Addressed an issue with Ranged Deft Strike where the animation would not show the Javelin leave the warden’s hand. Wardens should no longer look like they’re trying to fake out monsters.
The tooltips for the Master of (X) traits have been cleared up so that the mastery skill explain the correct bonuses that are applied when the skills are executed.
The Veteran trait now correctly modifies the application chance of the bleed for the builder skill Quick Toss.
The legacy Shield-Spear Gambit Threat Reduction Up has been changed to Shield-Spear Gambit Threat Down for clarity's sake. A string table error in the last rank while deconstructing the legacy has been fixed
The Warden armour sets bearing the bleed bonus for Power Attack, Mighty Blow and Unerring Strike will now correctly apply their bonus damage to the bleed from those skills.
Aggression has been modified to once again provide more “up-front” threat increase for the Warden.
Defiant Challenge has had its cooldown reduced to 210 seconds. This should allow you to get the overall cooldown to 120 seconds with a max legacy.
Dance of War, in Assailment stance, now reduces the warden's perceived threat for the duration of the evade effect.
Conviction healing buff is no longer is overwritten by another warden.
Renamed the In Combat Morale Regeneration - Determination legacy, which was named correctly but getting chopped off, to ICMR – Determination
All mastery skill tooltips now reference that they are masteries.
Assailment now has a better descriptor, allowing players to know that they are switching into a ranged stance.
There is now reference to the bonuses that are applied with the different Master of Trait enhancements when the buff is available on the mastery skills.
Fierce Resolve should now accurately reflect the lifetap.
The Shield Gambit Buff Duration Legacy is now display the bonus to duration.
The ranged self buff afforded by Celebration of Skill is no longer lengthened by the Fist Gambit Duration modifier.
Smaller DC cooldown? Yes plz.
Higher threat with agression. yummy.
Curiously, the evolution of the internet seems inversely proportional to the evolution of man.
[*]Defiant Challenge has had its cooldown reduced to 210 seconds. This should allow you to get the overall cooldown to 120 seconds with a max legacy.
210 seconds is 3 minutes and 30 seconds, right? That's what it already was, and the max legacy goes down to 150 seconds (2m30s) not 120. Do they mean they increased the legacy? Or is the default cooldown actually only 3 minutes?
If this is already in-game then sorry to ask, but I can't check yet.
210 seconds is 3 minutes and 30 seconds, right? That's what it already was, and the max legacy goes down to 150 seconds (2m30s) not 120. Do they mean they increased the legacy? Or is the default cooldown actually only 3 minutes?
If this is already in-game then sorry to ask, but I can't check yet.
lol you are right. I only saw the 120 second part and didn't do the math. BR is having issue coming up atm so can't check for sure.
Either the 210 is a typo, or the legacy has been increased to allow a 90 second reduction, or the 120 is a typo and this is just referring to what is already on live (which would be wierd as everything else is clearly new stuff.)
I am hoping it is the first possibility or even the second one.
Curiously, the evolution of the internet seems inversely proportional to the evolution of man.
Edit: Defiant Challenge tool tip still says 3min 30s CD. With legacy maxed out, we have 2m30s CD. This means nothing has changed.
Tooltip for Aggression still say Transfer Moderate amount of threat.
At at least they fixed the Battle Preparation Gambit builders. Spear-Shield gambit builder is working for both Reck and Det stance at it should have been.
Shield Gambit buff duration legacy now affects Shield Tactic duration, as it should be.
Don't worry, I'm sure there will be plenty of time for us to test and report bugs/omissions like DC and Aggression, and for Turbine to make any needed changes. Goes live Monday, right?
The generation of random numbers is too important to be left to chance.
The Warden armour sets bearing the bleed bonus for Power Attack, Mighty Blow and Unerring Strike will now correctly apply their bonus damage to the bleed from those skills.
yessss. now wardens will be even more overpowered.
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Ok. This might be my imagination at 4:30 am in the morning, but Assailment gambit builders and assailment animation is way faster than in live.
