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(All credit for this material goes to Cyberjazz, Click here for original post) It makes sense that we as Guardians have a thread that hopefully consolidates everything (or near everything) new guardians would like to know about this class and maybe even provide some additional information and alternatives for some of the veterans. I will separate this list out in categories to help keep things more organized/easier to find. Please feel free to ask any questions you may have regarding this class, I will try to answer them to the best of my ability, and possibly add it to the main list. The best way to ask questions is at my MyLotRO blog: The Aforementioned Guardian **Please note this list will be periodically updated with new information from community questions/information and changes from patches. Please keep in mind that much of this is information gathered from my closed-beta level 50 Guardian and feedback/forum post from other high level Guardians and Beta testers#, so some of it may be slightly inaccurate or differ from your current game experience. #Your names are too numerous to mention but if you think I'm talking about you, I probably am. Prologue: Guardian - An Introduction & Overview I. Skills II. Traits III: Stats & Equipment IV: Builds VI: Issues, Concerns & Desired/Suggested Enhancements VII: Equipment Locker [Under Construction] FYI: In general, text in italics is straight from Turbine (statements, documents and mouseovers). Prologue: Guardian - An Introduction & Overview Reactive Skills: The Guardian is the master of reacting and counterattacking in combat. A sizable number of your skills are dependent on certain combat situations. As you are attacked, you will see the appropriate counter-maneuvers unlock for use against your foe. For example, the skill Retaliation can be used after you parry an attack. In terms of other MMORPGs, the Guardian fulfills the role of Heavy Tank, with lower overall damage output in exchange for improved survivability. The Guardian is one of the hardiest of classes, with the highest average Morale and a number of abilities which mitigate damage taken. The Guardian is a good soloing class, although the lower damage output means killing monsters takes a bit longer for the Guardian than for some other classes. The primary role of a guardian is to generate threat so that his/her fellow may defeat the enemy. The secondary role of a guardian is conjunction starter. B. Nemesis: Healing & Ranged Classes C. Terminology What’s the best race for the Guardian? What’s the most important stat for a Guardian? What can I do about repairs? Will they make any adjustments for Guardians? Do you think it’s worth playing a guardian with the state of repairs? Can we move while firing off our skills? New Skill Q/A and Hakaisms Four good Q/A and Hakai showing he has a sense of humour Q: What are Hakai's Favorite New Skills. Q: Will our new Skills work on Creeps? Overpower H: To be clear we know that 15% isn't going to be the limit of Overpower's damage add. Having learned some lessons during the course of development there is room in its current implimentation to add some nice bonuses to future traits/items to enhance the skill. Overall in situations where the Guardian's defensive abilities let him win a fight Overpower won't help. In places where the Guardian is going to win handily then Overpower helps speed things along. Salt the Wound H: For those worried that sword and board didn't get any enhancements to DPS you'll have to check out Salt the Wound. There is a big difference between the mild Thrust bleed and the Strong Salt the Wound bleed. Thrust now does 80 damage over 16 seconds. Salt the Wound does 490 damage over 20 seconds. (At level 50) Shield Wall H: As for Shield Wall it was a very delicate balancing act. It had to be useful, but too far in any direction and it could easily become game breaking. Imagine a Guardian using Shield Wall on the main tank with full BPE and all of a sudden things become really easy. Even without BPE Shield Wall is still very powerful in the hands of an off tank. Main Tank on the edge? Give him a short breather to smooth things out. The power drain is large, but not debilitating. It is there to keep people from leaving it up for extended periods of time. While the Guardian doesn't have a much larger pool, by taking the damage onto himself it allows the Minstrel to keep focus on one character instead of trying to heal both the himself and the Guardian. A small point that helps reduce the chaos of aggro gone bad. I can understand the initial skepticism as to the usefulness of the skill, but I think you'll find it quite practical. H: Even though Shield Wall isn't realistic it fills the role it was designed to fill. Provide emergency relief to another target. While the fact that you use the target's mitigation and don't protect them from induction interrupts isn't ideal these restrictions do provide a good balance to the skill. Without these restrictions there would be something else to keep it in the realm of used during periods of duress. In the end I think once we're out of theory land and into practice the player base will find it is actually useful in a number of situations. H: The way the effect works both of these weren't possible. I essentially had the same limitations as the Captain's transfer, which means the target's mitigation is used and even though the hit is absorbed it still counts as a hit for induction purposes. All of the combat calculations are happening on the target, he's just throwing the actual results over the wall to the Guardian and nullifying any of his own damage. There is the potential for Shield Wall to improve the target's mitigation in the future through a trait or an item like a shield. While I agree that it makes logical sense for the target to not have inductions set back, we just weren't able to do that currently since the target is actually getting hit and that is what sets back the induction. The induction system doesn't notice that the damage is thrown over the wall Engage H:As for engage, bringing you to the top of the threat list doesn't automatically switch a monster's target. There is a minimum time between targets switches (outside of force attacks) so Engage won't snap a target back to the Guardian, but will give them the opportunity to quickly regain aggro. In this sense slowing the target is useful in burning through that time when the monster will not switch back. The movement penalty for engage is reduced by both the destiny point run buff and the trait To The Rescue. Q: Why does slowing an enemy also slow a guardian? Is there any logic to this? Fray the Edge Summon Tinker
(All credit for this material goes to Cyberjazz, Click here for original post) |