Guardian Refresh - Update

Orion

Lead Designer
We are getting closer to our first Bullroarer. No, this thread is not to tell you when that is. We have a lot going on and the timing has been a little difficult to nail down, but we are starting to move toward Bullroarer. As a primer, I wanted to provide an update on where the early testing is shaking out and what the first Bullroarer will likely look like.

We're going to want you to play at all levels for the Guardian, mostly because the changes to statistics is going to have an impact all throughout the game, and while we have been testing at the top levels, lower levels, and mid levels our eyes are not as good as all of your eyes and fingers hammering on the changes. So that is the first part of this.

The next part is the expectation for the class refresh. A ton of work has gone into the Guardian refresh and there have been some significant changes and ideas bandied about to really make the class shine. Here are the latest changes we expect to be part of the Bullroarer. The Bullroarer release notes will have much greatter detail around what is actually built into the release. This is only a primer.

The Defender of the Free

Descriptor: Uses mitigations and defence to protect allies.

Role: The true Tanking build, using both AoE and single-target taunts. The primary focus in protection and survival.

Innate Bonus: Your shield skills have a 25% chance to apply a fortification effect that increases your mitigations by 1%. This effect may stack up to five times.

The Defender of the Free
Relentless Assault 5 Ranks
5%/tier for the skill Sting to apply a Level-based Finesse Boost
Tireless Defender 3 Ranks
Guardian’s Ward reduces power costs by 10%/tier while active
Guardian’s Ward: Tactics 5 Ranks
Level-based Tactical Mitigation Bonus per tier
Guardian’s Defence
+10% Armour
+10 Critical Defence
+2.5% Block Points
+2.5% to Partial Block
-25% Shield Wear when Blocking
Guardian’s Pledge
Grants skill Guardian’s Pledge
Bellow 5 ranks
+20% Challenge and Fray the Edge Range
-5s Challenge cooldown per rank
Adaptability
-1% Incoming Damage from all Sources
Shield-smash
Grants the skill Shield-smash
Reversal 5 ranks
-4s Turn the Tables Cooldown/rank
+4s Combat State Immunity
Smashing Stab
Earns the Skill Smashing-stab
Protection by the Shield
Grants the Skill Protection by the Shield
Protection by the Shield
-3% incoming Damage to Fellowship and Raid members within 20m
Follow Through 3 ranks
Requires Shield-smash
Increase targets 3,5,7
Shield Wall:
Grants the Skill Shield Wall
Shield of Light 5 ranks
Ranks 1-5
.5%/incoming damage reduction to Protection by the Shield/rank
+3% perceived threat/rank
Rank 1 +1 Max target on Shield-taunt
Rank 3 +2 Max Target on Shield-taunt
Rank 5 +3 Max target on Shield-taunt
Challenge the Darkness
+3 Challenge targets
Shield Spikes 5 ranks
+2% Crit Chat with Shields/rank
+240s Duration to Shield Spikes/rank
(This may swap with Challenge the Darkness, or modify Adaptability)
High-spirited 5 ranks
+1 incoming healing mod/rank
Disorientation 5 ranks
5% chance/rank for Shield-smash and Shield-blow to apply a crit defence debuff of 5%
Strengthen the Bulwark
Fortification Enhancement
Warrior’s Fortitude 1 Rank
+1% Physical Mit
+1% Incoming Healing
+1% Block Chance
+1.25% Partial Block
Stoic 6 ranks
+20% chance for Warrior's Heart to apply damage bubble/rank
Rank 6
Increases Bubble potency
Bolstering Blocks
Block restore morale
Juggernaut
Grants Skill: Juggernaut
Break Ranks
Shield-taunt cashes out Forts for 30% group damage buff for 15s
Shield the People
+25% that Shields apply Fortification Buffs

Some other important changes:

Turn the Tables:
The skill no longer requires you to be immobilized to use.
Skill is now a 45 degree front arc with a 6m base range affecting 3 targets.
The cooldown of the skill increases to a base 75s.



