Nightreaver wrote: »Pets should not be THE DPS build for Sorcerers. It should be an optional alternative to a non-pet build that is equal in DPS.
Yes, pets are the class defining line for Sorcerers.
The class defining line for Templars is Healing. Doesn't mean they can't do anything other than heal.
The class defining line for NBs is stealth. Doesn't mean they can't do anything other than conceal themselves.
There NEEDS to be a non-pet DPS build that can provide DPS equal to a pet build.
I'll accept that the only purpose of a Sorcerer is to provide DPS through a pet build when Templars accept that their only purpose is provide heals and NBs accept that their only purpose is Stealth.
Telling Sorcerers they shouldn't have picked Sorcerer if they didn't want to use pets is like telling Templars they shouldn't have picked that class if they didn't want to be a Healer.
Merlin13KAGL wrote: »What worries me, is if critical hits will work on wards/shields. Light armor users are gonna be superduper squishy, like riciulously so.
@olsborg , it's fine w/additions:
- If Shields can be Crit, you should be able to Crit cast a shield (+50% mitigation based on your Crit %)
- If Shields can takes DoTs, shields should have regens, based on your MR)
Merlin13KAGL wrote: »What worries me, is if critical hits will work on wards/shields. Light armor users are gonna be superduper squishy, like riciulously so.
@olsborg , it's fine w/additions:
- If Shields can be Crit, you should be able to Crit cast a shield (+50% mitigation based on your Crit %)
- If Shields can takes DoTs, shields should have regens, based on your MR)
I have a lot of trouble understanding the logic behind these types of comments (not just this, but others demanding compensation for the shields nerf).
Clearly ZOS is nerfing damage shields because they feel they are too strong on PTS currently.
Why on earth do people feel that some sort of compensation is in order for toning down something that was already too strong?
It's like a convo w/ ZOS that goes like this:
ZOS: Hey guys, we're going to tone down shields because they're too strong.
Players: Sure, that's cool, as long as you also buff them so they aren't nerfed.
Just seems like very backwards logic to me.
Simple thing: Because damage shields are the health bar for light armor users. If our shield is down, it take a few more hits and we're dead, no matter how much health we have. Because we have as good as no defense.
Single damage shields have never been a problem. Shield stacking is and I am so sad, we're getting nerfed so hard and shield stacking is allowed to stay. The 15% nerf is not the biggest problem. If crits are really possible against damage shields, it's over.
1) Light Armor increases DPS for Magicka builds.1) Bump up the damage from light armor a bit, perhaps a spell damage boost of some sort. If you're decked out in 7/7 light armor, your spells should hit noticeably harder, imo. Perhaps somewhere around 10-15% more damage per cast.
Well if as you say, the real issue is shield stacking then leave Hardened Ward as it is and prohibit shield stacking. Since magicka is being used to create the shield it makes sense that the strength of the shield is dependent on that magicka .2) Scale Hardened Ward w/ health like the other 2 class-based shields so that it doesn't continue to be unequally buffed from stacking a damage stat (magicka). This should ensure that class-based shields do not receive a buff from #1, though I'm fairly certain that Hardened Ward does not scale from spell damage anyway.
The idea is to make the lightest armor more for "glass cannon" builds. The real issue on PTS seems to be that shield stacking and overall nerfs to magicka builds in general have left most light armor users spamming shields to stay alive.
If I choose to use Light armor in place of Medium or Heavy then I do give up the defense those armors provide and receive only the defensive buffs the Light armor provides which is far less. What armor I choose should not restrict what class abilities I choose. If I choose to use Hardened Ward to increase my defense then it is because I chose to give up a slot that I could have used to increase my DPS. Thereby making the choice to trade DPS for defense.I personally do not agree that you should continue to receive defensive buffs and utility for choosing to give up defenses, as this serves to diminish the choice of those wishing to tailor their characters into a more tanky role.
