Synopsis: Bruisers could really use some love right about now. Current mechanics have basically wiped bruisers off the map. Everyday I am told to either betray to Monk or play a different class entirely. Nobody can seriously argue that Bruisers are a strong class at the moment. Maybe that argument can be made for Monks but certainly not Bruisers. In that regard fixes should be aimed at improving Bruisers only so any changes that are made do not impact the balance of Monks. Issue #1 Avoidance and Strikethrough. The biggest problem Bruisers face right now is we essentially have 0% avoidance in Chaos Descending group content. Only time attacks can be dodged is when Epic 1.0 or tag team is used. Every fight is a mitigation and resist fight. Since we have less mitigation than other tanks this makes us the worst tank as far damage absorption goes. Bruisers were not designed to just soak up damage. The whole class was built up around avoiding damage not absorbing it. We don't have the abilities or base mitigation to deal with continuous high incoming damage. After the death prevents are gone the Bruiser just goes "splat" and there is absolutely nothing you can do about it. This zone wide avoidance report illustrates the problem. Out of 533 swings only 1 was dodged and 1 was parried. Ten were resisted and 78 were stone skins. That is basically zero avoidance. This is with Celestial tier defensive stance and dirge buffs. I am so over geared for this zone it is not even funny but still it is rough going. Some of the auto-attacks were avoided (126 out of 341 swings) but the real problem is the 100% strikethrough on mob abilities. The Solution: The fix to this problem is pretty simple. Just give us back our strikethrough immunity. Back in Sentinel's Fate, Velious, and Age of Discovery expansions Bruisers were great tanks because we had strikethrough immunity on our defensive stance. This allowed the class to function as it was originally designed as an avoidance tank. That is our niche that makes or breaks the class. Bruisers are supposed to be the avoidance tanks. With 100% hit rates on mob abilities it negates the purpose of our class. If this one issue got fixed it would solve most of our problems. Give Bruiser the same strikethrough immunity we had on our defensive stance back in the day or at least partial strikethrough immunity so our avoid rate is more than zero against mob abilities. Do NOT give strikethrough immunity to Monks. They don't need it but Bruisers certainly DO. Issue #2 Holding aggro Our threat generation hasn't really kept up with the dps numbers that other classes are putting out these days. A tank that can't hold threat isn't really much of a tank. Seven years ago Bruisers had a class defining ability on their mythical cloak. After we out leveled this cloak holding aggro became a lot harder. Wild beating is the best aggro snap we have but it is not as good as it used to be because we don't have this cloak any more. With the cloak wild beating had a range of 15m and gave 3 hate positions. Current wild beating only has a range of 10m and 2 hate positions. The Solution The fix is again pretty simple. Make this effect available on higher level gear or just change the AA so we always have this. Issue #3 DPS that hasn't kept up with other classes. Ascension abilities aside Bruiser dps has not kept up with Monk or any of the other tanks for that matter. Bruiser used to be pretty decent dps but not so much any more. This greatly reduces the appeal of the class to other players. Not to mention higher dps also makes it easier to hold aggro. The Solution: As far as DPS goes they should bring back the way KO' combo originally worked in Kingdom of Sky. KO-combo used to proc off over every swing on "one hundred hand punch." Instead of triggering once like it does now. KO-combo would trigger 8 times off of Hundred hand and up to 32 times on Savage assault. That was huge back in the day but it got nerfed because people complained. However, that mechanic would not be out of line for current content though since every tank is doing ridiculous damage and Bruiser hasn't really kept up. Rather than create a new ability to up our dps it would make more sense to restore our old KO-combo back to the way it was. I don't want another new temp. Work with what we have already. That is pretty much what this topic is all about. Give us back all the goodies that we used to have and Bruisers will be great tanks. (Below are Some miscellaneous issues that are less important than the top three) Issue #4 Closed Mind: I have noticed closed mind does NOT work half the time. A lot of Chaos Descending mobs will basically ignore this ability and stun you anyway even if closed mind is active. This is essentially a bug. The Stun, Stifle, Fear, and Mes immunity runes that every class has access too has really diluted the usefulness of closed mind. They basically took away one of our class defining abilities, turned it into an adornment, and made it available to everyone. The solution: The ability "closed mind" should work on ALL mobs. Also make it good until canceled so it can compete with the runes every class has access to. Issue #5 Unyielding Resolve (epic 1.0) Unyielding Resolve is supposed to heal the bruiser for 5% of max HP per second and it says it can only modified by direct means. However, there is a debuff in most Chaos Descending zones that reduces healing received. With that debuff Unyielding Resolve basically doesn't heal at all anymore. This is another one of our skills that has become less useful with current mechanics. The solution: Either of these would work. (Not asking for both) - Remove the cannot be modified by direct means flag or - Allow it to heal through the Chaos descending zone debuff. If there is anything I missed please let me know. A Dev reply would be greatly appreciated. Thank you.