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  1. #1
    Join Date
    Dec 2021
    Posts
    154

    Yellow Guard Rework

    My idea for Yellow Guardian Rework

    Green=Changed
    Orange=The same
    Red=Removed
    Blue=New
    Purple=Aim of change

    Since you are changing red to be shield and sword you may as well change yellow or make shield abilities work with 2 handed(pends if people want to keep 2 handed)

    Tree specific skills:

    Skills earned:
    Force opening
    Take to heart
    Stance change

    Force opening:
    Same

    Take to heart:
    On top of what it had before gives 5% crit vulnerability on target(chance to be critically hit by all targets)
    Makes the unique core ability to yellow have more of a support impact outside of miss chance

    Stance change:
    Activates defensive or offensive stance
    20 second cooldown(can be done in combat)
    Offensive stance:
    All extra agro from being a tank tree removed outside of the 2 taunts
    Converts 25% of max morale into *1.45 to damage(not above cap)
    +10% light damage
    +10% damage
    Defensive stance:
    If a target marked by take to heart misses you gain %5 mitigations for 10 seconds
    Max is 5%/cannot stack
    To allow yellow to preform as a partial dps with out the tank nature of the line affecting its ability

    Set traits:

    Light-touched:5+
    +5% melee damage
    +5% light damage Slightly improve light damage which is currently lacking
    +5% incoming healing modifier

    Disabling Strikes:10+
    Potency of non damaging-debuffs is increased by 50%
    -12.5% run speed
    -7.5% attack speed
    -2.5% outgoing damage
    +2.5% miss chance
    +2.5% crit vulnerability Added to list as now a new core debuff
    Potency doubled on any marked targets
    Combined Incapacitation to make room for new traits

    Protection:15+
    The same except maybe increase potency
    (Protection augmenting abilities will affect the player if no protection target selected)
    Makes sure protection augmenting abilities in offensive stance will again have value if you are the target in danger

    Flash of Light:20+
    Offence stance also gains Exponential/Chain AOEs again

    Mark of Permanence:25+
    Same

    Manifested Ire:
    Removed
    Just use stagger or engage.(its not even permanent with mark like those two and has a worse effect) Best use is to be annoying in PVMP? At least I think so

    Incapacitation:
    Removed as combined with disabling strikes

    Guardians Focus:30+
    2 versions depending on stance
    Decent cooldown time like a minute
    Focus offence:
    Remove all stacks of Bolster
    For every stack removed gain an attack duration buff 5% per buff removed
    Bolster cannot stack for while active or 10 seconds after focus offence ends
    Focus defence:
    Remove all stacks of Tenderize
    For every stack removed gain a 5% damage resistance per buff removed
    Tenderize cannot stack for while active or 10 seconds after focus defence ends
    Provides each stance with a short term damage or defensive cooldown in exchange for defence or offence respectively

    Internalize:35+
    2 versions depending on stance
    Decent cooldown time like a minute
    Internalize offence:
    All marked targets will explode taking high light damage that also hits targets in a close range
    Internalize defence:
    All marked targets will explode taking high light damage
    For every target hit gain (7%? Maybe more or less) max health as shield
    Provides a high damage AOE to both lines and a decent defensive cooldown for the defence stance depending on number of targets

    Tree Traits:

    Insult to Injury:
    You already get a mark of permanence so has no use?
    Outside of other trees if even that (give to red/blue or just delete)

    Shadows Bane:+0(maybe switch with Strong bursts so red has access to it)
    5 ranks up to extra 15% light damage
    Replacement for Insult to Injury which will help boost the light damage

    Radiate:+0
    Same

    High-spirited:+0
    Same

    War-chant:+5
    Same except no agro on offensive stance

    Numbed Senses:+5
    Same

    Bolster:+10
    In offence stance can stack also off blocks,parries and evades from protection target
    In defense stance has the ability to stack up to 10 with resistance rating being included(goes back down to 5 in offence stance)
    Allows bolster to be more easily stacked when you are in offensive stance and makes bolster have a greater affect for defensive stance if you have time to stack up


    Thrill of Danger:+10
    Same

    Tenderize:+10
    In offence stance has ability to stack more up to 10 with double or more of the effect(set to 5 on switch)
    In offence stance can also stack of crits
    Allows tenderize to be more easily stacked when you are in offensive stance and make tenderize had a greater affect for offensive stance if you have time to stack up

    Demoralising Anthem:+15 +War-chant
    Same

    Redirect:+15
    2 types
    Offence:
    Redirect buff goes to your protection target at 55% effectiveness
    Reflect damage also activates take to heart (works on blocks and parries)
    Defence:
    If damage is fully blocked or parried activates take to heart on attacker
    Provides redirect value when in offensive stance and reflect still gets value is damage is fully mitigated for defence stance

    Strong Bursts:+20 (maybe switch with Shadows Bane to give red access)
    Same

    Bring on the Pain:+20 +Thrill of Danger
    Offence stance:
    Same with
    Thrill of danger health return will affect your protection target
    If the targets damage received within 10 seconds exceeds 50% of the targets max moral the target will hit all enemies around them for high light damage
    which will return the target with a shield equal to damage done
    Defence stance:
    Same with
    If damage received within 10 seconds exceeds 50% of guardians max moral +25%(flat) to block,parry and evade
    Provides Thrill of Danger value when you are in offensive stance and gives a defence against high damage attacks when in defensive stance


    Warriors Fortitude:+25
    +physical mastery
    +tactical mitigation (since yellow has no tactical in its own tree)
    +parry (evade made no sense since you have parry and block response not evade but could be kept idk)
    +partial parry

    Vicious Rebuttal:+25 +Redirect
    Same

    Singular Focus:+30
    Long ish cooldown and still isn't affected by other traits and skills as current is
    Becomes activatable skill with a min cooldown
    Target takes 10% more damage for 10 seconds and a further 40% from the guardian
    Provides guardian with increased single target damage when needed and keeps original support with increased effect but only on one target

    Cataclysmic Shout:+30
    Same with
    Double potency of the guardians non-damaging debuff effects on hit targets for 20 seconds
    For 20 seconds targets hits take 25% more damage from crits(not affected by other traits or cataclysmic shout potency buff)
    This means the max debuff of core debuffs=
    -100%movement speed
    +60% attack duration
    +20% miss chance
    +20% crit vulnerability
    -20% outgoing damage
    Makes the usage of the capstone feel more impactful and combo with your debuffs that get spread on its use

    Traceries:


    Add new traceries that improve yellow abilities and have the ability to cause different effects based on stance

    Changes:

    1.Tanking cooldowns added with a focus on AOE and a general tanking buff across the board

    2.AOE dps increased substantially with single target slightly

    3.Support debuffing capability increased

    4.Dps and Tanking stance



    Hopefully these changes could let yellow guard:

    1.Be a viable tank in situations with lots of adds(poor at single boss fights and be alot worse than blue in situations where no or few ads are involved)

    2.Retain its solo ability and maybe have some interesting interactions in solo play on landscape

    3.Be a viable dps in situations with lots of adds (not better than a pure AOE dps eg champion) but very poor single target

    4.Decent off tank that can provide support and switch stance to augment main tank

    5.Can switch to tank mode mid fight if tank dies or you only need extra tank in certain situations

    6.Retain its identity of a mid ground between dps and tank

    7. Be fun to play and have a spot in groups at least sub tier 3 raids and dungeons +(delvings and skirms which it already does ok)


    Obviously numbers would need to be changed to balance it and names could be improved

    Also would the ability to change from tank to dps and vice versa be too powerful? Probably not

    You get (75%)? of an AOE dps with a poor single target and a decent tank in add situations only.
    Which I think is fair but I could be wrong as I don't raid at a high level.
    Last edited by Skohgar; Jan 29 2023 at 05:18 PM.

  2. #2
    Join Date
    Jul 2007
    Posts
    6

    No

    No delete Yellow make it passive.

 

 

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