Many buffs/debuffs have been changed so that ST buffs/debuffs are stronger than aoe buffs/debuffs.
Following the same logic, I would like to propose two changes to IB for consideration.
1. Avenging the Dept - duration from 3 to 6/10 sec.
(The current duration of 3 sec is too short and the skill has a 30 sec CD).
2. Watch An' Learn - 20 sec CD to 10 sec CD and WS component also works on Oathfriend.
(BO WS buff has no CD. Order has no buff to WS. It is an ST skill and requires Oathfriend buff).
[AtD and WaL] IB
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[AtD and WaL] IB
Hurub Chopa 80+ / Wybrany Chosen 80+ / Mroczniak BG 70+ / Alubercik BO 70+ / Doczek DoK 80+ / Hurubek Zeal 80+ /
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 80+ / Alubert KTB 80+ / Mnich WP 80+ / Kregi SL 60+ / Uposledzonyjez IB 60+
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Re: [AtD and WaL] IB
Agree and support.
6 seconds for AtD would be in line with unification logic imo
6 seconds for AtD would be in line with unification logic imo
Re: [AtD and WaL] IB
Regarding AtD, I do not think it needs any form of buff. Mobility is the most powerful "stat" in the game by a massive margin and giving it a buff is entering dangerous territory (if it was buffed to 10 seconds as per your suggestion you'd have 15 seconds of root/snare immunity combined with Juggernaut (currently 8 seconds) which is very overpowered imo). The recent patch targeted main stat buffs/debuffs, not abilities like this, so I don't think that reasoning can apply here.
AtD is one of the strongest abilities of IB when used correctly and is one of the core components of what allows IB to be such a monster in coordinated gameplay. Can use it to peel your healers from afar, save yourself, save your cross guard partner, to save your mdps when his root break is on CD or simply use it so he doesn't have to use his.
It is an incredibly effective tool for coordinated 6/12/18/24man organized orvr gameplay, as well, not just for smallscale. Combine with cross-guard with another IB and such tactics as Avalanche and Unstoppable Juggernaut, m2/m4 rotations, Leading the Charge from 8pc defsov and you become nigh-immortal and can fish for punts all day with almost no risk. There are a couple strong 6-12man teams who are actively using dual IB for cross-guard punt play and they are able to quite easily facetank both pug and lesser organized warbands (as in 24-48+ guys hitting these IBs, and the IBs are surviving just fine when rotating CDs properly) while fishing punts with low risk of dying. AtD is a large part of why this works, as it is an extra get-out-of-jail-free card with a self heal component. Although I suspect most players are likely using it incorrectly, wasting it, or simply not utilizing it to full potential.
As far as WaL this ability could perhaps use some tweaks. Order does have a 2 (aoe) buff(s) to WS in the form of SM stat steal proc and Slayer's Fierceness. Allowing it to grant your oathbuddy some WS doesn't sound like a terrible idea. It's also an AP pump however so adding extra functionality to it is tricky balance wise.
AtD is one of the strongest abilities of IB when used correctly and is one of the core components of what allows IB to be such a monster in coordinated gameplay. Can use it to peel your healers from afar, save yourself, save your cross guard partner, to save your mdps when his root break is on CD or simply use it so he doesn't have to use his.
It is an incredibly effective tool for coordinated 6/12/18/24man organized orvr gameplay, as well, not just for smallscale. Combine with cross-guard with another IB and such tactics as Avalanche and Unstoppable Juggernaut, m2/m4 rotations, Leading the Charge from 8pc defsov and you become nigh-immortal and can fish for punts all day with almost no risk. There are a couple strong 6-12man teams who are actively using dual IB for cross-guard punt play and they are able to quite easily facetank both pug and lesser organized warbands (as in 24-48+ guys hitting these IBs, and the IBs are surviving just fine when rotating CDs properly) while fishing punts with low risk of dying. AtD is a large part of why this works, as it is an extra get-out-of-jail-free card with a self heal component. Although I suspect most players are likely using it incorrectly, wasting it, or simply not utilizing it to full potential.
As far as WaL this ability could perhaps use some tweaks. Order does have a 2 (aoe) buff(s) to WS in the form of SM stat steal proc and Slayer's Fierceness. Allowing it to grant your oathbuddy some WS doesn't sound like a terrible idea. It's also an AP pump however so adding extra functionality to it is tricky balance wise.
Gersy - Witch Hunter General
Not Good Enough / NGE
WH/WP/IB/SL/ENGI/SW
MARA/CHOP/CHO/SORC/SHAM
Witch Hunter General's Compendium (WH Guide)
Not Good Enough / NGE
WH/WP/IB/SL/ENGI/SW
MARA/CHOP/CHO/SORC/SHAM
Witch Hunter General's Compendium (WH Guide)
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