Quote Originally Posted by Hundred View Post
100% absorb for 30 seconds on a 45 second cooldown would be absurd.
Mercy stroke is meant for multi-enemy situations as I see it which is why it works the way it does, a buffer like
http://wiki.guildwars.com/wiki/Assassin's_Promise would be some nice QoL for it.
I thought about Storm path at 150% before, its something like ~1/3rd of an IB right, would be good when you're up on Enmity for some sustain given you have the TP before it. I think it can work, but I've seen another suggestion to make storm path give a buff that makes your attacks absorb (like bloodbath) which I thought was cool. Either way the skill currently is pretty useless from day 1, so a buff can't hurt it.
100% return for 30 of every 45 would be effectively a refresh-style buff. average damage output in defiance is approx 100-130 per hit, giving you an effective return of approx 3000hp per activation (more or less) and its pretty easy to lose more than than in 45 seconds. i'm ball-parking my figures here, so they could use some tweaking.

150% return on storm's path makes it a viable option in combo rotation and tops off your HP, again, average hit on that being approx 150, that would give you 225hp, enough to assist in not being such a drain to MP on your healers if you can throw it in every 25-30 seconds.

Mercy stroke, yeah, its meant for groups as a sustaining heal, but in a group of 8, how often can you get the timing EXACTLY right to be the final attack? i know for me its far more random chance than actual skill because i never know how much damage my DD are going to throw out. its also effectively useless in boss fights, when WAR takes far more damage than from a group (and overpower+bloodbath is more effective, taking healing from multiple hits). letting it heal (on WAR ONLY) when used in the last 20% would make it far more effective at performing its role in groups AND give it a purpose in boss fights.

all in all, giving WAR's more or more effective ways to self heal in post-50 instances shortens the gap between PLD mitigation and EHP and sticks more with the theme of the job, rather than making it a "semi PLD with an axe" simply by trying to increase mitigation. I've said my numbers here are ball park, approximates and could likely use some more looking in to and fine-tuning, but for me they are far more in-theme and effective than most other suggestions i've seen thus far.