First of all: Thanks to the Devs for your efforts on the balancing. English is not my native language, so i apologize for possible errors in my text.
Regarding the changes to the Warden on BR
Good:
- Adding a Singletargettaunt was really important and I like the implementation. Thanks for listening to the playerbase.
- Scaling the ratings of +phy. mastery in the red skilltree and +Finesse in the yellow skilltree. Also the scaling of the ratings.
- Rearranging the position of some Traits.
I have to say, in my opinion updating the yellow line to start with changes to the Warden is bad prioritizing. Yellow Warden was never played much because the traitline simply wasn't viable and although it is a great to finally see some work on it, i think most players wish for changes to the blue and red line first. The recent feedback in this thread substantiated this assumption. I will post suggestions for red and blue line after commenting the changes on yellow.
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YELLOW: These changes are a step in the right direction but not enough to make yellow Warden a desired class in groups or raids.
- I appreciate the increase of the debuff duration for marked and diminished target and think this is a good change, because it gives the Warden more time to focus on the actual gameplay (Gambits and especially the Procs in yellow).
- You scaled some ratings up, but you obviously forgot to scale the critical rating which is given when selecting the yellow traitline itself - it is a measly +460 to crit. Please consider scaling or adding an other value instead.
- The +mastery rating on "Fire At Will" (+2520) seems still to low. Consider reworking this skill or scale it a bit to be usefull.
- The setbonus "Dogde this!"/the skill itself seems lackluster. Same goes for the Snapshotversions of the javelinskills (except Javelin Of Deadly Force). When you are trying to deal damage (even just supportdamage since you play yellow), you are almost always better off spamming Wall of Steel for DPS or building some other Gambits like Adroit Manoeuvre for your group. The animationtime is simply not worth the damage the Snapshots or Dodge This! yields.
My suggestion is to give the yellow Warden something like the bonus "Unconventional Strikes" from the red skilltree instead. Increasing the procchance for the group-buffs from the Gambitbuilders would fit the concept of the yellow traitline (supporting the group while dealing reasonable damage). An enhanced procchance on debuffs like "Behind The Shield - Marked" which gives a 10% damage to moral return, would greatly add to the viability of yellow wardens.
- The now achievable -8% outgoing damage on mobs seem decent, but I can't determine whether it has an actual impact or not. After my observations on BR i tend to assume, that damage output of mobs affected by this hasn't notably changed. Perhaps someone else can privide hard numbers on this?
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The Critical Defence Debuff of the Precise Throw Gambitline does not seem to have a notable effect on mobs (!). Although you can debuff a mobs critical defence by 6022+7273+8727= 22022, i could not observe a damage increase of the critical hits dealt to them. I tested this on the training dummies in the tavern's crafting hall, on the dummies in Glân Vraig and on some of the Hidden Threats in Mordor. All targets were debuffed by -22022 critical defence from the Precise Throw Gambitline. For the comparison we used Penetrating Shot (Hunter) and the dotticks of Grave Wound (Captain), since these skills always deal the exact same amount of damage. The results on the normal critical hits (not devasting hits) were compared. There was no damage increase. Proof:
http://fs1.directupload.net/images/180510/22hn2x7f.jpg Same goes for the Penetrating Shots. They critted with 71077 damage, whether the debuff was active or not.
Perhaps my understanding on how critical defence works/should work is wrong. Please correct me if so.
- The increases to the debuff-duration of Marked Target and Diminished Target mean, that
the current setbonus on the AoM-T2-Set for the yellow line is useless. With an uptime of 1 minute, there is no need to extend this for another 10 seconds. Even worse, it also means, that those players who were lucky enough to get one or even two of those Lvl 85 golden Warden-Earrings (which they can still equip!) are favored unfairly. This earring sets the debuff to -15% by default with the possibility to futher increase the effect via the skilltree. Put a maxlevel on these earrings, so they can not be equipped with Lvl 115.
Right now, newer players would have to utilize the old Featured Instance Set, if they want a significant setbonus for their yellow line. Playing new content with old sets with old stats isn't particularly funny and does not seem to fit your design philosophy either. Futhermore has the Featured Instance Set become unavailable too.
My suggestion is to change the setbonus on the AoM-T2-Set to the setbonus of the old Featured Instance Set.
