Display MoreGreetings,
Thank you for your feedback.
I want to make clear of the intentions we had with the changes:
1) Taunting every two seconds was an issue. It made aggro as a vector of power for knights impossible to balance, disallowing for us to make room for knights to get more power in areas they needed. Knights are - except in Grafu, due to the need of AoE stuns - already by far the best tanks in terms of group protection. We have seen raids without wardens be just as effective, showing once more that there's many ways to conquer challanges already.
The mix of consistent damage reduction and long time stuns allowed for knights to effectively disable most of the enemies damage in other instances. This is a trend that got broken once, but will very likely continue with following releases.
Well, i understand this. Having a taunt with only 2 seconds makes it powerful. You can increase cooldown of taunt skill.
Quote from Brontes2) In the same vein, mana generation and mana as a resource was a non-issue for knights. It was way so powerful in fact that we might as well have removed mana and made every spell have no cost instead. This took up too much of the power budget, no matter how comfortable it may seem.
But with these changes knight class will have a lot of mana problems. We will have to use punishment so often to restore our mana.
Quote from Brontes3) Charge now having four holy sigils means that you may now much more effectively open up fights by using powerful abilities at max capacity right from the get-go, instead of having to wait and manage sigils. We also made it hit much, much harder than before, increasing initial aggro by quite a bit.
Yes, thank you for these changes. Now we will be able to use Truth Shield Bash and Shock way more effectively. Charge and Shock will generate more aggro because of these changes.
Quote from Brontes4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.
I am afraid this might have a negative impact on knight tanks. Maybe on boss fights we can restore our mana. But dont forget that mobs dont stay alive long enough to generate aggro first and then use punishment.