Feedback: Shield WP patch 17/09/2026

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kpihuss
Posts: 345

Feedback: Shield WP patch 17/09/2026

Post#1 » Tue Sep 22, 2026 3:54 pm

Shield WP Feedback After the September Patch

Hello everyone.

Your favourite whiny Shield WP on the server is back.

Jokes aside, after spending some time testing Shield WP in both RvR and SCs, I think I can finally give some proper feedback on the changes. I haven't had much opportunity to test it in PvE, but I don't think PvE is particularly relevant to most of what I want to discuss here anyway.

We also have to keep in mind that the Shield WP balance patch came together with the Renown rebalance, so inevitably we need to talk about that as well and how it affects the spec.

Renown changes and their impact on Shield WP

First of all, let's talk about Renown and how the defensive changes affect us.

Defensive Renown abilities have become considerably more expensive, to the point where we now have to invest more Renown Points to achieve lower effective defence.

Previously, 20 Renown Points gave us 18% Parry, and another 20 points gave us 10% Block. The combined probability of avoiding an attack through either of those defences was approximately 26.2%.

Now we need to spend 30 points for 13% Parry and another 30 points for 10% Block, leaving the combined probability of avoiding an attack at approximately 21.7%.

In other words, we have gone from spending 40 to 60 Renown Points — 50% more — while ending up with 4.5 percentage points less effective defence. That's approximately a 17.2% reduction compared to what we had before.

Although this looks bad at first glance — and it is — at least we can take some comfort in the fact that this affects almost everyone on the server, not just Shield WP.

A melee DPS such as a Choppa, for example, even when heavily investing into Parry, should now sit somewhere around 30%.

Meanwhile, a BiS Shield WP using the Dark Promise shield and approximately 1,000 Strength can reduce an enemy's defence chance by around 19%. If we fully invest into Focused Power, that defence reduction can reach approximately 32%.

This means we can leave tanks with very little effective Block and melee DPS with very little effective Parry against our attacks, considerably reducing the number of situations where we are unable to heal because our attacks are blocked or parried.

But there is another side to this.

It is also significantly harder for us to get a Block, Parry, Dodge or Disrupt ourselves. As a result, Exalted Defenses activates much less frequently.

Previously, it could at least be considered the least bad option among the tactics available to Shield WP. Now even that limited usefulness has been reduced considerably.

Shield DoKs will probably be happy, because they can now free up the tactic they were using to make their attacks undefendable.

But when everything is taken into account, we have become considerably more fragile in combat, even if offensively we may have benefited relative to other classes.

We defend less, take more damage, and our healing is still vulnerable to Heal Debuffs. In exchange, we have gained offensive reliability and a greater ability to reduce enemy defences.

From my personal experience playing Shield WP after the patch, the loss of survivability is very noticeable.

And now we get to the real core of the issue: the specific Shield WP ability changes.

Good changes

Sigmar's Radiance

Good change.

Having the same timing as Sigmar's Fist provides a nice QoL improvement and makes the rotation considerably smoother.

Not much to complain about here.

Changes that could be improved

Sigmar's Radiance / Divine Strike

The normal healing component based on damage dealt has been increased, and because of that it is now possible to keep the party reasonably healthy as long as it isn't taking heavy burst damage.

The problem is that these abilities still suffer from the main issue introduced with the healer patch:

The Lifetap component is too small.

This means that a significant portion of their healing is still affected by Heal Debuffs.

On top of that, we now need to penetrate armour to generate that healing properly because our attacks are no longer Spiritual Damage, which further reduces their effectiveness against certain targets.

The result is that they work reasonably well as maintenance healing tools, but they still don't provide particularly strong healing when we actually need to recover someone who is under serious pressure.

Changes I am neutral about

Sigmar's Will

The reduction in RF cost was more than necessary.

However, I think increasing the amount of healing it provides was excessive.

To be fair, it is currently pretty much the only Shield WP ability capable of producing real healing burst, so I understand the intention behind the change.

Perhaps a better solution would have been to keep roughly the previous healing output while simply reducing the RF cost to 60.

The problem is that it remains, by far, the only genuinely powerful heal available to Shield WP.

