This just comes down to the type of content that you're doing. Healing potions generally aren't available in raid content because they share a recast timer with your tincture. There have been a couple of week one scenarios over the past two tiers (P7S Forbidden Fruit 4, P10S Wings 2) where I've found that combining a personal defensive with the self healing from Second Wind actually makes the difference between being alive or dead. You generally need a bigger arena with the group spread out, and there being less time for a healer to react with targeted heals. Likewise, in solo content like Deep Dungeons it's generally not 'one or the other', as you make use of everything you have to stay alive.
Perhaps what is actually needed instead is a rework of the potion system. More modern games replace the stacks of 99 potions that clog up your inventory with a Dark Souls system of flask charges. You could very easily have a potion action with 5 charges to use in a given fight, with the charges resetting out of combat only. The nomenclature could sync with content level, if you want to keep the traditional aesthetic.
If you had a self-heal potion 'general action' on charges that doesn't interact with your chosen damage buff tincture, it would be a good replacement for the Second Wind role action.



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