Dear Orion, and fellow Guardians,
This is my first post here in the forum, but I'm excited about reworking my favourite class, so I wanted to share with you all what I was thinking about it.
First of all, I think I can state that the small majority of Guardians here would like to get rid of the yellow spec, because they want a more interesting blue/red spec in exchange via a more flexible yellow trait tree. And would say, many things become less and less exciting about the Guardian, sometimes it just feels too "stock", and there is very little room for customization. If you do not play by the "meta" traits, it is just weaker then, and not a bit more fun in exchange.
However, a substantial minority also said, that they want the yellow line to stay, because they want sometimes higher survivability for solo, maybe trying to solo some older landscape group content (which is fun stuff), and doing 3-6 men casual instances with a 2-hander, simply because choosing blue over yellow is not required there, and your group progresses much faster because of your higher damage. I also have use of the yellow-line for these reasons in the current game.
But the thing is, yellow has very few unique mechanics, and it's official role is "high damage AOE tank". I honestly don't see why would be a good choice to keep this spec alive, when the blue is a tank, the red is a dps, and yellow is a "somewhere-in-between"? But, as a supplemental tree it would have a great opportunity to spice up what it feels like being a Guardian either blue or red.
First things first, there are approx. 4 types of Guardian players:
Blue Main Tank with 1h and shield: most popular on endgame, but less useful nowadays compared to some other tanks.
Red DPS with 2h: can be a dps in a group, but not that wanted, also the most popular leveling style.
Yellow Tank/Solo with 2h: not that popular, slower for leveling, not enough tanky for main tank, but fun sometimes, and has a fan group.
Red Solo with 1h and shield: not that popular nowadays, but some people want to level faster so do red line, but they don't want to throw away their shields. Dwarves mainly.
![Stick Out Tongue](images/smilies/tongue.png)
(And yeah also the Yellow 1h and shield style, but the last time I saw one the dodos weren't extinct yet.)
If doing any major rework to this class, I think you (the developers) should keep all these groups in mind, and try to make all of them happy. I have some vague ideas how to get rid of the yellow spec without making any of these groups angry.
The Fighter of Shadow (utility)
This line should focus on keeping alive the niche playing styles, but also improving the Blue Tank (shield) and Red DPS (2h) experience.
Force Opening: becomes a level-up skill. No need to restrict blue from having this skill. So basic, 2 out of 3 lines have it, not mandatory all the time, but always nice to have a force trigger.
Protection: becomes a level-up skill. I like the idea that Guardians should have an unconditional support toggle that can be placed on the healer in blue line, and on the tank in red line. Increase the range to 40-50m, etc, should become something like the Captain's "Brother" skills. More on this later.
Purchased traits:
Insult to Injury: instead of refreshing debuffs, it applies a new debuff (something like "Salted!" hehe) that increases the potency of bleeds by 20-50% and guardian debuffs by 50-100%. The second part would save the current "Disabling Strikes" and "Incapacitation" yellow set traits, while the first part would bring back the big role this trait had at the Helm's Deep-era red guardians. Also, increase the apply chance to 30-50% for consistency.
Take to Heart: I like your idea really, should be first row 2 points trait. Maybe a bit lower healing, but all in all, as others said, by removing the healing from Prey on the Weak, the guardian has no consistent self-healing now, so I doubt it would be too OP.
Radiate: again, your idea is okay, but move down a row and unlocked by Take to Heart. Also you mentioned that in (your) yellow line, all skills would become AoE. I think this would be a bit overkill, but I think a trait that gives "all single-target skills will damage all targets affected by Take to Heart" should be nice, maybe Radiate would be a nice choice for it. Max rank would be for 50-100% damage, include bleeds somehow. Again, I'm not sure if this would be the best trait for it, or we need a new one.
Flash of Light: increments to 5, max rank gives 25-50% light damage (War-chant sure need a bit more dmg), first rank gives the light damage to Take to Heart. Unlocked by Take to Heart, the position on the tree is not clear in my mind.
High-spirited: fine, fine, but send it to the blue line. Also, Guardian tanks need a bit of morale atm, so I think it would be the nice spot to place an incrementing 10% max morale, or some vitality along with the current incoming healing.
