[AM] Class Mechanic Tweak
Posted: Thu Mar 14, 2019 9:24 pm
I am assuming if you are reading this thread and responding, you play an AM at 40/40 and I won't need to define each ability.
Let's face it, the AM class mechanic has been tinkered with in hopes of making it relevant in-game. As it sits now the class mechanic simply reduces cast times and that's it. It doesn't reward the AM with insta-casts of 2 second cast-time spells nor additional healing or damage based upon mechanic stacks.
They did remove Neutral from the class mechanic gearbox - and that helps manage the mechanic some, but I feel we could do more.
The change I would like to test is the following:
The healing Abilities that build Force should also build, at a rate of 1% per stack, a bonus to cast heals. 5% more heals max.
The abilities that build Tranquility should also build, at a rate of 1% per mechanic point, a bonus to disrupt strike through. 5% max Disrupt strike through.
The bonus is only experienced when consuming the class mechanic points of the opposite school. It uses all the points from the built up side and applies the percent bonus based upon stacks/points.
Example: Healer casts 3 Heals and builds 3 points of force. He casts Radiant Lance. Cast times are reduced as now by about .5 seconds AND he gets a 3% bonus to Disrupt Strike through. DPS AM casts 5 damage spells and builds 5 points of Tranquility. He casts group heal. Cast time is reduced as it sits now, and he receives a 5% increase in the healing. All points are consumed.
This change would not necessitate adding the Zero Point State (Neutral) back into the Class Mechanic because it will be as it sits now, but the additional bonuses to the AMs off-spec abilities would make the class mechanic stacks actually matter, be managed, and will help the AM be more effective.
By setting the Mechanic points as such, you greatly benefit the pure healer spec with additional Disrupt strike through on their under-performing dps spells while also mitigating some of the negative effects on heals of a pure dps build.
Let's face it, the AM class mechanic has been tinkered with in hopes of making it relevant in-game. As it sits now the class mechanic simply reduces cast times and that's it. It doesn't reward the AM with insta-casts of 2 second cast-time spells nor additional healing or damage based upon mechanic stacks.
They did remove Neutral from the class mechanic gearbox - and that helps manage the mechanic some, but I feel we could do more.
The change I would like to test is the following:
The healing Abilities that build Force should also build, at a rate of 1% per stack, a bonus to cast heals. 5% more heals max.
The abilities that build Tranquility should also build, at a rate of 1% per mechanic point, a bonus to disrupt strike through. 5% max Disrupt strike through.
The bonus is only experienced when consuming the class mechanic points of the opposite school. It uses all the points from the built up side and applies the percent bonus based upon stacks/points.
Example: Healer casts 3 Heals and builds 3 points of force. He casts Radiant Lance. Cast times are reduced as now by about .5 seconds AND he gets a 3% bonus to Disrupt Strike through. DPS AM casts 5 damage spells and builds 5 points of Tranquility. He casts group heal. Cast time is reduced as it sits now, and he receives a 5% increase in the healing. All points are consumed.
This change would not necessitate adding the Zero Point State (Neutral) back into the Class Mechanic because it will be as it sits now, but the additional bonuses to the AMs off-spec abilities would make the class mechanic stacks actually matter, be managed, and will help the AM be more effective.
By setting the Mechanic points as such, you greatly benefit the pure healer spec with additional Disrupt strike through on their under-performing dps spells while also mitigating some of the negative effects on heals of a pure dps build.