The Keen Blade

Descriptor: Uses bleeds and High-damage attacks to defeat foes

Role: Focuses on dealing damage. Skills have a high base damage, bleeds and powerful finishing skills.

Innate Bonus: Healing reduced by 50%, Retaliation and Whirling Retaliation become Breach and Whirling Breach; these skill allow the use of Parry and Block response chains. Parry and Block response skills deal 15% more damage.
Earn the skill Overwhlem



The Keen Blade
Thrill of Battle 5 Ranks
Each Rank applies a +1% chance to critically strike with skills. This effect stacks up to 5 times and is removed when you score a critical strike.
Heavy Weapons Training 5 ranks
+1% Skill Damage/tier
+1% Damage to Two-handed Weapons/tier
Valorous Strength
+10% Melee Damage
+10% Critcal Damage
Broad Strokes 2 ranks
50% chance/rank for Sweeping Cut to apply a bleed to targets
+1 Sweeping Cut Target/rank
Thrust
Earns the skill: Thrust
Bleed Them Dry
Increases Bleed Potency of all Guardian Bleeds
Increases Bleed Pulse Counts by 2
Brutal Assault
Earns the skill: Brutal Assault
Tireless Blows 5 ranks – requires Brutal Assault
+10%/rank for Parry and Block Response skills to reset Brutal Assault Cooldown
Invigourating Response 4 ranks
Critical hits with Parry and Block response skills restore 1% power per rank
Protection by the Sword
Grants the Skill: Protection by the Sword

Protection by the Sword
Aura - Fellowship and Raid Members who Parry or block an attack provide the Guardian with a combat response.
+3% Melee Damage Bonus
Deeper Wounds 5 ranks – req. Thrust

+1 Increase to Deep Wound Pulses
+3% Increase damage of Deep Wound and Terrible Wounds per rank
To the King
Earns the skill: To the King
Battle-fury
Grants the Skill: Battle-fury

Battle-fury
+20% Melee Damage
+20% Critical Melee Damage for 20s

Cooldown 2m
Haemorrhage 5 ranks – req Brutal Assault
+20% chance for Brutal Assault to cause a bleed on your target per rank
+3% for all bleed damage/rank
Into the Fray 6 ranks
Ranks 1-6
+2% Charge run speed/rank
+1 Charge duration/rank
Rank 6
Your next melee attack automatically crits
Brutal Charge
Charge becomes Brutal Charge
+5s Charge Duration and Melee Skills attempt knockdown
Warrior’s Advantage Ranks 1
+Level-based Physical Mastery
+1% Melee Crit Change
+1% Parry Chance
+1.5% Partial Parry Chance
Blind Rage 5 ranks
+20% Chance that To the King will increase your melee damage by 10% and your attack speed by 20% per rank
Heavy Blows
+5% Melee Damage
+10% Crit Damage
Hammer Down
Earns the skill: Hammer Down
Rupture 5 ranks – requires Hammer Down
Successful hits with Hammer Down remove all current bleeds and increases incoming damage on the target by 2% for each bleed removed. /rank
Adds a short cycle heavy bleed on the target.
Prey on the Weak
Successful attacks against an opponent suffering from bleeds will inflict instant bonus Damage

The Fighter of Shadow

Descriptor: Augments Defender of the Free and Keen Blade with tools to enhance defense, damage, and utility.

Role: Though the guardian cannot specialize in The Fighter of Shadow, it supports itself and allies with debuffs and modifiers to strengthen its ability to sustain damage and threat against all enemies.