Can anyone confirm this?
I didnt notice it being faster but it may have been. But I did notice that Brink of Victory and Security of Death while in Assailment (ranged stance) are still melee gambits. Wish they would fix that as it is very very annoying.
I didnt notice it being faster but it may have been. But I did notice that Brink of Victory and Security of Death while in Assailment (ranged stance) are still melee gambits. Wish they would fix that as it is very very annoying.
Orion said that only spear gambits and some fist (namely the PB line) would make ranged. I agree that running into melee to fire these is annoying, but you hit so much harder with the spear gambits that using the fist ones other than the PB line seems almost futile. I do with we had deflection at range tho. Id like to be able to drop huge amounts of threat before something runs to me rather than after.
Ranged self heals would be nice too but i have a feeling it would make assailment wardens the most survivable dps of all.
Then whats the point of having the Tactical Buff on those gambits if you cant use them at range as your Mini's and RK's and LM's will all be out of range of the buff if you have to run in to do those gambits in melee. I agree the others do more damage but you could throw in one of these every once and while to buff the Tactical classes a little.
Assailment:
* Offensive strike still broken. It gives a T1 DoT instead of a low bleed and won't proc bonus damage for combination strike.
* Perseverance, Safeguard, and Celebration of skill all give an "invisible" HoT that ticks for 63 heal on my warden. Safeguard also gives an upfront heal of around 270. Restoration heals normally. Only CoS gives a ranged buff. There is no icon for the +63 healing pulses.
Don't worry, I'm sure there will be plenty of time for us to test and report bugs/omissions like DC and Aggression, and for Turbine to make any needed changes. Goes live Monday, right?
If the recent two updates time on BR is proof.. No.. We will see this update in a week with no patches.
Thanks for the update danno.
Did they fix the idiot needing to run into melee to fire off your ranged Assailment sheild gambits? Why would you want to run in from range constantly?? The point of being ranged is you dont have to run unless a mob closes on your position so you can DPS.
I once had a cool sig,
That Turbine shortened and did not dig.
So now, all I can do is dance a silent jig.
If the recent two updates time on BR is proof.. No.. We will see this update in a week with no patches.
Thanks for the update danno.
Did they fix the idiot needing to run into melee to fire off your ranged Assailment sheild gambits? Why would you want to run in from range constantly?? The point of being ranged is you dont have to run unless a mob closes on your position so you can DPS.
np
Honestly I haven't done much of anything on BR for 2 reasons. First when I saw that that DC and agression were not what the patch notes said they were I figured what was the point. Second there is a bug on BR so all current Wardens copied over have no access to the new DC, unless you start a new one from scratch and use the Eyes 'n Guard to level up. But they don't supply any 75 gear, all just old moria/mirkwood stuff so you can't really run any of the new instances effectively. Pretty lame.
I think their is another thread around here saying that all sp-? are ranged, all fi-sp are ranged, but all sh-? are still melle (unless they require no target).
Curiously, the evolution of the internet seems inversely proportional to the evolution of man.
I'm not 75 yet, so don't claim mastery or anything, but my feeling is that contrary to my initial "Pfft" feeling about Assailment, it is looking more & more useful, including the way Shield gambits are melee. It just depends on which role you're playing in a group.
Primary: Ranged DPS (of course.)
Since Fist & Sp/Jav gambits can't be used in Melee, while you're providing ranged DPS support, when mobs close we can use Shield gambits to:
- Decrease threat, (making it more likely the MT can grab them back.)
- Buff nearby FS members (decrease their threat too, & give a buff that'll help them with killing the mob - either way, the mob would go away, either into the void, or back to the MT.)
- Limited healing while in close range to survive until the mob dies or goes back to the tank.
Secondary: Make tank swapping easier
True, the threat decrease gambits & such aren't "easy button"-style clickys, but when you need to do a tank swap, it seems like switching to Assailment, and using Shield gambits would be an effective way to drop threat to make it easier for the other tank to grab aggro. I mean, 1 tank uses a "Greatly decrease threat" skill, while the other uses a "Greatly Increase Threat" skill... how many/long would it take for aggro to switch, even aside from a force taunt?
