Originally Posted by
Byrth
As I said before and Insaniak pointed out again, this is just not correct. What you've made is a 2-hour that's inferior to Tomahawk + Mighty Strikes, and Tomahawk's effect extends to the entire party and would be desired in the same situations. Are we supposed to use this when we're solo zerging Jailer of Temperance in the wrong mode?
Currently, with a 50% TP/WS split and crits doubling damage, both of which are estimations in favor of the new 2-hour for events like Legion, the monster would need 96% PDT for the new 2-hour to be superior to Mighty Strikes (Tomahawk used in both cases). Under more realistic conditions the new 2-hour is probably never superior. If you changed it so WSs are also affected, the monster would need 71% PDT for the new 2-hour to be superior to Mighty Strikes.
As it currently stands the new 2-hour is good only for cases of almost total physical immunity. If you changed it to include WSs the world would not fall apart, but we could use it in a few more cases.
I figured that would be your response. Functionally, though, the best thing you can do with this 2-hour is make a really long skillchain or (for anything involving a party) do three WSs back to back. You may have to waste one of your 2-hour Flourishes to re-apply Climactic Flourish depending on how many hits get through, but I think it can be done with good enough timing:
Party: Climactic Flourish (5 FM) -> Rudra's Storm -> No Foot Rise (4 FM) -> Reverse -> Rudra's Storm -> 2-hour -> Reverse -> Rudra's Storm -> Reverse -> Rudra's Storm -> Reverse -> Rudra's Storm
Again, though you hype the versatility of this 2-hour it's actually fairly limited. Here's why:
1) Reverse is clearly our best damage option, whether starting/continuing a skillchain or going solo. Wild has some potential if you're low on FMs (aka not while using this 2-hour) and solo, but with 5 FMs there's no reason to use anything but Reverse. Building isn't even in the picture unless you're fighting very very difficult monsters (where no one would bring a Dancer due to level correction killing 1H damage).
2) Even though you've reduced the timer, we still cannot use multiple Tier 3 Flourishes (not that we'd want to even if we could) because they are all exclusive with each other. If you use Ternary with Climactic up, Climactic is overwritten, etc.
3) Flourishes I is still not very useful. Why would I want to use 3 Desperate Flourishes in a row when Rudra's gives a more powerful form of Gravity? Why would I want to use three Animated Flourishes in a row when I could just hit the monster and get more enmity in the same amount of time? Why would I want to activate my 2-hour (which takes a second) so that I can use Violent Flourish three times in a row? Is there some monster I'm fighting that's resistant (but not immune) to my Stun effect that uses a long charge-time TP move or spell that I only need to stun once every 2 hours?
There is definitely still room for improvement, but I'll take a dagger version of Meikyo Shisui over the previous (totally useless) 2-hour. Still, please realize that what you've given us is just an inferior version of Meikyo Shisui, which lasts longer (if for some reason that was an issue), grants ~4 WSs instead of 3 with the augmented armor, and gives 300/225/150 TP WSs instead of ~100TP WSs. Also, they're using a GKT instead of a dagger and don't have to rely on another buff to make their WSs do decent damage.