Don't forget blm. We don't deal enough damage to make up for our lack of utility, especially when compared with rdm
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When bard was changed, I quit the game and now I am back because yay mobility again. I can understand how some jobs feel like they have been cheated and it no longer feels like it is that job. Honestly this expansion has made a joke of some jobs and skills. Honestly mch needs a boost, soloing as a tank is terrible, sure I will never die but it shouldn't take as many GCDs as it does to kill something but again we have low tier of the new gear so whatever (bring back str), sam is way too broken along with pld. sam is way too much dps like why run any other melee if the job of a melee is mad dps? Honestly and call me crazy but why not run 2 plds, 2 ast or 1 ast and a sch, 1 whm, 2 sam and a bard? In theory the what is honestly lost when you can have endless balance buffs. May enrage (maybe)? Don't really know since I just got back and haven't fully calculated anything. pld is a tank + a self heal wizard + a higher dps than its two counterparts.
I would say rdm needs a slight reduction to dps as it seemingly outstrips its fellow supports MCH , and BRD. They need to adjust the lilly mechanics for whm they seem a bit off in terms of dependability. DRK and WAR need some tweaking to their mitigation. That is all i really see at the moment but nothing is stifling or obnoxious save maybe the WHM lillys.
Yea, with SCH, the new skills just feel boring.
New Damage ability
Aetherflow skill that is a +50 potency from Lustrate but you apply it to a target in which if their HP reaches under a certain % it goes off
Ability which increases chance to critical Hit a Target
Trait which gives you a low chance of reducing cooldown on Aetherflow by 10 seconds
Tether Pet to a target
Out of all those, the only one I like to an extent is the new Aetherflow ability Excogitation, the way I use it is as some breathing room to apply Buffs and maybe Bane them, granted I know the potency of those was destroyed when using Bane, but it still feels nice to use.
The new Damage ability is alright but when you look at the other three they just feel dull.
A Support ability that only does 1 thing.
A trait witha low chance of going off/having any influence on a fight
A tether ability that imitates a "Regen" like state towards a target.
If the tether did more, that would be nice, but it's gimmick is pretty much a regen initated by the pet which disables the use of the pet in any other manner.
If I were to redo the Aetherflow trait, I'd go from "When using Energy, 20% chance that you gain a "free" use to any other Aetherflow related ability that isn't Energy Drain with an additional effect added to it. Maybe that could be more fun than 20% chance to reduce cooldown of Aetherflow.
Instead you could have
Lustrate 800 potency
Sacred Soil 100% chance next Succor will cost 0 MP
Indomitability, erects barrier with half potency of cure
Excogitation Replaces heal with a 100 potency that remains until Target's HP is lowered to 50% or duration wears off.
Something like that could make that trait more fun, since you could use Energy Drain to gain back some MP but also have the chance to gain an extra effect off an Aethflow based ability.
With Chain Strategem maybe instead of just a boost to crit, it applies a boost based on the duration of the SCH's DoT while also removing said DoTs but the DoTs will overwrite the effect. So let's say the crit is still there but Bio and Miasma can also add an effect. Let's say, -5% dmg dealt and +5% dmg taken. Maybe to balance it more it could take half the duration of Bio/Miasma and apply the new effect so a 28second Bio will be replaced witha 14 second -5% dmg dealt and a 24 seconds Miasma would be replaced with a 12 second + 5% dmg taken. At least then it would feel a bit more strategic.
Maybe even involve Sacred Soil it wouldn't reduce the timer on that ability but instead if Chain Strategem is used while Sacred Soil is out it converts the shield into a Debuff maybe another +5% dmg taken, seeing as it needs an aetherflow stack to use, it would be a decent balance in terms of activating it.
Overall it would at least add more depth to those abiltiies but I will admit I don't know if those numbers are balanced in any way, they are just ideas as to how they could implement those two 60+ abilities in a way that could be of more use to SCH.
WHM main, and while I'm enjoying it, I can't help but feel it's relevance will only last for as long as SCH is still underpowered.
Afterall, SB didn't fix their main issues. Lack of utility, and lack of unique raid support.
Once SCH is back on it's feet, it's to the bench with us yet again.
I think BRD is pretty fine. It's very active and fun to play.
The unchanged sidewinder is a bit strange. A 260 potency attack every 60s feels odd, wished they increased the CD to 120 or 180 and gave it an additional effect, like doubling the potency of your dots or prolonging the active song.
This is a pretty accurate summation of my thoughts on class balance ATM too. Less sure about things like WAR/DRK since I don't keep up with tanks all that much, and SMN I think might just need a numbers tweak or save Aethertrail on death because I think the actual gameplay isn't too bad.
I was one of the folks originally freaking out because I got too comfy with (seemingly) endless mp. Once I applied proper mp management like our WHM/AST counterparts had to i calmed the hell down and things were semi-easier. Our heals still do jack-squat compared to the other two and watching a mob destroy my critlo in 3sec makes me want to cry.
Hoping for a few decent tweaks in 4.05 but i've more or less accepted my fate by now..
Watching my fc MCH though, they do need some loving. If they are going to lack less party utility than their BRD counter-part then they should be given more dps to compensate i believe.