maybe one day we'll have EX dungeons and it will be interesting in those content :D
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maybe one day we'll have EX dungeons and it will be interesting in those content :D
So, I want to address this from two ends.
One is that Repose, Sleep, and most other Crowd Control abilities don't really have a place in the majority of PVE content outside of solo-questing in the overworld. Mass-pulling is such a prevalent strategy that any kind of easily-broken CC would be virtually pointless in the current meta if it were even reliably effective against dungeon mobs, and that's ignoring raid content where there's no space to deploy it. CC abilities are generally just outdated.
However, I don't mean for this to be construed as support for a suggestion to just remove CC-type skills altogether. Rather, I would like to see more content emphasize the use of these abilities (like locking down powerful key mobs before they get to the group or clearing a path through an oncoming wall of bodies, for instance), or perhaps even have their effectiveness be addressed in a manner that would make their use more prevalent (like having a reasonable chance to break on damage rather than near-certainty, or allowing DoTs to not break it).
A lot of which is stuff that was previously available to CC abilities or part of dungeon encounters, but got stripped away in later expansions. Imagine that.
Second, is that just making Repose a role action feels like a missed opportunity to emphasize each healer's individual identity. For instance, in place of Repose, we could have Astrologians casting Stop on targets and Scholars casting Toad, each bearing its own dis/advantages versus Repose (ie Stop makes the target immune until it ends but can't be broken by damage either, Toad significantly weakens the target's attacks and blocks all abilities/spells/skills but still allows them to be moved, maybe have Repose also knockdown the target if it breaks early, etc).
Note that this needn't necessarily impede Repose's position in the current 80 Role quest. A Stopped target could have a helmet put on them just as easily as a Sleeping one, and you could always put a helmet over a Toad (like a cup over a spider) that they'd be forced to grow into when the transformation ends.
This could also open unique possibilities for additional healers later to have their own CC tools rather than just recycling the same one, like tossing in fear or mind-control effects.
Because at the end of the day, healers really don't have a lot to do in the first place between their very basic offensive rotations and the availability of far more healing tools than they need, and it would be better for the game to have CC tools that work than to keep taking tools away just to emphasize having healers do more damage.
Years ago I played Lord of the Rings Online, and that game had a lot of raid encounters where CC was crucial. I think SE could easily create some encounters where Repose / Sleep would be required, if they wanted to.
E.g. there was once a wave of adds in a raid encounter. One of the adds had a lot of health, too much to quickly kill him off. But, after some seconds he would cast an aura that would give all the other adds a huge damage buff, that would most likely result in a wipe because of the incoming damage. So you had to sleep that one mob, kill all the other adds first, and then kill the buffer-mob at last so he hadn't any adds left to give them the damage buff.
I think, since it is now a shared skill, you can design a raid encounter knowing that the healers will have that skill ready. SE could really use it and build a few encounters around the use of repose / sleep. I would love to see that.
its not bad in dungeons as a healer "interrupt" like some of the ads in 80 dungeons similar to tanks interject