Bozzax wrote:Even with no CD these 2 abilities would not be meaningful to spam since they cost GCDs and have a short duration. To fire them at the exact right moment is where the skill is not by them being on CD 90% of the time.Cimba wrote:In general I like the idea of abilities with high cooldowns instead of spamable ones. Especially when their benefit is situational. I feel like thats something were a good player can shine. In this context I would leave the cooldowns at 60 sec.Gerv wrote:So far points made:
1) The initiative debuff in the current game environment is extreme. While the buff of weapon skill, is a stat increase hard to find.
2) The crit change may not stack with additional ability values and could be unique.
3) The % dodge/disrupt increase can be covered by other abilities
Discussion going forward:
- Duration of abilities and cooldown, value of initiative debuff, potential adjustments to toughness aspect.Spoiler:
Every order tank can buff thoughness with values somewhere between 80 and 120. Assuming the value from the opening post we would then see a marginal benefit in thoughness when more than 3 or 4 players are within 20ft range of the slayer. 20ft radius is not a lot meaning that if you kite out of the fight to reduce incoming damage this ability is kind of pointless.
This leaves the option for using it before you engage but due to the short duration, it's not particulary amazing there either. I would just suggest to remove the range component from the spell. This give you a strong thoughness buff (~210) which would create a benefit even when other buffs are present. But wouldn't turn you into a tank due to the short duration and high cooldown.
If you reduce the Initiative debuff by half it would still significantly increase your chance to be crit (to somehwere around 25-30%) when you're still on merc gear. But it might become useable with better gear. Not a big fan of that solution though. I dont like it when the usefullness of an ability is so direcetly linked to gear progression.
"All" other abilities that are on 30-60s are extremely powerful stuff these 2 are just ridiculous in comparison. Also they are masked most of the time by significantly more reliable buffs
Weapon skill is reliably provided by BO or SM stat steal and the ini debuff makes every application a serious gamble.
Toughness is reliably provided by BO or SM stat steal and auras. So if you are Pro and times every application 100% you'll enjoy 10s of slightly more tanky every once in a while. It is even questionable if it is worth the GCD to try.
As I see it either you make them both significantly better on 60s CD or you drop CD to 2x duration and only make small tweaks such as reduce the ini debuff to standard debuff levels.
I like the latter more since 1min OP abilities are worse for balance
Spoiler:
Gerv.