Mostly agreed, but that last bit is absurd. Cut the costs to 0 and you... never run out of TP. Cut the costs even to 50 across the board on a 2.5 GCD and you will be permanently capped. Of course cost adjustments *can* fix it. They might not be the most creative way to do so, but they are the most straightforward. If Rage of Halone and Royal Authority were changed to 50 TP, you'd be a lot closer to DRK TP longevity (when said DRK isn't using enmity combo frequently).
As you said, a MP attack would help a bit to vary things up, much like DRK has Unmend, but keep in mind that this would then conflict with Oaths and Clemency as they are now.
To me the real issues are the neglected utility abilities, Tempered Will and Cover, and the still maximally clunky Oaths. Clemency itself has taken a fair hit from the tank AP reduction, while it still impossible to block while casting (even though our shields are clearly held in front of us for every cast animation). [Heck, if necessary to meet the next Shelltron timing, I can pop Shelltron early and simply cast to ignore the next 2-3 AAs and take the TB with Shelltron in the last couple seconds...]
I was personally of the opinion that Clemency was already useful... in normal content. And now its spot-support has been improved significantly. I can save more than just the MT now when healers are still up. But by the time Savage comes around, it really hasn't had a notable effect unless, again, healers were jailed or dead. The tank-wide AP debuff has since hit it hard. No more massive crits on Convalescence-Defiance Warriors to save the MT's day. No more securing threat more efficiently than Flash with a single large overheal on a mass-pull.
Cover is still short, slow, only half-effective (physical only), infrequent, and often a better means of suicide than protection. It is almost entirely limited to scripted gimmicks.
Tempered Will is still nearly useless and far too infrequent to warrant its cooldown. It's been placed on the same cooldown as a goddamn death-immunity... and it merely mimics one part of that skill with a side of 'breaks binds and heavies', without even making you immune to either. Immunity throughout, with an attached Surecast, and a two minute cooldown, would go a long way in making this ability worth something.
More than a gap-reduction, from 20% to 15% damage reduction on Shield Oath, what Shield Oath and Sword Oath needed was to figure out what they were actually designed for. At the moment, Sword Oath merely fits the part of a lesser, exclusive, and non-damaging Maim or AA-only Darkside (with double the initial MP cost in exchange for no MP drain, I guess). That is pathetic. Why does it consume a GCD, or alternatively, why does it deal no damage? Why does it cost MP? What possible excuse of flavor can uniquely make this one 'dps stance' have virtually no effect on enmity, AoEs, or DoTs that every other damage buff in this game enjoys? Why are both Oaths unbelievably plain (Sword Oath's uniqueness finding the one sole method to be more boring than a +15% damage buff)? Why have the latter's contribution vary with weapon speed?



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