And I'm sure that issue had much to do with the recent changes to armor.That is the sort of backwards logic that created the situation we've dealt w/ for the past year, where light armor + resto / S&B created a super tanky character dealing high damage while enjoying full utility. I'm quite reluctant to return to that, as I am sure others are reluctant to see the pendulum swing too far the other way.
And should this happen will all those who choose to wear Medium/Heavy armor give up their DPS abilities?Instead, I say if you chose to be a glass cannon, then keep the glass and add more cannon. If it's defenses you really want, give up some of those rags for real armor at the cost of damage / resources.
Doesn't Medium armor already to that?It should be about choices, not about being able to do it all at the same time.
considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)
kkampaseb17_ESO wrote: »considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)
You are mixing here magicka - stamina debate with a melee - ranged. Stamina ranged doesn't do 20% more damage than light armor magicka builds. Stamina melee does....it is melee. Yes some AoE also hits ranged characters in PvE....it doesn't eliminate the inherent bonus a ranged build has.
kkampaseb17_ESO wrote: »considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)
You are mixing here magicka - stamina debate with a melee - ranged. Stamina ranged doesn't do 20% more damage than light armor magicka builds. Stamina melee does....it is melee. Yes some AoE also hits ranged characters in PvE....it doesn't eliminate the inherent bonus a ranged build has.
true, I do.
But they can not be seen as completely independent discussions, when balance is the goal.
Stamina ranged does roughly the same dps as magicka ranged (with the exception of sorcerer magica ranged - which is slightly higher) - yet has significantly higher mitigations.
magicka melee does lower damage then stamina melee (with the exception of DK magicka melee, which seems to be similar to stamina melee) - yet has significantly lower mitigations.
I certainly agree with you on the healing part, not entirely on the damage-shield part though. Many Shield-spells actually scale with health, not magicka. So while a stamina templar or DK can't use his shield as often as a magicka based one would - the amount of absorbed damage is actually the same.kkampaseb17_ESO wrote: »kkampaseb17_ESO wrote: »considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)
You are mixing here magicka - stamina debate with a melee - ranged. Stamina ranged doesn't do 20% more damage than light armor magicka builds. Stamina melee does....it is melee. Yes some AoE also hits ranged characters in PvE....it doesn't eliminate the inherent bonus a ranged build has.
true, I do.
But they can not be seen as completely independent discussions, when balance is the goal.
Stamina ranged does roughly the same dps as magicka ranged (with the exception of sorcerer magica ranged - which is slightly higher) - yet has significantly higher mitigations.
magicka melee does lower damage then stamina melee (with the exception of DK magicka melee, which seems to be similar to stamina melee) - yet has significantly lower mitigations.
Unfortunately, the mitigation problem arises due to medium/light armor. That is true. But you also have to think that most "burst" heals/prevention (shields) in game are magicka based while stamina has a single DoT heal that won't save you against even a single proper opponent. Yes stamina can have the the dodge roll etc, but so does a character with focus on magicka....just less dodges. His dodge is as powerful as a stamina focused character. He can use it just less often. A stamina characters cannot use magicka based heal/shield as often...and certainly not to the same extent, making it actually worthless for the GCD used.
I certainly agree with you on the healing part, not entirely on the damage-shield part though. Many Shield-spells actually scale with health, not magicka. So while a stamina templar or DK can't use his shield as often as a magicka based one would - the amount of absorbed damage is actually the same.kkampaseb17_ESO wrote: »kkampaseb17_ESO wrote: »considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)
You are mixing here magicka - stamina debate with a melee - ranged. Stamina ranged doesn't do 20% more damage than light armor magicka builds. Stamina melee does....it is melee. Yes some AoE also hits ranged characters in PvE....it doesn't eliminate the inherent bonus a ranged build has.
true, I do.
But they can not be seen as completely independent discussions, when balance is the goal.
