
Originally Posted by
Sevyrr
Reading through this, I am imagining this will introduce a much higher skill cap than paladin currently has (...not really hard to achieve).
Until you mentioned the cleave toggle effect, I was not very sure about that, but (trusting in your number-crunching) the dps-rate seems very balanced, and adds tremendously to what I've always loved about sword-wielding classes in other games: I love to spam cleaves. Even if not efficient... *cleave*.
Could you give some more information about how you would expect your dual-stage Clemency to work? Outside of a prose description, more in terms of the functional mechanics that would be going on behind the screen.
Yeah, sure. The situations it be used in mostly just follow its few advantages, though, e.g.:
1. (Surecasting does not accomplish) being able to dodge AoEs after 1.5 seconds into the cast and still getting the Cure off. - Without increasing overall combined HPS/DPS aside from the heals being more able to actually be used.
2. (Surecasting does not accomplish, Swiftcasting accomplishes only in so far as beating healers to the heal) Can prevent overhealing by ending early. - Faint, faint increase to HPS/DPS at 2.5s+ if overhealing would otherwise occur.
3. (Surecasting does not accomplish) Can end early to better time a heal to go off immediately as a TB, etc., hits (preventing death by near-simultaneous AA).
4. (Surecasting does not accomplish) Can end early to get off the bare minimum heal needs before the target dies.
So aspects in which it has been improved:
1. When movement may be needed, but WM would suffice (plenty of current content)
2. For mana efficiency (when a healer got to your target first)
3. For timing (especially on MT)
4. For immediacy (saving 10% health dps from a 12%-of-max-HP dmg death, etc.)
In terms of what's going on 'behind the screen'...
1. Cast shows full mana cost. Actually requires 50% mana cost to start.
2. Cast starts, no mana cost yet. Interrupts will cancel the cast.
3. Cast reaches 50% progress (1.5s normally). Interrupts will now release the heal at <progress>% healing for <progress>% mana cost.
4. Cast now adds tracks progress, and uses the progress % at finish for its %healing and % mana cost. May continue to charge until 100% progress for 100% healing and 100% mana cost.
5. Automatically goes off after reaching 100% progress/healing/mana cost.
As for the whole cleaving aspect of Swords, same.
I kind of wish it was just the default for numerous abilities, likely with DRK being the king of cleave vs. lighter armored enemies and WAR vs. armored, while PLD has to use Sword Oath just to sort of extend/etherealize his blade just to somewhat keep up (Sword Oath allowing PLD to keep up not via any added cleave function, really, but by other bonuses, that allow for an even higher skill ceiling...). I mean, I look at Scourge, or Spinning Slash, or Delirium, or Power Slash (its shadow blast after), or Maim, or Storm's Eye, or Rage of Halone ('s shockwave), or Royal Authority, or Aeolian Edge, or Whirling Thrust... the animations of each of which go right through every nearby enemy, yet only hit one...
Heck, I wish the damage types actually differed from each other in more than just name and categorical inheritance/mutual exclusion... Such that maybe Storm's Eye could apply something that increases cleave modifiers, Dragon Kick interruption via damage (for which blunt damage would already be king), and Disembowel could increase armor penetration.
But alas, that's for another day... Going to hide this heresy now.