Open GeneralGormal opened 4 years ago
Agree with changing RC/SS, also SB; make them do something otherwise you have a hole in your rotation when you're fighting a wraithform or on water. I could see adding a bit of area to ruinous and enervating smite, but 1h is for tanking, 2h is for damage. Divine/dread smite are less useful single target than SOD used to be, but SOD is only 1x damage now. Area on those would be OP'd if it kept 7x, but maybe some kind of diminishing effect the further out from target you get? I agree, let us wear shield in battle, maybe at a failure/lag chance?
I think rescue should be a power, when I describe powers and skills to new players I tell them, powers are something you active to do something, skills are something automatic like swimming when in water. Rescue breaks the paradigm, if we could make it so skills are all automatic, and powers all activated, that'd seem ideal.
Totally agree to keep 1h area damage low, just like to increase area threat. Can powers be coded to do no damage but give threat, or low damage and modified threat value?
Good feedback. The limitations on the knockdown powers are for sure a problem and need to be addressed. I'll give some thought to the area threat generation for 1H. You're right that there's a disconnect between threat generation and single target damage on the tanking powerset.
The dynamic between 1h/shield and 2h powers on these classes is pretty good right now, but the additional survival in 1h mode is really hampered by a) Radiant Charge/Shattering Smite only working when the mob is standing+properly sized+on solid ground and b) a single aoe attack on a long cooldown.
99% of fights are multi-mob and you need to be 2h for threat generation to actually help given rescue still lags you and guts your ability to protect yourself or generate more threat (should look at changing this btw). If you go 1h for pure tankiness, you can't hold more than one mob outside of your aoe taunt, so the survivability isn't even needed and ultimately hurts your group.