The Fighter of Shadow
Force Opening
Earns the skill: Force Opening
Insult to Injury 5 ranks – req Bastion of Light
+3% chance on hit to renew all debuffs on the target / rank
Bastion of Light
Earns the skill: Bastion of Light
Bastion of Light creates a 9m hotspot beneath the Guardian. All enemies within the hotspot have their miss chance increased by 5% and are susceptible to spreading debuffs to nearby enemies
Defensive Expert 5 ranks
+1% Block Chance
+1% Parry Chance
Per rank
Light-touched - 5 Ranks
You can Block with Two-handed Weapons
+.5% Melee Damage bonus/rank
+.5% Incoming Healing/rank
War-chant
Earns the Skill: War-chant
Radiate 3 ranks – requires Bastion of Light
Increases the range of Bastion of Light by 3m per rank
+10% chance/rank to spread debuffs to targets within Bastion of Light
Numbed Senses 3 Ranks
Ignore Pain removes +1 debuff per rank
Tenderize 5 ranks
Per Rank:
Parrying, Blocking, or Evading attacks provides a +Level-based bonus to Crit Rating
Expires if out of combat for 9s
(I am considering that this might change to a Mastery buff)
Thrill of Danger
Earns the Skill: Thrill of Danger
Bolster 5 ranks
Blocking attacks increase Crit defence and stacks up to five times
Rank 1: 100% Efficacy to Critical Defence from Bolster Stacks
Ranks 2-5: +50% Efficacy to Critical Defence from Bolster Stacks
Disabling Strikes
Non-damaging Debuffs magnitude increased
-12.5% run speed
7.5% Attack Speed
-2.5% Outgoing Damage
+2.5% Miss chance
-2.5% Crit Defence Rating
Demoralizing Anthem 5 ranks – req War-chant
+20% War-chant range per rank
-1s Response skill cooldown per Rank
+1 War-chant targets per rank
Redirect
Earns the skill: Redirect
Flash of Light - req Bastion of Light
Bastion of Light now deals light damage to affected targets.
Bastion of Light Duration increased by 5s
Bring on the Pain 5 ranks
Thrill of Danger allows you to restore .5% of your morale every time you are hit for the next 10 seconds per rank
Strong Bursts – 6 ranks
+2% Area Effect Attack Damage per rank
+20% at rank 6
Protected by the Light
Allies affected by Protection by the Shield gain a 2% bonus to incoming healing
Allies affected by Protection by the Sword now deal some damage back to their attackers
Manifested Ire
Enemies are snared if they fail to continue attacking the Guardian after their use of damaging abilities.
Vicious Rebuttal 5 ranks – req Redirect
+5% Damage Absorb and Reflect per rank
Warrior’s Guile
+Level-based Critical Defence
+1% Tactical Mitigation
+1% Evade Chance
+1.5% Partial Evade Chance
(Considering replacing Crit Defence with Finesse)
Singular Focus
Scoring a Critical Hit with a Parry or Block response skill against a target within Bastion of Light lower their armour rating.

This debuff cannot be refreshed.

Cooldown 30s
Cataclysmic Shout
Earns the Skill Cataclysmic Shout

Cataclysmic Shout
Range 7m (360 deg)
Max Targets 5
Applies the following debuffs to targets:
-25% run Speed
+20% Attack Duration
-5% Outgoing Damage
-5% Crit Defence
+5% Miss Chance
(Modified by Disabling Strikes)

Applies the following Bleeds to Targets:
Slashing Wound
Deep Wound
Terrible Wound
(Modified by all Bleed enhancing traits/abilities)

Cooldown 120s

(This will likely need to be toned down a bit)

This is the plan. Not everything is in and ready yet, but we are hoping that for the first Bullroarer everything will be very close to this for testing.
 
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NotAnEnt

Well-known member
Great to see this, only I see a few potential typos:

- Valorous Strength claims to be +10% CRITICAL CHANCE. That's HUGE. Did you mean this?
- Demoralizing Anthem loses the response skill cd reduction and target count.
- Light-touched has no ranks count
- Break Ranks no longer adds passive +5% damage. Is this on purpose?
- Adaptability is still named Adaptability when there's nothing adaptable about it. Maybe name change to "Experienced Defender"?
 

