This is a list of possible suggestions done by our community that could help improve the class, not in a way of turning it into the be all end all, but to get closer to a balanced game, and a Conqueror that fills the roles it is supposed to.
This is a community contribution, and as such i won't link all references unless really needed, please feel free to correct me if you find the list doesn't really fit the views expressed in this forums.
-Buffs.
Furious Inspiration should be activated (the stacking element) when another Conqueror in team gets hit, just as if he was any other class.
Furious inspiration is having a much too low proc rate under the feat "Angel Of Fury" effects, a clarification on the intention of this or a revision to it would be good, as if it is intended to allow the conqueror tank and still have your group use the benefits of the buff it's not working as intended.
Orders/Commands/formations require a revision, as of now there are too many buffs to micro manage and this ones are too short in duration, too short in range of effect and in several cases next to meaningless.
More detailed suggestions on this topic will be added continuously, there are many different opinions on how to improve this as a whole, but all agree that as they are now is not the way they should.
Suggestions on Orders/Commands/formations
Increase the radious of effect, 6 meters are too short in lieu of the realities of dynamic combat in this game (dynamic combat good, 6 meters bad)
Revisit the positional requirements, the benefits are too little, and the effort to big in order to make them work, too much of a hassle for too little effect.
All effects should be scaled properly in effect to the level of the Conqueror, or of the ones affected by them individually, the values of most of them are completely meaningless, even at entry level in some cases.
In the current state, the duration/cooldown and effect turn them into an extra load for the conqueror, totally lost in micromanagement. Many, if not most, don't even bother using them.
Good thread with suggestions on this matter specifically
http://forums.ageofconan.com/showthread.php?t=113995 proposing the addition of CC breakers on their Orders/Commands/formations.
Conquerors "inspire" and still courage, promptiing their men to go on, their buffs should reflect that.
Orders/Commands/formations could have cc resistances, as the group strengthens in their numbers and in the figure of the conqueror, instilling courage (fear resist), determination and resolve (root/snare resist) and the will to endure the harshness of battle (KB resist)
-Damage
There is feeling among the community that Conqueror's damage is lower than it should, paired with the much inferior tanking capabilities the class have it seems to be a matter of revision/rebalance.
-removed the entry about attack speed (vs procs/bleeds) as this seems to have been corrected-
-Survivability
For a tank archetype class the survivability of conquerors doesn't seem to match, the differences in HP and mitigation across the Soldier archetype doesn't seem to be balanced. Possible options suggested by players:
Introduction of Half-Plate armor, to lower the gap created by having lower HP and no plate nor shield, or life tap abilities.
Receiving an HP buff, effectively giving each Soldier class 1 main survival strong point, 1 gets the best mitigation, 1 gets life taps, 1 gets superior HP
As initially the Conqueror was presented as a more evade based tank an evasion boost could help, be it a 4 hour buff, an addition to both Conqueror's feat lines (added to existing effects)an innate ability akin to FI, it could be ranked in accordance to level (as fire weave and other effects)
A boost to the parry chances has been mentioned among the damage prevention options, given the idea of conquerors being devoted to their martial prowess and expertise.
Other suggestions debated the option of giving the class access to Plate or shield.
-General Design and Role
Several of us have trouble to actually pinpoint the intended role of the conqueror in the game, perhaps a sum of inconsistencies in most departments (reduced tanking capabilities, reduced DPS, hard to manage-low impact group buffs) leave us in a real "Jack of all Trades, Master of None" situation, only that augmented due to the extreme low impact several of our "advantages" actually have. Being versatile is good, but only if the different elements of this versatility actually add to the whole, we are perceived as little more than FI dispensers.
-work in process-
Added Dacius suggestions on tanking improvements as it's a common concern the lack of tanking capabilities even tho we are part of the Soldier Archetype, which has as one of the common functions, tanking
http://forums.ageofconan.com/showthread.php?t=146972