Quote Originally Posted by Teno View Post
Couple of observations:

- Tanks : Rampart makes you near invincible, much more valuable than I anciticipated. With GNB and the circle it's so many free counter attacks. On warrior you can rotate bloodwhetting+aoe, rampart and guard for dozens of seconds of near invincibility. Full Swing is also a blast as expected, after monk's stun removal I am satisfied.

- Melees : swift is very very strong. You can already see plenty of vipers just diving in and juggling anti-cc, scales, guard and whatnot. on top of the hp regen. And then get out with swift after the last scales because of the slightly delayed regen so you have time to retreat. The dash to any friendly also helps now. Bloodbath and ninja/samurai works very well.

- Ranged : the guard pierce attack is good.

- Casters : the meteor is good, but with the modifiers it sometimes feel a bit underwhelming.

- Healers : diabrosis is good, you can definitely feel the impact but it's not overbearing either, people just back off earlier.

Very fun skills all around, some very strong, near op stuff on paper, yet in practice it's perfectly fine.
100% agree about Rampart. Once I got bored of the Full Swing punt, this felt like way the best tank option.

Diabrosis is my AST default. I was frustrated by the long cooldown at first since you really want it before doublecast gravity, but realistically much shorter would make it OP. You really have to stay ranged with the squishy classes - any foray into the melee gets you deleted. Oh and I want my 4s back on Epicycle, dammit.

Still too much CC for my liking.

My main worry is that when the zerg splits, an enemy on full zerg just annihilates the smaller numbers. I think this will only get magnified as premades find the ideal stack.

The meteors need a graphics detune IMO, there is already too much mess even on "some effects" and this just gives me a headache.