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Finnbor

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Posts posted by Finnbor

  1. Real skill is to analyze your gameplay and find ways to improve and the knowledge to know that you can always get better. All these people who think they are perfect actually are hindering themselfs alot by not improving their game.
  2. Taunt is working as intended and the new raid does have alot of tank switching in the first 2 bosses.

     

    Focused defence doenst work in these tank switching bosses because after 2 ticks of the "heal" the other tank will steal the aggro and if your taunts are on cd you are causing a wipe.

  3. At 15k hp 4% endurance amounts to 600 hp. At 18k 4% amounts to 720. We don't need an endurance talent to make up 2k hp, we just need gear tweaking so we're 1300 or 1400 behind. But if the issue is with gear, then I'm inclined to believe we won't get it/don't need it.

     

    Ye i have noticed the endurance difference in gear but i would think that giving the endurance as a passive or as a defence talent would be easier to fix than change all tanking gear. also 4% endurance isnt alot i know but having the cap be closer than 2k would be better than nothing. i think its around 80 more endurance at 2000 endurance what i currently have buffed. not sure how much it would actually be in total healt gained but it still would be better than nothing.

     

    a) if it didn't have a focus cost and was spammable then it would do even less damage otherwise it would be broken

     

    Ye maybe it would be better if they lowered the focus cost to 1 or 2.

    b) Why is frontal cone damage on this list? You act as if that alone is some sort of failing. VG tanks also have an aoe attack with frontal cone damage. The fact that Cyclone slash does cone damage is not a big deal.

    Well they have alot more aoes than we do and theyr 1 aoe ability that does frontal has better range and basicly having cyclone only doing frontal doesnt help when your using aoe taunt and the some of the mobs just move behind you and its kinda annoying to have to move and it lowers the aoe damage done to the mobs when you have to move. I know its not a big deal but it would be nice thing to have.

     

    c) damage was recently buffed by 17% (+34% overall), but I see your point

     

    Ye it still doesnt do enough threat or damage for you to hold aggron in aoe spam fest situations.

    d) if it doesn't give enough threat then use it differently. jump in on the strongest guy there and have everyone focus fire on him. Add Cyclone Slash into an aoe rotation, and you can begin to grab aggro on the whole pull while you tank the main guy. If/when the dps nukes with aoes, if you don't have enough threat by then, then pop Challenging Call and continue doing what you were doing. Thats pretty much all you can do

     

    Well usually what we do in the "old" raids is that we just move everything on small pile and spam aoes to get the mobs down fast as possible i know that maybe isnt the way you do it but thats what we have been doing and in those situations our aoe damage/threat isnt doing its job well.

    5% is what they are shooting for. Ideally a 1% difference would be nice, but I'm too afraid they might mess it up. Besides, it takes more threat to pull something from range than it does from melee, so perhaps the damage is to account for the fact that many of their skills are ranged. Also, don't forget that BW stated that training dummies are still unreliable sources of data because they can't dodge/parry

    Well i was talking about the new raid where we have been using raid wide parsers and in story and hm modes what i have noticed that we are behind Vangaurd around 3-4% and there is alot different mechanics that could count for the difference basicly you have to do some tank switches or kite the electric missiles etc and it could be because of those things. But 5% buff to our dps would be one way to close the cap.

     

    Overpowered, skill would be overpowered

     

    Why would it be overpowered? basicly we are the only tank without the ranged pull and there is only 1 area where guardian tank would be good in pvp and that is the ball carrier in huttball and theres easy way to counter guardian if you play well. Also having that force pull would help us when we dont have the ball. If you think its op then why does assasins/shadows have it too they have everything and stealth they are the most op tank in the game and giving guardians one of their abilityes isnt op.

     

    If they did, I'm sure many people would still try to do hybrid anyway. I don't know why but for some reason some people seem to like the idea of trying to use hybrid over pure spec. I think it makes them feel unique in their builds, but honestly either way it's cookie cutter, they're just deceiving themselves. When I looked at the 1.2 patch notes I thought, "well, i guess the hybrid is dead". Then I got on the forums and I see "man, the hybrid is even better than before!!". I don't know how they came to that conclusion. It's like all of the arguments that they had before the patch that 1.2 fixed for the Defense build suddenly didn't exist and they flipped sides and started arguing from a different direction, but pretended like they stayed the same.

     

    Ye i dont think that anything would kill the hybrid spec apart of maybe switching Warding call for guardian slash :D.

  4. This is what we really need asap.

     

    1. Endurance talent

    Im all for getting nice unique skills as guardian but one thing we lack in comparision to the other tank classes is that we have about 2k less health in your typical raid situation. The funny thing is that it was removed from the Vigilance(dps) tree in patch 1.2 and wasnt given as a passive or as a talent in defence tree.

     

    2. Lack of aoe dmg & threat

    Sweep is good but it has a cool down. Cyclone slash is very bad and heres the reasons, a. it has a focus cost, b does frontal cone aoe, c does very low damage, d. doesnt give enough threat. So we need 1 more aoe skill that gives alot threat or does alot damage. Lowering sweep cool down in high defence tree would also work 5s cd on sweep would be nice.

     

    3. +3% single target damage

    So the thing is that now that we have been able to parse our combat logs what i have noticed is that we are behind the Vangaurd tank in damage done. Okey its not huge cap and im clad. Usually i look at damage done and see that hmm im 3-4% behind and maybe its down to the ranged damage that Vangaurds can do or its just the overral dps difference i dont know but i do know that there is a difference and Bioware should take a look.

     

    4. Forcepull

    Okay i know we have force push but i think it we need force pull in high high defence tree that would share its cooldown from force push so theres a choice if you need to push enemy of pull. I know that its kinda op to have that choice but its what the defence tree really needs. Defence tree lacks on alot things in pvp and this thing wont fix those issues.

     

    5. Kill the hybrid spec.

    Changing the location of some of the talents isnt gonna fix the problem that alot of the defence tree is not mitigation related okay i dont really like cookie cutter builds and i think its kinda cool to have those hybrid builds but the thing is that they give way too much of damage/mitigation and thats why its so popular.

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