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Originally Posted by
ArianeEwah
Where did you get this number from? Vengeance is only active for 15s on 120s CD. AAs happen every 3s max -unless we are dealing with multi-hit mechanics- that's 5 hits under Vengeance. That's 275 potency/120s -> 2.292 potency/s.
Due to server tick timings and ping auto attacks can hit up 6 times during of a 15s cooldown (first on sec 0 last of 15s, 5 is a more normal number of auto attacks) not including any instant cast physical abilities during that time which would not stop auto-attacks. If you factor 1 physical ability and 5 physical autos in you get 330 potency every 120 sec (i.e. 2.75 potency per second). This is the theoretical optimal discounting server tick/ping goofiness. Due to the nature of fight design, cast bars and animation locks you are lucky to see 3 during those 15s.
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This is where you are wrong. If not for Hallowed Ground, Paladin is the least favorite tank for MT spot, and that for a reason. You can look up any high ranked savage run, and not see any PLD going for the MT spot. All other tanks have oGCD and combo self-heals. In e.g. E5s they "passive heal" through roughly 20% of incoming damage (Aurora, Equilibrium, Abyssal Drain, combos), PLDs "passive" block only mitigates 6% on average. A 10% increase on Sentinel would actually relieve some stress on healers, as PLD already needs the most healing of all tanks. Even in dungeons, PLD is the most vulnerable tank if don't sacrifice your own dps by wasting your mana on Clemency. Your argument about overhealing is invalid. Again the image PLD has is that of a bulky, hard-mitigating tank, so it would make sense. Interesting or not is subjective.
And you point out the problem with just Clemency. Aurora, Equilibrium and Abyssal Drain are where the majority of the missing 14% is coming from (abuse of Nascent Flash for self-healing during burst windows is where Warrior is getting a lot) as none of the other tanks loose out on dps using their ogcd self heals on near cooldown to mitigate much of the fluff damage. The heals/shields from combos are equal to the ~6% damage reduced by natural shield blocks. If a Paladin was willing to tank their dps by casting a Clemency every minute they would get that 14% as well. (Stupid idea to fix this: Clemency gives you a buff that increases the potency of the next Confiteor by 350).
10% increase in Sentinel would not change how many gcds a healer would use to heal the Paladin. The Paladin would still need 2 big heals to be topped off after being hit by a tankbuster. A slight more powerful medium recast cooldown will not significantly decrease the average damage taken in a fight.
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I would understand an additional increase of oath if it wouldn't be overflowing most time anyway. You already pair CDs if necessary. This would just result in "press an additional button before and/or after usage" before overcapping. THAT would actually be overkill.
Oath gauge overflow is a sign of underutlization of gauge abilities. Intervention and Cover get underutilized as ShB fight design doesn't have as many occasions where they are obviously useful. Intervention is actually designed to follow Sentinel (it jumps from 10% to 25%), but fights lack the single target healer/dps busters that would make these useful.
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If Shadow Wall would give e.g. 200MP/hit, at "theoretical best" that would be 1k MP/120s. You would need up to 6min for 3 Shadow Wall usages on optimal uptime to gain 3k MP for one! EoS. That's 500 potency/360s -> 1.39 potency/s. Unless it'd give double or triple the amount, it wouldn't be worth using it every time it comes off CD. Just as Vengeance isn't used on CD if you need it elsewhere.
Considering that Dark Knight rarely wants to be at more than 90% MP, a Dark Knight will always see that 1k mp. This will mean that bad DRKs will pop it for DpS rather than saving it for where it is appropriate. We saw that exact situation during HW where WARs saved Vengeance for their Berserk windows and would therefore lack cooldowns for tankbusters. This would be a lesser problem for DRK as 3 Shadow walls would mean another potential TBN, but it would still turn Shadow Wall into a dps cooldown which is counter its intended usage.
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If you really are against such additions or think them as problems, don't defend the Vengeance "bonus" in the first place.
I don't really think the Vengence's "bonus" needs to be there. It is completely a hold over from when Vengeance was only counter damage+stack generation. I was actual surprised that it kept the counter attack effect when all other counter attacks were purged in ShB. I suspect that the only reason the counter damage is still their is so that the name makes even a little sense.
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Your posts sound as if you'd think we expect 12.000 potency heals, or 30.000 MP from just one usage. We/the original poster didn't even tell any numbers, but you already discarded everything as "problematic/too strong, but Vengeace is fine". Aestetics are fine, but at this level of homogenisation the 30%-mitigation actions require more than that. They don't have priority, but they are no doubt part of the identity problem.
No, I didn't. I said a HoT was going to either be so underpowered to be meaningless or potentially overpowered based on potency and gear, increased damage mitigation would just lead to no real change in healing needed and MP regen would turn it into a dps cooldown.
I'd like to see them individualized but HoTs, flat increases in mitigation, MP Regen and non-neutral dps resource increases are not going to be viable ways of individualizing.
Possibilities I could see working:- Shadow Wall: If The Blackest Night's duration runs out without being broken gain Dark Arts.
- Sentinel: Increase Oath gauge by 25.
- Nebula: Heart of Stone's additional effect increases by 10% of the target's max hp.