To play my proposed class mechanic wrong would be to play it as every AM Sham plays it right now. That is, ignore the mechanic and simply cast heal after heal after heal or damage after damage after damage and never use or even care about the mechanic points. Conversely, with my proposed changes, you must make a decision to burn your force points at 3 to place a Transfer Essence to augment your heals on a target or wait for the full 15% bonus after two more GCDS/casts. Conversely, if I am dps, by never firing my quicker 15% heal boosted by mechanic group heal, i'm denying some pressure relief for my team healers and wasting a benefit.bloodi wrote: ↑Fri Mar 15, 2019 3:57 pmAnd what would be the penalty?
I mean, your design as it is, lets you cast heals as you can do currently and always get a benefit if you use attack abilities, while i agree that most of the time casting an attack spell is a waste of time, in your current proposal, what is the way to play the mechanic wrong?
Because i really dont see any, even the former ab ex had you play a certain way to get benefit from it, what you suggest basically is a mechanic that always will benefit the AM/shaman, no matter what he does.
And again, i do agree that the current mechanic is trash but making a new one that is impossible to play wrong may not be the best way to approach it.
in a hybrid spec, rolling 3 damage spells and firing off a 6% boosted single target heal, and 2 HoTs, I then fire of a 6% strikethrough boosted damage skill or CC skill - possibly finally silencing the Zealot.. It makes knowing the enemy target and how many stacks you have important. Ignoring the mechanic - as we all do now pretty much - is playing it wrong. My suggestion simply makes ignoring it a bigger cost to the player and the team - albeit possibly.