Apologies if this isn't quite the right thread, but with the next big expansion on the way I figured it was worth posting my thoughts on ways we could improve our current Warden tanking situation, while still trying to maintain the unique flavour of the class. There's a lot of ground to cover so here goes:
1. Quality of life improvements
Buff icons
To start with I would invite you to look at the picture below and tell me which buffs I have active:
https://i.imgur.com/SmiOC8w.png
I've overdone it a bit just to show off how ridiculous it is, but this is the list of buffs I'm aware of which all share that same 'Shield-Bash' icon:
Shield-Bash - Block (Sh gambit builder)
Enduring Shieldwork (Sh-Sp line, Persevere)
Enduring Advanced Shieldwork (Sh-Sp line, Safeguard)
Enduring Expert Shieldwork (Sh-Sp line, Celebration of Skill)
Enduring Armour Use (Sh-Fi line, Impressive Flourish)
Enduring Advanced Armour Use (Sh-Fi line, Maddening Strike)
Enduring Expert Armour Use (Sh-Fi line, Dance of War)
Enduring Tactical Armour Use (Sh-Fi line, Conviction)
Enduring Evasion (Fi-Sh line, War-Cry)
Enduring Advanced Evasion (Fi-Sh line, Brink of Victory)
Enduring Expert Evasion (Fi-Sh line, Surety of Death)
You've got no visual indication of which line of buffs it is, which tier of buff is applied or whether you successfully applied your gambit chains or not. It surely can't be that difficult to switch these over so that they use a representative icon from each gambit chain? And you could either add a number or a series of notches to the icons to highlight which tier the buff is from. I'll return to chaining in a later section since there's a lot more to say about it.
Battle Preparation
This is such a needless skill and would be handled much more effectively by making the 9 gambit mastery skills always be available to us out of combat. Further to that, it would make sense to strip out any attacking/buffing element of the Sh-Sh, Sp-Sp and Fi-Fi gambits so that they could also be used out of combat to gain the potency effect and slot a gambit in to your Battle Memory before engaging. Not having access to the basic Prepare Shield/Prepare Spear/Prepare Fist single builders wouldn't be too big a loss in comparison I feel.
Recovery/Quick Recovery
It is already quite painful when you make an error in building a gambit, and you often need to take out 2 builders from your panel not just 1 or all of them, so it's hard to see why these need any cooldown at all? If it really is required for performance reasons or similar then perhaps just 1 second is plenty instead of 3?
2. Tanking Buffs
Gambit Chaining
Given the short buff durations (30s or 40s with the pre-imbuement legacies), gambit chaining often goes out the window since there simply isn't enough time to consistently work through them all and keep on top of the other demands of your tanking rotation (they also scale pretty badly but that's another story). To try and solve that I would suggest breaking up the chaining concept into two aspects, chaining and refreshing.
Chaining
As you can see from the image below you have extra bonuses that apply if you work your way up through the gambits and execute one of the finishing skills:
https://i.imgur.com/ZfDl1Cy.png
My suggestion is to widen the chaining concept so that it doesn't matter what order you complete the gambits in, as long as you have completed one gambit from each tier within the 16 seconds available. It would only apply to the length 2, 3 and 4 gambits, with the length 5 gambits acting as 'refreshers' instead as discussed below.
So to take the Sh-Sp, 'Shieldwork' gambit line as an example, it wouldn't matter what order you complete Persevere, Safeguard and Celebration of Skill in as long as you complete all three within 16 seconds. If you do so successfully you would gain the above 'Finishing Blow - Persevere' bonus as a stand-alone icon and buff, with the Restoration healing bonus stripped out and the Incoming Healing bonus increased to say 6%/8%/10%/etc. as appropriate to make up for it.
In the same vein, with the 'Armour Use' line, you could complete Impressive Flourish, Maddening Strike and Dance of War in any order and get the Finishing Blow buff, with an Outgoing Healing bonus used to replace the Conviction bonus currently applied. Oh and the Critical Defence and Mitigation buffs would actually apply correctly since they aren't currently functional. :D
The 'Evasion' line would be a bit more tricky since it has a Desolation-specific bonus but I'm sure we could find a way around it or a suitable replacement.
Refreshing
It's a simple idea really, but to tie in with the above change to chaining we would have our length 5 gambits refresh the durations of all lower tier buffs that are active in their relevant line. So if you fire off Restoration for example then you could in theory refresh the duration of Enduring/Advanced/Expert Shieldwork and the 'Finishing Blow - Persevere' chaining buff. Same goes for Conviction and Desolation in their respective lines.
To me it would be a big improvement since you would have a 30s/40s window after firing off the first gambit in a chain in which to use the length 5 refresher to sustain the buffs you've applied, so there would be much more scope for stacking our self buffs instead of just ignoring a big chunk of them.
Defiant Challenge
Given the above, it makes sense to re-establish Defiant Challenge as the length 5 gambit of the Fi-Sp line. With the following adjustments in mind:
Mitigations
The 5% physical and tactical mitigation buffs would be swapped over to Shield Mastery and Shield Tactics as almost everyone has proposed. It's such a no-brainer at this point.
Incoming Damage Reduction
To replace the mitigations buff you would instead have the following new series of Fi-Sp line buffs:
Precise Blow: -2% Incoming Damage
Piercing Strike: -2% Incoming Damage
Spear of Virtue: -2% Incoming Damage
Finishing Blow - Precise Blow: -4% Incoming Damage and some other suitable bonus(es). Some form of threat reflection? On-hit reductions to the mobs outgoing damage?
Defiant Challenge: -10% Incoming Damage
All of the above with 30s or 40s (with fist buff legacy) durations to remain consistent with other lines.
The reasoning for this being that we can peak at 65% mitigations from our self-buffs (and it takes time to establish this figure), and can get an extra 6% from fellowship buffs (as per Krindel's post
here), so we would be receiving 29% of incoming damage from both physical and tactical sources. Higher than all but the Beorning's susceptibility to tactical damage. A peak of -10% incoming damage reduction would only bring that damage received down to 26.1% which is still not competitive. If that peak is -20% instead as above then the damage received drops to 23.2% which is far more in line with the other tanking options available. Bear in mind that this doesn't factor in the panic skills available to each class, and it also requires completing two full gambit chains to firstly establish the buffs to mitigations and then to incoming damage reduction as I've suggested.
Forced Taunts
To borrow slightly from the mechanic already in place for the interruption lockouts of The Boot/Onslaught/Wall of Steel, shown in the image below:
https://i.imgur.com/a3gnUD2.png
I would propose that at least one or more of the other Fi-Sp line gambits is given a 5 second forced taunt, so we would have single-target melee/ranged taunts and an aoe taunt as options to fall back on. With suitable cooldowns of course.
Mastery Skills
Since we build up the stacking 'A Warden's Skill' partial block/parry/evade buffs when using normal gambit builders in blue line, I thought it could be a nice touch for the mastery skills to build a complimentary buff 'A Warden's Mastery', which would boost partial avoidance mitigations %.
To illustrate it with examples, a use of the Sh-Sp mastery skill would grant +1% partial block mitigation and +0.5% partial parry mitigation for 20 seconds. Fi-Sh would give +1% partial evade mitigation and +0.5% partial block mitigation, Sp-Sp would give +2% partial parry mitigation and so on. Capping out at +3%/+6%/+9% for each avoidance mitigation or whatever is deemed appropriate.
Okay so this is already pretty long so I'll stop there (holy #### there is a lot wrong with the class :)), but do the above ideas sound reasonable? Do they build upon the style of tanking that you associate with the Warden class?