[Archmage] Finding a niche w/ new changes?
Posted: Sat Oct 22, 2016 3:40 pm
Back when T3 was the cap, DPS AM was at it's peak. It was semi if not fully viable in 3-2-1 groups as a sort of hybrid role, most of the support however came from cleanses, bubbles, and some lifetapping rather than raw healing. T4 their damage falls off the face of the earth in comparison to how they where in T3, but with the new changes DPS AM have some very powerful reliable healing from mechanic points.
In full DPS even with divine fury slotted, your healing output on people other than yourself (50% effectiveness on self) is very similar to a full heal build with appropriate stacks. At 5 stacks you can pump out five 40% reduced cast time group heals that will easily go above 1k non crit. You also have the option to mechanic dance around 1-1 and alternate between a lifetap and a heal for some reliable sustained healing independent of whether or not you have stacks ready. Balance essence easily healing for over 1k hp even if you are leeching off a tank, this goes through heal debuff, and becomes AoE and faster cast w/ tactic. Not to say lifetap healing doesn't come with tons of problems compared to traditional healing, but you are ideally playing in a group with 2 other healers.
The mechanic also goes quite a ways to increase our damage, as now we can use healing as a way to boost our damage significantly through stacks gained by using heal spells... and store 5 charges instead of 1 as before. I've seen dots crit for 400-600 damage a tick, channel easily reaches over 1k up to 1.5k damage. Before starting a fight you can easily build 5 charges to start with, however burning through your DPS stacks once you start doing damage it does become a bit hard to get back to healing stacks to boost your damage again.
Reduced cooldowns on mechanic use also means DPS AM has the fastest cleanse of any class on order.
All this comes together to bring back DPS or hybrid AM into the fold for 3-2-1 group meta (proc meta withstanding I guess) as a more utility/defensive option over say SW/BW, and allows you to run a more crazy? group since you have that extra healing/defense/utility. It also opens up opportunities for possibly 3-3/3-2-1 groups where 2 DPS AM's replace a healer and a dps, pretty confident that 2 well played DPS AM's can replace a healer in a group and something like DPS AMx2/WP/SM/Knight and a 3rd DPS or 2nd SM could be a strong group.
I thought I'd open up a topic to specifically discuss how DPS AM is now in groups, and how the new changes are effecting them.
In full DPS even with divine fury slotted, your healing output on people other than yourself (50% effectiveness on self) is very similar to a full heal build with appropriate stacks. At 5 stacks you can pump out five 40% reduced cast time group heals that will easily go above 1k non crit. You also have the option to mechanic dance around 1-1 and alternate between a lifetap and a heal for some reliable sustained healing independent of whether or not you have stacks ready. Balance essence easily healing for over 1k hp even if you are leeching off a tank, this goes through heal debuff, and becomes AoE and faster cast w/ tactic. Not to say lifetap healing doesn't come with tons of problems compared to traditional healing, but you are ideally playing in a group with 2 other healers.
The mechanic also goes quite a ways to increase our damage, as now we can use healing as a way to boost our damage significantly through stacks gained by using heal spells... and store 5 charges instead of 1 as before. I've seen dots crit for 400-600 damage a tick, channel easily reaches over 1k up to 1.5k damage. Before starting a fight you can easily build 5 charges to start with, however burning through your DPS stacks once you start doing damage it does become a bit hard to get back to healing stacks to boost your damage again.
Reduced cooldowns on mechanic use also means DPS AM has the fastest cleanse of any class on order.
All this comes together to bring back DPS or hybrid AM into the fold for 3-2-1 group meta (proc meta withstanding I guess) as a more utility/defensive option over say SW/BW, and allows you to run a more crazy? group since you have that extra healing/defense/utility. It also opens up opportunities for possibly 3-3/3-2-1 groups where 2 DPS AM's replace a healer and a dps, pretty confident that 2 well played DPS AM's can replace a healer in a group and something like DPS AMx2/WP/SM/Knight and a 3rd DPS or 2nd SM could be a strong group.
I thought I'd open up a topic to specifically discuss how DPS AM is now in groups, and how the new changes are effecting them.
Spoiler: