Post#12 » Thu Jul 26, 2018 9:10 am
I agree with acidic on his last point. Either make all 15p abilities to be risk/reward, or none, as it seems a bit unfair. I played with yw a bit, and it's not bad. But the problem is just that debuff, like others said. When you pop the ability, your healers likely won't notice it, but since any good order player knows how squishy you are, once the ability is over, they will definitely notice how extra squishy you are. Now that's where your situational awareness comes in, as you have to decide whether to run or stay. In most cases you have to run, which makes your group basically lose a tank (you are still a tank, no matter the 2h).
Since pugging is not an argument for balance, imagine a 6v6 sc. Bo is an off tank that brings extra dmg and utility, he always was, but never really a proper tank. Why? Well exactly because he is a brawler tank, just like sm. Sm is a bit more selfish even, but the principle is the same. Since they bring extra dmg while being reasonably tanky, every group can have them. But that was mostly taken away from bo with thc change, and forced them to go 2h, we all know the story.
So coming to this 15p ability. In my eyes, you are still playing a tank role in the group, no? Ofc you can go complete dps, but that's pointless imo. You already have a 10% extra dmg tactic, that also gives you a bit of parry. Another extra dmg ability is not what a 2h bo needed if you ask me. You can have pretty good burst as it is. But then you get the downside, the debuffs. Any competent 6 man will instantly know when the bo uses the ability. At that point, they will either switch target to you (which means you basically have to run and the other tank has to guard you), or your dps will get even more heat. You do get extra dmg to burst down your target, but if it doesn't work and the other group keeps you cced (which is hardly a problem for order), it will be wasted, and you put a big mark on your head. That's at least how I view it. I didn't get a chance to play in a 6v6, so someone else will have to test it out in that surrounding.
How about this: drop the extra damage, and drop the debuffs. Leave the defensive part to the ability, which you can pop under intense heat (cd can probably be discussed, as 20s is not a lot for such a huge buff). Then you can tie the 20% dmg and debuff to one of the useless tactics. 2h bo already has a 10% dmg tactic, so if you want to go balls to the wall dps you could take both of them. That change isn't exactly in the theme of the tree, as it would leave you with a tanking ability in a dps tree, but I can't think of anything else right now.