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Mantle of the Bovemists

Discussion in 'Wynncraft' started by Nick_, Sep 17, 2022.

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  1. Nick_

    Nick_ Well-Known Adventurer

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    Hi all,

    I have been experimenting and exploring 2.0 like you. I am a pre 2.0 warrior main and enjoyed the tankiness of warrior. I have played around with paladin but found it underwhelming.

    Fortunately, I feel as though I have pinpointed one of the reasons why. Most bosses and endgame content use spells as their primary damage source, rendering a Mantle of the Bovemists based on hits rather weak. I like the concept of the ability, but it does not seem to compensate for the defence changes in comparison to pre 2.0 warrior.

    I think the 70% damage reduction effect of the mantle be applied as duration to create the feeling of heightened defence that pre 2.0 warrior had but keep a cooldown to of course limit the power and define it as an ability.
    With this idea the stronger mantle ability upgrade would mean the 70% damage reduction effect would just last longer, making the cooldown time shorter.

    Please allow me to keep loving tank warrior and feel free to share your thoughts. Thanks.
     
    Last edited: Sep 24, 2022
    starx280 likes this.
  2. lemonalade

    lemonalade [insert misinformation here] CHAMPION

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    Mantle is fine. Warrior already has access to a free +10% base resistance, war scream for a 20% resistance buff, and mantle for 70% damage reduction. 20 seconds is not very long for a cooldown. If you're using a tank build you're already supposed to have high defense and a high HPR to restore your health, giving you plenty of survivability. It's not hard at all to hit 100k+ EHP builds using paladin

    Also each shield from mantle blocks 0.5s worth of damage iirc
     
  3. Nick_

    Nick_ Well-Known Adventurer

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    I like that warrior still has options to increase resistance. I also agree that 20 sec is not too long of a cooldown. With purely duration I was thinking like a 30 sec cooldown and each mantle charge gives 3-4 secs of the 70% damage reduction.

    I will say it was easy to hit usuable dmg, 200k+ EHP builds in pre 2.0 and now thats only possible through "mantle" but again I think mantle's damage reduction is deceiving when expressed in ehp stats on wynnbuilder as it hardly lasts at all when doing harder content with spell based gameplay. So basically my endgame build is the same but with half the ehp bc of mantle's negligence which definetly feels noticeable even with still over 100k ehp
     
  4. •WhiteWolf•

    •WhiteWolf• Traumatised. HERO

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    Mantle already applies for 0.5s after it procs. It isn’t just a single hit thing
     
  5. lemonalade

    lemonalade [insert misinformation here] CHAMPION

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    I think the biggest problem for paladin regarding resistance is that war scream resistance only lasts for 30s and you're forced to get flying kick (if you aren't going Fallen) if you want to boost that up to 2 mins. I think base resistance on war scream should get boosted to like 60s at least
     
    starx280 likes this.
  6. Daktota

    Daktota Daktota The Rock Enthusiast HERO

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    Wait why duration? War scream is easily usable
     
  7. lemonalade

    lemonalade [insert misinformation here] CHAMPION

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    Because I'm lazy lol
    Nah in all seriousness tho I really don't think anything about war scream or mantle needs changed
     
  8. Nick_

    Nick_ Well-Known Adventurer

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    I'm bumping this because I'm still curious abt feedback after recent paladin changes and I am still getting destroyed by TNA and its spell-based gameplay when using warrior melee to an extent that I don't feel its a skill issue but rather an issue with the paladin archetype's ability to provide the tankiness and survival expected of it.

    Unfortunately I do not have a class slot to try out paladin at lower levels but I still think a change from hits to duration will make mantle as a tank utility ability more balanced throughout the game. In the early game and middle game, a mob's melee attacks are the primary damage received by players, making a mantle based on hits feel very strong. Contrastingly, the most difficult content in the late game and endgame are bosses (quests, dungeons, raids) where spells are primary damage received, making a mantle based on hits feels very weak. I still believe that a correctly balanced duration mantle could feel good as tank utility ability without feeling too strong or too weak in a certain part of the game.

    From my personal gameplay experience, as a warrior main with hundreds of hours on the class, something has to change about the paladin archetype. I do not believe its utility tank abilities should only be endgame viable if you sacrifice damage for an ultra tank, ultra regen build as I'm seeing other players do. I think still think changing mantle to a duration based system is a step in the right direction that makes the utility tank abilities more viable while still allowing for builds that do decent damage.

    I want to enjoy playing a tank warrior where I can actually survive the most difficult content without sacrificing damage.
     
    randomdrowned and lemonalade like this.
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