classes rr:
Point fo view:
both rvr and sc
feedback about sets construction
1-def tank set bonuses must be stronger in defense power than dps damage one: this it can be see on devastator set done by genisaurus, If tank can hold the front better for both sides then the fight became more challenging for both and is less about who bring more ppl becase aoe is 9 target cap so hard to kill tanks for both mean skilled ppl can kill a bigger number since thay can soak the dmg with out have access to op tools. Particular attention to introduces as in conqueror effective way to sefl heal.
2-balance between healers and DD set bonuses must allow less bonus valid for both st and aoe on DD. this will allow to give a common ground for dps bonuses where they work both for st and aoe then introduces a second layer of bonuses that work only for st stuff , like proc that active only on st skills or auto attacjk dmg or speed buff. Doing this allow to use the same number of st bonuses usedd on DD as self durability effect for heal classes on set so for exemple:
healer / mDD
willp / str
wounds / wounds
toughness/ initiative
5% crits / 5% crit
on being hit avoidance proc / auto attack speed +10% (personal durability vs st bust)
essence rec every 3 sec for x / on crit dmg increase by 5% for 10 sec
this is a good exemple how you can module and balance sets between a dok/wp and any mDD (not refring to fix bonus just the type). For am/sh it could be on being hit x% of chance of critical hit reduction. The same goes for rdd bonuses. These type of settings have 2 positive effect.
1-it allow a better all around balance for classes increasing aoe ttk, while leave st ttk the same
2-it allow st focus to have more advantage over aoe which mean st party in rvr can have a better place while also leave healers in good spot since
they have durabity added in the same bonus spot so the st focus ttk dont chance much (this was indeed possible in sov meta in live due set bonuses follow this criteria).
Specific tanks set feedback:
i'm going to compare conqueror and invader leaving vanq out.:
-First thing first a point regarding make set for tanks, def sets for tanks must be aviable to some degree to 2h def tank too, thats why i would leave block % bonus as last set bonus always unless you plan to use in future sovereign active skill. That way a 2h tank like on conqueror it can simply remove 1 piece of gear which also give block most likely and loose just all the block from gear and set bonuses and replace it with 1 piece of gear of his choice. Instead as it was done for subjugator weapon give tanks one 2h with a proc; this way they can have the same number of effect from gear as a full conqueror tank for exemple, generally speaking the conqueror meta as sets was not bad balanced (but give mroe choice hirzontaly for weapons than just 1 as subjugator with diff procs aks thr exemple is the t4 epic quests choices line).
-Avoid specific meccanic proc,like on "block" , in favor of generic like on "avoidance"or "on being hit" and then add an ICD, as not all tanks spec high in block or parry or whenever , it also depend from the scale (sc or rvr) and this may favor some anks more than others (plus be meh for 2h def tanks).
Regarding currently tank invader specific feedback
i alredy posted in another thread what is wrong aka:
-wep skill on chest, just 18 random wp skill dont serve any purpose on a def set, since parry from wep skill on a def tank gona be ingored everytime. If some tanks lack dmg this is not the form and place to help with that.
-1 ap on chest
-lack of critical reduction compard to conqueror
-heal proc too much unflexible compared to conqueror one
-stats not in line vs conqueror + 2 genesis (back and 1 jewelry)
NB: tough the error could had been introduce genesis in his form, another side problem especially DD genesis is incredible better than tanks and healer ones the same mistake mythic did in live with glyph from tovl. This make stats access for DD incredibale easy if, aka they can go full off from gear and get def stuff from renown ate a cheaper trade ratio than tnks and healers, this mean that a DD will go 4-5 genesis force you to icnrease the DD invader set power creep in order to make worth vertical progrssion; aka genesis for tanks is ok and genessis for DDis too good and make hard balance invader
Stuff to avoid at any cost:
-to avoid power creep do NOT listen to any feed back (i saw many) which ask to introduces on DD serts multiplers based on crits; aka on crit increase crit chance or crit dmg; never do that unless it's only for crit dmg oputput AND only for low value such
5-10%. Aswell avoid as in vanquisher base dmg increase as in vanquisher +5% ( it also boost crit this way not just only by 5% but by 10% on some classess due multipler and crit calculations).
-avoid and change please as magus bonus, any that boost a peculuar mastery, rvr set is not just for havoc is an off set for any build as per above US stuff that boost alla st skills i stead, not just 1 mastery