Anyway, don't know if I'm way off base, but if anyone more capable than I am yet could try those tactics out, I'd be interested to see if there's anything to the ideas....
Update: Come to think if it, I can test the Ranged DPS idea, just not the Tank Swap idea yet.
Last edited by LotRO-Chris; May 08 2012 at 04:44 PM.
I'm not 75 yet, so don't claim mastery or anything, but my feeling is that contrary to my initial "Pfft" feeling about Assailment, it is looking more & more useful, including the way Shield gambits are melee. It just depends on which role you're playing in a group.
Primary: Ranged DPS (of course.)
Since Fist & Sp/Jav gambits can't be used in Melee, while you're providing ranged DPS support, when mobs close we can use Shield gambits to:
- Decrease threat, (making it more likely the MT can grab them back.)
- Buff nearby FS members (decrease their threat too, & give a buff that'll help them with killing the mob - either way, the mob would go away, either into the void, or back to the MT.)
- Limited healing while in close range to survive until the mob dies or goes back to the tank.
Secondary: Make tank swapping easier
True, the threat decrease gambits & such aren't "easy button"-style clickys, but when you need to do a tank swap, it seems like switching to Assailment, and using Shield gambits would be an effective way to drop threat to make it easier for the other tank to grab aggro. I mean, 1 tank uses a "Greatly decrease threat" skill, while the other uses a "Greatly Increase Threat" skill... how many/long would it take for aggro to switch, even aside from a force taunt?
Anyway, don't know if I'm way off base, but if anyone more capable than I am yet could try those tactics out, I'd be interested to see if there's anything to the ideas....
Update: Come to think if it, I can test the Ranged DPS idea, just not the Tank Swap idea yet.
The problem with Wardens have always been the fact that they look absolutely gorgeous on paper but what seems effective on paper is very far from being effective in-game and that is because of the proactive nature of the class. All of the content at the moment favors reactive play rather than proactive (specially for tanks and healers), even though proactive play is much harder and requires foresight it doesn't give you any additional benefits to offset the difficulty level.
I'm not going to talk about your first point because other classes can do it and do it a lot better so you can basically forget about being invited to groups for that role. I'm speaking generally, exceptions do hold but they are exceptions.
Your second point once again sounds excellent on paper BUT the problem with tank swapping for wardens is that they are playing with real threat and you need to be VERY precise with it or you'll be wiping raids. Guards can threat copy/+- perceived threat with 1 click, FT if something goes wrong, very safe. Now for wardens, if A uses deflection and B uses EoB there could be a window when a dps takes over the threat and BAM! you're wiped. You might argue DC would help you recover but really, how many DCs can you use to save you #### on kalbak t2 as opposed to guard challenge. The wardens would need to be very experienced and well coordinated to pull it off compared to a couple of guards. Once again if something goes wrong like a big crit or some idiot wakes up a CCd mob a guard can just hit pledge and challenge what not, as a warden you're stuck in the middle of an agro swap or threat gambit. If you concentrate on swapping/generating threat, you'll sacrifice a lot of survivability. If you concentrate on survivability you'll fail the tank swap.
The main problem is that wardens can do only ONE thing at a time. The gambits are too specialized, even now when they've brought defensive buffs closer to threat gambits going on the shield line you're sacrificing a lot of threat while going on the fist line you're sacrificing a lof of survivability. While you may say that you can alternate between the 2 and keep a good rhythm, the significant point is that when that rhythm is disrupted you're done.
This may sound like a lot of bitching but I've constantly advocated on forums that wardens are in a very good place right now apart from a few specific issues, I just believe in constant improvement(might have something to do with me being a software eng.).
