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  1. #11
    Player
    Traek's Avatar
    Join Date
    Nov 2013
    Posts
    406
    Character
    Traek Darksoul
    World
    Sargatanas
    Main Class
    Marauder Lv 50
    Quote Originally Posted by Phreak View Post
    I think for SC to ever see real use it would need some sort of damage management buff/debuff that increases in benefit the more mobs it hits, scaling so when you hit say 4+ mobs it outshines Inner Beast's DR.
    While I agree it needs damage management, outshining IB 20% DR would be OP. I was thinking a little more sustained but lower % DR to put us more in line with shield blocking. Numbers can be tweaked of course but we are getting some powerful tools to put us in line with PLDs come 2.1, I don't want to step over the line, just nudge us closer.
    Quote Originally Posted by Calib0s View Post
    I'd like to see it changed to heal for 50% of damage dealt, and grant 7% DR per target hit (max 20%) for 6 seconds, effectively becoming an Inner Beast substitute against 3+ targets.
    I do find the idea of per target hit a fun idea that adds some flavor. Makes you think of positioning and gathering to add it all up. Like I said above, encroaching on IB 20% DR seems to add up and edge the line of OP. We are getting damage/threat, some heals from Bloodbath, and for free (possible double tap as well). I'm not against it, but I'm trying to be conservative to stand with PLDs, and not clearly edge them out of any role.
    Quote Originally Posted by BobbinT View Post
    Steel Cyclone's 1.0 version anyone? lol
    I thought of this earlier, I like the idea of a parry buff for it to match up to Shield block/extra mitigation, but the point is to not be able to use in conjunction with abilities like IB for some form of super mitigation on Single Targets etc. That is why I suggest straight DR and not allowing it to happen with IB.

    *EDIT*
    Quote Originally Posted by Phreak View Post
    Steel Cyclone
    Delivers an attack with a potency of 200 to all nearby enemies and reduces damage taken by 10% for 4 seconds, reduce damage taken by an additional 5% and increase duration by 2 seconds for each additional enemy hit. Ignores the 35% damage penalty inflicted by Defiance. Can only be executed when Infuriated. All Wrath is lost when used. Additional Effect: Increased Enmity
    I like what you did thar! Again depending on the DR and numbers. Capping at 20% and 8 sec would be a max IMO. Honestly even 15% DR on 8 seconds would seem very reasonable. Without knowing relative damage mitigation on PLDs/WARs in this scenario I am hesitant for the higher DR %s. If people could do the math I'd be interested.
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    Last edited by Traek; 11-27-2013 at 03:14 AM.

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