Gerv wrote:*Do people believe that the values of the auras need to be edited to allow other abilities such as the other healer resist buffs (AM and RP) and SM Nature Blade Stat steal+buff to come into use other than for only possible initiative debuffs or does the possible change to the Knight aura system provide enough of a window for other abilities to be worth using?
I think this is critical, otherwise their bonuses are completely disregarded.
I think stat and resistance auras need to be looked at separately because their impact is on a different scale.
This is based on the assumption that the uptime of the resistance aura is below 100%. If that isn't the case ignore what follows.
Below the soft cap 252 resistance = 15% damage mitigation. If you go up to the stagger the resistance aura is somewhere around 320 I believe. If you stay below the soft cap this is about 19% damage mitigation. (13 points AM/RP resis buffs are 254 or something like that so a difference of about 5% with less points invested on the knight)
The question is: Can your group afford taking 10-20% more magic damage for the time the aura is not up. If yes you obviously don't need to buff the other resis buffs. If no you still don't 'need' to buff them because they are kind of mandatory anyway.
However if you don't buff the other classes resis buffs you would increase the overall magic damage. Anyway these are details that need to considered when it's closer to implementation and goes beyond the current discussion.
I don't think the stat auras need to change for the sake of Nature's Blade. The Initiative debuff of Nature's Blade at current gear levels is massive. Additionally he can provide a slightly more potent willpower/intelligence/ballistic buff which the rest of your grp probably doesn't mind either. Not sure if weapon skill can be buffed with Nature's Blade if so it's certainly nice since afaik only slayer can buff weapon skill on order for 10 s with a 60 s cooldown.
So yes there is some redundancy but at least for me the benefits would outweight it in a variety of setups.
Depending on their uptime they maybe should be changed because of their aoe debuff/buff nature.
spikespiegel84 wrote:If you think SM is ****, you guys should play against Wingz and tell me the same.
He's gud. And many others. If there is a tank that needs balance in a positive way, that is blackguard.
Hehe but wingz doesn't play a tank he plays mdps

that was the first thing he told me when we grouped up
Wittygamertag wrote:
4 yes auras are great but half my party are not interested in my 105 strength as healers and yes my toughness and resists are handy but let's break that down. Let's say the resists are provided by an AM and the knight is replaced by an IB guarding another melter dps. While the knight is debuffing and buffing all those only in 30ft radius the IB can buff his guarded dps strength, crit, armour, willpower, initiate, toughness and corporeal resists without speccing into them.
Remember the knights buffs are usually not affecting the ranged dps or heals as they are usually over 30ft from front line where Knight and melee are. So within 30ft of me I am left with my guarded melee dps.
Which buffs would you choose all those listed above by IB or resists , strength and toughness?
The buff effect is 100ft so they do reach the rdps and healers... As explained above the reistance aura would provide an additional 5% of magic damage mitigation compared to current AM/RP buffs. Since the IB can currently only buff one... maybe two targets I would prefer the group wide buffs in situation like orvr where you have often multiple players under pressure. The IB buffs might be superior in 6on6. But then again knight has 15% more heal and other ****.