I have a strong feeling that this is not something to be hoped for. This is one of the worst abilities in the game at the moment and I honestly don't understand the motivations of the person who came up with this ability.
Patch Notes 19/03/2025
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Re: Patch Notes 19/03/2025
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- BluIzLucky
- Posts: 768
Re: Patch Notes 19/03/2025
So if an instant cast consumes the 5 stack, we have a 1.5s gcd, then 3.5s remaining buff time to cast spells?
So 1 or 2 abilities max, let's say 1.5 on avg.
Then they have to crit (for Tranq), let's be generous and say 50%, so 0.75.
Then of course we have to build 5 stack back + 1 to consume, so at best 0.75 out of every 6 casts.
In reality it will be less, as with the new mechanic, you don't build one side only.
That leaves the overall boost down to (50 crit boost x 50% crit chance x (0.75 / 6 casts)) = 3.125%
And a range of 1-6% depending on the variables (more likely low end). This also assumes only Tranq, since Force would have a worse value.
It leaves the tactic only useful in a specific (otherwise unoptimized) single target rotation that enhances the already nerfed burst window.
If max stacks was 3 and it reset to 1, this would be much more potent and the mechanic would be much more fun.
Other option is to increase duration.
But maybe I'm wrong?
SM - Arhalien +80 | AM - Shaheena +80
ZL - Wildera +70 | BG - Blackcrow +70
ZL - Wildera +70 | BG - Blackcrow +70
- live4treasure
- Posts: 320
Re: Patch Notes 19/03/2025
Try playing with it via Fury of Asuryan as the spender.BluIzLucky wrote: ↑Tue Mar 25, 2025 8:15 amSo if an instant cast consumes the 5 stack, we have a 1.5s gcd, then 3.5s remaining buff time to cast spells?
So 1 or 2 abilities max, let's say 1.5 on avg.
Then they have to crit (for Tranq), let's be generous and say 50%, so 0.75.
Then of course we have to build 5 stack back + 1 to consume, so at best 0.75 out of every 6 casts.
In reality it will be less, as with the new mechanic, you don't build one side only.
That leaves the overall boost down to (50 crit boost x 50% crit chance x (0.75 / 6 casts)) = 3.125%
And a range of 1-6% depending on the variables (more likely low end). This also assumes only Tranq, since Force would have a worse value.
It leaves the tactic only useful in a specific (otherwise unoptimized) single target rotation that enhances the already nerfed burst window.
If max stacks was 3 and it reset to 1, this would be much more potent and the mechanic would be much more fun.
Other option is to increase duration.
But maybe I'm wrong?
Giladar - rr 82 DPS AM
Re: Patch Notes 19/03/2025
This is my biggest concern - they pull the ritual changes because they were not great and highly unpopular in the community, now it feels like they are just going to throw whatever rework at us and not let us give feed back.
Re: Patch Notes 19/03/2025
There is a balance focus group that provides the balance team with feedback on new designs. Then we decide whether to launch it as is, make changes or cancel it completely. And for bigger patches we also aim to have a testing phase on the PTS, allowing us to gather feedback more widely.
Balance | Abilities | Design
- BluIzLucky
- Posts: 768
Re: Patch Notes 19/03/2025
Doesn't change much unless you plan to constantly cycle FoA followed by 5 instant tranq spells. Maybe doable for 1v1, but even then..live4treasure wrote: ↑Tue Mar 25, 2025 2:50 pm
Try playing with it via Fury of Asuryan as the spender.
SM - Arhalien +80 | AM - Shaheena +80
ZL - Wildera +70 | BG - Blackcrow +70
ZL - Wildera +70 | BG - Blackcrow +70
Re: Patch Notes 19/03/2025
The change made to Divine Strike : not great, the one situation where you used to shine as a Grace Warrior-Priest was in scenarios, with everyone stacked around a battlefield objective, using Divine Strike as your primary method to sustain your whole team. Having to individually select one ally outside of your party is too hard to manage when you're in melee in the middle of everyone
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- Posts: 31
Re: Patch Notes 19/03/2025
The divine strike change makes sense in terms of survivability. You can now aoe detaunt and spam skills on 1 target while having the dmg of the rest focusing you reduced. Benediction and its dok counterpart need to be rethought. As they are now the heal is negligible and the task of buffing casted heals is better accomplished by the first skill in the healing trees that give a bonus heal on top of a base heal. Perhaps they could rework those skills to make our melee heals undefendable for X seconds. I know dok has a tactic for this for consume and transfer already, but having an attack defended is one of the bigger issues for melee heals next to survivability. Basically if our attacks get defended we have to rely on the base heal which is effected by heal debuffs, and since since the base heal now accounts for about 80% our our healing now it really puts a hamper on keeping people alive. Just a thought.
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Re: Patch Notes 19/03/2025
100% rework needed
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 60+ / Alubercik BO 50+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
Re: Patch Notes 19/03/2025
It's true that the AoE detaunt is very handy, as the spec was too easy to burst down, but it does not 'balance out' the former version of 'Divine Strike'. The way this ability worked (hit multiple enemies), means that you would have removed the detaunt effect on several enemies, so it's not like you could have used both at the same time at full efficiencystealthc98 wrote: ↑Tue Mar 25, 2025 7:36 pm The divine strike change makes sense in terms of survivability. You can now aoe detaunt and spam skills on 1 target while having the dmg of the rest focusing you reduced. Benediction and its dok counterpart need to be rethought. As they are now the heal is negligible and the task of buffing casted heals is better accomplished by the first skill in the healing trees that give a bonus heal on top of a base heal. Perhaps they could rework those skills to make our melee heals undefendable for X seconds. I know dok has a tactic for this for consume and transfer already, but having an attack defended is one of the bigger issues for melee heals next to survivability. Basically if our attacks get defended we have to rely on the base heal which is effected by heal debuffs, and since since the base heal now accounts for about 80% our our healing now it really puts a hamper on keeping people alive. Just a thought.
Also, I find 'Sigmar's Will' to be redundant with 'Sigmar's Radiance'. You already have a melee spammable party heal, and I do not feel that you lack of party healing when you're in melee. 'Sigmar's Radiance' heals sufficiently by itself. So you need an AoE ability to heal people outside your party, and you no longer have one, and you do not need an additonal ability to sustain party members, but you have one more
I do agree regarding what you stated with Benediction, I do not even pick this ability currently
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