Anyone else think they are long due?
A quick recap of wards:
Highest MP cost.
Shortest duration.
Most random.
Lowest potency.
While I do agree that you shouldn't be beating BRDs and CORs on the buffing front, I also think it is insane to believe SMN should be worst on all fronts.
1. How about making wards cost no MP? Several pacts are mirrored on BRD or COR, and yet we pay MP for the exact same deal.
2. How about 5 min durations on buffs? While it would let you put up 5 buffs, it isn't like having stoneskin + ice spikes is going to beat minuet or chaos roll. (2 vs 1). I actually asked for this 2005, and viola! 2006 COR appeared with 5 min buffs. I got a hard time to think it is a coincidence. If nothing else it is a confirmation that 1 min global recast buffs should last 5 min.
3. How about less random effects? A COR can decide when to stop rolling, a SMN can't decide when it is full moon. Neither can they decide when it is midnight. You can adapt, but that is kind of like making COR rolls depend on day instead and say chaos is only firesdays... that would make any COR rage, so I never understood why SMNs accept this silly system.
4. And what about potency? The most classic ones are crimson howl, that gives 8% attack bonus... which is never going to be much at all. At 500 base attack, it is barely 50. Another classic is thunder armor... which can't stun anything. What is the point of shock spikes if it doesn't stun? Not to mention the terrible single digit damage I recall from it.
I'm of course not saying all 4 points above needs to be done. But I'd like to see two, so that SMN gets some kind of purpose on buffs.
1+2: You can give a lot of mediocre buffs for free. Kind of like someone subbing BRD or so.
1+3: More like a BRD, you give out free solid bonuses. Still not very potent, but at least it isn't random.
1+4: Now it is kind of a COR. Random from times to times, but really powerful when you aren't unlucky.
2+3: Long solid buffs. Costs a lot to throw up, so you'll probably never keep more than two up anyway. But at least it isn't random.
2+4: Long and powerful buffs. Very similar to COR. Just that you pay MP for it.
3+4: Short and costly burst buffs, but with potent powers. Kind of like tossing up Berserk in a battle. It won't last long, and it will cost you, but good for zergs.
Personally I'm in favor of 1+2 or if I can dream, 2+4. The least I'd expect is 3 though, since it makes no sense to have pacts depend on moon phase for balance.