Many of you are looking at it wrong with hate.
Hate is not a straight buff just based on the %. FC devs have said on TL that the hate multiplier is more like 2 to 3 times the actual hate %. So effective hate on 1.2% would be somewhere ~2.5% and 3.5%.
I have both sets minus one piece, and see very little agro difference between the major pieces, on most mobs.
The reason every guard should make fearless his 1st set is that, in spite of the fact that you can survive the emperor in t3 gear, it's easier to do in fearless. My thought was that if there's ever a T4.5 or T5, it would be likely there'd be a tough magic boss you'd want it for, and tanking a magic boss is what guard is best at.
With the extra dps, prot, and similar agro, fearless is a no brainer.
I'm not sure anyone actually still knows how guards aggro actually works. I've seen 3 explanations from GMs, all 3 were different from eachother. The guy who designed it, has been gone for years I suppose.
Last edited by Blackfir; 16th January 2014 at 12:59.
A guard has a passive 40% crit chance, with an additional 5% on power house, How exactly is an extra 5% and sacrificing con,hate,hit, etc. Worth it?
As I agree crit and crit damage are nice, they aren't needed as much as people "like you" are implying. On numerous occasions I have taken a guard with no AA's, and just T1 gear and smoked the living day lights out of a guard using T4 gear. Yes, the other guard had to be a baddie for this to happen, but rest assured the crit and crit bonus damage were WAY higher than that of mine.
Based on what your saying, crit chance and crit bonus are just the magic button when it comes to guards. It's not! It's more about combo rotations, hate modification, and being able to actually hit your target.
Guards: Schou/Schoujr, DT: Mycroch, Conq: Kenfast, Barb: Sonofcronus, Sin's: Crazyassin/Daggerdick, Hox: Scorchnburn, Demo: Touchofdeath, Tos: Enslaveu, BS: Meballs
With passive you mean guard destroyer I suppose?
You saying that you have beaten someone at the time you didnt have any AA's doesnt add anything to this discussion sadly.
Ofcourse the aggro is mostly based on rotation, but I promise you, pretty much all good guards have the same rotation with diffrent good timing and use of the buffs and abillities.
In my own experience I feel safe in the aggro as long as I crit. Having increased critchance DURING the time Guarddestroyerbuff is down, makes the "crit-dip" alot lower. If you want, we can meet up and do tests, Same rotation but with diffrent critvalues.
Last edited by magnum92; 16th January 2014 at 14:48.
Im always down to test man. How I learn and get better. Let me know in game. Im off at 3pm central. Hit me up.
Also. I rolled a f2p guard to do the testing and prove gear isnt as big a deal as some want to argue. But thats mainly an argument over baddies who say the gear is why I do well.
But yes hit me up. Later man.
Last edited by kennyfisterbotm; 16th January 2014 at 16:10.
Guards: Schou/Schoujr, DT: Mycroch, Conq: Kenfast, Barb: Sonofcronus, Sin's: Crazyassin/Daggerdick, Hox: Scorchnburn, Demo: Touchofdeath, Tos: Enslaveu, BS: Meballs
I agree gear isnt everything in general in this game. Guards obviously have the highest base-aggro-output cause of buffs and combos. But when you start tanking lowmitigation-bosses with dts in full Intomitable gear with shitloads of wisdom accessories, you're gonna feel those crits help u out alot.
Last edited by magnum92; 16th January 2014 at 16:26.
I personally think that hate mod is as important as crit is that to a DT.
Your throwing the 1% hate mod off as some sort of sham, when in fact I believe that it makes all the difference in the world.
As far as 1k hit points. I don't see how 1k of hit points isn't worth a lot to you? 1k is 1k, and is a strait forward health jump. It allows you to take about 5% more damage as a tank basing the 1k/19k hp "ish" range. You spread 5% across say 3-4 tanks via a raid and all of a sudden things are 15-20% easier to survive/succeed at.
As for me on crit etc. I'm not saying that crit doesn't have it's place amongst the guardian class. It is a great thing to have etc. BUT, it's not as important as giving up health, or hate mod for.
I also want to touch up on Natural Health Regen. I personally think it's bugged in the description, and not giving an accurate depiction of what it really does. I have lifesaver feated out amongst one of my many builds for my guard. And when I do have it feated out, I see a drastic change in my survive ability within a raid. I think there is a reason funcom would have put 2.5 nat health regen within the armor, if it wasn't worth having why would they put it in the T4 armor to begin with? Not saying Funcom doesnt make mistakes. On the contrary, Im' saying their description of Nat Health Regen is broken. I'm simply saying that I see a performance increase with it. Thus, T4 CS gear is better for a guard "imo".
Guards: Schou/Schoujr, DT: Mycroch, Conq: Kenfast, Barb: Sonofcronus, Sin's: Crazyassin/Daggerdick, Hox: Scorchnburn, Demo: Touchofdeath, Tos: Enslaveu, BS: Meballs