It’s very good skill, pretty good for emergencies when Inner release is up, but the duration is too short. 5 seconds is very small window to fit in all that damage. Could it be extended to at least 10 seconds or even 8?
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It’s very good skill, pretty good for emergencies when Inner release is up, but the duration is too short. 5 seconds is very small window to fit in all that damage. Could it be extended to at least 10 seconds or even 8?
The cool down is 25 seconds.... It duration is 6 seconds...
It also reduces damage taken of your party member by 10%....
It heals you a % of your damage dealt.... and heals them by 50% of that amount...
What? This skill is already crazy. How can you reasonably ask to buff it?
5s is on par with the other Tanks skills.
Paladin:
Sheltron = 6s
Intervention = 6s
Dork Knight:
The Blackest Night = 7s
Gunbreaker:
Heart of Stone = 7s
Warrior:
Raw Intuition = 5s
Nascent Flash = 5s
I mean, you could argue that maybe a 6s or 7s duration might be warranted. But when your concern is trying to maximize the healing provided in the duration, an extra 1-2s won't do anything since it won't get you another hit in (Maybe 2s extra might get you 1 extra hit if you've a bit of SkS and use a macro to help with targeting)
Other than that, 5s isn't too absurd for its 10% DR with some healing thrown in on top. Especially when 5s is enough for 2 GCD's which can mean Inner Chaos for big DCH's for heckin' healing.
https://cdn.discordapp.com/attachmen...40/unknown.png
its already 6 seconds.
You should be able to comfortably get 3 gcds in the window. Its not exactly bloodbath or ye olde steel cycling+inner release, but the real point of it is the 10% mitigation when you have 2 tanks. The heal effect is really secondary and only useful in dungeon packs with some fat chaotic cyclones as it shares recast with our tank buster mitigation. Its primary purpose isnt to replace bloodbath/steel cyclone+IR spam heals. Its a mitigation tool when you OT that has the side effect of being decent in mega dungeon pulls.
It's pretty unfun to use if you don't use a macro. Especially if you're playing on a pad.
And yeah, I share the OP's feelings. It feels like you gotta cram as many GCDs in that window as possible, and 6 seconds is too short with lag and the fact that GCD are all 2.5secs now instead of 2.4. I would say 7 or 8 seconds should be good.
They could nerf the healing or damage reduction to compensate or whatever, but it would be nice to have a bigger window.
Oh, and I don't have it on me, but I posted in another thread also about nascent chaos a macro for nascent chaos which casts it on your focus target, or if one isn't available, goes to another party member, and then switches you back to your last enemy, or if one isnt available, the closest enemy.
Makes the action so much easier and fun to use = p
https://cdn.discordapp.com/attachmen...88/unknown.png
Assist means "Target the Target of my current Target."
Use the Dpad to press down and target you co-tank. Apply the buff. Press Assist to instantly retarget the boss.
IMO WAR has plenty good mitigation as it is, I'd rather see GNB's mitigation toolkit buffed before Nascent Flash. It's already a really good skill to begin with, just use a mouseover macro. Works wonders in large pulls.
That's neat for pve, but I don't think that's gonna work in pvp. That's why I'd rather use a macro.
Here's what I use, lemme see if I can remember it off the top of my head:
/merror
/micon "Nascent Flash"
/psort
/ac "Nascent Flash" <f>
/ac "Nascent Flash" <2>
/ac "Nascent Flash" <3>
/ac "Nascent Flash" <4>
/ac "Nascent Flash" <5>
/ac "Nascent Flash" <6>
/ac "Nascent Flash" <7>
/ac "Nascent Flash" <8>
/tle
/tenemy
You can pretty much use the same macro for pvp. Just make sure you use the pvp version of the code above.
It was just a passing thought. I think Nascent Flash is just fine how it is and the WAR mains I know all are quite happy with it too. just needs a macro as was previously said. It's pretty satisfying to use in large pulls, kinda like a more brief SB Steel Cyclone. Only thing I would like changed on it is being allowed to use it on people in other alliances.
Yep thats how it works. Typically though, ill just use the DPad to target the tank THEN use Assist (L3) to retarget to boss since sometimes they are near impossible to retarget. This way its quick and easy. Its an especially helpful on a healer who has to bounce back and forth.
do you guys think that my "Shirk" macro could help with Nascent Flash?
All I want is to be able to use it without a target and it'll be great.
Make it so when you use it without a target you only get the first effect from it
Target someone with it, they will vet the second effect with it, and you don't get the first effect.
PLEASE!
I've had moments where a boss was down to it's last health and a dead party where I couldn't use Nascent Flash because no one was up with me.
Wait. Someone is unironically asking for a buff to Nascent Flash? What? It's already one of the best tank abilities in the game right now.
Nascent shouldn't be tied to raw intiution. You get into these situations at least in savage where you have split tankbusters and as a WAR you can't help your MT because you have to use Raw instead of Nascent. It makes no sense when no other tank has to sacrifice another skill just to help their MT. It makes it to where WAR has to be the MT else you are waisting not only cooldowns but also damage (see vengeance).
... All the other tanks have a similar limitation. Heart of Stone can only be cast on self or party member and is then put on cooldown. TBN can only be cast on self or party member and then is put on cooldown. Intervention and Sheltron can be both be cast at once but both trigger their 50 Oath gauge cost which takes about the same time to build up as it does for Nascent/Raw to come off cooldown.
WAR is not a special snowflake in any regard except for the fact that vengeance has random 50 potency tacked on(which hardly even matters in their ST DPS balance) and the players feel like being lowkey overpowered is their god given right/class identity.
Yes it is actually. Heart maybe decide on if you want to use it on self or other tank, but as compensation you have what? Camouflage. DRK? They have Dark Mind. PLD? Has either Shelltron or intervention. These tanks have an additional defensive cooldown that is seperate from their OT help skill that they can also use on self (minus) PLD. The exception? WAR. Sure Thrill is a fringe cooldown but you don't use it on its own, you can't. The skills should be split. WAR isn't overpowered, they are lacking in quality of life changes every other Tank got in Shadowbringers.
Thrill of Battle is almost categorically better than Camouflage for that purpose, and is infinitely better than Dark Mind any time you're dealing with physical damage (while not actually being appreciably worse than Dark mind against magic damage in any way other than the recast time).
Nascent Flash also carries the entirely unique benefit of being a strong self-targeted survival tool while simultaneously acting as an effective helper skill.
It just feels so weird that Nascent Flash awkwardly requires a target right as they fixed this exact issue for Dragon Sight.
The only change to nascent in this thread that wouldnt break the delicate tank balance we have now is just a qol to use nascent flash while solo/party dead just to get the 50% heal (not the 10% mit on yourself) and let war have some fun soloing things older content like they used to (like the pld vids coming out now are).
It wouldnt affect raiding or dungeons or anything else with the single exception being finishing a dungeon boss solo when your entire party died. It would primarily just be a solo qol update. I rather enjoyed soloing titan ex and stuff back in the day. It would be fun to do that type of stuff again on outdated content.
But it doesnt need any buffs to the effect, power or anything else. The healing it provides is enormous and there are so damn many shared busters right now that anything that helps both tanks is amazing right now (intervention, nascent are big winners right now).
I don't know if they have developed that kind of ability.. Making an ability conditional so that if there is a party member you can't use on yourself, but if there's not any party members you can.
To be honest I feel like it was just a weird design choice, and I wonder if it would be better to have had Raw Intuition provide self healing + buff (just like IB used to....) and then Nascent could've just been our support ability (which could provide the mit + healing from WAR's damage to that person) like Intervention. Not being tied to the same CD, of course.