- The DPS of the yellow line in its current state is somewhat okay, but given the lack of potency of the debuffs, it's not viable enough. If you update the potency of some debuffs and add more group benefit in general to the yellow line, to compensate on the lacking DPS, it will be fine. If you decide to keep the debuffs and buffs a yellow Warden brings like it is on the current BR preview, you need to further increase the damagepotential. Either way: Yellow line still needs some work if you really want to make it viable in groups/raids.
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Now on behalf of more important things: The Damagespec
Redline and the Tankspec
Blueline
The Red- and Blueline, especially the Blueline, need way more attention than the Yellowline (imo). These are the core Traittrees of the Warden and are by far the most played. And they are not fine in their current state.
RED: Many others already rightly pointed out, that your MeleeDPS classes are too far behind in comparison to the ranged damagedealers (except the Burglar which is now with the nerfs to Hunters and Runekeepers a really strong, if not the best, DD). In general you should bear in mind, that meeles have to take higher risks in a raidenvironment to fulfill their role (puddles, AOEs, etc). Therefore their DPS-potential should be close to ranged DDs (if not on par). All Melees suffer from Finesse not having an effect on Partials. A change to this would not only benefit the Warden, it would benefit all Melees as well and solve a lot of issues. Also the way Hunter with Fireoils, Runekeepers with -Fireresistance and Loremasters with -Fireresistance interact is too advantageous.
- On BR with BIS-Gear, 222750 Mastery/130k Finesse/overcapped Crit I managed to phrase ~43000 DPS on the 3-minute-Dummies. I saw some phrases of others reaching about 47-48000 DPS. Compared to the damagenumbers of Burglars in particular, we are way off. Even if Hunters and Runekeepers are nerfed now, given the numbers they still can achieve on BR, we are still off compared to them.
- We need a way to resolve the issue with the Partials. And as others stated, the requirement of 200k Finesse to get no resists on DoTs on Raidbosses is also very crippling to our DPS. Wardens need an effective way to penetrate Partials and Resistances. Or you need to change how Finesse works/the system in general.
- The Traits "Spear Sweep", "Quick Sweep" and "No Mercy" are useless. As a WardenDD you want to maintain as many DoTs as possible on your target, not cash them out. Also the damage these Traits yield (if you were to skill them) is completely lackluster.
My suggestion is to replace these Traits with something more usefull, preferably with a way to penetrate Resists or Partials.
- The Trait "Warden's Triumph" has little use, because neither the Gambits "Warden's Triumph", nor "Adroit Manoeuvre" has a place in the rotation as a Redline-Warden at the moment. IMO both Gambits are per se cool and have usefull effects - if they were playable (meaning viable) they would greatly add to the fun of Wardengameplay.
My suggestion is to give us a way to extend the duration of the buffs these two Gambits provide, so they can perhaps fit in the rotation and see actual play. If this happens, it would mean, that the Trait "Wardens Triumph" would become usefull.
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The Trait "Honed Spikes" is utter nonsense and not worthy of being a capstone for the Redline! Please remove it and give us something usefull/worthy of a capstone instead. Desireable options for a replacement were given in this post and in this thread.
This is the most important part. If you don't want to read my whole post, please read at least the following
BLUE First an analogous quotation of Tybur from the Anniversary Stream:
Wardens were designed to be the best Tanks, if you can utilize their full potential.
Given that - if i recall correctly - you aim to bring some of the old "class fantasy" back, the Blueline
desperatly needs some changes. Wardens were the second Class added, which was meant to be a fully viable tank and, oh boy, have Wardens fallen behind. Adding a singletarget taunt was a good and necessary step in the right direction, but it is not nearly enough to make Wardens a desired tank in groups or raids.
The core problem is the
lackluster survivability of wardens and the huge amount of damage they take. Wardens are tanks with the ability to stack avoidances and rely on their selfheal like no other. Currently (raid)bosses are designed to have mostly hard hitting abilities which can't be blocked, evaded, or parried. Therefore all the Wardens Gambits which increase B/P/E have limited use against bosses (these Gambits are only great if Wardens tank trashmobs). This means Wardens have to suffer the big hits with their 50% mitigation (52% at best with Dance of War and Conviction). Since Mordor bosses hit even harder than before, increasing this problem by a great margin. At the release of AoM, Warden tanks were simply to squishy to survive the big hits. Now, with the Northern Strongholds Essences they finally can reach enough moral to tank the bosses. But Wardens are still very stressfull tanks even for good healers - they still take double, if not more damage than any other tank in bossencounters. Given your recent changes to Minstrels on BR, Wardens will once again be very difficult, if not impossible, to heal. Even BIS gear wont give them the ability to tank successfully.
