Shouldn't this be a lvl 1 skill
It's the fundamentals of the tank class and tanks have to endure almoast whole t1 without it.
You can play Tanks pretty much anyway you want to, DPS, Hybrid, Bunker but the guard skill is your bread and butter. I just feels, like everytime i roll a tank i'm getting bored at em coz they don't really bring anything to the table until r10. Making it a bit meaningless to do scenarios or rvr until then.
Why is Guard a lvl 10 skill?
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Re: Why is Guard a lvl 10 skill?
Grace doesn't get its primary heal skill until level 31.roadkillrobin wrote:Shouldn't this be a lvl 1 skill
It's the fundamentals of the tank class and tanks have to endure almoast whole t1 without it.
You can play Tanks pretty much anyway you want to, DPS, Hybrid, Bunker but the guard skill is your bread and butter. I just feels, like everytime i roll a tank i'm getting bored at em coz they don't really bring anything to the table until r10. Making it a bit meaningless to do scenarios or rvr until then.
- TenTonHammer
- Posts: 3806
Re: Why is Guard a lvl 10 skill?
The same could be said for some other abilities like stealth, pre 10 on a WE/WH is a really funny and weird place to be

Re: Why is Guard a lvl 10 skill?
Marauder pull is level 40. Need Terrible Embrace at level 2.
- TenTonHammer
- Posts: 3806
Re: Why is Guard a lvl 10 skill?
Nah we should make all pulls require level 41 even if you can spec into it
Having said that there is a difference between a class and an archetype defining ability
Either way it wouldn't do low level tanks much good to get guard at 2 as you would still have your starter armor and would probably explode from guard damage
Having said that there is a difference between a class and an archetype defining ability
Either way it wouldn't do low level tanks much good to get guard at 2 as you would still have your starter armor and would probably explode from guard damage

- roadkillrobin
- Posts: 2773
Re: Why is Guard a lvl 10 skill?
Things you guys are listing, are class specific and even mastery specpfic stuff.
Guard is a archetype defining skill. Imagine if healers got their first heals on lvl 10.
Without guard i feel the tanks has no really good role in PVP as you can pretty much just ignore em due to lack of CC in t1.
Guard is a archetype defining skill. Imagine if healers got their first heals on lvl 10.
Without guard i feel the tanks has no really good role in PVP as you can pretty much just ignore em due to lack of CC in t1.

Re: Why is Guard a lvl 10 skill?
thisPenril wrote:Marauder pull is level 40. Need Terrible Embrace at level 2.
- Genisaurus
- Former Staff
- Posts: 1054
Re: Why is Guard a lvl 10 skill?
Healers get their first big heal at level 7, when tanks get Taunt - arguably just as core of a skill as guard. Healers get Resurrect at 10, when tanks get Guard. MDPS get a detaunt at level 10, RDPS get something else, usually a damage boost. I couldn't tell you why Mythic put an archetype-defining skill at 10, but it's probably because they wanted you to learn how to play the game, and how to play your class, before learning how to play your role. Just a different approach to teaching new players. In any event, you hit 10 so fast it's barely an issue.roadkillrobin wrote:Shouldn't this be a lvl 1 skill
It's the fundamentals of the tank class and tanks have to endure almoast whole t1 without it.
You can play Tanks pretty much anyway you want to, DPS, Hybrid, Bunker but the guard skill is your bread and butter. I just feels, like everytime i roll a tank i'm getting bored at em coz they don't really bring anything to the table until r10. Making it a bit meaningless to do scenarios or rvr until then.
If you don't feel useful until level 10, well, just wait until you hit T2 and feel useless until you get Challenge.
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Re: Why is Guard a lvl 10 skill?
Tanks are tankier than other archetypes since level 1, so they are good for holding BOs/fighting at flags. At level 8 they get the only armor debuff available for T1 (Demolishing Strike M1). Their snares are either spammables or have 5 sec CD (compared to 10 sec CD snares from mdps classes, except for WE/WH which is ranged and requires hitting your target in the back). IB even has a KD in T1.roadkillrobin wrote:Things you guys are listing, are class specific and even mastery specpfic stuff.
Guard is a archetype defining skill. Imagine if healers got their first heals on lvl 10.
Without guard i feel the tanks has no really good role in PVP as you can pretty much just ignore em due to lack of CC in t1.
Also, tanks can do very nice damage in T1 (comparable to some dps classes). And of course, at level 10 they get Guard and Hold the Line. Tanks definitely have a role in T1 PvP.
Re: Why is Guard a lvl 10 skill?
I have a better question - why is guard a group only ability?
DPS are not restricted to only dps a certain group. Other than group heal (which does have a logic, although I think aoe healing would have a higher skill cap if it was more in-line with heal spread around a radius of a player determined area) heals are not group limited.
One of a tank's primary roles is damage mitigation and guard is a major device to deliver that. Whether in pug warbands, or pugging in sc's... why restrict guard to a group. It cripples the tank from fully maximizing skill cap. Sorry healer standing 5 ft away from me, I would love to help you but my primary damage mitigation ability can only be swapped to five other individuals pre-set in a party window.
Let's give tanks the ability to fully maximize their skill set. Just a thought.
DPS are not restricted to only dps a certain group. Other than group heal (which does have a logic, although I think aoe healing would have a higher skill cap if it was more in-line with heal spread around a radius of a player determined area) heals are not group limited.
One of a tank's primary roles is damage mitigation and guard is a major device to deliver that. Whether in pug warbands, or pugging in sc's... why restrict guard to a group. It cripples the tank from fully maximizing skill cap. Sorry healer standing 5 ft away from me, I would love to help you but my primary damage mitigation ability can only be swapped to five other individuals pre-set in a party window.
Let's give tanks the ability to fully maximize their skill set. Just a thought.



