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Thread: Impassable Guard 65% DR > Shroud of Entrophy 35% DR

  1. #1

    Impassable Guard 65% DR > Shroud of Entrophy 35% DR

    Currently Impassable Guard states that it blocks all attacks, which with a T2 shield and Unyielding Defense means that the ability is reducing incoming damage by around 65% for 10 seconds. For those of you wondering Impassable Guard blocks spells and dots, as they fall under the category of all.

    Reavers received Shroud of Entropy last patch, which reduces all incoming damage by 35% as a means to balance itself against the Paladin. However, I believe this is an oversight as again Impassable Guard effectively reduces all damage by 65% just by facing it. What's more, this number will continue to grow as people get better shields and better gear do the block rating mechanic.

    Here is my question: Is Impassable Guard suppose to block spells and dots? Or is this just a bug?

    This needs to be addressed if you want people to use the new Reaver ability.

  2. #2
    When using Impassable Guard, blocking spells only appears in the scrolling combat text, but the numbers are being reduced by the time they hit the combat log. In this way, blocking spells works like armor mitigation as only the values changes without any notation as to why.

  3. #3
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    You also will receive healing from the talent in the paladin tree that heals you each time you blocked (you will also be doing a lot of damage I guess)

    So 10 seconds of that is good as well lol

  4. #4
    Singularity by default is also hurting compared to Impassable Guard, as Singularity only reduces damage by 50% non physical.

  5. #5
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    Maybe better better do your maths again, as with reaver you get +35% dam reduction AND normal shield block chance, which you obviosly loose with 100% block. Also as high VK is no way smart option with 44 point pally (possible but not smart) so how you make block absorb 65? In Delta t2 epic gear its 41,85% (or 41,85*1.2 with UD = 50.22% I know its not optimized but 15% more? gimme a break).

    So assuming 55% block absorb, 53% block chance. In which case using IG makes u take 45% dam and reaver to take (100%-0.53*55% block) * 0,65 = 46,05%. Looks pretty good for me.

  6. #6
    Quote Originally Posted by Azzy View Post
    Maybe better better do your maths again, as with reaver you get +35% dam reduction AND normal shield block chance, which you obviosly loose with 100% block. Also as high VK is no way smart option with 44 point pally (possible but not smart) so how you make block absorb 65? In Delta t2 epic gear its 41,85% (or 41,85*1.2 with UD = 50.22% – I know its not optimized but 15% more? gimme a break).

    So assuming 55% block absorb, 53% block chance. In which case using IG makes u take 45% dam and reaver to take (100%-0.53*55% block) * 0,65 = 46,05%. Looks pretty good for me.
    The problem with what you're saying dude is that you're suggesting in all situations that I can block magic attacks when I can't. I only block magic attacks with Impassable Guard, meaning in a situation where we are battling magical opponents the Reaver reduces 35% , the Void Knight 50%, and the Paladin 45+%+20% as from my impression UD was a flat additive percent.

  7. #7
    Hmm, I wonder if Strike Like Iron would affect passive 'Attack abilities' like 'Balance of Power'. Probably heal you back to full every minute.

  8. #8
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    Quote Originally Posted by Illuminati View Post
    Hmm, I wonder if Strike Like Iron would affect passive 'Attack abilities' like 'Balance of Power'. Probably heal you back to full every minute.
    Doubt it, it does work on Reaver dots though.

  9. #9
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    Frankly all three either need to be moved to an ability which can be gained through speccing or needs to be brought up in the root tree. That would go a long way to making warriors survivability be on par with the dmg hits we have suffered through lately. I would say the 25 - 26 pt area would be good. Warlord should also get a mitigation ability like a cleric bubble which would go a long way to making it more useful.

  10. #10
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    26 point would be way too good, as you could then easily get 2. 38 maybe but never under that. They are high to encourage people go high in tree, and good so. I wont use em (not in basic builds at least, now if we just could get more than 4 builds..) as you loose too much in other trees. But as souls are made to 51 points its just natural best abilities are (near) end. I just hope devs don't use em as 'proof' tanks now have good defensive abilities.

  11. #11
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    Quote Originally Posted by Azzy View Post
    26 point would be way too good, as you could then easily get 2. 38 maybe but never under that. They are high to encourage people go high in tree, and good so. I wont use em (not in basic builds at least, now if we just could get more than 4 builds..) as you loose too much in other trees. But as souls are made to 51 points its just natural best abilities are (near) end. I just hope devs don't use em as 'proof' tanks now have good defensive abilities.
    Are you kidding me?!?! We have got to get out of this "too powerful" nonsense when it comes to our tanking souls... We are VERY far behind compared to Riftstalker when you compare how much we have to invest compared to them.

    Lets compare the best 3 tank souls COMBINED to the Riftstalker up to tier 3 abilities.