- Wardens have only a maximum of 52% mitigations and no way to effectively reduce their incoming damage from large boss hits.
- Wardens once had great selfheal, but in regards of the current moralpools the Shield-Spear-HoTs simply are too weak. E.g. ~4500 Moral HoT (tooltip) from "Restoration" compared to 170.000 moralpool. Or even worse, as others pointed out, the Traitbonus from Blueline which adds an instant heal to Restoration, a whopping +1756 heal...
- Wardens have their only active mitigation/emergencytool tied to their AOE-Taunt. Given enough mobs are taunted, Wardens have 12 seconds of godmode of 90% mitigation. After that they fall back to their lousy 52%. As others stated this is a bad design. Not only can it wreck havoc on your raid/group if you have to use an AOE-Taunt compulsorily to get some mitigation in a pressing situation. If there is only one (boss)mob, your "emergencyskill" only gives you 60% mitigation for 12 seconds. Having a 12 second mitigationuptime and fearing 8 seconds to go
SPLAT! is not fun at all.
- Never Surrender as a "passive" emergency skill has lost much of its use, given how squishy Wardens have become.
- Wardens have many Gambits/Traits which provide a raw value like +xxxx to physical or tactical mitigation. With the Essence-System, these Gambits are not very usefull. People prefer to cap their mitigations with the essences, because you can't always be sure (particullary as a tank who has to react to the flow of the battle) to have the time to keep your mitigation-giving gambits up.
- Wardens have Gambits which boost their B/P/E by large amounts, but the buffdurations are too short. Once we had +10 seconds on defensive buffs, but imbued legendary items have stripped us of it.
What the Wardens needs:
- A propper way to mitigate damage. 52% mitigation isn't enough, we need
at least to be able to maintain 60% the whole time, not just 12 seconds. This could be well and easily achieved if you would scale up the +% mitigation which Dance Of War and Conviction provide. Otherwise the mitigations could be placed on Shield Mastery (+% phys. mit.) and Shield Tactics (+% tact. mit.).
- A way to increase the duration of some of our defensive buffs (24/28 seconds is too short).
- HoTs which are scaled/usefull in regards of Lvl 115 values (easily 170.000 moralpool).
(- Propper itemization in the future. The agilitybase Armor and Jewellery has lower basevalues in vitality, which aggravated the squishyness of Wardens. Maybe you can find a way, in which Wardens could benefit from the +Healing Relics? This could also help with the HoT issue).
(- Maybe a real emergencyskill.)
Regarding the Traitree:
- The Trait "Warcry" only gives +2716 Evaderating for 5 Traitpoints. This needs to be scaled in regards to the new Lvl 115 ratings.
- The Trait "Careful Shieldwork" is okayish, but could use some adjustment upwards.
- The Trait "Defiance" needs to be decouled from "Defiant Challenge".
My suggestion is to perhaps make it a "real" emergenyskill like Shield Of The Dunedain or Guardians Pledge. Otherwise, you could implement the Reflect which Defiant Challenge gives into this Traitslot, so that you can chose to skill your AOE-Taunt without having a reflect effect on yourself compulsorily. Having a reflect compulsorily can mess up some of the bossfights like Ost Dunhoth - Huorns.
- The Trait "Impressive Flourish" gives way too little bonuses for the possible 5 Traitpoints. This needs to be scaled in regards to the new Lvl 115 ratings. Or, like i said above, strip it off its +mitigation values, since the Gambits with +mitigation have no use, when players cap themselfs with essences.
- The Trait "For The Free Peoples" is completely useless. Remove or rework it please to give it a meaningfull effect, worthy of a capstone.
- The Trait "Fellowship Protector" is useless in its current state and not worthy of being a capstone. As I explained, players prefer to cap their mitigations with essences and don't rely on Gambits to get their +xxxxx mitigation numbers.
Thanks for reading!