I would pref for eov to be castable on the move. Squishy am standing spaming EoV in 1 spot on WW cycle when u need move is bad. Also half of them is just dont connect due to target lose. Its have 80 ft range that commit u stand in bad place, low healing after crit removal, and 1 insta eov after 5 points just do nothing really.
I like parts with res on 5 point, or undef law of gold, but for mass healing AM is rather got nerf than a buff. Moving lambent aura into tactic also wasnt great, AM now very tactic heavy and cant afford things like desperation or lambent or discipline. I would rather pref mechanic points to grew in potency on each point instead of strong effect and ista drop to 0. But new rework of AM we will prob see in 2030 so we have what we have....
Mechanic change for dps AM/SH
Re: Mechanic change for dps AM/SH
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.
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Re: Mechanic change for dps AM/SH
Well the point of a mechanic is normally to play around it and have options. Before it really made a big difference in which order you pressed your buttons - now it really doesnt as long as you press the 5 point finisher you want basically at 5 dot path. So I find it less engaging to use - you are of course allowed to like it.shoelessHN wrote: Wed Aug 06, 2025 7:00 pm Odd post. It's catered to dps specs. Yeah you do less random healing than before while doing dps but oh well.
Re: Mechanic change for dps AM/SH
This complaint is odd to me. The mechanic barely existed before the rework. It wasn't worth even paying attention to.
The issue now is that EoV/FodG are not worth taking in heal spec. You're better off just going straight heals. That's a bummer because it was really fun using those abilities as a healer.
It would be nice if lifetap build worked. It never has.
The issue now is that EoV/FodG are not worth taking in heal spec. You're better off just going straight heals. That's a bummer because it was really fun using those abilities as a healer.
It would be nice if lifetap build worked. It never has.
Fley - Zealot Domoarigobbo - Shaman
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Re: Mechanic change for dps AM/SH
For small scale/solo roaming with int AM/SH the mechanic made a huge difference. Also BluIzLucky made a hybrid guide in warband settings weaving spells to get high healing and damage. On healer spec the mechanic didn't seem to matter too much before.Fey wrote: Thu Aug 07, 2025 7:15 am This complaint is odd to me. The mechanic barely existed before the rework. It wasn't worth even paying attention to.
The issue now is that EoV/FodG are not worth taking in heal spec. You're better off just going straight heals. That's a bummer because it was really fun using those abilities as a healer.
That EoV and FodG arent worth using on healer should be changed for sure - quite cool spell.
Re: Mechanic change for dps AM/SH
I agree to the idea that it should be reduced by 1 either way with force and tranquility. 5 is a big ask in PvP. It's ok in pve
Re: Mechanic change for dps AM/SH
Fair enough. As a healer I only used the old mechanic to slap a laser on a target to assist or more likely kill steal. As a dps I can see that it was more impactful.
For myself the new mechanic is not amenable to my playstyle at all. When things get really hairy I find my rotation to be, Lament Aura, Blessing of Isha. Now that rotation doesn't do anything beneficial, so I've had to drastically alter my healing rotation. Now RP is much easier, and aguably the better support with a straightforward mechanic and potent cc.
All the AM brings now is low health burst heals, and puddle. Still reasonably strong, but now clearly a third tier healer. I would put Shaman in the same boat, although I haven't played mine in five years or so.
For myself the new mechanic is not amenable to my playstyle at all. When things get really hairy I find my rotation to be, Lament Aura, Blessing of Isha. Now that rotation doesn't do anything beneficial, so I've had to drastically alter my healing rotation. Now RP is much easier, and aguably the better support with a straightforward mechanic and potent cc.
All the AM brings now is low health burst heals, and puddle. Still reasonably strong, but now clearly a third tier healer. I would put Shaman in the same boat, although I haven't played mine in five years or so.
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- live4treasure
- Posts: 325
Re: Mechanic change for dps AM/SH
I wanted to add to this from the DPS AM perspective, since that's what the topic began from:
1) You do in fact gain quite a bit of benefit from the mechanic if you are doing solo or duo play, and using the tactic that allows you to cast lifetaps on the move and heal more from them. It's quite powerful stuff. Which doesn't matter for competitive gameplay, but it is a playing field in which AM was/is good, and where the mechanic is meaningful.
2) For SCs and singletarget scenarios in general, as long as you build for a reasonable amount of crit and build 5 tranquility into Fury of Asuryan -> Dissipating Energies -> Searing Touch (or shaman equivalent of this combo), you will in fact do some impressive burst damage. The class lacks for nothing in this regard, but obviously has the drawback of any dot class in RoR, which is that you are terrible at switching targets, but the mechanic is very meaningful if used like this. That doesn't say much for your viability in premade vs premade scenarios of this type, though.
3) For RVR, trying to play the AoE spec, the mechanic doesn't contribute anything worthwhile.
- You don't have enough effects that do damage or give useful effects and build tranquility, and trying to use Rainlord / Law of Age with your rotation is two GCDs with 0 damage and questionably useful debuffs. So playing around tranquility isn't worthwhile.
