The shield updates some time ago did little to endorse the use of a shield outside tanking raid bosses, although the bonuses were pretty substantial. I think this is something of a shame - shields represent what could potentially be a good route for some added variation within the melee crowd.
Shields are a defensive option, used to mitigate damage. However, the 5-25% physical damage resistance and the only rarely useful bump to AC almost never justifies the subsequent loss of something like half total damage output. Another factor to consider would be the fun to be found in the playstyle. A passive defense boost, if anything, is less interesting than taking damage in the first place.
Make the role of shield users in a group that of the active damage mitigators, that of tacticians.
The people you'd expect to see using shields in this manner would be fighters and paladins, most often those with stalwart or -of siberys defender.
Shield users should have additional tactics options both active and passive, similar to 'stunning' blunts. This is heavily dependant on the shield in use - a well equipped shield tactician should have shields in numbers approaching that of his swords, both being integral to his job.
Shields ought to have a handful of new enhancements, both on named and random shields. These would take effect when shield bashing - including the 20% chance with improved shield bash.
Shield tactics effects with dc's are unaffected by the tactics enhancements that exist at current.
New shield enhancement examples:
Overwhelming shield: This large shield can be used to overwhelm enemies, allowing you to attempt to knock foes down during a shield bash. DC: 12 + shield enhancement bonus + strength mod. Strength save.
Shield of Unbalancing: This specially weighted shield can be used to unbalance an enemy, rendering them less able to handle their weapons. Reduces attack bonus by 5 for a short period of time. DC: 12 + shield enhancement bonus + strength mod. Reflex save. Doesn't stack.
Guardbreaking Shield: This serrated shield can be used to pierce a target's natural defenses, leaving them more vulnerable to attack. 20% additional physical vulnerability for a short time. DC: 12 + shield enhancement bonus + strength mod. Fort save. Doesn't stack.
Shield of Snaring: This shield has been specially formed to snare your opponent's attacks. Decreases attack and movement speed by 50% for a short time. DC: 12 + shield enhancement bonus + strength mod. Reflex save. Doesn't stack.
Feat changes:
Shield Mastery: Also adds two to the DC's of your shield tactics effects.
- Active portion: Dazing bash: Dazes one enemy for five seconds. No save. Attacks do not break daze. 20s Cooldown. Requires shield.
Imp. Shield Mastery: Also adds three to the DC's of your shield tactics effects (total +5).
- Active portion: Breaking bash: Attempts to knock down all enemies in a regular cleave area. DC 15 + shield enhancement bonus + strength mod. Strength save. 20s cooldown. Requires shield.
Enhancement changes:
Both Defender lines add 1 to shield tactics dc's per tier.
Paladin: Righteous Fury: Cowers nearby living enemies. DC: 15 + shield enhancement bonus + charisma mod (boosted by feats and defender enhancements). Will save. 2 AP - requires DoS III, Improved Shield Mastery. 120s Cooldown.
Fighter: Greater Shield Bash: Improves shield bash rate to 30%. Requires: SD III, Improved Shield Mastery, Improved Shield Bash.
What do you think?
These effects will take place every shield bash - and dc's with all boosts are pretty good. The goal would be to make a decent shieldbearing paladin or fighter a worthwhile replacement for their maxdps counterparts, while also being fun to play without trivializing anything.
While I'm here - I would love a shield crafting system. We have greensteel weapons and accessories, dragontouched armor - some form of unique shield crafting (including suitably impressive models) would be a great addition.