Originally Posted by
Kander
I've been giving my suggestion for quite a lot of time towards cooldown abilities:
- We had one (back at lvl 75-85 iirc). Defiant challenge had a 20-30s (don't remember) +40% mits (so 90% effective mits) with around 3 minutes cooldown. That's totally what we should get back, simply on another different skill as defiant challenge should be just a taunt, no buffs and nothing else.
- For the Free peoples is a great idea that fits so well within the warden playstyle and general feel of the class, just need to get rid of that ridiculously useless +8k mit buff it builds and make it a % inc damage reduction to you + fellowship that stacks up to 30-40% or something significant like that. Skill exist, mechanic exist, current skill is totally useless and that change is barely swapping the +rating with a fixed % which in the long run is easier for scaling after level cap raises, it got a cooldown and a short duration so it's not OP. It's a skill that could be great as a secondary emergency skill, not as great as the other I suggested for the tank but great for group damage and usable more often.
Those 2 things are the only emergency skills we need. Make HoT a % and give us something like those 2 skills and class is competitive again and fixed.
And fix NS to avoid oneshots as it used to and maybe replace the heal on trigger for a bubble equal to that morale %, if the skill triggers when you have inc healing debuffs it barely heals 10% morale.
Those are the band-aid suggestions, a more comprehensive work on class traits, legacies, mechanics, buffs, skills, gambits and virtually everything would be what would give life to the class again, but those changes I suggested are easy to implement, test and adjust if necessary as it's changing a % number in the skill code if it ends up being too good.