- Trying to build 5 Force by spamming 2s long cast 80 ft. distance aoe effects is unplayable, because you are glued to the floor for 10 seconds, and are simply not mobile enough to function in the current meta.
I think that rather than having a 1-3 mechanic, some abilities with long cooldowns or long casts should simply build more mechanic points.
For example, anything with a cooldown of at least 10 seconds or a cast time of 2 seconds builds 2 mechanic points. 3 seconds or more builds 3 points, 15 seconds cooldown or more builds 3 points. Something like that, but it would work only when building, and would only spend 1 point of the mechanic as normal. Some exceptions may exist to ensure single target rotations don't get too crazy. But the 5 point mechanic still spends the full bar.
This way some effects that may cast for a long time, but recieve cast speed benefits from the mechanic will make you spend all 5 points, but you will come out of it with 2 or 3 in the opposite direction, depending on what you cast. So you get a sort of pendulum effect, from tranquility to force, from force to tranquility, but even if force or tranquility for your build might be less desirable than the other one, you will build up to it faster than before and make your pendulum swing faster too.
Example of what such a rotation for healer could be:
Hot your allies as fight begins, either 5x Lambent or as below
Lambent Aura x2 (with light of Isha Tactic) for 2 points tranquility -> Phoenix's Rejuvenation for 3 points -> spend 5 points on a Blessing of Isha (50% cast time reduction and hot component) -> you are now at 2 points force -> funnel essence on low HP target for 4 points -> healing energy for 5 points -> Lambent Aura or Aoe Cleanse -> and so on
For a DPS in aoe (which is where this mechanic struggles most):
There isn't any way to make you play around 5 point effects, because you just don't have anything that's worth using that builds Tranquility. So it'd just be something like:
Rain Lord 2 points T -> Law of Age 3 points T -> Searing Gaze 4 points T -> 1 Storm of Cronos -> 1 Dissipating Energies -> 2 Radiant Lances -> Repeat.
This way you can build up to your big 5 point effects faster for healers where it counts, whether you are going through force or through tranquility. And if you don't want the 5 point effects, well, it'll let you get 3 mechanic boosted casts off per the occasional heavy duty builder effect. If you also cause MotM and the SH equivalent build Tranquility points within this system, you'll have a lot of cooldowns to manage and a lot of decisions to make on whether or not to go to 5 points, and if you want to go there, which cooldowns to use to get there faster, or even how fast you really need to get there. Will be a high skill ceiling class, which seems appropriate. If needed, some tactics could also alter how many points various abilities generate, too.
1) You do in fact gain quite a bit of benefit from the mechanic if you are doing solo or duo play, and using the tactic that allows you to cast lifetaps on the move and heal more from them. It's quite powerful stuff. Which doesn't matter for competitive gameplay, but it is a playing field in which AM was/is good, and where the mechanic is meaningful.
2) For SCs and singletarget scenarios in general, as long as you build for a reasonable amount of crit and build 5 tranquility into Fury of Asuryan -> Dissipating Energies -> Searing Touch (or shaman equivalent of this combo), you will in fact do some impressive burst damage. The class lacks for nothing in this regard, but obviously has the drawback of any dot class in RoR, which is that you are terrible at switching targets, but the mechanic is very meaningful if used like this. That doesn't say much for your viability in premade vs premade scenarios of this type, though.
3) For RVR, trying to play the AoE spec, the mechanic doesn't contribute anything worthwhile.
- You don't have enough effects that do damage or give useful effects and build tranquility, and trying to use Rainlord / Law of Age with your rotation is two GCDs with 0 damage and questionably useful debuffs. So playing around tranquility isn't worthwhile.
- Trying to build 5 Force by spamming 2s long cast 80 ft. distance aoe effects is unplayable, because you are glued to the floor for 10 seconds, and are simply not mobile enough to function in the current meta.
I think that rather than having a 1-3 mechanic, some abilities with long cooldowns or long casts should simply build more mechanic points.
For example, anything with a cooldown of at least 10 seconds or a cast time of 2 seconds builds 2 mechanic points. 3 seconds or more builds 3 points, 15 seconds cooldown or more builds 3 points. Something like that, but it would work only when building, and would only spend 1 point of the mechanic as normal. Some exceptions may exist to ensure single target rotations don't get too crazy. But the 5 point mechanic still spends the full bar.
This way some effects that may cast for a long time, but recieve cast speed benefits from the mechanic will make you spend all 5 points, but you will come out of it with 2 or 3 in the opposite direction, depending on what you cast. So you get a sort of pendulum effect, from tranquility to force, from force to tranquility, but even if force or tranquility for your build might be less desirable than the other one, you will build up to it faster than before and make your pendulum swing faster too.
