Originally Posted by
Selvera
As someone with a very nicely working nearly pure stalwart-defender TYWA build, I'm really not enchanted by a number of these changes.
1) You're removing fighter's only self heal (although you are adding a new one, but still, you're removing their self heal)
3) You're removing the only AoE in the tree, which I'm pretty fond of using.
However, I'm always open to discussion and I do agree with many of your ideas, so let's look at the changes you're proposing.
Core Enhancements:
Stalwart Defense: This is a very good enhancement as is, your change is very minor and a pretty good idea.
Overbalance: I am also not enchanted at this enhancement, since SD has very little in terms of shield-bash chance. I'm not sure if armour piercing is the right choice for a replacement, but it's not a bad option either. Another option would be an active shield bash knocks down.
Stand Fast: On paper I don't much like this enhancement, but in practice it's actually quite useful. Typically dragons and air elementals love to knock you down, and a SD often doesn't have the reflex save to prevent it, having a get back up immediately is great. I'm not sure if this needs an update.
Defensive Sweep: Defensive sweep is one enhancement I regularly use to increase my DPS a significant amount when getting mobbed by enemies. I would not want to give this up for just some one more CC clickie, no matter how good it is.
Last Stand: This capstone is already great in pretty much every way. The only change I would look to make for it is to lower the HP granted (Maybe 40% instead of 100%) and increase the duration (60 or 90 seconds instead of 30). On a TYWA builds, I very much appreciate a 6 Con capstone, while str isn’t very good. On non TYWA builds, Con is still very good, while +2 str is as good as many other capstones give.
Tier 1
Threatening Demeanor: Your change is removing +intimidate for a small amount of +threat generation, but SD already has a lot of +threat generation, so perhaps having the +intimidate
as an option would be good?
Armor Expertise: Yes and no. 10 AC at level 1 is OP, this is part of why martial past lives have trivialized heroics. However the current not even 6 AC at level 30 is somewhat trivial. How’s this for a suggestion?
Armor Expertise (Stalwart Defense Mastery): Armour you equip gains +1/2/3 to its enhancement bonus and gains +1/2/3 max dex bonus. Additionally tower shields you equip gain +1/2/3 to their max dex bonus.
This is 2 QoL beneifits; firstly the bonus to enhancement bonus should multiply by reinforced armour when you get it later. Secondly the max dex bonus isn’t hindered by using a tower shield.
Defense Boost: I’d have to say no to this. Dodge is the realm of light-armoured builds (monks, rogues, tempests, who can get 30%-50% dodge easily), not for full tanks who might have 6% with enhancements which increase the max dex bonus of their stuff. The difference between 50% and 75% dodge is a lot higher then the difference between 6% and 30%, thus making this proposed change much, much better for a level 1 splash of rogue/monk then for a SD that you’ve designed it for.
Defense boost as it is right now actually sounds OK, the problem with it is that it’s overshadowed by much better defensive boosts available to SD and tanks in general. It would be nice to add some intimidate or some threat generation to it.
Tier 2
Shield Expertise: My proposed change would be again to make the max dex bonus apply to both armour and shield: 5/10/15% shield AC bonus and 1/2/3 max dex bonus of armour and tower shields.
Stalwart Shield Mastery: I’m rather fond of getting bonus to damage with my bonus to AC. This appears to be replacing the T3 enhancement that grants bonus damage as part of it. I’d prefer to keep the Tier 3 enhancement the same, requiring stalwart defense mastery (discussed below) as a tier 2 enhancement.
Enhanced Stalwart Defense: I like this idea and I like the implementation and I can see the desire to change away from instinctive defense, but in the interest of not losing something from the tree, I would prefer: Choose 1 one of: +5/10/15% healing amp, +2/4/6 Intimidate, 10%/15%/20% less damage while helpless. While in Stalwart Defense and wearing heavy armor and wielding a shield. 1 AP per tier.
While the PRR/MRR would probably be more tasty in an enhancement, the tree already has PRR/MRR as a bonus to SD in the tree.
Tier 3
Stalwart Defense Mastery: As mentioned above, I think this should be moved to tier 2. I do agree that the current enhancement is very underwhelming; and but I’m not sure if this is worth increasing the cost to 2 AP per tier. How about: +1/2/3 Enhancement Bonus to equipped armour +1%/+2%/+3% dodge, -1/2/3 armor check penalty. 1 AP per tier. (Tier 2 enhancement, prerequisite for stalwart shield mastery).
Enhanced Stalwart Defense: Yes, SD is a little sparse at T3 right now, and adding this in would be a nice addition.
Stats: While I’m usually for more options, I see no reason to add dex/cha to this list, Str/Con pretty much covers what these builds typically want.
Tier 4
Counterattack: This still sounds very weak. Switching it from an action boost to permanent is a good change. I like the current power charges up mechanic it has (as more attacks are blocked/tanked). How about we combine these? On being attacked while blocking: +1/2/3[w] damage on your next attack for 3 seconds, stacking up to 3 times (for a maximum of +9[w] damage after being attacked 3x while blocking).
Enhanced Stalwart Defense: In theory this has to be here, but there’s no space for it given that there’s reinforced defense here. Personally I’d prefer to have reinforced defense not changed if possible. How about we put this in this tier and move counter-attack up to tier-5 as a replacement for Reprisal (which kinda sucks).
Tier 5
Swift Offense: This sort of feels like a watered down version of Block and Cut. As a tank, getting 25% doublestrike for 10 seconds is pretty cool, while 6% doublestrike permanently is less exciting and less effective overall. I’d be included to keep the old one.
Reinforced Defense: Personally I prefer the old version of reinforced defense.
Stalwart Vigor: SD already has a heal, although it’s only available at level 20 when other better heals become available, it is very much in the flavor of how SD should have a heal (heal when you’re hit). This sort of looks like a version of vampirism that’s larger chunks less often, or a less reliable single target Ameliorating Strike. I’m not too sold on this idea.
How is this for an idea of a replacement?
Choose One:
a) Offense is the best Defense: For every 8 PRR you have, gain 1 melee power. Costs: 2 AP
b) Defense is the best Offense: For every 6 melee power you have, gain 1 PRR. Costs: 2 AP