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How about some Tank build love? so the boss doesn't swing around and take those extra hps away in 1/2 a swing.
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I'm curious, what build do you have that doesn't get the 20% competence bonus from a defensive stance already? I feel that this was a net buff, especially since most tank builds I know take shield feat line and get the double base hit dice HP. I don't understand how it's a nerf and could very much just be my lack of knowledge.
I'll concede to being wrong about fighters. I'm not afraid to admit that you've certainly seen better fighter tanks than I have, so my opinion of them may be inaccurate.
I literally cited the 10% hp and threat gen as being the key difference between the two. Thanks for citing the exact same thing back to me and pretending it is anything that wasn't just mentioned BY ME in the very post you are responding to. I get that you being so upset may hinder the conversation, but that isn't my concern. Unless you meant that statement as some kind of negative insinuation or insult. Then sure, I have literally never seen the two enhancement trees. ever. This is my first time seeing either one. Those citation of build features was obviously someone else using my account.
Threat generation, regardless of the amount of it, is a clear indication that the enhancement tree was meant for holding aggro AKA tanking. The design intent was to tank. Combine this with heavy armor as a PnP class feature which also is a clear indication of tanking, along with a number of self-buffing spells which is also a clear indication of tanking, this is all pretty conclusive evidence that TANKING WAS THE DESIGN INTENT by both DDO devs and Pen and Paper devs.
We're having two different conversations.
I've been arguing design intent of both the DDO devs and PnP Wizards of the Coast devs. Warpriest IS a tank tree because the devs intended for it to be a tank tree. It's an incredibly weak tank tree but it is one nonetheless. I'm not sure how to explain that to someone in the middle of a real life barbarian rage, but once the exhaustion wears off, you'll realize that we're having two completely different conversations. The next time we meet on Argo server, I will totally relish reminding you of how you went full autistic on an innocent person."You are correct that nobody considers warpriest to be a tank tree, but every indication shows what the devs intended. It just happened that warpriest design was so weak that nobody considered that a possibility."
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Torc,
When you are working on Fighters, can you please replace the Tier 4 enhancement Counterattack from Stalwart Defender with something cool? It is super weak and clumsy to use.
Thanks!
Builds that didn't get a good number in their T5 are usually losing out, tanks are (in P1) losing out but otherwise it's a good change and the devs are looking to help fix out some trees.
And yes - tanks not using EDF already are a lot closer; but tanks that rely heavily on EDF - like Barb tanks - got hit a lot harder. My tank alt doesn't use EDF so I'm gaining ~1% HP even with the US loss.
VS a not-maxed-out barb tank like the one I threw up on page 5 losing 1200 HP.
Yeah, it seems odd to me that the devs were expecting max HP around 6500 lol. A few looks at screenshots of tanks pushing raid completions will pretty easily show that one out the door. Don't even have to be a Barb to hit that lol.
R1 tanks needing 8-10k does not match my experience at all, I've seen like 4k tanks do just fine in R1 raids? Maybe depends on the content lol.
I skimmed but I saw making 'game more forgiving on new players' and 'no more EDF'. Godspeed.
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None of this post is targeted towards either party, this is constructive criticism and should not be removed by a moderator of the forums.
I'm not going to comment any further on this topic. Never forget about the Fighters. I did that and this guy proved me wrong. https://www.youtube.com/channel/UCbB...8Qg3-pvZd216TA
I'm not sure where he was the aggressor here. 10% hp and threat generation aren't any key difference, and sure as heck isn't 50% to make the substantial difference. He's not in the wrong here, you are in the wrong here for thinking 10% hp and threat generation are the key differences.
This just isn't it. If I have Vulkoor's Might which is +20% threat generation towards melee damage. Does this mean i'm now a tank that's also a dps based class? no. You're wrong by the fact Threat Generation automatically assumes the position of the player as a tank. Sure, you can make it work-i've seen people do it-but it's not going to be as tanky or dps as a main style would. I'm not sure where Haste would qualify as a self buffing spell for tankiness, when it improves attack speed, but sure-go on, somehow.
