imo the damage is really high, some skills were critting for 70-80k, damage really needs a nerf.
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imo the damage is really high, some skills were critting for 70-80k, damage really needs a nerf.
Shield-smash behaves odd on some instance mobs. On bosses it can't crit and on trash I had 60-90% crit chance with no critical rating on my gear (stock ~3-4% chance). I don't know if this is related to targets immunity stage or what. Combat analysis also showcased higher crit chance than actual crit chance is so maybe there is some oddity with the skill since CA doesn't behave like that with live versio of it. never seen this kind of behavior on other skills with the plugin. Just observed that in 2 different instances with good 500-600 attacks.
Guard DPS is legit strong now.
Terrible Wound critical chance is bugged, only crits ~13.5% of the time with 23.7% crit chance. 311 hits.
please keep the 1min cooldown on challenge. we've been asking for this change for years now on guardian forums, because we oldschool tanks were fed up about the fact that spamming challenge was all you needed to do in order to tank. now back to oldschool actual building up threat, but most importantly we'll be able to tell bad, good and really good guards now ... thumbs up!
now change litany to old moria days and guardian is back on track where it always belonged to again.
Who's we and what exactly were you asking for ?
Challenge cooldown offers nothing in terms of old school , it's just nuisance.
The aggro system is still the same , it's problematic to say the least and a leftover from when Turbine policy was to faceroll the game to the ground. I'll take the old threat system any day , give it to me now , give me anything that remotely resembles it , i'll take it , but we got nothing like that.
I'm fine with the targets nerf but not with the cd , it's almost too long atm.
I see your point on telling good/bad guardian and it's somewhat true , although good CC will carry the guardian in most cases.
So not sure if it matters much , there's a chance even good guardians take advantage of CC to turn a trash pull into aoe zerg safely without spending extra time/effort or changing anything when it comes to dpsers initial nuke efforts.
I honestly can't understand why single target taunts didn't get a cd or duration nerf instead of challenge. I don't.......
Challenge Targets would have been enough /sigh.
I agree about litany so much though... Shame it wasn't touched at all , i can only think of very limited fights where i actually used it.
Someone could claim that it might be useful now with nerfed challenge , but i honestly don't see it coming , since if any problems show up with 'new' challenge , they will happen only in the beginning of a trash pull ( not raid boss ) when you most likely won't have enough fortification anyway. T_T
Normal Aggro seems to be better than on live but 1 min CD on challenge is just bad. 45s is good compromise. It means it can't be spammed, yet it comes off CD at least once during fight, while 1 min means you basically need to wait for next fight to use it again.
Litany is extremely good when used right. It's situational skill. Not rotational. Saved group from wipe more times than I can count with it.
I just made a test:
If one skills both of the Warrior's Fortitude Skill (from blue and yellow), warrior's heart don't apply any of the mitigation or inc- heal buffs at all. I would have expected at least the buffs from the main skill tree! skill just only one either from blue or from yellow apply the correct buffs.
http://falkennest.org/armory/test/u2...riorsheart.jpg
I am going to say it again, if this change goes to live it will brake Guardian class for most players to the point where Wardens and Captains (fark, maybe even good Beorns) are going to be preferred tanks for any instances because they have much more utilization. Especially if SSG plans to make any Fingar-style bosses in the future where Guard's CD-s are useless.
Nothing about this Challenge nerf changes actual threat building. Fact is Guards don't generate enough aggro to maintain it without force taunts.
If you want to start revamping blue line Guards, start it by changing how the aggro is built.
Shield-Smash number of targets seems to be bugged:
http://falkennest.org/armory/test/u2...hieldsmash.jpg
I'm really liking the new red line guardian. Strong DPS, fun rotation. Still miles behind hunters in terms of DPS, of course, but I guess wishing that they'd nerf the survivability even further in order to buff the DPS a bit more is too much.
https://i.imgur.com/q86kOxC.png
And, again, Terrible Wound crit chance is bugged.
https://i.imgur.com/qS2mvxF.png
https://cdn.discordapp.com/attachmen...nShot00117.jpg
Guardian dps is pretty high now. Might need a nerf on CDs like Warrior's Heart and Thrill of Danger while in red line. Also, please buff red line champs. Guardians do more dps than a primary dps class on beta right now.
Did manage to login to Bullroarer to kill more wolves and still nothing new on our guardian belt.
Damage in blue line with shield smash is definitely higher than live as hits are roughly double damage what I get on live.
Didn't see a single crit with shield smash on landscape, but I only killed about 10 wolves before I had to log for work (still there)
56k DPS is incredibly high for a guardian, I believe. Before adjusting the DPS, I think you should get an indication of what the average DPS is like. There's nothing wrong with guardians doing good DPS if their survivability is toned down, and Geventh is probably an exceptional guardian. Don't jump to conclusions.
Nerf the survivability, not the damage.
The % of the bleeds in the total damages is a bit powerful, and causes the problem of rushing to use three skills. With bleeds slighty lowered (slighty hein, not a massive decrease) and keep the base damages (with increase of sweeping cut if possible), guardians will use more varied skills in order to make DPS. For example, nerf the bleed caused by overwhelming : more powerful than bleeds caused by Thrust, but less powerful than in build 4. And do not touch other aspects like War chant.
Terrible Wound could stand to lose a bit of potency but we could still really use an animation reduction on a bunch of skills. The rotation just feels really sluggish and off-putting around most of the bleed applicators and parry response skills.
There's also something weird going on with crit rates in general. Terrible Wound was generally sitting in the 10% crit rate region whilst Hemorrhaging Wound and Slashing Wound tended to be closer to 40%. Hammer Down also seemed to be averaging a 60% crit rate throughout all the parses I did combined. Really not sure how that 56k parse came about, must've been some truly absurd luck on crits.
Not only Terrible Wound that is strong, highest hit from guardian also 140k on that dummy. Highest hit i saw from my red champ was 98k Remorseless strike, a skill that already has an absolutely enormous crit mutiplier (hits nearly nothing when non-critted).
I agree though, red guardian should infact be able to do strong dps, aslong as it can't have alot of selfheals/survivability. Taking into consideration the capability of cross-traiting into other lines for survivability...
Shield Use Rank is still there on LI belts, but ranking it up now doesn't do anything for shield skills.
While the future of this passive is being evaluated... Can we keep it how it works on live, for now? So ranking it up would still benefit shield skills.
Can the emo champions go away, don't cry yourselves to sleep, they aren't letting Guardians out-dps any dps classes.