Stamina ranged does roughly the same dps as magicka ranged (with the exception of sorcerer magica ranged - which is slightly higher) - yet has significantly higher mitigations.
magicka melee does lower damage then stamina melee (with the exception of DK magicka melee, which seems to be similar to stamina melee) - yet has significantly lower mitigations.
Unfortunately, the mitigation problem arises due to medium/light armor. That is true. But you also have to think that most "burst" heals/prevention (shields) in game are magicka based while stamina has a single DoT heal that won't save you against even a single proper opponent. Yes stamina can have the the dodge roll etc, but so does a character with focus on magicka....just less dodges. His dodge is as powerful as a stamina focused character. He can use it just less often. A stamina characters cannot use magicka based heal/shield as often...and certainly not to the same extent, making it actually worthless for the GCD used.
The actual reason why stamina based builds would not want shield spells, is that the shields do not have any mitigation, while their health pool does (thanks to medium armor).
Incidentally, that is why magicka based builds so love their shields now: they don't have mitigation anyway, might as well throw up a shield...
in addition, for PvE dps at least, you expect most of your healing to originate from external sources (aka: the groups healer). In that scenario, having mitigations on your healthpool (aka medium armor) is vastly superior to throwing up a damage shield yourself (aka light armor) - since your healer is kinda out of a job while your shield is up - and keeping that shield up costs you dps.
Story is a bit different for small-scale PvP, obviously
kkampaseb17_ESO wrote: »considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)
You are mixing here magicka - stamina debate with a melee - ranged. Stamina ranged doesn't do 20% more damage than light armor magicka builds. Stamina melee does....it is melee. Yes some AoE also hits ranged characters in PvE....it doesn't eliminate the inherent bonus a ranged build has.
kkampaseb17_ESO wrote: »considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)
You are mixing here magicka - stamina debate with a melee - ranged. Stamina ranged doesn't do 20% more damage than light armor magicka builds. Stamina melee does....it is melee. Yes some AoE also hits ranged characters in PvE....it doesn't eliminate the inherent bonus a ranged build has.
I also forgot to mention here: why then has a stamina ranged build much, much more mitigation then a magicka ranged build?
because the magicka-ranged build can have more self-healing?
but if the magicka ranged build is spending time on self-healing, it no longer has equal dps to the stamina ranged build...
on that, we can certainly agreekkampaseb17_ESO wrote: »kkampaseb17_ESO wrote: »considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)
You are mixing here magicka - stamina debate with a melee - ranged. Stamina ranged doesn't do 20% more damage than light armor magicka builds. Stamina melee does....it is melee. Yes some AoE also hits ranged characters in PvE....it doesn't eliminate the inherent bonus a ranged build has.
I also forgot to mention here: why then has a stamina ranged build much, much more mitigation then a magicka ranged build?
because the magicka-ranged build can have more self-healing?
but if the magicka ranged build is spending time on self-healing, it no longer has equal dps to the stamina ranged build...
That is a difficult question
Merlin13KAGL wrote: »What worries me, is if critical hits will work on wards/shields. Light armor users are gonna be superduper squishy, like riciulously so.
@olsborg , it's fine w/additions:
- If Shields can be Crit, you should be able to Crit cast a shield (+50% mitigation based on your Crit %)
- If Shields can takes DoTs, shields should have regens, based on your MR)
I have a lot of trouble understanding the logic behind these types of comments (not just this, but others demanding compensation for the shields nerf).
Clearly ZOS is nerfing damage shields because they feel they are too strong on PTS currently.
Why on earth do people feel that some sort of compensation is in order for toning down something that was already too strong?
It's like a convo w/ ZOS that goes like this:
ZOS: Hey guys, we're going to tone down shields because they're too strong.
Players: Sure, that's cool, as long as you also buff them so they aren't nerfed.
