Cimba wrote:The question is how much is the difference between proc and the IB? 300-400 armor? How much of a damage increase is that? What procs future late game weapons will have is still unknown afaik. The WL is afaik even stronger than the IB debuff right?
Who said we compare only tank tools? My argument is that IB has very little that makes him unique. His benefits can be covered by other classes in the grp.
660 armor = 15% physical reduction, so 300-400 armor means a 10% increase in damage, this is not something minor. A normal SnB Ib with points up to Acenstors fury has a 960 armor debuff at full grudge, 1090 if you go up to Cave In, 1152 if you go up to Greataxe Mastery, this is all within the normal parameteres of a normal IB, if we go for extra stupid with Grudge Born fury its 1216, if you want the option of extra stupid with dumb on top and you are up to m4, its 1250 armor, thats a 29% damage increase for physical damage.
A level 40 Wl gives 1400 with a 10 sec cd 10 secs uptime, IB however is 20 secs duration 5 secs cd, meaning you can even cycle it and have it on more than one target at once.
And we compare to tank tools because once again, synergies in a group are important, being the only tank with an armor debuff lets you run double slayer or simply a WH with antoher weapon that is not the armor debuff one, which is inferior to the SC or epic Dwarf influence reward. This is quite important.
Cimba wrote:KOTBS has 2 AP auras one of which gives you AP every 5 seconds or so. I'm not sure if 100ft of the ap rune is the diameter or radius but it's either way quite a lot of room.
So while the AP contribution of IB is certainly nice it's not like there aren't any other solutions to it. Simple Itemization among them. Additionally if the IB get's kited around the group gets nothing.
Watch and Learn might actually become interesting when melee healing gets reintroduced and the opponent runs heavy AP drain as a counter to it. But then again that's a very specific scenario. In the meantime the 50ft range restriction limits this usefullness of this skill.
Again, you are handwaving the synergies and what is optimal, a Kobts currently will always run resist aura, because its too good, toughness aura, because its also quite nice and Stay focused, mostly because of the healing tactic.
Besides, 25 ap every 3 is better than 20 ap every 5. If you run stay focused and an IB, you barely have ap problems and your kobts will be able to run the 3 normal auras and doesnt have to get out of his way to get the extra ap aura.
Cimba wrote:The question is do they get the job done (AOE Snaring)? That earthshatter does good damage is a nice bonus but it might also be a disadvantage if you need to blow your aoe snare in your burst rotation.
The additional aoe snare tactic is also very situational since it's linked to an aoe knockback. I don't think your grp will be thrilled if you hand out free immunities for an aoe snare.
Well, yeah, its still a 50% uptime aoe snare, key targets can be still snared with the single snare and the Burst is always a cherry on top, having a skill that does up to 1k+ damage while doing an aoe snare is nothing to sneeze at.
The tactic that gives an aoe snare on rune etched axe is merely a show of risk/reward, you are giving free immunities indeed, however is also the only tank in the game afaik with a no target limit 100% aoe snare when combine both, you can see how Aza is against such a thing yet the IB has it if he can afford to give immunities.
Cimba wrote:And the SW does an Initiative debuff. The SM provide CC immunity for the grp. SL is undefendable. So the knockdown has an additional benefit... so do other KDs. If you want to run the DPS game among the tanks I would put my money on SM. But maybe I haven't played with the right IB yet.
Sure we could run the math, however only one of them is known as Cave Win, it may not have the 5 secs kd anymore but dont make mistakes, is one of the best kd in the game, after all the game is about burst and putting 1k damage on top of the kd makes a big difference.
Cimba wrote:Okay so your point was that IB brings something to one specific setup which on RoR isn't actually that good? I can get behind that. We actually tried to run a double slayer once. But if a class only shines in one specific setup I don't think that class is in a good place.
Well, you asked what does a IB bring, i tell youj what it brings and where it shines.
Also, that double slayer is not good in RoR is debatable at best. Surely is not something you can test after running it once
Cimba wrote:KOTBS doesn't need a tactic for his AP managment

And with the change of Encourage Aim to 2H and the removal of Shatter Confidence he can afford the kick tactic.
The point is the punt is always good, no matter what, no tactic needed, is much more flexible than the Kobts one.
Cimba wrote:Yeah if they get attacked by melee. That's what I call situational since half of the DPS ingame are RDPS. Considering RvR where rdps are dominating it's even less usefull there. Additionally you need to face your attacker which you can't always guarantee when 2 mdps buzz around you. I'm not entirely sure about parrying during knockdowns but I believe you should not be able to during one.
The initiative buff is indeed nice. However it can also be achieved by RP buffs or SM Nature's blade with some luck. And from these buffs the entire grp would benefit.
I dont really buy this "but rdps are good in orvr so melee is not good" idea, they are still by far the best option for a 6 man, they are still by far the best option to do damage while on the move, cutting melee damage is not something situational or bad. And when you take into account that it eats a quarter of your guard damage just for having it up, the argument of being situational stops having any base, is always good, is even better when facing mdps.