Numbed Senses: I can understand why it needs a nerf, because it is by far the best debuff removal in the game. For now, I agree with your proposed change. Maybe move it to blue line, not sure.
Bolster, Tenderize: let them trigger from Protection, that's for sure.
Thrill of Danger, Bring on the Pain: I think it is fine as it is, maybe move it to blue line, not sure.
Strong Bursts: sounds meaningful with the new mastery update, but move it to red line. Also it could give some +AoE target count.
Redirect, Vicious Rebuttal: nope, no need here. Only tanks use this, and yes, it is pretty useful, but it doesn't even trigger To the King (for a reason I think), red line wouldn't need it, so move them to the blue line, in similar place, everyone will be happy, honestly.
War-chant, Demoralizing Anthem: both blue and red line needs this skill so much! However, the added threat that comes with it is not nice if you are dps-ing in a group in red, so remove it, unless you trait:
Manifested Ire: adds back the threat to War-chant, and gives the snare stuff. A little utility for tanking. Also... Finesse debuff for War-chant maybe? Or something like that. Should be helping at high level I guess.
Warrior's Fortitude (yellow): the least useful of the Fortitude skills. I think it is nice to see it gone, and replaced by:
Improved Protection: gives you the ability to respond to your Protection's target's blocks and parries.
Singular Focus: this can be a capstone... at least it can be made one. First of all, move it to the red line, and give it some meaningful debuff. Armor is okay, or mitigations, but make it flat %-based like the Rune-Keeper has. This would make a desirable utility against bosses.
Cataclysmic Shout: this is just useless now. Even when I play yellow to solo some landscape group content I never use it, and if I do, it doesn't really change the outcome of the fights. The only use for this skill that I can think of is that it would be the trigger ability for the "Break Ranks" capstone in blue line. The result in the tooltip would look like the Champion trait and skill "Unbreakable" and "Mighty Roar". Also, half the cooldown to match Break Ranks, and remove the debuff spreading ability, but the stun can remain. Reasons why it's so fitting:
- Neither Shield-taunt nor Smashing Stab is useful to trigger Break Ranks becuse they have their own use cases.
- Class fantasy: breaking the ranks in a cataclysmic shout, to indicate fellows now is the time to go full brr. Also very loud and visible, good choice for indicating this.
- The AoE stun gives the opportunity to quickly build back Fortification, at least against trash mobs.
All in all, I think it would be very fitting choice.
Light-touched: this is the name? I just looked it up... maybe it could use a name change. Anyway, this is currently the trait that gives you the ability to block with a 2-hander. I think it would make a good yellow capstone with the following:
- Gives the ability to block with a 2-hander obviously. Gives some survivability to red line, and gives the ability to go 2h tanking in the blue line.
- When specced in blue line, gives the ability to build Fortification via parry skills too. That still wouldn't be enough for 2h tanking, so I guess Guardian's Ward too.
- When specced in red line, Reactive Parry can trigger on blocks too, also on the Protection's target!
- Gives you a unique buff depending on whether you use a 2-hander or sword and board. Similar to Champion "Weapons Master" trait, crit dmg + attack speed for 2h and flat dmg + block chance for 1h would be nice I think.
The Defender of the Free
Earned Traits
Most of the current line is nice, however:
Shield Wall: is useless. Remove this skill entirely, and replace it with:
Protection by the Shield: Protection transfers 5-10% threat from the target, and 10-20% damage the target takes (after the target's avoidances and mitigation) to the Guardian. This would make a good toggle that you place on the healer or the other tank if you're running 2 tanks.
Purchased Traits
Relentless Assault: needed in red too, so move it to yellow line.
