Let me explain how the current system works.
The Stamina Bar acts like a universal cool down on all abilities. You can only regen stamina by waiting, the pace at which stamina regens can be affected by the status effects of Haste or Slow. The reason why stamina acts as a universal cool down timer is because every single action during combat requires stamina with the exception of a few abilities, so when you don't have stamina you have to wait to for more stamina to perform that action.
In a leve party situation or typical SP grind party the hindrance of the stamina bar is not noticeable because the battles are short. Now in longer battles like NMs, the pace at which the stamina bar regens is much more noticeable especially for DoW classes because they rely on a 1,1,1,1, spam to gain TP.
When choosing to use skills 3 factors come into play, first is desired effect (what the skill actually does), next is TP/MP cost (both of which aren't a big factor but considered during longer battles), lastly is stamina cost. We also have individual cooldown timers for all abilities but how often do we take that into consideration? Almost never because stamina plays a much bigger role as a pseudo cooldown timer.
Obviously a good player will use his abilities as necessary and most of the time as effective counters. ie. Tank provokes or taunts when he has lost enmity on the target, only thing that should stop the tank from provoking is the ability's individual cooldown but with the current system stamina will hold you back. Most gladiators who have tanked the higher tier NMs will probably agree that because of provoke and taunts high stamina costs, stamina issues makes it hard for tanks to participate in powerful BRs. A gladiator without invigorate II and pikemanship will never be able to perform effectively in BRs. Since parties have been reduced to 8-man, even the tank must participate for a full BR and yes it does help 1k Riot blades will make enmity stick on you.


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