Just seems like very backwards logic to me.
kkampaseb17_ESO wrote: »kkampaseb17_ESO wrote: »considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)
You are mixing here magicka - stamina debate with a melee - ranged. Stamina ranged doesn't do 20% more damage than light armor magicka builds. Stamina melee does....it is melee. Yes some AoE also hits ranged characters in PvE....it doesn't eliminate the inherent bonus a ranged build has.
true, I do.
But they can not be seen as completely independent discussions, when balance is the goal.
Stamina ranged does roughly the same dps as magicka ranged (with the exception of sorcerer magica ranged - which is slightly higher) - yet has significantly higher mitigations.
magicka melee does lower damage then stamina melee (with the exception of DK magicka melee, which seems to be similar to stamina melee) - yet has significantly lower mitigations.
Unfortunately, the mitigation problem arises due to medium/light armor. That is true. But you also have to think that most "burst" heals/prevention (shields) in game are magicka based while stamina has a single DoT heal that won't save you against even a single proper opponent. Yes stamina can have the the dodge roll etc, but so does a character with focus on magicka....just less dodges. His dodge is as powerful as a stamina focused character. He can use it just less often. A stamina characters cannot use magicka based heal/shield as often...and certainly not to the same extent, making it actually worthless for the GCD used.
kkampaseb17_ESO wrote: »kkampaseb17_ESO wrote: »considering how much less sturdy light armor users are: yes, I actually would say they should do 10-15% more DPS then stamina builds.Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
At the moment though, medium armor Stamina (melee) builds do 20+% more damage then light armor magicka builds.
The logick here seems to be that since they are forced into melee for their high dps, they are compensated by higher dps potenital and higher mitigation.
In my opinion, that is double compensation though. They definetly should get something for beeing forced into melee, but massive DSPs and massive mitigation advantage is too much. It should be one or the other (or a lesser version of both)
You are mixing here magicka - stamina debate with a melee - ranged. Stamina ranged doesn't do 20% more damage than light armor magicka builds. Stamina melee does....it is melee. Yes some AoE also hits ranged characters in PvE....it doesn't eliminate the inherent bonus a ranged build has.
true, I do.
But they can not be seen as completely independent discussions, when balance is the goal.
Stamina ranged does roughly the same dps as magicka ranged (with the exception of sorcerer magica ranged - which is slightly higher) - yet has significantly higher mitigations.
magicka melee does lower damage then stamina melee (with the exception of DK magicka melee, which seems to be similar to stamina melee) - yet has significantly lower mitigations.
Unfortunately, the mitigation problem arises due to medium/light armor. That is true. But you also have to think that most "burst" heals/prevention (shields) in game are magicka based while stamina has a single DoT heal that won't save you against even a single proper opponent. Yes stamina can have the the dodge roll etc, but so does a character with focus on magicka....just less dodges. His dodge is as powerful as a stamina focused character. He can use it just less often. A stamina characters cannot use magicka based heal/shield as often...and certainly not to the same extent, making it actually worthless for the GCD used.
Statement is only true for harness magica and ward (sorc class shield). All other shields are based on HP and therefor usable with stamina builds (or unusable bc stacking hp is crap in 1.6 - admittedly).
For stam DKs all utility spells are usable.
For NB only cloak (but i´d argue that ability - if it works - is stronger than any other magica utility when not specced into magica)
Maybe because one or the other would have been fine. Both together will just make shields not worth casting as every hard hitting dmg ability will break the shield + dmg your health.
Also critical hits against a mechanic that is per design not able to be critically cast seems wrong.
You either have to balance the value of shields against the avarage crit an opponent has - screwing players without crit builds or you have to balance around no crit - screwing the shield user.
There is no way to make everybody happy and i think proccs + the 15% strengh decrease would have been better than enabling crit on shields.
Also critical hits against a mechanic that is per design not able to be critically cast seems wrong.
You either have to balance the value of shields against the avarage crit an opponent has - screwing players without crit builds or you have to balance around no crit - screwing the shield user.
Nightreaver wrote: »1) Light Armor increases DPS for Magicka builds.
