I have a kotbs 40-42,on the old official 40-89.
I have always played it with these 5 tactics:
Toughness (less damage)
Banish Darkness (longer push and REDUCED cooldown with SHIELD)
Bellow commands (on official it gave AP regen even during flee, now i don't use this tactic anymore)
Gilded Shield (+15% disrupt)
Focused Mending (+15% healing for party members).
Now, Bellow Commands doesn't regen AP during flee, so i can't run, stagger and push someone in scenary (for old players, i killed Nitro 3 times with this trick while they were farming us at order spawn in a serpent passage), or run and push a witch on healer if he's far ... in few words less mobility to kotbs and i can agree with this but i don't know if there are classes that can regen resources during flee (Hate\Grudge or essence/furor for example)
Now, i can't use banish darkness reduced CD becouse it works on 2 handed ones ... in open not everyone has immunity and this nerf will penalize defensive tanks (2 handed won't run into enemy wb for pushing someone ... i've never seen one do this becouse they can't use hold the line).
Knight of the blazing Sun is Alpha tank for its auras, not for a reduced push CD. In my opinion, it should be even more on Return becouse 2 kotbs = 6 aura buff/debuff in party (2 toughness+ 2 resists + 2 random).
If you really want to encourage 2h spec, improve it, not nerfing the other spec. MAIN tank SPEC, is TANKING ONE, not DPS ONE, for the simple reason that you are talking of a TANK and not a DPS.
Just to say some ideas:
Rugged: it gives + X toughness if you're wearing a shield, +X strength if you're wearing 2 handed
Hold the line: With shield as it is now, with 2 hand +15% damage to kotbs, +5% to who is behind him, stac 3 times (or only 1).
Increase damage of DPS tree skills
Give them skills that increase Damage
In this way you play a DPS and not a tank (even if they have different hidden archetype mechaninc)
Always in my opinion, it's wrong to introduce something that isn't of that archetype in such heavy way... dps for tank and healers to be more precise. Tanks tank, Healers heal and Dps hurt ... Recently i've only seen thread talking about how to improve DPS, DPS tree, DPS spec ... what about improving healing ones? Increase only DPS while healing is the same means that healers will be always less usefull and this will bring to play only DPS (my DPS output is greater than yours so i win) also thinking to a player "Why should i play a healer that die easly, my healing barely can save one guy while DPS kill and get contribution in solo and i don't for my heals?"
[KotBS] 30/9/2017 Patch Feedback - Banish Darkness
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