This seems to be one-sided as you're talking to yourself and convincing yourself Warpriest tree is a tanky tree.
You really just called the most sweet hearted, innocent person who's attempting to help a person such as yourself, as an "full autistic?". That is highly inappropriate and unacceptable, especially in today's standard. I don't have the energy to report you for that kind of comment. I don't really want to go into and argue further, but we're also going to pull previous comments from your paragraph and argue those points too. .
P.S Let's not forget the amount of reaper raids this person has tanked as different splits compared to your attempted/runs?
This doesn't prove or provide information on anything.
Once again, you're wrong here. Favored Souls can be tanks, maybe not in this update because they're basically nullifying the 17/3 split, but don't exclude Favored Souls from tanking. They can both do DPS and tank.
?. I'm not going to even link my cleric, or any other cleric or favored soul on Argonnessen except my cleric can get 550 PRR with 6,5k hp and 1,100 positive spell power.
Or, idk, build a 5k hp cleric or favored soul to take a few hits, like healers are supposed to be?
:thinking:
What?
Uh, possibly because they're not tanks? It's not a tank tree? It gives bonuses to damage through favored weapons, inflame, and even the capstone giving 10% damage to the whole party, and not protection?
Animal Domain and Aasimar is all you need, the 5% is good enough, but if you really want, you can expend points into that tree, but once again, IT'S NOT A TANK TREE.
DPS not Tank, but ok.
I think Warpriest is nice. No reason to remove it, it's uh, NOT a TANK TREE?
Anyways, if you want to have a civil discussion, then we can talk about your build and it's flaws, and some improvements because this is all constructive criticism
Last edited by Azoyhn; 10-13-2022 at 11:31 PM.
Many many people have given them statistically accurate examples of what would happen or how it was truly working with no change.
They change things based off “over performing” reports. Those truly hitting those insane numbers are statistically UBER players for the most parts. I wouldn’t consider myself UBER, but a very good player with very good toons. At one time years ago I might have touched UBER. No time to invest like I have in the past. So being a “good to very good” player that’s played 16+ years I’ve Seen tons of the same old tuning and how they do it.
Losing 400-600 hp on a tank for an Uber player whom normally only runs with UBER to a higher level player IS less of a loss than to say me or those at levels reaching my abilities. I do agree that in some cases HP is gained for non-UBER category. The hp loss to my cleric, along with the nerfs to cleric casters WAS retuned due to UBER builds or “over performing”. For me and those like me that worked hard just like the UBER’s were hit the hardest. Just my opinion.
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Class Feat - Cleric Animal Domain hit point bonus reduced to 4 hit points per level and 2 hit points per epic/legendary level
what else is good in animal domain... this was the only reason to consider it.
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R1 on old raid yes. R1 on LOB or any newer raid need more HP. The barbarian tanks at 8-10k hp took over as an AC tank at 4k can't survive between heals even with 400 prr as most of the damage isn't by weapons. So AC is useless, bosses will hit you 99% of the time. PRR is mostly useless in the newer raids (ie steleton is does more spell damage). The skelton hp debuffs make any 4k tank a soul stone. LOB debuffs requires 5k min to be reaper worthy. So it seems the direction is to make tanks less useful. I don't have the problem with melee's getting hp as 3k for melee is a hit or 2 in reapers and not enough for healers to react to multiple party members, but a tank with no dps should have double the survivability which in current content is 90% hp, nothing else matters in a raid.
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pally, fighter arti AC tank. i can pick up competence in the tree now but it wasn't worth putting the points in it as you'd use EDK instead. so i'll lose the 6 con instead that replaced it.
probably need to rebuild as AC is more and more useless with end game raiding. you don't ever get missed.
