There is a lot of choices that leave me a little confused within their design. First they're bringing back secure, they're adding a huge damage increase within the capture points, probably as to encourage small skirmishes to actually kill targets, but then if history has any right to it (and history is always right), secure has been played with zerg blobs since ShB (and mount/potency changes), running from one point to another. This seems contradictory with what history has shown to me, and they also add teleporters to make sure that the only case where blobs take time to actually go back to capture points from the middle, they'll actually be able to get there in a snap?
And then we get full swing. Don't get me wrong, this is a meme action and it's going to be hilarious. But why the change of mind? I do remember SE being mad "ledge monks" before they removed the map from the pool...
As for role actions, this seems pretty simple to me:
TANK:
- Rampage: DRK sinkhole / premade favorite tool to delete full groups again. Salted Earth area has also been increased.
- Rampart: looks very powerful, probably the favorite tool for solo tanks to go for.
- Full Swing: meme ability, the guard break is irrelevant (it just allows to remove guard in order to generate pushback), most players guarding in FLs do it when they're "already dead" anyway. The only situation where I find using guard when chased by a blob is to gain some tempo, select an ally, and teleport to them if I can... At best this ability will allow to secure kills by punting the guarded players back into your team, which is how you could use MNK before DT removed the stun. I think this is going to be a Secure meme more than anything, but casuals are probably gonna use it everywhere anyway.
MELEE DPS:
- Bloodbath probably has interesting combos on certain melees. Curious to see how it holds up compared to rampart.
- Swift, maybe the meta safeguard that you truly need as a competent melee? A second purify is worth more than anything else in FL. You don't generally die because of damage already as a melee.
- Smite is back I guess? Sounds like a gimmick to me. If on the OGCD then perhaps a way to secure/steal kills?
RPHYS:
- Dervish: frankly sounds bad to me. You don't need movement speed + 25%, but perhaps it's gonna save people? The lowered recast is a meme. Does it even stack with sprint? (nothing usually does)
- Bravery: probably just the default meta pick just for the damage buff AND damage resist. Essentially allows you to bypass the FL innate DR when attacking ranged classes, and lower melees/tanks to what ranged classes are like. Probably very dangerous paired with stuff like Spite + chainsaw.
- Eagle eye: if this is not on the OGCD, this is going to be a gimmick at best imo. Guard bypasses are extremely underwhelming in FL due to innate DR unless you are like BH5 with Drill or a full RDM melee combo.
CASTER DPS:
- Comet: this is going to be both 1) a meme that everybody and their mothers take and 2) depending how it casts potentially a premade pick to combo with Rampage in a DRK sinkhole. Please look forward to it.
- Phantom Dart: back from feast, it was very meta in an arena mode, will see how it goes in FL. Probably very good if you want a specific target dead, like a pesky melee that you know all of your team is attacking.
- Rust: probably the meta pick especially combined with Diabrosis, but it depends of the range. If it's just 6y this is going to feel underwhelming outside of choke points. I assume it works against recuperate right? healing potency of actions, or just spells?
HEALERS:
- Healan: What's the recast on this? Spammable? GCD? OGCD? Impossible to tell how strong this is going to be.
- Stoneskin: probably good, especially against damage sustain/pressure on certain points like mid Onsal?
- Diabrosis: similar to Rust, potentially meta/great, but depends of application and radius.


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