Hello. Here is thread with concrete suggestions about design of 2nd tank weapon in pair with a shield - one handed mace. Seems like there are 2-3 month till it’s release. So this thread can be very useful for development process. Just send this to game designer who work on one handed mace
Thank you 
________
I. Purpose
I play tanks in different games for about 15 years and I would classify all ever existed tank classes into 2 categories: engager and disengager.
Both of them have:
-survivability to hold frontline.
-team utility (usually disengager has team protection while engager has different buffs or debuffs increasing damage output of your team).
-crowd control (purpose of it divide tanks into 2 categories - tanks for engage who can catch opponent and tanks for disengage who stops enemy initiation).
In New World for tank engager you can choose between 3 weapons: great axe, warhammer and sword. The most popular their combination is great axe+warhammer but other combinations with sword and shield also can be useful.
But if you want to play disengager tank then you have a problem - you don’t have 2nd weapon in addition to sword and shield. You may say that disengagers can use warhammers or ice/void gauntlets and you will be right. But all these variants are borrowing of weapons from other classes and you always use only part of their power which can be used for disengage. It is patch but not the decision. New World right now has no 2nd only tank weapon for disengage.
So the purpose of one handed mace should be - 2nd tank weapon for disengage and team protection in paladin style.
______________________________________
II. Concrete suggestions about class mechanics
First of all let’s write it again what 2nd weapon for disengage should have:
-Survivability. You place is in front line so you have to be able to take damage.
-Team protection. Disengagers usually have no abilities to rush into their opponents. They play role of castle wall. So it is good when wall protects you isn’t it?
-Crowd control. As tank your main role is to hold push of your opponent (that is why I didn’t wrote hatchet and lifestaff as possible variants of 2nd weapon - they have survivability but they have 0 of crowd control).
-Please add same +15% blocking stability passives as sword has. With sturdy tower shield tank has ~90% blocking stability (it reduces stamina damage taken). Lack of these 15% will decrease blocking stability to 75% what mean that your block will be weaker in 2.5 times!! So you see one handed mace very very needs in same +15% block stability to be effective weapon for tanking
-Constitution scaling? I divided this because it is not global “must have” tank feature. But in New World it can be interesting. Why not? Think about it (below I’ll return to this).
Basing on 3+2 these points above I want to suggest 3 skills and last passive for one defensive skill tree of one handed mace.
1. First skill is [Bulwark] (just example of name):
“For ~8 seconds you create STAMINA shield equal to ~4-5% of your max health. Blocking hits will consume this stamina shield first and only then will consume your stamina. While this effect is active you can’t dodge. ~45-60s cooldown”
Purpose:
To hold position and counter stamina damage of 2-handed weapons. But remember that without dodges and mobility you can’t escape from there. It’s like to stand or die. So use it wisely.
Advantages:
-Ability to counter high burst stamina damage for a short time.
Disadvantages:
-You can’t dodge. What mean that you can’t quit from melee combat. So you always have to know when to hold your position and when to retreat grouping with your allies.
Remarks:
-Right now tank can have ~18k hp. Amount of stamina shield will be ~720-900 stamina. The less health you have the weaker this stamina shield will be. It’s like protection from abuse by not tank classes.
-Not tank classes can’t abuse it for free blocking also because amount of stamina damage that you can absorb with this stamina shield also depends on your blocking stability. That is why I ask for those +15% blocking stability from sword (without them it just will not be relevant to use such skill when your sword blocks better).
2. Second skill [Phalanx] (just a name example again).
In short it’s kind a 2-3 times smaller and slower version of warhammer’s “path of destiny” with charges and push back and slow effects.
“With your mace you create wave with ~3-meter radius that goes forward pushing back enemies for ~4-5 meters and aply ~30-40% slow. This skill can have up to 3 charges. You generate each charge of this skill every 20 seconds”.
Purpose:
To stop initiation of enemy frontline and to hold gates. You can use all 3 charges one after one in decisive moment when you need it right here and right now. But each charge has long cooldown so again use it wisely.
Advantages:
-With all 3 charges you can create a lot of crowd control for disengage.
-In pair with previous skill “bulwark” will be very effective choice for holding gates.
Disadvantages:
-Relatively slow wave which is almoust useless for initiation.
-Very high cooldown time of each charge. So you have to know when to accumulate charges and when to use all them. It requires strategic thinking.
3. Third skill [Bastion] is for team protection.
“You create projectile shield on the ground with ~4m radius for ~10 seconds that blocks ranged attacks. This shield can be destroyed and has ~300-400% of your max health. While this skill is active you can’t move or do any actions but you gain immune to stagger effect. Skill has 60s cooldown.”
Purpose:
To protect your team from ranged attacks when your raid is in open field. Castle wall should protect right?
Advantages:
-Will give to defensive tanks well instrument for team protection.
Disadvantages:
-You are weak against melee foes who like battering ram can rush in and stun you. So this is evident weakness of this skill.
-Very long colldown. So it is more a strategical option instead of just additional health for your raid (what is job of healers).
Remarks:
-Same skill already existed in older versions of the game in life staff.
-Constitution scalings.
-Seems like in future patches you are going to buff ranged classes. That is good. Ranged classes will be main force of raid. Defensive tanks will be castle wall around them. And melee classes with 2-handed weapons will be battering ram which supposed to break walls. It makes sense.
4. Last passive [Aegis] in this skill tree can be a passive of previous 3rd skill [Bastion]:
“While holding block or using [Bastion] each second you accumulate health shield equal to 2% of your max health for self and allies in ~6-7m radius around you up to 10% of your max health. This shield has 15s duration time and refresh it whenever new stack is applied. Does not stacks from multiple tanks with maces. Already applied stacks keep working when tank with mace swap weapon (but to refresh their duration time and to apply new ones you have to swap back to mace).”
Purpose:
To add more mechanics in style of paladin. You increase strength of your raid only when it hold position (because you generate stacks of shield only while stand in 3rd skill [Bastion] or use block - both of them prevent fast movements).
Advantages:
-While holding position or gates you always use block. Use this time more effective and stack health shield.
Disadvantages:
You need to have a lot of hp to apply strong shield.
Remarks:
-High synergy with 1st and 3rd skills ([Bulwark] and [Bastion]). 1st skill allow you to block more applying stacks of shield in hard situations. 3rd skill apply stacks of shield by itself.
-High synergy with Sword. Apply stacks of shield from mace and then swap to sword to give 30% fortify for max team protection.
-High synergy with blocking gameplay. While you block you gain shield. When you turn off block you have some health as shield what will increase your sustain but still will not replace healer.
-High synergy with tower shields and full tank builds.
-Constitution scaling.
___________
3. Conclusion
As result we got super heavy tank but and super slow of course. Pair of weapons Sword and Mace can make from your character real castle wall. You will be very slow support class with constitution scalings which supposed to protect his team with defensive abilities and disengage. But this class still will have evident weaknesses such as very very low damage and no abilities for initiation.
Thank you very much for your time. As tank player I am looking forward for one handed mace as 2nd weapon with shield 