We really needed separate Warden and Vanguard trees
One focused on protecting allies/shrugging off sustained damage and the other focused on initiation/weathering burst damage.
One focused on protecting allies/shrugging off sustained damage and the other focused on initiation/weathering burst damage.
I do think that some runes that would help with burst damage would be pretty neat. We used to have that Mastery (and I forget what it's called) that increased your resists based on the number of enemies around; I could see something similar in this rune setup being worthwhile.
I agree with the reasoning; there isn't really the option to spec against burst or sustained damage, and the armor/MR options are formulaic and not particularly full of interesting gameplay or strategy. This is one of the reasons why I think Nullifying Orb would make much more sense as a Resolve mastery, too, as it's a perfect anti-burst tool. I think we're likely to see updates to Resolve in the future, as I don't think it quite achieves its promise to "live forever", or otherwise grant all that much survivability.
I agree with the reasoning; there isn't really the option to spec against burst or sustained damage, and the armor/MR options are formulaic and not particularly full of interesting gameplay or strategy. This is one of the reasons why I think Nullifying Orb would make much more sense as a Resolve mastery, too, as it's a perfect anti-burst tool. I think we're likely to see updates to Resolve in the future, as I don't think it quite achieves its promise to "live forever", or otherwise grant all that much survivability.
I was thinking the same thing, too. It would have been a great option for Resolve. Doesn't make much sense in Sorcery. I think it would be neat to combine the effect with Armor Skin and Mirror Shell or whatever they're called. Plus five resist and the reactive shield would be a compelling option.
Yeah they should have made two trees from the start, as trying to put both tank/bruiser/engage/protection stuff in 1 tree, just limits the options for each respective role.
But I think it would be better if they are going to split them, to make one focused on bruisers/vanguards (aggressive front-liners) and the other on Warden/Tanks (more defensive front-liners).
The first one would focus on initiation, shrugging of sustained damage and continues damage. Grasp of the Undying and Aftershock would fit in this tree as keystones, with maybe a third option some kind of Fervor one (As old fervor melees could really use a good Keystone for them). The rune that gives extra armor/MR mentioned below would fit perfectly in this tree, as both vangaurd and bruisers wants to be in the middle of the enemy.
The second one would focus more on protecting allies, peeling and (burst) survivability. Gaurdian keystone would fit in here with two others (no idea for those). The rest just focused on defensives and protection.