Penril wrote: Tue Apr 17, 2018 4:42 pm
darude83 wrote: Tue Apr 17, 2018 4:05 pm
Playing T1 very recently, forming small roaming parties it was sometimes tough to get a tank with guard ability. It felt unfair not to be able to invite players below lvl 10, because they would bring nothing substantial to the grp.
Tanks can do very good damage in T1. IBs even have a KD (only tank with a KD in T1). Demolishing Strike is damn good (isn't it the only armor debuff in t1? I could be wrong). If you are unable to invite tanks under level 10 to your group, that's your problem (very similar to players in T4 who will never invite a certain class, like WE/WH to warbands for example).
darude83 wrote: Tue Apr 17, 2018 4:05 pmThe point of not being a counter to it is also very flawed, at that lvl you have almost no avoidance and you're getting hit for most of the guard dmg.
Most of that damage is countered by one Divine Assault/Rend Soul. Add a second healer throwing some HoTs around and suddenly guard damage is laughable in T1. Besides, how hard do you get hit in T1 anyway? No armor debuffs (cept from, oh right, tanks! those guys you don't want to invite to your groups unless they are level 10), no heal debuffs, no wounds debuff? (i think) etc. Even if their avoidance is pretty low, some have buffs from abilities like Eagle's Flight (25%) or Shield Rush (10%) and all have access to renown abilities (rr10 can give you 12% parry, or 6% block).
Flawed... right...
Guard dmg is 50% of the dmg that your guard takes, minus your avoidance of block/parry. What is your point exactly? That there is too little dmg in t1, and guard would further increase the ttk? These abilities are single target, if you're taking guard dmg, your guard (yourself?) is taking dmg, who are you healing?
Is t1 dominated by wp/dok tank comps? Because it sounds like it, reading your arguments.
Your argument regarding renown is very flawed, because you don't have that at lvl 1, where you should have guard.
What is your point exactly?