Personally, I would rather see its raw healing reduced considerably — perhaps even by around half — while converting it completely into Lifetap healing so that it is not reduced by Heal Debuffs.

That would fit the identity and mechanics of a melee healer much better.

Charged Fury

187...

Why 187?

Honestly, I don't really understand what this tactic is supposed to achieve.

It was already very rarely used, perhaps in some solo farming setups, and I still struggle to find any real place for it in a Shield WP build.

I think this is simply a tactic that doesn't need to exist in its current form and could be removed or replaced with something that actually contributes to the spec.

Bad changes

Divine Assault

Terrible.

Previously, roughly 80% of its healing came from the Lifetap component and 20% from normal healing.

Now we are looking at approximately 50% Lifetap and 50% normal healing.

And this destroys exactly what the ability was supposed to do.

Divine Assault used to be our emergency heal when we needed to produce a strong burst of healing on a target.

Now, because so much of the Lifetap component has been removed, the ability is far more vulnerable to Heal Debuffs.

And the exact moment when you need Divine Assault is when someone is taking heavy burst damage, being focused and, therefore, is very likely to have a Heal Debuff on them.

In other words, the ability has been weakened precisely in the situation where it is supposed to be strongest.

I don't even want to imagine what playing 2H WP solo in RvR is going to be like now.

If we were already struggling before, I don't want to think about how bad it will be now with only 250% healing.




How the spec actually feels after the patch

After all of that, I'll try to summarise what I'm actually experiencing while playing the class.

Survivability

From a survivability perspective, my experience is actually worse than before the patch.

In quite a few SCs, I've been hit by a KD while practically at full HP and died before I was even able to stand back up.

And we're talking about a character with approximately 9.5k HP and 0% chance to be critically hit.

The loss of defence from the Renown changes is extremely noticeable on a class that, by definition, has to remain in melee range constantly.

Damage

Shield WP damage is minimal and, in roughly 95% of situations, completely irrelevant.

Our attacks generally deal very little damage, and we also have no real tools capable of generating meaningful burst against a target.

I'm not necessarily saying this as a complaint. I understand that Shield WP is primarily a healer and not a DPS.

But I do think this is an important reality to point out, especially because there seems to be a perception that, since we are constantly attacking people in melee, we are somehow healers capable of killing targets while simultaneously healing our group.

The reality is very different.

We attack because we need to attack in order to heal and generate resources, not because we are an offensive threat.

In the overwhelming majority of situations, our damage is not going to decide a kill, and we certainly aren't going to burst anyone down.

This is also important when looking at the risk/reward of the spec.

We are forced into melee and have to accept all the risks that come with that positioning, but that additional risk is not accompanied by equivalent offensive potential.

Sigmar's Radiance

This is where I can clearly feel an improvement.

Sigmar's Radiance allows us to spend AP, generate RF and, at the same time, maintain a reasonable amount of healing on the party, particularly against sustained AoE damage.

This mechanic works.

Spend AP -> generate RF -> keep the group alive.

Perfect.

This is how it worked before the healer balance patch, and I think this is exactly the kind of mechanic that should define Shield WP.

Divine Strike

As a secondary tool for ST healing outside the party, it works reasonably well.

It doesn't heal for very much, but it allows us to provide some additional support without spending RF, so it has a place in the toolkit.

Sigmar's Will

And here we have the monster.

Heals of approximately 1.5k-2.5k AoE on up to 24 players.

It can recover players who are being focused and can even bring entire warbands back up during keep pushes.

It remains, by far, the ability that actually makes Shield WP worth playing.

The problem is that its usefulness is concentrated in very specific situations, and you need to manage your RF extremely carefully to ensure that it is available when you actually need it.

As a result, the use of other RF-consuming abilities becomes very limited.

In practice, you end up reserving almost all of your RF for Sigmar's Will.

And that takes us straight back to the same old problem:

the entire gameplay ends up revolving around one ability.

Do we need Guard?

Constantly.

Between the general reduction in defences caused by the Renown changes and the nerf to Divine Assault, Shield WP is now considerably more fragile than before.

And we are still talking about a spec that has to remain in melee range to perform its role.




