
I think highlighting TBN regardless of DPS is good but I also think there's currently too much focus on it and not enough elsewhere.I agree completely. The kit feels slightly lacking between tank busters, and I believe that we are still worse off dps wise than paladin at higher levels.
I would really like to see them double down on the conversion between mana and blood by adding effects which lowered the cool downs on various moves. For example: Bloodspiller lowering the cd on carve and spit and dark arts lowering the cd on delirium would give the job a much more unique feel, with more synergy between the skills and resources, while highlighting the importance of tbn regardless of its dps loss or gain.


The changes I suggested highlight and empower TBN, but I suggested no change to TBN directly nor do I think that TBN is the sole reason or for making such adjustments. However, TBN, as it is now with out current kit, is part of the problem. I think the solution is more self synergy within the other skills which would raise the collective value of everything, not just TBN.
Bloodspiller needs an additional effect, either lowering our cd's or restoring mp, and our mana skills need more interaction with blood beyond just TBN, for example dark arts lowering the cooldown on delirium or directly giving blood. As an added bonus, such self momentum within the kit could actually make TBN worthwhile to use outside of just "I need more mitigation to pair with this".

Ah I see a bit of your point. and I do agree Bloodspiller could use a secondary effect as it's kind of ironic that Carve and Spit is a better balanced one at the moment.Bloodspiller needs an additional effect, either lowering our cd's or restoring mp, and our mana skills need more interaction with blood beyond just TBN, for example dark arts lowering the cooldown on delirium or directly giving blood. As an added bonus, such self momentum within the kit could actually make TBN worthwhile to use outside of just "I need more mitigation to pair with this".
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