I'll agree that we generally have enough potential for movement in our class, and that the added cost of movement actually adds entertainment to the threat of mechanics that ARR Bards simply glossed over. It has, in certain ways, improved. That said, it could use some tuning to make those opportunity costs a bit more level, perhaps slightly more opportunity for movement preparation, and some minor reworks to make the split between WM / non-WM less jarring. I want to be considering how long I can optimally hold out on each stance, not simply at what point in Skill Speed does even HS spam make non-WM unviable, and whether I might have to move within 15 whole seconds of hitting WM. (Seriously, that lockout should be closer to 4 or even 3 GCDs, not 6; and yes, it should scale with attack/skill speed, as should Defiance/Cleric Stance/Physical-class Spells/etc.)



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