Example of what such a rotation for healer could be:
Hot your allies as fight begins, either 5x Lambent or as below
Lambent Aura x2 (with light of Isha Tactic) for 2 points tranquility -> Phoenix's Rejuvenation for 3 points -> spend 5 points on a Blessing of Isha (50% cast time reduction and hot component) -> you are now at 2 points force -> funnel essence on low HP target for 4 points -> healing energy for 5 points -> Lambent Aura or Aoe Cleanse -> and so on
For a DPS in aoe (which is where this mechanic struggles most):
There isn't any way to make you play around 5 point effects, because you just don't have anything that's worth using that builds Tranquility. So it'd just be something like:
Rain Lord 2 points T -> Law of Age 3 points T -> Searing Gaze 4 points T -> 1 Storm of Cronos -> 1 Dissipating Energies -> 2 Radiant Lances -> Repeat.
This way you can build up to your big 5 point effects faster for healers where it counts, whether you are going through force or through tranquility. And if you don't want the 5 point effects, well, it'll let you get 3 mechanic boosted casts off per the occasional heavy duty builder effect. If you also cause MotM and the SH equivalent build Tranquility points within this system, you'll have a lot of cooldowns to manage and a lot of decisions to make on whether or not to go to 5 points, and if you want to go there, which cooldowns to use to get there faster, or even how fast you really need to get there. Will be a high skill ceiling class, which seems appropriate. If needed, some tactics could also alter how many points various abilities generate, too.
Giladar - rr 82 DPS AM
- BluIzLucky
- Posts: 797
Re: Mechanic change for dps AM/SH
1) Not sure what you mean. That's just the tactic being good, not the mechanic. Previously, in this case the mechanic would give 20-40% boost if you played it right (weaving), now it's closer to 7-10% whether you ignore it or not.
2) Yeah, starting from 0, the new combo will do about the same 3s burst as a pre-stacked before. Which is great, since that let's DPS have a mechanic.
3) It works fine here too, both Radiant Gaze and Dissipating Energies are fine consumers of max stacks.
The problem is not that the mechanic is "not in use" (ignoring fun/lore factor), it's that it doesn't matter how you use it, because the overall value is the same.
If they on the upcoming DPS patch change Slayer's Rage mechanic to:
0-75: +7.5% dmg out, +7.5% dmg inc
75-100: +10% dmg out, +10% dmg inc
Then, Slayers effectively no longer have a mechanic that's worth paying attention to, no point in dropping Rage when focused to take 2.5% less damage.
And that's how I feel about the new AM mechanic.
2) Yeah, starting from 0, the new combo will do about the same 3s burst as a pre-stacked before. Which is great, since that let's DPS have a mechanic.
3) It works fine here too, both Radiant Gaze and Dissipating Energies are fine consumers of max stacks.
The problem is not that the mechanic is "not in use" (ignoring fun/lore factor), it's that it doesn't matter how you use it, because the overall value is the same.
If they on the upcoming DPS patch change Slayer's Rage mechanic to:
0-75: +7.5% dmg out, +7.5% dmg inc
75-100: +10% dmg out, +10% dmg inc
Then, Slayers effectively no longer have a mechanic that's worth paying attention to, no point in dropping Rage when focused to take 2.5% less damage.
And that's how I feel about the new AM mechanic.
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- live4treasure
- Posts: 325
Re: Mechanic change for dps AM/SH
I feel like you misunderstood the problems and points presented. I'll try to clarify.BluIzLucky wrote: Fri Aug 08, 2025 1:53 pm 1) Not sure what you mean. That's just the tactic being good, not the mechanic. Previously, in this case the mechanic would give 20-40% boost if you played it right (weaving), now it's closer to 7-10% whether you ignore it or not.
2) Yeah, starting from 0, the new combo will do about the same 3s burst as a pre-stacked before. Which is great, since that let's DPS have a mechanic.
3) It works fine here too, both Radiant Gaze and Dissipating Energies are fine consumers of max stacks.
The problem is not that the mechanic is "not in use" (ignoring fun/lore factor), it's that it doesn't matter how you use it, because the overall value is the same.
If they on the upcoming DPS patch change Slayer's Rage mechanic to:
0-75: +7.5% dmg out, +7.5% dmg inc
75-100: +10% dmg out, +10% dmg inc
Then, Slayers effectively no longer have a mechanic that's worth paying attention to, no point in dropping Rage when focused to take 2.5% less damage.
And that's how I feel about the new AM mechanic.
1) Solo is niche, and before you would have niche solo builds. Nothing changed, you now have a new niche solo build, and this niche solo build interacts with the mechanic perfectly fine. Forest for the trees here.
3) You're missing the point on this too. Whether those two options are good max stack consumers or not is not the issue. The issue is getting to max stacks puts you in a position where you either choose to lose damage output, or you choose to lose mobility. Both make you garbage for warband play.
Thus, I am putting forward a suggestion, that is aimed at making it so that things that are slower to cast, or have a longer cooldown, give you more mechanic points, so that you build to your 5 stacks faster as either healer or dps.
Giladar - rr 82 DPS AM
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