
Originally Posted by
Nilsandres
Rune Knight
- Elemental Ward: Grants an elemental shield that reduces damage from a specific element (Fire, Ice, Lightning, Wind, Light, Dark) for a short time.
You want to use up 8 precious action slots to mitigate a specific element? Elements that, as far as I am aware, are not tied to attacks anymore? Way too much bloat.
- Arcane Slash: A magic-enhanced cleave that deals damage and reduces the target’s magical attack power.
If this is up all the time, it is broken, if it is a DPS loss, it won't be used, if it is a DPS gain, it will be used for that and not for the mitigation effects that might or might not be useful at the time.
- Mana Shield: Converts a portion of the Spellblade’s MP into a shield that absorbs incoming damage.
Just to point it out, this is TBN. Not a bad thing, just expect someone to comment that 'It's Just TBN and homogenised'.
- Mystic Strike: Unleashes a devastating melee attack empowered by all stored elemental energies, dealing AoE damage and restoring MP based on damage dealt.
There is a reason no sources of MP generation ever gave MP based on damage, it wouldn't work at all levels.
Warden
- Sweeping Cleave: Spins the poleaxe in a wide arc, damaging and knocking back all nearby enemies.
Knockbacks are bad for DPS, it was bad enough when it was on a single target back in the day, everything? PLease no.
- Imposing Stance: Forces all enemies in a large radius to attack the Warden for a short duration, while increasing the Warden’s parry rate.
Action that increases parry rate, that is all that is.
- Battlefield Command: Temporarily reduces damage taken by the Warden and increases damage dealt by all allies within a certain radius.
Tanks providing raidwide damage up is not good design and forced you to use them. Either every tank gets one, or none )I would prefer none.)
- Anchor Strike: Throws the poleaxe at an enemy, tethering them to the Warden and preventing them from moving more than a certain distance away.
Old Holmgang, just worse. Everything should be on you anyway and a quick ranged attack/provoke will bring them to you.
- Defensive Pivot: A quick spin that parries an incoming attack, reducing damage by 50% and countering with an instant attack.
Old Shield Swipe/pseudo Vengeance/Damnation. Either, you make the damage not matter, or, you are encouraging getting hit by cleaves just to proc it, much to the healers dismay.
Ironclad
- Hammerfall: Smashes the ground with the siege hammer, dealing AoE damage and stunning all enemies in the area.
Probably one of the few things I like from this whole list. A more unique take on tank AoE damage/mitigation. Just be careful of WHM's Holy.
- Reinforced Armor: Reduces all damage taken by 30% for a short duration and increases movement speed to compensate for their normally slow movement.
Having a tank naturally have slower movement speed is a bad idea, as you have to design mechanics to be dodgable with that in mind, which means they are easier to dodge for everyone else, so why would you bring this tank?
- Groundbreaker: Cracks the earth, creating a defensive zone where enemies take increased damage and allies take reduced damage while standing within it.
See tank raidwide damage gains.
- Titan’s Wrath: A powerful single-target blow that leaves a crater, reducing the target’s physical attack power and briefly increasing the Ironclad’s threat level.
See Arcane Slash.