Guardian's Pledge, Juggernaut: these two skills gives the same effect basically: avoidance-based emergency. There are two situations when you try to use them:
1. Invincibility. If the attacks of the enemy you face can be avoided, you avoid all of them.
2. Basically nothing. Your enemy either has unavoidable attacks, or has tactical attacks, that cannot be bpe'd.
Sice Guardians can reach 65-75% full avoidance (depending on whether Adaptability is on or not), these skills are overkill in endgame in the first case, and useless in the second case. I propose separating these two skills with distinct effects:
Guardian's Pledge: instead of avoidance increases, it maximizes the damage the Guardian can take from any damaging source at 15-10% of their max morale for its duration. (I hope you can understand this, if something would hit you for higher than this, it would hit you for that percentage instead. Damage cap if you will.) Can be decreased to 9,5-4,5% with tracery. This would give an emergency button against bosses specifically.
Juggernaut: also gives 50-100% resistance. If attacks can be avoided, avoid them properly, from every source.
Shield-smash, Follow Through, Improved Shield Spikes: move them to yellow line, so red shielders can access it.
Disorientation: I'm not sure that this debuff is meaningful or not. I propose it should move to red line, and since Overwhelm has the same icon, I think it is fitting that that skill gives this debuff 100% of the time at max rank. Also, it should decrease resistance too, helps with bleeds, and again, avoidance should apply to every source.
Break Ranks: as I mentioned in the yellow line, Cataclysmic Shout is a fitting skill for this trigger, this trait should give the skill too.
The other stuff here are okey-ish.
The Keen Blade
I agree, red line needs a specialization perk. It should be nothing else, but "critical hits trigger a parry response". End of story. This would be much similar to blue line Burglar, where Burglars get a reactive element in addition of the class usual proactive nature, and the reverse would apply the Guardian here. I cannot imagine anything other than this that would solve the parry skill consistency issues that Guardians have right now.
Also, in my mind the current parry chain is sacred. Removing the Thrust from the chain would generate more problems than it would solve. The above parry chain trigger change would solve everything we need.
If Forced Opening would become a level-up skill, red line would need another skill that unlocks immediately, and that should be:
Brutal Assault: currently needs 11! trait points to unlock it's full potency, and other than its bleed (which also very poor at higher levels, even with DoT traceries, as every Guardian bleed right now; just tested on Bullroarer) it is useless. 11 trait points for a skill that gives a short bleed and the base damage just slightly better than Sting? So I propose it should give 5% critical chance for the same duration (10 sec) as it's bleed, triggered by its critical hit (same as Champion's Wild Attack). This ability should either bestow upon you as soon as you specialise, or attached to Tireless Blows. In the latter case, Brutal Assault needs to get its bleed instantly, level 2, after spec. The thing is, currently nothing, again, nothing encourages me to trait Brutal Assault and Tireless Blows until I can also trait Haemorrhage. This should change!
Earned Traits
Reactive Parry: your proposed change is nice, but only if it could pair with Protection (by the Sword). Make it meaningful, make it cool, and make it relevant if someone else is tanking in the group.
Protection by the Sword: Not a separate skill, but instead it enhances the general Protection. Reactive Parry applies to the target's parries too. The melee damage aura radius should be increased significantly. (Improved Protection in the yellow line gives the current effect.)
Bleed Them Dry: make it something meaningful. At Helm's Deep it doubled the Guardian's Bleed max stack from 5 to 10. Make this trait that much meaningful again.
Brutal Charge: do not dare to touch it! It is the only cool thing red Guardians have currently from their Golden Age in Helm's Deep. Infinite duration on the next skill stun was broken, I admit, so I agree with that change, and I agree with the "only damaging melee skills can trigger it", as your current change with it's critical strike when traited. Aside from that, leave it alone, it's fun, it's cool, and it is not broken, it never was. Beornings and Champions have the same skill anyways, I know they are slower, but still, it is good as it is. And it shouldn't be a capstone, capstone should be, as always:
Pray on the Weak: of course, not in it's current form. Back in Helm's Deep, it gave self-heal and damage based on the bleeds on the targets when critically hit. Nobody wants back the self-heal aspect, it was so much broken... But I have an idea how it should work now. Critical hits with skills would trigger a "free" bleed tick on the target suffering from any of the Guardian's bleed. The free means the same damage as the bleed, but doesn't tick down the duration. This should finally give the damage red Guardians need, and it would simply based on the old system, where a decent portion of the damage came from this trait.