Medium armor increases DPS for Stamina builds.
So should Magicka builds do 10-15% more damage than Stamina builds?
Nightreaver wrote: »Well if as you say, the real issue is shield stacking then leave Hardened Ward as it is and prohibit shield stacking. Since magicka is being used to create the shield it makes sense that the strength of the shield is dependent on that magicka .
Nightreaver wrote: »If I choose to use Light armor in place of Medium or Heavy then I do give up the defense those armors provide and receive only the defensive buffs the Light armor provides which is far less. What armor I choose should not restrict what class abilities I choose.
Also critical hits against a mechanic that is per design not able to be critically cast seems wrong.
You either have to balance the value of shields against the avarage crit an opponent has - screwing players without crit builds or you have to balance around no crit - screwing the shield user.
But you are double-dipping here, as there is already a mechanic in place to reduce the strength of crits.
What you're really saying is that you want both Impenetrable AND all shields to mitigate against crit strength as they do currently on PTS.
Khivas_Carrick wrote: »I would like to think it would make sense, dare I say common sense, that a damage shield can be subjected to critical strikes, especially since they're technically just an addition to your life bar.
@Varicite , you're having trouble because you're seeing the parts you wish to see, not the whole thing.Merlin13KAGL wrote: »What worries me, is if critical hits will work on wards/shields. Light armor users are gonna be superduper squishy, like riciulously so.
@olsborg , it's fine w/additions:
- If Shields can be Crit, you should be able to Crit cast a shield (+50% mitigation based on your Crit %)
- If Shields can takes DoTs, shields should have regens, based on your MR)
I have a lot of trouble understanding the logic behind these types of comments (not just this, but others demanding compensation for the shields nerf).
Clearly ZOS is nerfing damage shields because they feel they are too strong on PTS currently.
Why on earth do people feel that some sort of compensation is in order for toning down something that was already too strong?
It's like a convo w/ ZOS that goes like this:
ZOS: Hey guys, we're going to tone down shields because they're too strong.
Players: Sure, that's cool, as long as you also buff them so they aren't nerfed.
Just seems like very backwards logic to me.
I wonder what happened to the "Play the way you want and be who you want to be" thing.
Merlin13KAGL wrote: »@Varicite , you're having trouble because you're seeing the parts you wish to see, not the whole thing.
Overall shield strength can still be turned down. One side argues for wanting to be able to do 50% more damage to a shield based on Crit's, the same opportunity should be there for the casting side.
Merlin13KAGL wrote: »Balance. As a damage dealer, you expect your crit % to have value - same for the opposite end. No/low crit % as the caster, guess what, no/low chance for stronger shield. It gives crit more meaning on both sides that way.
Merlin13KAGL wrote: »We're (LA/Sorc/fill in the blank as you wish) are not the ones asking for bias - we're asking for it to be reasonably equal, so all classes/reasonable setups can have the same fighting chance.
Merlin13KAGL wrote: »You ask for more damage ability (Crits/DoTs) while providing no viable survivability alternatives.
Question: Do Lightning Splashes stack, from different casters?
Of course. Just like each AoE in the game. But you yourself can only cast it one time. And I am very very sure, an ally using the synergy will instantly stop lightning splash. Spear shards ends, after someone uses the synergy and I am very sure, same goes for splash.
So I will spend all my day with jelling at allies, to not use the synergy. Great....
Would the spell damage stack if you used
Question: Do Lightning Splashes stack, from different casters?
Of course. Just like each AoE in the game. But you yourself can only cast it one time. And I am very very sure, an ally using the synergy will instantly stop lightning splash. Spear shards ends, after someone uses the synergy and I am very sure, same goes for splash.
So I will spend all my day with jelling at allies, to not use the synergy. Great....
The nice thing with the 10 second buff will be using Pulsar in addition to it. IF it does disappear once someone uses Synergy then changing the duration of it is pointless....