Glorious Alpha Two Testers!

Alpha Two Phase II testing is currently taking place five days each week. More information about testing schedule can be found here

If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.

Tank Ability Feedback

CvrCvr Member, Alpha One, Alpha Two, Early Alpha Two
Iron Aura, Grit and Fortify
These feel lackluster at best, and punishing at worst.
I do not have the best available gear, I've currently built more towards power, and strength than constitution, so my mitigation gear is middle of the pack, and the problem only gets larger as gear increases.

Here are some numbers for my physical mitigation:
Geared:
49.6 - No buffs
52.2 - Added Iron Aura (100% passive uptime, and achievable at all time) (+2.6)
56.9 - Added single stack of "Grit" (+4.7%, not sure why this is lower, but assuming rounding)
61.7 - Added second stack of "Grit" (+4.8%)
69.4 - Added "Fortify", used at 100 Courage (+7.7%)

Ungeared:
20.1 - No buffs
24.1 - Added Iron Aura (100% passive uptime, and achievable at all time) (+4%)
31.7 - Added single stack of "Grit" (+7.6%)
39.3 - Added second stack of "Grit" (+7.6%)
51.4 - Added "Fortify", used at 100 Courage (+12.1%)

These are the values the abilities are supposed to provide, according to their tooltips.
Grit: Either 10% or 20% physical mitigation, and 5% or 10% magical with passive.
Iron Aura: 5% overall mitigation
Fortify: 10 - 20% overall mitigation

Besides, never providing the listed values, even when completely naked. Then by gearing up, your button clicks, meant to keep you alive, are becoming weaker. I can not understate how bad this feels as a player. You feel like you are getting punished by gearing up, for no reason.
Having them apply their listed amount of mitigation would be so much better so that you can rely and depend on their use, maybe this will need them to have values adjusted in the process, but it would be wonderful to know how much an ability helps before you press it, regardless of what gear you have on.

Protect and Aegis:
Protect:
In theory I like Protect, but I think it has a fatal flaw. It transfers damage to you, not passing it through your own mitigation, but on the mitigation damage received by the buff "receiver". If they get hit for 100, you receive 30, despite having much higher mitigation, effectively just turning you into a health blob, relying on my targets mitigation. Now it does fulfill the goal of keeping the target alive for longer, but I feel like it is lacking.


Aegis:
Aegis is the same, but it is deadly to use in any group scenario, every time I have used it and the group have taken any meaningful damage it has resulted in my expedient death, in less than a few seconds.


Ideas for Improvement:
I would love to see both of them reworked or completely changed.
Aegis actually has a very nice version in the world, from the Cursed Smiths inside befallen forge. Now theirs is permanent, but having an on-use ability that increases mitigation of nearby allied whilst also debuffing enemies within the same area would a really nice example.
Protect would for its use of keeping a single target alive, could either increase the "targets" mitigation either match the tank, or add a portion of their mitigation to their own. Additionally it could just have the damage transferred back to the tank pass through their own mitigation first.
Then to prevent a "chain" of the skills being used, I would add a buff to the tank using protect, preventing protect from being applied on both the "user" and "receiver".

Reflect
This is by far my favorite ability of the tank, mainly because it as the only one plays into block, but also due to having two passives, giving it some extra power.
It feels incredible to hit it, on the rare chance they you can return more damage than you take, from the single hit, but I wish its functionality was extended or expanded upon.
Giving it an "alternate form" like how scatter shot changes based on passives, and potentially give it a 2 - 3 second channel so it would provide more use when tanking multiple enemies or making it weaker, and effectively become a passive when using the built in Guard would be a different way.
Basically I love it, and would love to see it expanded, especially to provide more than just a "single" hit worth of utility.

Intimidating Aura
I would love to see the 10% magical damage, which you simply do not go towards as a tank, get changed into 1% of max health instead. This would create some synergy with some other spells, and allow it to slowly increase in its small damage, as you level up and improve your gear.

Grapple
This is kind of a big one. In short it does not work in PvP. I believe I have a 10 - 15% success rate of affecting players in active combat, and if it does work, it nearly never pulls the target the entire distance.
Additionally I've seen it begin to become unreliable in PvE too.
Sign In or Register to comment.