SWTOR Guardian Top 3 Questions Answered
The top 3 questions from the Guardian class rep was answered today on the SWTOR forums. Explanations of the questions are placed in spoiler tags since they are fairly lengthy.
1. PvP DPS Role Survivability
Question 1: Would the developers consider improving Guardian / Juggernaut survivability by giving Focus / Rage a short cool down mitigation defensive or by making Guardian Leap / Intercede easier to use under pressure?
We actually feel that Guardian/Juggernaut survivability is a bit too good right now. In fact, we are currently planning to reduce the duration of Focused/Enraged Defense down to 10 seconds (currently, 30 seconds) in the 2.8 update. Even though Focus/Rage Guardians/Juggernauts are intentionally designed to have less survivability than Vigilance/Vengeance Guardians/Juggernauts – sacrificing that survivability for greater mobility (Zealous Leap/Obliterate) and control (Force Exhaustion/Crush) – this survivability gap may be too large. We might consider further improvements to Focus/Rage mobility via Guardian Leap/Intercede. While the community’s question talks about Guardian Leap/Intercede being an escape tool (and wishes for it to be improved in that manner), it is actually designed to be a defensive tool that can be used to help your allies survive (rather than keep the Guardian/Juggernaut alive).
However, knowing both the community’s desire for a better Guardian Leap/Intercede and the belief that the Focus/Rage Guardian’s/Juggernaut’s defensive capabilities are not competitive, what if we were to improve Guardian Leap/Intercede for Focus/Rage Guardians/Juggernauts? High in their skill tree, we could allow them to use Guardian Leap/Intercede while immobilized (removing the immobilize effect in the process), and maybe even give them a short boost to their defensive capabilities for a few seconds after using Guardian Leap/Intercede. This would effectively keep Guardian Leap/Intercede a group protection tool for the other two Guardian/Juggernaut skill trees, while allowing it to be used as an escape, mobility-aid, or ally protection tool for Focus/Rage Guardians/Juggernauts. Please let us know your opinions regarding this possible addition to the Focus/Rage skill tree.
2. Single target damage of Focus/Rage
Question 2: Do the developers have plans to increase the single target sustained damage of Focus Guardians / Rage Juggernauts and provide additional tools to make them more desirable for endgame PVE and PVP content?
Yes, we do have plans to increase the single-target, sustained damage output for Focus/Rage Guardians/Juggernauts. However, the final result will be less sustained damage than Vigilance/Vengeance, because Focus/Rage is intended to be better area and burst damage than Vigilance/Vengeance. Although we do wish to improve the sustained damage output for Focus/Rage, these changes may not happen in the immediate future. Currently, there are some other advanced classes (such as Vanguard/Powertech and Shadow/Assassin) which completely lack competitive, sustained Operation damage, and we would like to address those first.
3. Vigilance/Vengence Talent Bloat and Lackluster Talents
Question 3: Do the developers have any plans to merge or replace similar or lackluster talents to reduce the Vigilance / Vengeance talent tree bloat?
We are aware that Vigilance/Vengeance has 46 available skill points, and we will look into reducing the total number of skill points that can be spent there. It is likely that we can bring it down to 44, but 42 might be a stretch. We would most likely roll Debilitation/Overwhelm into Zen Strike/Rampage, but we might consider doing something else. It is unlikely that we would combine two skills that increase damage, like Burning Blade/Draining Scream and Burning Purpose/Eviscerate. Feel free to make other suggestions regarding which skills you might like to see combined or which skills you would not mind seeing removed from the game.