Purchased Traits
Thrill of Battle: red line needs a bit of self-heal atm (compare it to red Champions, they have much more now!), so this should be the same trait in essence. However, needs some change, first of all, this should give 1% crit chance per tier. Not conditional, not temporary, but flat, passive 5% crit at max rank. Secondly, the cooldown should be decreased, or removed, depending on a lot of things. Thirdly, it should apply to every critical hit you make with skills, not just response skills.
Skilled Deflection: nice! I always trait it for landscape. But a red Guardian in a group don't need it. A blue Guardian in a group might need it. Move it to yellow, everyone would be happy.
Heavy Weapons Training: As much as I love your proposal that would make the red line more 2-hander oriented, those shielder dwarves would cry for it eternallly. Leave it as it is I think. Or. Make it so, that it is really a heavy weapons training, and it gives it modifiers only to axes, clubs, hammers and swords. Why these? These are available for 1h and 2h versions too, and includes all type of weapon that a race has damage buff. Maybe a unique buff for each type of weapon would be nice (like the suff Wardens have), in that case, the damage modifier should not be higher than 5% at max rank.
Invigourating Parry: tested on Bullroarer, this is horribly not 1-4%. If it were, it could maybe stay as Invigourating Parry, but changing it to Invigourating Critical, as you proposed is also seems okay.
Tireless Blows: if and only if the specialization perk is what I (and some others in this forum) proposed, then it can stay the same as it is now. If not, your proposal for crits to trigger it is okay.
Haemorrhage: should be increased potency to 20-50%, or some other bleed related stuff. As mentioned, I would be happy if Brutal Assault would give it's bleed always, without this trait, so it should give some meaningful bleed-related stuff.
Rupture: the thing you proposed, and nope. At least nope to To the King, leave that skill alone. Everyone wants to spam TtK every time, nobody wants to give it bleed removal. However, Hammer Down on the other hand... would be nice for the job. You can remove the stun, not really useful for this skill I think. But Hammer Down isn't part of a chain, has long enough cooldown, and high damage, it can be the ultimate finisher and group damage buffer you proposed. Rupture as a trait should not exist, Hammer Down should give it's effects instantly. If you remember, I proposed "Singular Focus" to be here as the second capstone instead, but then what about
:
Honourable Combat: oh, what a shame of a skill this was always... Even in the Golden Age of Helm's Deep (more like West Gondor, when it was added), nobody used this. But, I think this can be made viable. Move it to yellow line capstone place, and give it the ability to remove ALL Guardian bleeds and debuffs from all targets it affects, and give it a fellowship-wide heal-over-time, with it's potency depending on the number of bleeds and debuffs removed. It would give Guardians a useful group utility, while also very very nice class/skill fantasy, that for a breif time, "we leave you alone, you leave us alone". This could save this skill, and give meaning, use, and fun to it.
Closing words
I don't expect or hope that any of these changes I proposed would make it to the live. My goal with this post was to share my image what should be the purpose of reworking the Guardian, and presenting an example how it could be achieved. Of course, there are thousands of other solutions for this, but I think every solution should include these elements, as my "proposed" changes do:
- Making every type of player happy, and give every one of them something they would enjoy.
- Since the yellow spec hasn't got any real viability, removing it, and using the line to keep it's current fans happy, along with giving identity to the Guardian class as a whole.
- The identity should be that the Guardians make the enemy weaker in groups, mainly by decreasing the enemy's offences, hence protecting others from harm, even if they aren't the main tank of the group.
- Instead of giving the blue line dull buffs, and giving the red line flat damage increase (as it happened in the last rework), make them viable via interesting new mechanics and the group utility yellow line has currently.
- Make red line one of the best solo experience in the game, as it was in it's Golden Age, but of course without making it insanely overpowered. Just make it fun again, that's all. I'm sure that there is a solution that would make the current red and yellow line solo users both happier.
- Instead of giving the class new and unconnected effects, trying to revive some old elements, and keeping the current or old "feel" of the class.
Thank you all who got interested enough to read this, and I hope many of you supports the perspective I took on this lovely class.
Cheers.