IMO we need some generalized gambits that will sustain our threat and defensive needs throughout a fight and then we can have specialized gambits for special scenarios i.e tank swap, high dps race or #### hitting the fan so that when we're hitting the specialized gambits our general gambits are holding us up on both ends. This is of course the harder solution, the easier way is to just make all the gambits super specialized and make them super effective. So hitting 2 shield gambits would makes us unkillable or hitting 2 fist gambits would makes everything stick to us like glue and the effects would be very temporary as a balancing act.
Sounds like RK attunement hmm.
Once again this sounds good in theory but I realize how difficult the balancing act to achieve such a system could be. Come to think aboutit, the warden isn't just an advanced class for the players but the devs too. hah!
I need sleep.
PS: Has anyone tested out Aggression on BR to confirm if it's a tooltip issue or something bigger? Appreciate it.
(in addition to their current function)
attach a -10% perceived threat (30s) buff to deflection.
attach a +10% perceieved threat (30s) buff to aggression.
Buffs overwrite/refresh eachother.
Potential 20% threat swing in 2-3 seconds.
That would be a very specific gambit. The devs have never liked giving us specific gambits for special mechanics, they believe in the spirit of the gambit system that we should always have multiple options to get something done. Besides the +10% buff, when abused, would make agro on non-tank-swap fights trivial which is the whole reason aggression got nerfed into the ground. To make it balanced they'd have to nerf the overall threat by 10% which would mean having the buff up all the time is a must to keep agro which would contradict with the first point. If they put a cd on it like ST then you'd end up where you've just swapped on kalbak and the other tank tiered up super fast and you need another swap but guess what? its on CD. You'll end up with a sub-par swapping tool that's no better than what we have already.
(in addition to their current function)
attach a -10% perceived threat (30s) buff to deflection.
attach a +10% perceieved threat (30s) buff to aggression.
Buffs overwrite/refresh eachother.
Potential 20% threat swing in 2-3 seconds.
Curiously, the evolution of the internet seems inversely proportional to the evolution of man.
(in addition to their current function)
attach a -10% perceived threat (30s) buff to deflection.
attach a +10% perceieved threat (30s) buff to aggression.
Buffs overwrite/refresh eachother.
Potential 20% threat swing in 2-3 seconds.
That would be a very specific gambit. The devs have never liked giving us specific gambits for special mechanics, they believe in the spirit of the gambit system that we should always have multiple options to get something done. Besides the +10% buff, when abused, would make agro on non-tank-swap fights trivial which is the whole reason aggression got nerfed into the ground. To make it balanced they'd have to nerf the overall threat by 10% which would mean having the buff up all the time is a must to keep agro which would contradict with the first point. If they put a cd on it like ST then you'd end up where you've just swapped on kalbak and the other tank tiered up super fast and you need another swap but guess what? its on CD. You'll end up with a sub-par swapping tool that's no better than what we have already.
That would be a very specific gambit. The devs have never liked giving us specific gambits for special mechanics, they believe in the spirit of the gambit system that we should always have multiple options to get something done. Besides the +10% buff, when abused, would make agro on non-tank-swap fights trivial which is the whole reason aggression got nerfed into the ground. To make it balanced they'd have to nerf the overall threat by 10% which would mean having the buff up all the time is a must to keep agro which would contradict with the first point. If they put a cd on it like ST then you'd end up where you've just swapped on kalbak and the other tank tiered up super fast and you need another swap but guess what? its on CD. You'll end up with a sub-par swapping tool that's no better than what we have already.
Yah 30 seconds is too much on retrospect, but if it is, say, a 6 second buff so you can not simply stand there and spam it without taking a huge hit to survivability I doubt anyone would use it except for when they need a very fast boost to threat (to tank swap, or to catch a peeling mob)
So if you you are at 500k threat it would give you a quick boost to 550k, but you can not simply keep spamming it. You have to build more real threat during that 6 seconds, through [threat transfers+buff] gambits.
I think in this way you are much better off trying to build threat normally and just use the buff for specific situations, rather than trying to manage a 6 second buff duration in your rotation.
(*crosses fingers before hitting submit* please no error, please no error...)
Curiously, the evolution of the internet seems inversely proportional to the evolution of man.