New Warrior Ability Idea

Discussion in 'Tanks' started by Aurmoon, Mar 18, 2016.

  1. Aurmoon Augur

    Thought I'd throw this out there because I'd like to see warriors get a bit of a unique utility boost. Right now, Warriors can "shield" someone else and take a portion of their damage. What about giving warriors a group version of this ability? Perhaps a high % such as 80% but with a short duration, say 18 seconds. Idea would be an "oh " button to save the group when multiple adds aggro or when the boss gets loose but the next tank doesn't have aggro yet.

    I play a Shadowknight so I don't know a ton about Warrior AAs, but thought I'd try to help!
    Xanathol likes this.
  2. mackal Augur

    Well, there is already support for /shieldgroup. But you need a spell affect to use it. You also require to be a warrior to use it so of course the only source of the SPA is on the knight version of Shield Specialist.
  3. Dre. Altoholic

    Mob goes on a WILD RAMPAGE! Warrior is hit 24 times. Warrior has been slain by mob.

    My thoughts are that a "shield" type ability should be more positioning-related. If the Warrior stands between you and the mob, you aren't hit by AE's and you receive a bonus to any agro reduction capabilities.
    Damoncord likes this.
  4. p2aa Augur

    No thanks.
  5. Warpeace Augur

    Typical p2aa shooting down ideas for his class while complaining non stop about what Knights get.

    Maybe you don't care for what the OP suggested but nothing is stopping you from adding some suggestions of your own.
    Nightops likes this.
  6. Kamea Augur

    His idea is terrible for raids, but is plausibly good for group content.

    What I'd rather see is making things like Mark of the Mage Hunter (spell shield) and Warlord's Bravery (damage reduction) group AA's. Warlord's Bravery has been a joke for years with its long reuse time and low hit count, if they're unwilling to buff the hit limit to something reasonable, may as well make it a group ability.
    Damoncord likes this.
  7. p2aa Augur

    We don't need new abilities. We need some boost to the existing ones.
    Warlord's Bulwark power needs to last more than 15 sec on Raid Bosses, increase the power of it so it last a full 1 min.
    Warlord's Bravery last 30 sec only on Raid Bosses, because the hit limit is reached so fast. It needs to be changed so it last 2 min.
  8. Powerful Elder

    If Daybreak really wants parity among the tank classes, they can give warrior aggro abilities the same range as the knight aggro abilities.
    Damoncord likes this.
  9. Kamea Augur


    In a fantasy world where you can carry 10 backpacks with backpacks inside of backpacks (yo dawg, I heard you like backpacks) and snakes can kick, the idea of a strong warrior taunting something 150 foot away would break the sense of immersion.
  10. Warpeace Augur

    The first half I quoted is just short sited, but that's my opinion. The second half I can agree.
    .
  11. Kamea Augur

    Some of our abilities that are core today started out as marginal-to-useless but were later upgraded, like Warlord's Tenacity, Imperator's Command, and Mark of the Mage Hunter. While Flash of Anger was never marginal, FOA v 1.0 was vastly weaker (and more cumbersome) than today's FOA.

    Some long existing warrior abilities prime for an overhaul and/or upgrade:
    • Armor of X Runes disc line
    • Warrior's Bulwark disc line (which devs promised to fix but never did)
    • Warlord's Bravery
    • Offensive Disc
    • Heroic Blade's recourse, Heroic Rage, which doesn't have warrior-friendly stacking
  12. Amped Journeyman

    How about some innate ability that makes warriors easier to heal? Say you would receive 150% from every heal,cast on you every time? 40 k critical heal on a knight......same critical heal heals the warrior for 60 k.
    I don't think that would be game breaking, or how to justify it lore wise, but it's an idea.
    So in addition to more AC, more HP, and more mitigation, warriors would be just plain easier to heal? Would that help?
  13. Abazzagorath Augur

    Do you think knights would argue that?

