Could I have some elaboration on this? Are you referring to Skill Speed affecting the damage of these abilities? Or are you referring to Skill Speed affecting the cooldown durations of these abilities? Or the proc rate like Critical Hit does now for PP, Bloodletter, and RoD? Or something else entirely?Bard
Abilities now affected by Speed: Bloodletter, Rain of Death, Empyreal Arrow, Sidewinder, Perfect Pitch, Dissonance (see below).
A welcome change nonetheless.[*]Refulgent Arrow now shares a slot with Straight Shot, replacing it upon activation.
I’d rather find another button to share a slot with PP, because you can still use Bloodletter during Minuet (you can get at least 2 off during it, maybe 3 if you time it perfectly—you want Bloodletter on cooldown regardless before you enter Mage’s Ballad so as to not waste a proc, assuming you would still want BRD to proc based on a substat, be it Crit or SkSpeed/“Speed” or even a flat percentage rate). I’d rather see the Minuet button change into PP, since the ability is only available during Minuet. Instead of taking away another oGCD during that window.[*]Perfect Pitch now shares a slot with Bloodletter, replacing it upon entering The Wanderer's Minuet.
This would obviously need to also change to be in line with my above preference. Assuming an ability like this was added. Maybe it could replace Misery’s End? Since that ability is only active at the last 20% of a boss’/mob’s HP?[*]New ability: Dissonance. Shares a slot with Rain of Death, replacing it upon entering The Wanderer's Minuet. Deals AoE damage of 80/190/330 potency.
By not having it replace Rain of Death, it could help give Minuet a bit more AOE boost to make it decent in AOE situations. I know the purpose of this ability is to fix that, but I don’t see the need to remove RoD’s usage entirely. Plus, it goes back to what I said above with Bloodletter—you want to make sure its on cooldown before entering Mage’s Ballad anyways to not waste a proc.
I’d personally rather see Refresh and Tactician lose their enmity dump, and see BRD (and MCH) receive Diversion instead. Especially since every other DPS job has access to it (and it was originally Quelling Strikes—a BRD skill!). Tying aggro management to a support skill is not something that I’ve ever liked, as I have ended up using Tactician to reduce aggro, and then not had it available when it was actually needed for TP regen.[*]Refresh and Tactician now also reduce your enmity by 5% of their current value once per tick.
Plus, the aggro reduction has proven to not make much of a difference in my experience, since a lot of my aggro problems come after a really good opener, and even after hitting Tactician at various intervals (from 25 seconds to 30 seconds to even 60 seconds), I’ve still climbed right back to the #2 spot on aggro within my next song rotation. This week in O9S, I actually had to use it in the middle of my opener because I got super lucky with PPs and a Barrage+RA, and spent the next 2 1/2 minutes sitting at the #2 spot. Kind of scary. If the cooldown was shorter, it probably wouldn’t be that big of a deal, but I still disagree with the overall notion of tying aggro management to abilities that should be used as party resource support.
A better change would be for Repelling Shot to halve enmity like Elusive Jump does, on the same cooldown duration as Elusive (30s) if the developers insist on not giving BRD/MCH Diversion (like every other DPS job). And I would love a fix the animation so that it will not clip your next GCD, but I guess that’s not entirely necessary, since Elusive can also clip/make you lose uptime. Otherwise, delete it. The ability as it is now is completely useless, and most BRD mains I’ve spoken to don’t even have it on their hotbar.[*]Repelling Shot has been made more responsive and its range has been increased to 12 yalms.
I wouldn’t mind seeing instead a Trait Upgrade to Quick Nock at level 50 that upgrades it into Wide Volley. With a higher TP cost, it could come with a slightly higher potency as well. They could also consider making it an AOE combo, with Wide Volley comboing off of Quick Nock, but that’s not really necessary.[*]New weaponskill, Wide Volley, added at level 50. Shares a slot with Quick Nock, replacing it when over 12 yalms from the target. 30 yalm range. Deals 110 potency to all enemies within 8 yalms of the target. Costs 140 TP (20 more than Quick Nock).[/LIST]
I’d like to see something happen with the Warden’s Paeon. It used to be a really good skill back in HW (with Berserk’s Pacification), but now it’s use is limited only to dungeons, or the rare 24-man or 8-man where debuffs are actually cleansable. I’ve wondered if making it a magical damage version of Palisade and making it a role skill would be better. Feels bad when I see Mustard Bomb coming in O11S and can’t help mitigate it (outside of Troubadour Minuet activation when it’s needed for other mechanics). It would also give BRD/MCH a more useful Role Skill, since almost half of ours are so situational they’ve proven to be useless at a higher level (i.e., the “___ Graze” skills—only Head Graze has been used in higher-end content, and for only 1 mechanic during Deltascape and Sigmascape).
The Warden’s Paeon — Physical Ranged DPS role skill
Reduces magical damage taken by a party member by 20%.
Duration: 10s
Recast: 150s
Something other than a Haste mechanic in Army’s Paeon would be nice as well. I dislike at high skill speeds clipping at 4-stack AP, and the Haste itself is only effective if 1.) you earn all of your stacks very early on during AP (within the first 2 DoT ticks), and 2.) if you allow AP to run its full duration (30s), which BRDs currently do not do in a normal single-target scenario. And the gain is only 1~2 extra GCDs, if I’m remembering the theorycrafting discussion correctly.
I’ve always liked the idea of seeing AP activate Flaming Arrow on a target when its used, and Flaming Arrow being the mechanic of the song (especially since it’s used as one of the two main AOE songs currently in AOE situations). Flaming Arrow would end when AP is either clipped or the song itself ends. Potency of Flaming Arrow could be adjusted so that it’s not “too OP”, but it would give the song more potential than it currently has.