The problem with Awareness is that it only applies to critical hits, which, for NPCs, only occur on auto-attacks, which aren't really dangerous. What you're basically doing is extending the duration, for most intents and purposes (the only time it wouldn't be a basic duration extension is if you were in an AoE scenario). Until such time that Awareness is basically required for a given fight mechanic (e.g. boss has an insta-gib crit special attack that it uses every 2 minutes), the purpose of Awareness is going to be capping spike potential for a certain time frame as opposed to actually reducing damage taken over time (which is what you're treating it as; ignoring 3-5 crits every 2 mins us going to give you less than you'd get out of Second Wind; auto-attacks just aren't that big). A more useful (and visible) way to do this would be for it to basically be a CD that limits the size of any hits received for the duration to 50% of max hp (such that, if you're above 50%, you can't be one-shot by anything): it would cap out burst potential without affecting non-burst scenarios (which is pretty much what it's there for).
I like the idea for the tweak, mainly because it means more Adloq crits and basically prevents any wasted procs, but I don't really see a reason for it. Enhanced Pet Actions isn't a fundamentally worthless trait like most of the others you're suggesting here, even if the bonus is small, because it's basically a passive bonus. It could just as easily be equated with the flat attribute increases since it provides much the same benefit.Enhanced Pet actions: 50% chance for when your pet scores a critical hit with an auto attack to make your next Ruin II, Adloquium or Fester used within 10 seconds a critical hit.
Having it be a guaranteed stack upon every cast makes it a bit too strong, especially since you don't have any time limit on the buff. The point of the procs is for them to be procs, not abstract build up mechanisms. Your suggestion here just turns the WHM AoE healing strat into spamming 5 Cure IIs to build stacks during any ST phase. You wouldn't even need to do it all that often since it's not like there are any situations in which you need to chaincast AoE heals (so you're only expecting to cast 1 Cure III every 30 seconds, at best). The problem with Overcure is that it's a proc off of a conditional ability (Cure II is burst healing so you should only use it during non-standard high DPS situations) that empowers an ability for an entirely different condition (Cure III is for AoE healing); the proc doesn't apply to the situation in which it would be proc'd, which renders it worthless. You're basically saying that the problem is that it's a proc, which is a different notion entirely.Overcure: Your casting of Cure II gives you a buff that stacks for up to 5 times (no timer on the buff). Every stack of the buff reduces the cost of your next Cure III by 10%. When Cure III is cast the stacks reset.
How Overcure should be "fixed" largely depends upon what exactly it's supposed to do. If it's supposed to provide an efficient outlet for Cure III, it should either be more reliable (so that you can precast Cure II on a tank for a bit of overhealing and have a reasonable expectation of getting the proc) or proc off of stuff you're actually liable to have used shortly before casting Cure III (like Cure or a Regen tick). If it's supposed to provide an increased benefit during a burst healing phase (akin to how Freecure affects scenarios in which you're using Cure II), the proc itself needs to be empowered such that you'll actually use it (have it reduce cost by half *and* guarantee a crit, so that it provides more than you could expect from an average Cure II while costing less). Basically, it needs to proc off of more abilities, have a higher proc chance (but not guaranteed), or have a stronger effect. As it stands, it's a proc without a functional purpose.
Reducing the CD on Mercy Stroke to 20 seconds is a totally unneeded massive buff for a cross class ability. Mercy Stroke would be *way* stronger than it should be, since it would be pretty close behind Misery's End, the ARC/BRD exclusive (25 pot/GCD sub-20% compared to ~40). As a CC ability, Mercy Stroke is pretty much where it should be: it provides a reasonable benefit that doesn't provide a massive increase in performance. The healing portion is just as bad for other classes/jobs as it is for WAR so removing that aspect doesn't even change anything from a balance perspective.Mercy Stroke: Change the CD to 20 seconds. Remove the healing portion.
Enhanced Mercy Stroke: When Mercy Stroke is used you place a debuff on the enemy for 6 seconds, if they die within that time you restore up to 20% of your health. This debuff may only apply once every 40 seconds.
Making the heal more approachable is definitely something that should be addressed though, specifically because it's such a non-issue for anyone using it. Rather than trying to make it a better DPS boost as a CC ability and having the MRD talent turn it into a relatively unimportant self-heal (you don't generally need to get healed right after something dies since, you know, something just died), just tweak the heal trigger for everyone to what you intend for the trait and leave the CDs as they are.
WAR already deals a boatload more damage than PLD (honestly, it's honestly bordering on the "too much" range), and this would be adding an extra 16.67 pot/GCD (which is what the Fracture DoT does). I realize that you want Fracture to actually have a practical place on the WAR ability bar, even if it's just tossing it on and refreshing the DoT with your another attack and never touching it otherwise, but that's not a balanced way to do so. Personally, I don't really see much need for it since Fracture *does* provide a DPS increase, even if it is so small that you don't really lose anything just ignoring it (and, honestly, gain better uptime on your debuffs, which are more useful). The only change I could really see making it in with would be for the ticks to have some chance at providing Wrath stacks so that you have a practical reason to reapply it (rather than just using it once at the start before ignoring it until the target disappears for an extended period), though that's more of a change to Fracture itself as opposed to the trait itself (which would actually be appreciated if it generated Wrath stacks as I suggested).Enhanced Fracture: Storm's eye now resets the timer on the debuff portion in addition to the extended time.



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