The design here is far too complicated, but shows a different way of dealing with a time-spending swap and its respective window. These are still never optimal over time (worth dropping stance just to repop it).
Charged Oaths (abilities with anywhere from a 1s to 5s cast, off GCD):
- Invoke: Sword - charges your blade at mana cost over time for up to 5 seconds. Increases attack speed by 12% + 6% per second of charge, diminishing by 3% per second, starting upon your next weaponskill. Will charge at any enemy targeted at end of cast for 10 yalms + 3 yalms at 30 potency per second of charge. Applies Sword Oath, increasing your auto-attack damage by 67%.
(67% is just .09% short of its value on a 2.24s blade, [3s blade = 50%, 1.5s blade = 100%) This attack speed bonus diminishes over time, starting at 12% +6% per second of charge and diminishing at 3% per second, starting on your first attack. Charges are all nearly as efficient as each other, but technically least efficient in mid-range. Minimum charge length of 1 second.
Efficiency given as [(buff time (1 + (attack speed bonus/2))) / buff time + charge time].
Charge Time-----Initial %----Avg %----Duration----Efficiency
1 second-----------18%---------9%---------6s--------(6*1.09)/6+1 = .93
2 seconds----------24%--------12%--------8s--------(8*1.12)/8+2 = .90
3 seconds----------30%--------15%-------10s--------(10*1.15)/10+3 = .8846
4 seconds--------- 36%--------18%-------12s--------(12*1.18)/12+4 = .885
5 seconds----------42%--------21%-------14s--------(14*1.21)/14+5 = .8916
Capable of dashing 10 yalms + 3 yalms per second of charge, and will deal 30 potency per second of charge, to maximum of 25 yalms and 150 potency.
- Invoke: Shield - charges your shield at mana cost over time for up to 5 seconds, granting additional block strength and rating for an amount an duration based on charge time while drawing in enemies within 6 yalms towards you. Applies Shield Oath at the end of your cast, decreasing damage taken and dealt by 20% and increasing enmity by 130% and hit chance by 5%. Ability damage is not affected by Shield Oath.
I haven't worked out the details for Shield at all, as this is mostly just for the point of Sword Oath perspectives. Once in Oath, these abilities would either turn into just a drop, or they'd allow you to use these effects again, on an internal cooldown (can always swap, but can't spam improved blocks or dashes). May change out Divine Veil for an Oath-dependent Inspire. May somewhat vary the effects of Cover with Oath. May have Oaths build a unique resource, etc. etc....
Background changes:- Can now block while casting.
- Skill Speed and Spell Speed merged into a single stat, Speed.
- Shield Swipe now partly scales with Block Strength instead of Weapon Damage. While on cooldown, Shield Swipe has a 30% chance to refresh on block. Still requires a block to activate. Lighter shields don't hit quite as hard, but more frequently.
- Shelltron - blocks the next physical attack and all following physical attacks for 1.5 seconds thereafter. Cooldown varies with shield type. [Tower 30, Kite 24, Buckler 18]
Actually, one other thing Sword Oath could do, if potencies were already adjusted and GLD/PLD had a naturally much more powerful AA, is to simply be a
cleave mode...
Deal 25% of weaponskill damage to each surrounding mob, for 20% greater TP cost per mob (to a maximum of double). Could limit that to weaponskills if you want it to be primarily an OT thing (esp. if still exclusive with Shield Oath), or reduce the % a bit and include abilities and/or auto-attacks. Could reduce main-target damage for a bit greater AoE (split the damage, but add a % to total per enemy struck) or keep that dual-ness (full ST, partial AoE) a PLD unique thing.