, +5% parry from traits.
    • Beorning: +10% evade with 50% uptime baseline, 100% if raid geared from Remmorchant. -1 or 2% because can't use swords.
    • Champion: +5% parry trait, +10% parry on a mystery uptime (I'll admit, my blue champ is back at 105 and I barely played it in the first place).


    As far as passive buffs to rating go Captain certainly comes out worse but neither Guard nor Cappy are getting anywhere near the partial cap of ~1.1 million of each rating.


    Warden at least has plenty of gambits that get them to exceptionally high ratings but Cappy/Guard are pretty much in the same boat as far as partials go albeit guards perform slightly better thanks to the small partials bonuses they receive. So yeah, revamping the BPE caps to be within reach of Guardian kinda puts them within reach of Captain. The main benefit Guards would receive from this change is that Pledge/Juggernaut would actually have bit of value as defensive cd's.

    Otherwise defensively Captains and Guardians are at similar totals if we do a quick number crunch on all tanks incoming damage % we get something like this:

    • Captain: 63% mitigations, -20% incoming damage. Overall take ~29.6% of incoming damage.
    • Guardian: 71% mitigations, -35% incoming damage on ~35-40% uptime. Overall take ~25.23% of incoming damage.
    • Beorning: 75% phys, 65% tact mitigation. Overall takes 25% of incoming phys damage, 35% of tact.
    • Warden: ~70% phys/tact mitigation (depends on gambit uptime) with set bonus. Overall takes 30% of incoming damage.
    • Champ: I don't really want to bother looking through it, just like SSG. :P


    No, this doesn't account for Cappy herald on everyone else. Granted it also doesn't account for tomes of defence which actually favours Cappy since they start at a higher -incoming damage %.

    Captain definitely won on the full avoids count, here they come in fairly middle of the pack. Of course what we're ignoring is the whole morale bonus thing which is something like:

    • Captain: 33% bonus to morale.
    • Guardian: 0% bonus to morale (does have a defensive cooldown that boosts it).
    • Beorning: 20% bonus to morale + a low uptime 15% morale bonus roar that nobody uses since you need to be healed for that morale gain.
    • Warden: 20% bonus.
    • Champ: 20% + 10% uptime on another 20% bonus.


    Then we get to incoming healing which err... quite heavily favours Captain:

    • Captain: 25% bonus from trait, 50% uptime on +30% and another stacking incoming healing buff on a 2m CD.
    • Guardian: 5% from traits.
    • Beorning: 7% with good uptime, 15% with ~33% uptime. -5% because not race of man, scrubs.
    • Warden: 5.5-9.5%
    • Champ: It's got a rating buff I think...


    Honestly, I've made it this far on the comparison I might as well go the rest of the way. For defensive cooldowns we have:

    • Captain:
    • Cannot die for 17s, effective cooldown of around 75 seconds.
    • -75% non-stacking incoming damage, can apply to self or others. 20s duration with unimbued swappy. 2min CD.
    • +40% parry chance, 20s duration, 1min CD.
    • +30% incoming healing boost, 50% uptime. Applies in AoE around the Captains banner.
    • -15% incoming damage, 41% uptime.
    • Stacking incoming healing buff, 10-20s duration (depends on stacking speed), 2min CD.
    • 100k morale heal from herald, 90s CD.
    • ~8k per second HoT 5s duration, 1min CD.
    • -20% damage on next hit, effective cooldown of around 10s.
    • Guardian:
    • 100% block chance for 10s, also gives combat state immunity, 150s CD with set.
    • +50% morale for 20s with ~110k bubble. Also full health heal. 2min CD.
    • +60% full BPE chance, 2min CD.
    • -35% incoming damage, ~40% uptime.
    • +20% mitigations for 15s, also causes you to soak fellows damage and die, not bad if you outrange that effect. 90s CD.
    • 35% heal, 43s CD.
    • 2.5% morale on per incoming hit, 10s duration, 1min cd.
    • Beorning:
    • ~15k HPS HoT, 6s duration, 3s CD. (Only putting this as a defensive because the Beorning list is damn empty without)
    • -60% incoming damage, 25s duration, 2min CD.
    • 10% evade chance, 100% uptime with set bonus.
    • Warden:
    • When under 15% morale, restore 50% morale and power. 5min CD, can have active and off CD at the same time.
    • Champ:
    • 9k heal, 2 minute CD.
    • When under 30% morale, restore 25% morale. 90s CD.
    • Reduce incoming damage by 20%, 10s duration, 1min CD.
    • 20% max morale bonus, ~30s duration depending on stacks, 2min CD.


    Let's idle on over to group buffs:

    • Captain:
    • Cappy Aura for 10% morale +1.2k of each non vit stat, 950 or so vit.
    • -9% incoming damage, +9% outgoing healing/damage 25s duration, 1 min CD.
    • 4% group morale every 5 seconds from revealing mark.
    • -75% incoming damage on ally or self, 20s duration, 2min CD.
    • Stacking incoming healing buff on self + 1 ally, 10-20s duration (depends on stacking speed), 2min CD.
    • -5% incoming damage groupwide, 100% uptime.
    • -20% to all incoming damage fellowship wide, 50% of damage each player receives redirected to Captain. 20s duration, 3min CD. Can be survived with last stand.
    • Roughly 12k HPS per person from inspire/rallying cry healing. Add words of courage to bump this to around 17k HPS.
    • Guardian:
    • 2% mit buff to fellows.
    • -5% target BPE chance, 100% uptime once active.
    • Beorning:
    • -15% physical mits on opponent.
    • Can hand out honeycakes.
    • Could use Mend/Hearten on you...probably won't.
    • Warden:
    • [Section pending Warden friend to get off his butt and actually give me the full stats]
    • Champ:
    • Legitimately have no idea what it can buff/debuff.


    Guess we need a section on rough self healing quantities:

    • Captain:
    • 3% morale every 3s on self (more likely to be running revealing for 4% every 5s).
    • ~8k HPS from Rallying Cry.
    • ~6k HPS from Inspire.
    • Guardian:
    • N/A outside of defensive CD's.
    • Beorning:
    • Up to ~20k HPS purely from recuperate spam.
    • Also has Mend/Hearten, using them does require you to slow recuperate spam though.
    • Warden:
    • [Section pending Warden friend to get off his butt and actually give me the full stats]
    • Champ:
    • [Seriously, does anyone play this class?]
    Last edited by Joedangod; Sep 23 2020 at 03:26 PM.
    ~ Take the player, not the class ~

 

 

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload