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  1. #9
    Join Date
    Dec 2007
    Posts
    3,870
    Things are pretty much perfectly balanced now compared to the exceeding majority of the classes lifespan.

    Wardens need something to be hectic about their rotation; the gambit system is designed to revolve around making careful choices, with many of those choices being ahead of the time when they need to be executed.

    It is true that wardens are required to spend too much time on defensive buffs, but that kind of has to be the case. Wardens were originally injected into a game where threat management was the core singular focus of every tank class, which every other duty came second to. They have almost completely eliminated any serious threat management from the game with threat damage multipliers, force taunts all being turned into threat copies as well as temporary forced aggro, and having removed all other threat transfer mechanics, non-damage oriented threat effects (until very recently; exceptions being blue traited resounding, deflection and that new captain trait in yellow) and threat over time effects.

    Because of this, tanks have to have something else to focus on. The natural thing is either, to execute damage skills for threat, or else to focus on using defensive buffs. This change is partly why the warden has faced so many issues having all their kits defensiveness tied to temporary gambit effects for almost 10 years, as opposed to most of it being passive stats like all the other tanks. Given the situation with threat mechanics, the current situation is pretty much exactly spot on what it should be.

    Here's advice to anyone who is complaining about having to upkeep a tanking rotation: spend more time practicing and mapping out viable rotations than complaining about not having enough clicky cooldown buttons. If you want cooldowns, go play a guard or captain. Wardens are a higher skill cap for a reason.

    As for heals, we are not meant to be keeping 100% uptime on our self heals. If we do, we are meant to be massively penalized with our power consumption to the point that it is unsustainable. These changes made a move in that direction, but we can just counter it immediately by using dark before the dawn, or being captains SB. Dark before the dawn really should have its morale gate added back, with more up front power returned, and significantly less power over time. Self heals should probably cost a little bit more power.
    Last edited by Constrictions; Apr 27 2023 at 09:43 PM.

 

 

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