Orion

Lead Designer
Great to see this, only I see a few potential typos:

- Valorous Strength claims to be +10% CRITICAL CHANCE. That's HUGE. Did you mean this?
Good catch, fixed that should be Critical Damage
- Demoralizing Anthem loses the response skill cd reduction and target count.
Nope, just missed them in the copy paste.
- Light-touched has no ranks count
Added in the 5 ranks
- Break Ranks no longer adds passive +5% damage. Is this on purpose?
Omission - but it will still be there.
- Adaptability is still named Adaptability when there's nothing adaptable about it. Maybe name change to "Experienced Defender"?
Adaptability is likely going to get changed a bit. Current thinking is that it will take on the old functionality and do the following:

On hit, applies a .5% reduction in damage for 10s or until a response skill is used - stacking 3 times.

Then, Improved Shield Spikes would add .1%/rank to the Adaptability effect allowing adaptability to reduce incoming damage by 1%/stack for 10s or until a response skill is used.
 

NotAnEnt

Well-known member
Good catch, fixed that should be Critical Damage

Nope, just missed them in the copy paste.

Added in the 5 ranks

Omission - but it will still be there.

Adaptability is likely going to get changed a bit. Current thinking is that it will take on the old functionality and do the following:

On hit, applies a .5% reduction in damage for 10s or until a response skill is used - stacking 3 times.

Then, Improved Shield Spikes would add .1%/rank to the Adaptability effect allowing adaptability to reduce incoming damage by 1%/stack for 10s or until a response skill is used.

Adaptability change sounds GREAT, except I'd love for it to reset on something other than response skills, maybe CaB only?

Also, can you please explain the Rupture having 5 ranks. I'm a little confused on what that means.
 

Eth

Member
Will red guardians be getting any changes to their might passives? Currently champs are getting 130k+ free crit and pmit, several essences worth similar to hunters agility/vitality and other classes.

Tenderize seems underwhelming for a red guardian in a raid/group content environment you're not going to be getting bpe's
 
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Orion

Lead Designer
Adaptability change sounds GREAT, except I'd love for it to reset on something other than response skills, maybe CaB only?

Also, can you please explain the Rupture having 5 ranks. I'm a little confused on what that means.
Rupture, at rank 1, strips all bleeds off the target and applies a 2% bonus to incoming damage for each bleed removed. Rank 1 removing 4 bleeds will increase incoming damage by 8%. At rank 5, this would be 10% incoming damage for each bleed removed to a max of 40%.

This, of course, will need to be balanced out so the values/durations are subject to change.
 

NotAnEnt

Well-known member
Rupture, at rank 1, strips all bleeds off the target and applies a 2% bonus to incoming damage for each bleed removed. Rank 1 removing 4 bleeds will increase incoming damage by 8%. At rank 5, this would be 10% incoming damage for each bleed removed to a max of 40%.

This, of course, will need to be balanced out so the values/durations are subject to change.

Yes! Resounding YES! Red Guardians going from having the actualmworst capstone in the game to a competitive best capstone in the game!

You probably will have to nerf the duration a bit, maybe change the trait so that its +2% inc dmg per bleed AND -1sec duration per bleed so that the +40% only lasts for 5 sec or so.

Also, if you are going to nerf, please nerf duration rather than magnitude.
 

Zipfile

Well-known member
Yes! Resounding YES! Red Guardians going from having the actualmworst capstone in the game to a competitive best capstone in the game!

You probably will have to nerf the duration a bit, maybe change the trait so that its +2% inc dmg per bleed AND -1sec duration per bleed so that the +40% only lasts for 5 sec or so.

Also, if you are going to nerf, please nerf duration rather than magnitude.
Okay, no. 40% is insane regardless of duration.

Just remove the ranks and keep it 1 trait. 10% is more than fine, especially considering the raid scenarios.
 

Brinuw

Well-known member
Can Singular Focus be changed to a percentage rather than a ratings debuff?
Its also odd that it looks like the Armor debuff is the only debuff not effected by things like Disabling Strikes nor applied secondarily via Cataclysmic Shout, and it still retains its rider that it can not be refreshed even through there are traits like Insult to Injury that are all about refreshing debuffs.
 

