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[tanks and healers] after the changes

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rady
Posts: 201

Re: [tanks and healers] after the changes

Post#11 » Wed Aug 05, 2026 7:38 am

rorswar wrote: Wed Aug 05, 2026 7:30 am
rady wrote: Wed Aug 05, 2026 7:08 am BO is in excellent spot but I will complain a bit.
It's mechanic is total garbage.
It's restricting - not rewarding.
IB and BG - you build grudge/hate and your buffs/debuffs get better.
Chosen and knight - some of your skills get additional effect depending on active auras.
SM/BO - you can't use most of your skills. Your skills cost no AP at Best plan...
Perfect Defenses tactic on SM gives +block, and Calming Winds tactic gives you +disrupt, the higher your dance stance is. But agree, that the stance is limiting and that you need 2x tactics to get meaningful benefit of the mechanic.
Thank you for input. I don't have SM.
I will add that BO also has two tactics that benefit from Plan - crit chance and parry.
Those are short time benefits as you can't stay in one Plan/Stance.
Ris - 86rr Black Orc
Risx - 85rr Squig Herder
Rish - 85rr Shaman
Risk - 81rr Choppa

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Inwaves
Posts: 3

Re: [tanks and healers] after the changes

Post#12 » Thu Aug 06, 2026 3:14 pm

Alubert wrote: Tue Aug 04, 2026 4:01 pm AM – Excellent. Its EoV healing should be doubled, but the heal should only affect his party.
Phoenix's Rejuvenation feels too weak a button, numerically. Maybe should heal 10-15% more, maybe CD 10sec not 15sec, or at least cost less AP.
Last edited by Inwaves on Thu Aug 06, 2026 3:17 pm, edited 1 time in total.

rorswar
Posts: 167

Re: [tanks and healers] after the changes

Post#13 » Thu Aug 06, 2026 3:16 pm

Inwaves wrote: Thu Aug 06, 2026 3:14 pm
Alubert wrote: Tue Aug 04, 2026 4:01 pm AM – Excellent. Its EoV healing should be doubled, but the heal should only affect his party.
Phoenix's Rejuvenation feels to weak a button, numerically. Maybe should heal 10-15% more, maybe CD 10sec not 15sec, or at least cost less AP.
I don't know. On it's own, it's not great. But you layer it in.

4x pre-HoT your party > Phoenix's Rejuvenation > group heal with 5x mechanic gives another group HoT.

That's 3x HoTs ticking on your group, plus a group heal landing. Takes a lot of sting out of an attack.

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Culexus
Posts: 336

Re: [tanks and healers] after the changes

Post#14 » Thu Aug 06, 2026 4:20 pm

rady wrote: Wed Aug 05, 2026 7:08 am BO is in excellent spot but I will complain a bit.
It's mechanic is total garbage.
It's restricting - not rewarding.
IB and BG - you build grudge/hate and your buffs/debuffs get better.
Chosen and knight - some of your skills get additional effect depending on active auras.
SM/BO - you can't use most of your skills. Your skills cost no AP at Best plan...

I've said this before, but I'd love to see the mechanic changed so it's similar to the AM/Shaman mechanic.

Abilities are no longer tied to plans; rather, abilities have a base effect that gets better as you change plan.

This could easily be based on the current abilities and their placement within the plan system. eg:

Tuffer N' Nails
No plan - +10% parry for you (or defensive target, doesn't matter which)
Gud plan - +10 parry for you and defensive target (just as it is now with its buff and plan placement)
Best plan - +10 parry and +150 ini for you and defensive target (weaker version of oathbound)

T'ree Hit Combo
No plan - costs 25ap/sec (same as the other channels)
Gud plan - 15ap/sec
Best plan - no ap cost (just as it is now)

This way, players can create their own combos depending on the situation. The combo system becomes much more dynamic, giving it a higher skill ceiling and rewarding quick decision-making and situational awareness to build a combo and pre-plan how it will affect the next one. At the moment, the skill ceiling for the mechanic is all about working around the mechanic, rather than with it.
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