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Actually I think most posters have been Quite reasonable in their responses. Only a few have been Hyperbolic with their responses. Most have been quite reasonable stating their expected impacts to their builds and specific classes and often with potential solutions and even some with specific buiids and impacts. There is obviously a lot of things the devs had not considered that these posts are highlighting and that suggests that this type of update should be taken quite slowly and not necessarily shoehorned into the Update 57 timeline. Lets get this one ironed out more completely before introducing. Recently the updates being sent out have been seriously not ready for prime time. Lets get it right this time.
50% Threat gen and a little more defensives does NOT justify warpriest as a tank tree. That is the only difference between Warpriest and War Soul, which you stated as a melee dps with defensive options. 50% melee threat is not nearly enough to help hold aggro in pugs raids. It doesn't even have any function unless you are doing damage because tanks should be blocking. For regular questing, you can't even pull aggro from the first person that presses intim. Everything either dies too fast or you run high enough reaper to where you don't do enough damage fast enough to pull aggro.
Looking at the enhancement trees, sacred defender enhancements has 1 offensive option and Stalwart Defender has 3 offensive options. There are almost no damage options in either of those trees. Compare that to Warpriest which has 22 enhancements than can increase damage, which is over half of the tree. If you still think it's more of a tank tree than a dps tree I don't what to say.
Keep in mind, you started this discussion because I said Clr/Fvs tanks should be nerfed in my original post. If you splash 3-5 pally or ftr, they are almost in line with pure tanks if not better. They can heal themselves effectively and the entire raid party if they want. You also ignored that I made a 17fvs/3pal that could self heal through Kor-Kaza in R6. That was in U50, and it's easier now at level cap 32. Even for a fully completed toon, maxed out gear and stats (which it wasn't), that is beyond broken. Tank healers are heavily over-performing at the highest level which should be addressed. If you are still trying to make warpriest a tank tree as viable as Sacred Defender or Stalwart, you are just looking to buff your character and not worry about the actual balance of the game.
My tally so far ......
---- Winner ----
Characters whose classes got increased hit dice
Epic Melee Characters who couldn't take epic defensive fighting because they needed to cast spells and now gain access to competence hp bonuses.
Epic Ranged characters who now get access to comp hp bonus as their enhancment tree was a distance or melee tree.
Heroic melee ( and some ranged ) characters getting comp hp bonuses at level 12. ( unless I missed the part where the comp hp bonuses from Tier 5 enhancments don't work until epic levels )
---- Loser -----
Favored souls or Clerics in animal domain
Epic Melee Characters whose main enhancement tree fell through the cracks and no longer get a comp hp bonus
Dedicated Tank characters who were maximizing hp bonuses.
Druid wolves who don't get their comp bonus to hp until level 22 when almost every other class get theirs by level 12
Raids are a lot more of a tactics check rather than a stat check. For example, I'm sure I could bring in a first life tank with 4-5k into R1 LoB and do just fine. Just wear spell absorb to avoid the HP debuff or just swap tanks more often. Knowing the raid in its entirety is a lot easier than just trying to brute force it with stats. Granted the 2 newest raids Hunt and Skelly are an exception. They are heavily overtuned compared to other R1 raids. However, I can still take a 5-6k hp tank in there and be able to do my job just using the right tactics and movement. Also PRR being useless is very inaccurate. In the skelly raid, managing the dino's physical damage is the scariest part of the raid for the tanks. That also applies to most of the raid bosses in the game. Btw, AC tanks do not get 4k hp in r1 unless they were built for more than just tanking, even for a first lifer. It's not hard to at least hit 5k on a first life.
T5 - Accelerated Metabolism grants +15% competence bonus to hit points in addition to it's original bonuses.
If only accelerated metabolism gives the HP barbs will be forced to take mediocre health regen instead of damage because it'll now come with the HP thats been ripped away from them. Either both give HP or you force a player to pick an enhancement . accelerated metabolism always needed to be buffed but this isn't the way to do it, you've just made the other one irrelevant instead now. Raging blows needs the HP too, or it needs to be given more damage.
Last edited by Wdh; 10-14-2022 at 02:06 PM.