Orion

Lead Designer
A note on Radiate:

Radiate will function as follows:

1) Each rank extends the size of the Bastion of Light hotspot by 3m
2) Each rank provides a 10% chance to spread debuffs on a target that is hit by a skill to up to three other targets (not modified by any means) within 10m of the first target(s)

These can no longer become permanent duration buffs.
 

Orion

Lead Designer
Yes! Resounding YES! Red Guardians going from having the actualmworst capstone in the game to a competitive best capstone in the game!

You probably will have to nerf the duration a bit, maybe change the trait so that its +2% inc dmg per bleed AND -1sec duration per bleed so that the +40% only lasts for 5 sec or so.

Also, if you are going to nerf, please nerf duration rather than magnitude.
I am deliberately starting this high. I expect that it will need to come down because of the potential uptime of the ability.
 

Orion

Lead Designer
Can Singular Focus be changed to a percentage rather than a ratings debuff?
Its also odd that it looks like the Armor debuff is the only debuff not effected by things like Disabling Strikes nor applied secondarily via Cataclysmic Shout, and it still retains its rider that it can not be refreshed even through there are traits like Insult to Injury that are all about refreshing debuffs.
Not likely.

As I sat here reading this, I just had a thought:

Singular Focus

Successfully completing a combat response chain (ie Retaliate/Breach into Overwhelm/Thrust into To The King) against a target increases your might or mastery for 10 seconds. Cannot be gained more than once every 30s and expires out of combat...

hmmm
 

Eth

Member
Not likely.

As I sat here reading this, I just had a thought:

Singular Focus

Successfully completing a combat response chain (ie Retaliate/Breach into Overwhelm/Thrust into To The King) against a target increases your might or mastery for 10 seconds. Cannot be gained more than once every 30s and expires out of combat...

hmmm
I'd prefer the armour debuff over a mastery rating buff that doesn't even have 100% uptime, without 100% uptime the mastery buff will be ignored and you'll just accept the overcap mastery for those 10 seconds
 

Orion

Lead Designer
I'd prefer the armour debuff over a mastery rating buff that doesn't even have 100% uptime, without 100% uptime the mastery buff will be ignored and you'll just accept the overcap mastery for those 10 seconds
Good point.

Maybe it changes the nature of a skill. I'll noodle more.
 

DoRonRon

Well-known member
"(This may swap with Challenge the Darkness, or modify Adaptability)" Critical Chat indeed; if the spikes go to the tree bonus S&B Keen loose them - current tree switch every 45 mins. Can't imagine any role other than full tank wanting CtD, certainly not one having to go out of their way to put points into it from another tree.

I'm still not seeing a choice to play solo given much consideration. Lots to deal with in lengthy fights but little point using (and learning) for 139 levels.

Would still prefer to have FoS support multiple choices and have different lines to enhance what the content we face along the journey demands. Each interaction between an early and a late trait pushes players into that combo from necessity not choice. Or escape significance entirely for some. E.g. the CM and frequency of use of most powerful AEs at 1/5 potential, despite years of hints.
 
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Zipfile

Well-known member
"(This may swap with Challenge the Darkness, or modify Adaptability)" Critical Chat indeed; if the spikes go to the tree bonus S&B Keen loose them.

I'm still not seeing a choice to play solo given much consideration. Lots to deal with in lengthy fights but little point using (and learning) for 139 levels.

Swap Blue.
Use Spikes.
Swap back.


Lol.
 

Tessandra

Member
Rupture, at rank 1, strips all bleeds off the target and applies a 2% bonus to incoming damage for each bleed removed. Rank 1 removing 4 bleeds will increase incoming damage by 8%. At rank 5, this would be 10% incoming damage for each bleed removed to a max of 40%.

This, of course, will need to be balanced out so the values/durations are subject to change.
All bleeds, or that guardian's bleeds?
 

DoRonRon

Well-known member
Swap Blue.
Use Spikes.
Swap back.


Lol.
Only if in applying those spikes retains the effect from bonus trait when switching back to red, being slightly different to a spend of points. Bonuses likely to only apply if a build is active and dropped on switching. Will the "hack" remain, is what I'm asking if it does go to the bonus line instead?
 
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