Originally Posted by
Kander
Yes, this is something honestly people who haven't played back in lvl 60-85 don't know. Warden used to have 2-3 self buffs with long duration, that's it, rest was damage, aggro generation, heals and some situational buffs/debuffs that you only used when really needed, such as corruption removals, stun immunity... Mitigations were always up to the max passively, avoidances just needed 2 buffs, main focus was on dominating fight, managing enemies, etc. Basically my thought is to go back to that, same as you. Either make all those NEEDED buffs passive in blue line or make them be bound to the passive %partial avoid we get when attacking in blue, or bind them to long duration cooldowns such as shield mastery, so there's nothing else we have to do for buffing basic mits, avoids and crit defence. Then we would be focusing on actual tanking, using other skills we got, using our buffs, our heals, our aggro management... Seriously just clicking more skills in a boring rotational pattern is way more boring for a tank than it was using just 1 or 2 and then using buffs or debuffs or just damage depending on the fight, keeping us busy 100% of the time by just keeping ourself self buffed keeps us busy, but it's not really fun. Make gambits just have more significant effect but very specialized ones, as in remove avoids from SoD line, remove avoids from healing line too, but make healing line more powerful then put those avoids into Dance of war line, all of them combined (it fits the line style), Remove buffs from conviction, but give it a massive buff in group heal, maybe adding an initial group heal of like 20% morale, make self heals heal way more, but remove the buffs they give. Then give morale taps more heals and aggro generation per target but remove the initial heals except for resolution which would be kept the same. Basically don't make us repeat and repeat same rotation just to be buffed enough to survive, but let us choose what we want to focus on, healing, damage, aggro or avoids, as the class used to be.
Yes, SoD line instant aggro + Morale taps over time aggro + aggro leeches should be totally back.
This could be mitigated by just making the aggro from SoD line, Morale taps and leeches not be resisted for blue line. Red and yellow line already have normally lots of finesse so it doesn't really affect after a while, though I would make DoT only go through either BPE or Resists as double checking through it is unfair.