Post#37 » Thu Sep 10, 2026 9:35 am
That's an interesting change.
I've played around a bit with the builder and this is my take on it:
*** HEALERS ***
On LIVE you can do::
Spiritual Refinement IV (45 points for +14%), Futile Strikes II (15 points for -8%), Deft Defender III (10 points for +12%), Wounds or Initiative III (10 points for +38)
On PTS you can do:
Spiritual Refinement IV (30 points for +12%), Futile Strikes III (20 points for -8%), Deft Defender III (20 points for 8%), Wounds or Initiative III (10 points for +40)
Conclusion:
Here you can already see their intentions. Cheaper offensive (+crit) abilities, more expensive defensive stuff. That's good and I think it was needed. Healers can still do a similar build to live but I think Deft Defender is no longer a no brainer since it got expensive for less increase. Id probably try different builds then and maybe do only Deft Defender II and something else. Something like that.
*** DPS ***
The situation is similar to healers with Opportunist instead of Spiritual Refinement. However, there is one important difference. Offensive classes now have access to the new Focused Power to counter defenses.
Now it becomes a bit more clear why max +crit got reduced from 45 points to 30 points. You now have 15 more to spend in pierce.
As RDPS you can do:
Opportunist IV (30 points for +12%), Focused Power III (20 points for 8% reduced chance to be parried/disrupted/dodged), Futile Strikes III (20 points for -8%) and probably Wounds III (10 points for +40)
Conclusion RDPS:
It's good to have an option to pierce defenses but since Deft Defender is becoming that expensive I doubt that many people gonna take it and then you also don't need high pierce. A bit hard to tell how this is going to play out. Whether it is needed or not.
As MDPS you can do:
Opportunist IV (30 points for +12%), Futile Strikes III (20 points for -8%), Deft Defender II (10 points for 4%), Parry II (10 points for 4%), Wounds or Initiative III (10 points for +40)
Conclusion MDPS:
Their defenses got heavily nerfed do to the increased cost and lower values of Parry and Deft Defender. I think a nerf was needed for sure but they are doing double nerfing again by increasing cost and lowering gains. I think it is worth a try and see how it works out. Nothing is graved in stone. Everything can be changed again.
*** TANKS ***
Defensive tanks got probably hit the hardest because they can't stack huge amount of defenses for little points anymore. That's good. It was too much. As with MDPS, lets see how it works out. The game is too complex with too many factors to theory craft the outcome.
*** FINAL THOUGHTS ***
I think their direction is good and I like the changes. The defenses on good sov tanks/healers/dps are just ridiculous and needed a nerf, especially that insane disrupt/dodge rates.
I still think that they should revert the willpower contributing to disrupt chance. It gives healers too much disrupt. They are standing far behind their group and only have to move a few steps to get away from ranged dps. With their high disrupts and getting away that easy, plus guard, plus potions, plus morals, plus other heals... their high disrupts are not explainable.
Same with that "can't pierce more than half of the defense". It's nowhere shown. Most don't even know that it is that way. Just revert it again...