Summary

I think there has been an attempt to fix Shield WP, but the changes are still treating the symptoms rather than addressing the fundamental problem with the spec.

Between the reduction in defences caused by the new Renown system and the continued push towards increasing normal healing instead of strengthening Lifetaps, Shield WP remains a spec that is extremely dependent on permanent Guard in order to function properly.

Sigmar's Will remains virtually the only ability capable of producing meaningful healing burst, which means we are still forced into the same gameplay loop:

3x Sigmar's Will + 1 Smite to recover RF.

Meanwhile, the rest of the toolkit still doesn't solve the fundamental problem.

In my opinion, this patch is a step forward compared to where the spec was before, but I think its development is still moving in the wrong direction.

And there is something here that I think is even more important than the raw numbers:

the identity of the spec.

There are already plenty of cast-based healers in the game.

There are numerous options for players who want to play a traditional healer, remain behind their group and use conventional healing abilities.

Lifetap healers, on the other hand, are extremely rare.

That is precisely what makes Shield WP special.

Its identity should not simply be that of another healer using conventional healing abilities, except that this healer also has to stand in melee and hit people to generate resources.

The whole point of the spec should be the exact opposite:

you expose yourself on the frontline and connect attacks in order to convert that aggression into healing.

That is the trade-off that justifies the risk.

A caster can remain relatively protected in the backline while performing their role.

A Shield WP has to physically enter the fight, stand within range of enemy melee, expose itself to CC, focus and Heal Debuffs, and on top of all of that actually connect attacks in order for its gameplay loop to function.

If, after taking all of those risks, the reward is primarily conventional healing, then we are keeping all of the disadvantages of being a melee healer while removing exactly the mechanic that should compensate for those disadvantages.

And, on top of that, we are homogenising the healer classes.

Gradually turning Shield WP into a caster does not add another gameplay option to the game. It does exactly the opposite: it removes one of the few genuinely different healer playstyles that the game has.

I don't think the goal should be to make Shield WP heal more and more like every other healer.

I think the goal should be exactly the opposite:

strengthen what makes the spec different.

Shield healers need a much larger proportion of their healing to come from real Lifetaps, rather than conventional healing components.

Precisely because we are forced to fight in melee, we are extremely easy to focus, constantly exposed to melee DPS, and very easy targets for Heal Debuffs.

That fragility should be compensated for through a unique mechanic:

if we manage to stay in melee and successfully connect our attacks, our healing should come through Lifetaps instead of being completely crippled by Heal Debuffs.

We don't need another cast-based healer.

We need Shield WP to have a clear identity again as a melee Lifetap healer.


That, in my opinion, should be the core identity of Shield WP.


DP: Please, to the other shield healers: I encourage you to share your own impressions in this thread as well.

Likewise, if you have played against shield healers, or regularly have one in your usual group, it would be great to hear your perspective too.
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leftayparxoun
Posts: 502

Re: Feedback: Shield WP patch 17/09/2026

Post#2 » Tue Sep 22, 2026 4:18 pm

kpihuss wrote: Tue Sep 22, 2026 3:54 pm Shield WP Feedback After the September Patch

Previously, 20 Renown Points gave us 18% Parry, and another 20 points gave us 10% Block. The combined probability of avoiding an attack through either of those defences was approximately 26.2%.

Now we need to spend 30 points for 13% Parry and another 30 points for 10% Block, leaving the combined probability of avoiding an attack at approximately 21.7%.

In other words, we have gone from spending 40 to 60 Renown Points — 50% more — while ending up with 4.5 percentage points less effective defence. That's approximately a 17.2% reduction compared to what we had before.

You cannot compare avoidance probability like that when whatever the Renown Points provide you is always added on top of whatever avoidances your build and stats provide. The value of 10 Block + 18 Parry vs 10 Block + 13 Parry will vary significantly depending on whatever these are added to.

kpihuss wrote: Tue Sep 22, 2026 3:54 pm Shield WP Feedback After the September Patch

Meanwhile, a BiS Shield WP using the Dark Promise shield and approximately 1,000 Strength can reduce an enemy's defence chance by around 19%. If we fully invest into Focused Power, that defence reduction can reach approximately 32%.