    Warriors should have aggro tools with range equivalent to knights. But just like paladins should have instant cast hate stuff to prevent interrupts while tanking, it is common sense but irrelevant to the point of the thread or balance issues.

    Warriors should have Last Stand moved to an 8 minute reuse. That means you need 3 warriors for MT rotations, there should always be a reason for at least 3 of every class on a raid IMO.

    Warriors (and SKs) should get an HHE disc that comes at the cost of killing their mitigation, incoming heals, or something, 1 minute duration 20 minute reuse.

    Can modify any of the utility tools already available to make them more usable/valuable.

    Maybe a twisted dps ability, something that is activated, lasts 3 ticks, 1 minute reuse, ups DW dps by a LARGE amount, makes you take augmented melee damage, and gives BACK endurance (doesn't cost endurance). Something that can be spammed while not tanking to do more dps and gain back endurance, so can be used after death, and give value to dual wield. And shouldn't be bad enough on increased damage taken so that you can't survive on group content with it.
  14. Warpeace Augur

    Farming out another Paly ability there, not something I would be for at all. I know your saying innate but that's silly to give anyone that kind of healing advantage full time. Its already available from Paladins at 2 min a pop with Group Armor. Stacking is still an issue if I understand it correctly.

    Group Armor of the Inquisitor
    3: Set Healing Effectiveness to 60%
    7: Increase AC by 480
  15. Kamea Augur

    Dichotomic Shield needs a longer duration so it acts as a 2nd disc, and yes, it should go to disc window it shouldn't be a buff. LS having a 8min reuse time wouldn't help us nearly as much as you think it would.

    Terrible idea. The point of tank DPS is so they can contribute DPS to the raid while waiting to tank, getting yourself killed while waiting to tank is counterproductive. A warrior is more likely to be 1 rounded to AE ramp with Offensive going, than 1 rounded while actually tanking with only DP going.

    If anything, the penalty on offensive needs to be removed, as too the healing penalty on vehement rage.

    If they want us to take trade offs to DPS, that's fine, but don't do it with making DPSing unsafe, it's better to do it on the aggro side. Shield Topple shares reuse with Ridicule, and Mighty Strike shares it with Barbed. If they want to make a short term DPS buff can make it on same timer as Phantom Aggressor. Pretty much anything aggro but taunt or unflinching would be fine.
  16. Dre. Altoholic


    Warriors already have Hold the Line and Resplendent Glory, which work similarly.

    I wouldn't be opposed to sustainability increases, but before that I'd rather see HP pool increases for all three tanks.
  17. Amped Journeyman


    I've never played a warrior and did not know that was in your arsenal already. That being the case I really don't know what more you guys could possibly want.
  18. Kamea Augur

    Warriors got 10% Hold the Line the same time Paladins got a 15% armor of the inquisitor, TSS (yes, I understand pallies got a 40% epic before that.)

    HTL's % was only increased once, to 15% in SOF, where as armor was boosted to 70% and given a group version.

    HTL has a 25% DPS penalty (in reality, it's higher) where as armor has a nice AC boost.

    If anything, HTL should be a minimum of 45% to match the original intent of HTL v AotI stacking. And the DPS penalty should be removed. The problem is, HTL is something shared among all melee classes, so it's not balanced solely as a warrior/tank ability.

    Either way, this is rich coming from the guy that supports farming war abilities to pals.
  19. Warpeace Augur

    That's rich coming from the most dependent class in the game to perform your basic job. FYI that's from your class description. Yet you want self healing, healing mods, DPS and everything else to be the best in game. Yep that's balance alright.

    I guess now you will have to play better or be replaced by Knights, Gone are the days when poor warriors could still keep a spot in the MT rotation maybe it just shows flaws in the player better now.
  20. Kamea Augur

    Ok, but when the abilities were introduced in TSS, HTL was 66% as powerful as AotI, but now it's only 21% as powerful, and still has the harsh penalty.