Posted by Enslaver on 9:39 AM

First off all of these are my opinions on this subject, so heed that accordingly.
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On Your Guard!: The damage of this ability has been increased and will now deal Elemental damage. The ability will not receive benefits from stat factor nor will it do critical damage.
***After getting to actually see this in action, I think that this is a poor idea. First and foremost, the fact that this can now be mitigated and it can only hit a target once every 2 seconds means that point for point, the damage of this will do down. Conversely more and more Knights will stop using it because of its lackluster performance in favor of other options in our buffing arsenal.

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All Out Assault: The damage of this ability has been increased and will now deal Elemental damage. The ability will no longer receive benefits from stat factor nor will it do critical damage.
***Once again, we are dealing with a low damage ability that went from being non-mitigatable to being a slightly more damage than before, non-scaling, manageable aura. This will make this option obsolete as well, especially as people gear up, they will have less and less of a need to use this ability, yet again killing another "class defining" aura.

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Shield of the Sun: The damage of this ability has been increased and will now deal Elemental damage. The ability will no longer receive benefits from stat factor nor will it do critical damage.
***This ability suffers from what the above two suffer from, the fact that the change to elemental damage is now mitagatable for this ability and it is still tethered to the previous change in 1.2 that made it so it will only deal damage to a target once every two seconds making this almost worthless. Although it will still be on the tool tip it has lost almost any use during PVP and has little use during PVE.

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Shield of the Sun: Multiple Knights with this ability up will no longer prevent each other from dealing damage to the same target.
***Ok, this should have already been like this.

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Shining Blade: The disorient associated with this ability has been removed. This ability will now reduce incoming damage on the Knight by 15% for 10s. The cost has been lowered on this ability.
***This is good and bad, first we lose our only disorient ability and it is not being replaced, but we are getting a damage mitigation ability that we desperately need because we are lacking hugely on the PVE tanking side of the house.

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Myrmidia's Fury: The cost and damage have been increased on this ability.
***Still does sub-par damage competed to just doing 2 GTC attacks and auto attacking, couple that with the fact that it needs to be channeled, it is not worth it.

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Press the Attack: The cost of this ability is now free.
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Stand Strong!: The cost of this ability is now free.
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Gather Your Resolve!: The cost of this ability is now free.
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On Your Guard!: The cost of this ability is now free.
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Stay Focused!: The cost of this ability is now free.
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All Out Assault!: The cost of this ability is now free.
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To Glory!: The cost of this ability is now free.
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To Victory!: The cost of this ability is now free.
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Now's Our Chance!: The cost of this ability is now free.
***All of the above auras being free, it is nice, but it further puts the knight into a buff bot role by really solidifying that is what we are suppose to be doing. I am fine with twisting 3 auras and I think adding the no cost to them as a nice touch in a limited AP game, but it does not address the lacking that we have in terms of class definition.

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Bellow Commands: This tactic will now restore 5 action points per second to the Knight for each Command the Knight is running.
***We not have infinite AP and further solidify triple twisting. While I do it now, I use macros and twister to keep 3 going, and being able to effectively RVR and PVE, which is where hundreds of things are going on at once and you are stuck worrying about buffs. Change it so that the mechanic is not used best with an add-on, make twister a part of the Warhammer UI, and polish it. Make it easier for people to twist three auras since that is clearly the route that Mythic is pushing us.


Final thoughts, the most concerning thing that I am seeing coming with 1.2a is that chosen are getting a huge buff, and knights are an after thought. Prior to this and even in it s current form knights are under performing on both the PVE and PVP side. Our damage is poor for PVP, we take substantially more damage than other tanks in PVE, which is a huge problem, and we are stuck sitting as buff bots. In fact that is the only reason I am in a Vale group right now is because they wanted my buffs, if not they would have taken another DPS.

For being a class that came along substantially later in the game and had time to be polished, we have yet to receive it; in fact most of our class definition is being lost, while the chosen is getting problems fixed, and more added to them. This leaves the knight in a bad state as of now, and hopefully gets addressed before 1.2a comes out.

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