This means we can leave tanks with very little effective Block and melee DPS with very little effective Parry against our attacks, considerably reducing the number of situations where we are unable to heal because our attacks are blocked or parried.

But there is another side to this.

It is also significantly harder for us to get a Block, Parry, Dodge or Disrupt ourselves. As a result, Exalted Defenses activates much less frequently.

Previously, it could at least be considered the least bad option among the tactics available to Shield WP. Now even that limited usefulness has been reduced considerably.

Shield DoKs will probably be happy, because they can now free up the tactic they were using to make their attacks undefendable.

Are you aware that avoidances cannot be reduced by strikethrough to less than half their value?
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide


"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
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Mortgrimm
Posts: 135

Re: Feedback: Shield WP patch 17/09/2026

Post#3 » Tue Sep 22, 2026 4:27 pm

I only played a bit after the last patch. My opinion didn´t change after this patch. Shield WP is a melee support healer. Most of the healing should come from life tap which is even more decreased. It makes no sense to tune up the base heal ... effected by hd. If u need life tap to heal, u need dmg for this. The dmg numbers are somewhere to find.
Shield WP is not a support healer right now. Basically no dmg and the healing output doesn´t go in line with the risk.
I still think that this build could have potential, it was fun to play. But i´m afraid the direction the patches go are far away from making this build a real option for ppl.
I admire the stubbornness of Kpi, there is a dwarven heart hidden.
But i guess i still skip shield spec even if i would like to play again.
Mortgrimm - IB - guild leader of Thurisaz
Sayalena - WL - Thurisaz
Thorhammer - WP - Thurisaz

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kpihuss
Posts: 345

Re: Feedback: Shield WP patch 17/09/2026

Post#4 » Tue Sep 22, 2026 4:33 pm

leftayparxoun wrote: Tue Sep 22, 2026 4:18 pm
kpihuss wrote: Tue Sep 22, 2026 3:54 pm Shield WP Feedback After the September Patch

Previously, 20 Renown Points gave us 18% Parry, and another 20 points gave us 10% Block. The combined probability of avoiding an attack through either of those defences was approximately 26.2%.

Now we need to spend 30 points for 13% Parry and another 30 points for 10% Block, leaving the combined probability of avoiding an attack at approximately 21.7%.

In other words, we have gone from spending 40 to 60 Renown Points — 50% more — while ending up with 4.5 percentage points less effective defence. That's approximately a 17.2% reduction compared to what we had before.

You cannot compare avoidance probability like that when whatever the Renown Points provide you is always added on top of whatever avoidances your build and stats provide. The value of 10 Block + 18 Parry vs 10 Block + 13 Parry will vary significantly depending on whatever these are added to.

I’m talking about renown there—and *only* renown. I’m not factoring in gear or skills at all. Since the other elements haven't been touched, that’s why I’m making that isolated comparison.
leftayparxoun wrote: Tue Sep 22, 2026 4:18 pm
kpihuss wrote: Tue Sep 22, 2026 3:54 pm Shield WP Feedback After the September Patch

Meanwhile, a BiS Shield WP using the Dark Promise shield and approximately 1,000 Strength can reduce an enemy's defence chance by around 19%. If we fully invest into Focused Power, that defence reduction can reach approximately 32%.

This means we can leave tanks with very little effective Block and melee DPS with very little effective Parry against our attacks, considerably reducing the number of situations where we are unable to heal because our attacks are blocked or parried.

But there is another side to this.

It is also significantly harder for us to get a Block, Parry, Dodge or Disrupt ourselves. As a result, Exalted Defenses activates much less frequently.

Previously, it could at least be considered the least bad option among the tactics available to Shield WP. Now even that limited usefulness has been reduced considerably.

Shield DoKs will probably be happy, because they can now free up the tactic they were using to make their attacks undefendable.

Are you aware that avoidances cannot be reduced by strikethrough to less than half their value?
[/quote]

Nope, first notice. Thank you for the info

Mortgrimm wrote: Tue Sep 22, 2026 4:27 pm I admire the stubbornness of Kpi, there is a dwarven heart hidden.
<3

Dwarf was my second favorite army after Kislev :)
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