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Old 06-16-2009, 08:48 PM  
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Default Re: Guardian Revamp Starting with what is broken.

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Originally Posted by Ower View Post
That fucking rooting shit... cant remeber what the shit is called but imo its junk and most often to risky to use at all... Make the root so you wont get KB and this buff would be fixed.
Everything else here is pretty sweet as well, but if anyone supports it and other tanks see it they will just say stop QQ'n, but Immobility preventing knockback while rooted would be amazing fix.

It's an ok debuff, but fear of using the spell then getting knocked out of heal range is a problem on a lot of fights. I think if you're rooted you should be ROOTED, not rooted till knocked back....wtf is that?
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Old 06-16-2009, 10:37 PM  
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Default Re: Guardian Revamp Starting with what is broken.

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Originally Posted by headbusta View Post
Everything else here is pretty sweet as well, but if anyone supports it and other tanks see it they will just say stop QQ'n, but Immobility preventing knockback while rooted would be amazing fix.

It's an ok debuff, but fear of using the spell then getting knocked out of heal range is a problem on a lot of fights. I think if you're rooted you should be ROOTED, not rooted till knocked back....wtf is that?
what he's asking for is nothing huge or over powering and if you want to see QQ go dig up some post other tank classes had going for guard nerfs... that's fucking QQ'ing
and it worked too.. lol basicly every class has guard like abilitys now.

either way I'm not gonna offer any ideas here since it's ovbious raid guard ideas.
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Old 06-17-2009, 12:45 AM  
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Default Re: Guardian Revamp Starting with what is broken.

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Originally Posted by headbusta View Post
Everything else here is pretty sweet as well, but if anyone supports it and other tanks see it they will just say stop QQ'n, but Immobility preventing knockback while rooted would be amazing fix.

It's an ok debuff, but fear of using the spell then getting knocked out of heal range is a problem on a lot of fights. I think if you're rooted you should be ROOTED, not rooted till knocked back....wtf is that?
imo its a junk debuff :/ Gives very litle debuff and debuff your own dps.. The worst fear i have with using it is someonegrabs aggro and im casting something els or to slow to canacel it so mob run out of range and kill someone. Has happen befor... So i never use it anymore. Same as KB:ed away... a few times. Since to me... a rooted target shouldent be KB.... But all it does is to keep you from running... And the fact that it dont even work on fear... thats test two i did back in the days... ended up with the mob on the wrong spot for some secs thats all.
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Old 06-17-2009, 09:25 AM  
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Default Re: Guardian Revamp Starting with what is broken.

In theory plant is an awesome ability for multiple mob encounters, problem is some mobs are resistent to root, and alot of the mobs have KB, only zone I really use it in is outer stronghold when I get everything into a corner.
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Old 06-17-2009, 10:31 AM  
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Default Re: Guardian Revamp Starting with what is broken.

Don't know about it being a shitty debuff, it's relatively close to the shamans' debuff amount for DPS/Attack Speed and it's out of encounter aoe. Also, if you're trying to use the fact that it deacrease your DSP/Attack speed by 17.1 or w/e (sorry at work don't know the real numbers) then you need to build a better group and get some buffs.
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Old 06-17-2009, 11:44 AM  
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Default Re: Guardian Revamp Starting with what is broken.

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Originally Posted by headbusta View Post
Don't know about it being a shitty debuff, it's relatively close to the shamans' debuff amount for DPS/Attack Speed and it's out of encounter aoe. Also, if you're trying to use the fact that it deacrease your DSP/Attack speed by 17.1 or w/e (sorry at work don't know the real numbers) then you need to build a better group and get some buffs.
Dident say that the dps loss was anything major. And yeah we are on the same page on the debuff i think its to risky to use most of the times

Last edited by Ower; 06-17-2009 at 11:47 AM.
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Old 06-17-2009, 11:50 AM  
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Default Re: Guardian Revamp Starting with what is broken.

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Originally Posted by Ixer View Post
In theory plant is an awesome ability for multiple mob encounters, problem is some mobs are resistent to root, and alot of the mobs have KB, only zone I really use it in is outer stronghold when I get everything into a corner.
Can dispell if mobs take dmg. and dont dispell on you and with the low aoe hate guards have its still not an awesome ability for multiple mobs imo that is.

And wont work on epics. And since all the other tanks solo/group state is ignored and tryed to balance on raiding this ability sucks even more since it doesent work on epics.
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Old 06-17-2009, 12:08 PM  
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Default Re: Guardian Revamp Starting with what is broken.

To be brutally honest, I'm actually happy where guardian aggro control is right now. You folks haven't *lost* anything with TSO, its just that other tanks have *gained* tools that puts them on equal footing with guards as far as aggro control goes.

The other tanks needed to have guardian-quality single target aggro control in order to have a shot at MTing effectively; otherwise the guardian monopoly would have stand. And guardians still have the best survivability, so the other tanks needs AE aggro control or dps as a "niche" to keep them useful in raidforces.

I'm not denying that Guardians could use some love though, I just think it should come in the form of increased survivability. Anything else would make Guardians "the ubertank" again, and send all other plate tanks to bottom. SKs and Guards are too close in survivability atm (even though bloodletter has several downsides that most people dont consider), and something should be done to fix that. Maybe something like a genuine enhancement to ToS, improvement of your DP, and an adjustment to the mythical to make it more defensive.
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Old 06-17-2009, 12:26 PM  
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Default Re: Guardian Revamp Starting with what is broken.

Shout line should be increased in its hate and never resist even when pulling lvl 90 epics, slanderous assault with shorter recast and cast time and larger range. immobility should prevent kb and have prolonged effect on epic targets then its current state, while pinned the guard should generate good hate to all targets.

Raid wide buff should incorporate a big dose of HP and a 10% hate transfer of 5 top parsers in raid to guard.

Get rid of riposte immunity from our myth and replace it with ward that procs for any critical hits on guardian and damage taken is converted into health up to 20% of guardians HP.

The shielding of velarak should be a permanent effect.

That said, outrageous demand, will never happen but i feel kinda good by letting off some steam after europe not getting GU52 today.
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Old 06-17-2009, 02:20 PM  
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Default Re: Guardian Revamp Starting with what is broken.

I recently started MT again for my guild on Everfrost and the only issue I have is melee range. Hit boxes are way to small and getting a mob back after I use my ranger ward is like a 50 meter sprint on an ice rink.

I would really like to see an AA line to extend melee range and/or CA range. Right now SOE has distances really screw'd up when compared to player size. On to many occassions I can get CA's off at a certain distance but auto attacks do not go off which is just retarded.

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