    RS gets:
    20% armor
    healing up to 30% health after defeating an enemy
    6% general mitigation
    6% general mitigation from stacking attack
    30% incoming healing
    15% endurance
    15% general mitigation after plane shifting (does not work with rift guard)
    15% general mitigation absorption finisher
    Increase armor by 30% (up to 60s) finisher
    Stance that increases armor by 50%, resists by 50, endurance by 30%, decreases dmg by 30%
    Plane shift CC remover
    Static End buff
    (Total Pts: 27 pts)

    3 tank souls: (VK does not actually get any defensive abilities before tier 4)
    Warlord/Reaver/Paladin
    Increase armor 20%
    reduce attack/spell power by 5% when hit
    20% block
    5% dodge
    PBAOE -5% to hit
    20% general mitigation below 30% health
    5% general mitigation
    30% reduction in CC duration
    9% spell mitigation
    Full heal (10 min timer)
    Buff that increases armor by X amount (stacks up to 10 times)
    Increase health by 21%
    Static End buff
    (Pt Total: 46)

    So one soul for the rogue has more general mitigation, more health, close to equal armor, and more healing over 3 combined tank souls for 19 pts less investment.

    How would adding general mitigation buffs in the 26 pt range (Tier 5 abilities) be OP again? Every warrior tank soul should be at least 60% the effectiveness of the Riftstalker soul if equal points are spent. Right now 3 tank souls with almost twice the points spent are about 70% effective. HUGE issue here.

    Not to mention when RS give up their stance they still have better general mitigation AND out DPS 3 combined tank souls for almost 1/2 the pts.

    Why warriors are not completely outraged by this I have no idea... If rogues are the kings of DPS warriors MUST get buffed to be kings of mitigation in general and FAR superior in specific mitigation depending on how deep you go in a single tank soul.

    BTW someone... ANYONE please explain why the VK mitigation AP finisher has a ZERO second duration for 1AP.... WTF?!?!

  12. #12
    Would a 30% reactive life tap component be of benefit on Shroud of Entropy? Where as you would get:

    reduces all incoming damage by 35%, 30% of damage done is siphoned from the attacker and returned to the Reaver.

    Off topic slightly, I still can not figure out why reaver's do not get a decent life tap. Understand if you spec Pali you get a full heal every 10 minutes. But a really good life tap on a 1 minute reuse would fit very nicely. Understand as a life tap that it would probably be death damage and then runs the risk if being resisted.

    Two balance the two souls out slightly better, I do believe a reactive life tap damage shield would be nice. Place it in the upper tier of Reaver, so not to get both paly block heal and reaver reactive life tap damage shield all in one.

  13. #13
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    i agree it's general fail of the Game
    The efficiency of roles is not compared with points spent.


    Warriors should spread 66 point on 3 souls but Rogue and Cleric should spent 51 points to get tank same efficiency like warrior. They should spent less points because one soul of rogues has all efficiency of 4 tanks roles.

    Also Clerics can not be compared with Mage healer and as tank i can exactly tell you that Mages much better healers than Clerics

  14. #14
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    All I can say is the VK and Reaver 44 point abilities are a STEP in the right direction, although they are a bit deep with the 32 and 38 point abilities being so weak with regard to survivability of tanking to be genuinely worth consideration except for specific roles (which even then are of debatable use).

    Any time you ask a tank to trade survivability for aggro, invariably the answer will be a resounding no. These 44 point abilities are asking a tank to trade a lot of general survivability for a 10 second "oh crap" button, with a couple of aggro management tools as means of compensation. Tanks would prefer to have better survivability to not need this button in the first place.

    Going to 44 points is a LONG way to go to get the first reward in terms of survivability, if there were a couple of survivability abilities as you pushed further into the tree at least the argument could be made for using such specs.

    I'll leave Warlord out of the picture at the moment because it's obvious the soul is neither fish nor fowl and needs rethinking from the beginning as to whether it should be a tank that buffs, or a buffing class that tanks.

    The general trend is, the deeper a tank goes into a tree, the worse survivability they have (in exchange for becoming a 1 trick pony). Having a 10s get out of jail ability is of no use if they won't survive until the next time the ability is available.

    Tailor these abilities towards the individual roles so for example the VK might get something like 1% spell mitigation per pact consumed. I'd prefer to see the 51 point ability increase the total number of pacts to 15, as that would be much more useful, (and class defining) than a fairly minor AoE, which currently I can't see any VK considering as the ultimate ability for a VK. If you want people to ever spec deeply you have to offer something that approaches something their class desires. A lot of the time it feels as if the deep abilities are filling the shortcomings of a class with the relative weak aoe ability of a VK being granted additional aoe power instead of becoming more and more specialised to survive heavier and heavier non-physical attacks.

    Likewise, for each of the other tanks, as they become more specialised the more they should be focussed upon their primary role, that is, staying alive. Ideally this should be a horses for courses type of survivability to give each soul a clearly defined role that they are the "best" at surviving.

    I'll repeat my sentiments, a nice step toward opening up the warriors toward having multiple viable specs, but a couple more steps will be required before 44 point warriors will be common. (As for 51 point abilities, look at them and ask yourselves "Are these the sorts of thing warriors are screaming out for?")

    Or you can leave things as they are, with warriors reluctant to push deep into any of the trees due to the serious lack of any upside for doing so, "gotta give us some upside...."

  15. #15
    The problem here is that you dont understand ... Trion wants you to play a rogue.

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