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Feedback after getting to 25 twice now and been running content as tank main.

ApokApok Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
So I'm just gonna list off random things I would change about the tank here.

I don't mind the change to grit but the 10 second timer is cancer. you need to have situational awareness and there's already plenty of CD to keep an eye on. I would change it to a 30 second duration with a 20 second cool down allowing for around a 10 second stack to be thrown into rotations, This won't be necessary for typical farm parties but can be optimized into rotations for bigger fights and oh shit moments. Also you should fix the tooltip, it gives 5% not 10%

I love using reflect as much as possible but sense before Phase 1 the skills proc window doesn't match up with it's animation. The animation lasts for about 4 seconds where the window for the trip, knockdown and restore MP only takes effect in about the first 1.5 seconds of activating the skill.

With the way your enemy mechanics work like a lot of charges, links and awkward back peddles as well as melee that ranged if they're at a certain distance. the tank could really use an AoE draw-in ability. this would also help balance it out for PvP sense it sucks so bad at 1v1 make it a powerful specialist in group combat.

Tank wall should LoS mobs a lot more efficiently.

I find myself using both intercept and absorption field for myself more than anything on rotation as extra damage mitigation. I personally would like to keep this but change it a little and just make 2 skills the first one would replace Intercept and would put a shield on you like intercept would but it also does it to anyone in a very small aoe around you. I would make absorption field do the same thing instead with a larger aoe and shield around the tank

I would also give grapple two augments that a skill point can be spent on to, the first is make it so grapple replaces the mechanic of intercept by pulling you to an ally and shielding them, the other would give grapple a charge.

The stun on vengeance is kinda hard to weave into anything it's more just rng when it comes to making a useful stun. I would rather make it consume all courage and do something based on how much was consumed like a damage bonus at 25% stagger at 50% trip at 75% and the stun when all courage is used to allow more control over the tanks CC capabilities.

Aegis is a good way to get yourself killed, I suggest tanks should more auras and aegis does a buff around the tank depending on the aura he has on, main tank can run iron while an off tank has a damage aura and aegis boosts that aura instead.

Wouldn't mind seeing more mechanics which uses an off tank for more than something like just encase the main dies to raid boss or something. Tanks should have a skill to transfer some of its agro away to someone else and set up situations where the tanks going to get overwhelmed with wound debuffs and will have swap out periodically and stuff like that, kinda like what FFXIV does but less gimmicky.

Slam is kinda a waste of Courage to try and boost your dps a little bit I would overhaul both slam and inciting strikes. First make slam MP based and do it's knock back instead of trying to be DPS/threat gen, Make it a swipe too a frontal cone with a knock back and add a feature in where it knock backs harder if you're using a 2h

for inciting strikes I would make it the DPS focus that eats up your courage, this will be used to boost attack speed and finisher proc rate for tanks that like to pop skills like swordmaster's aura or inspiring bullseye
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