WrathOfInnos wrote: »So the interesting thing about the 2 possible changes I mentioned is that neither option has any effect in the traditional scenario (orbs on group and Shards on tank).
Independent Synergy cooldowns would incentivize throwing the occasional orb to the tank (who is on shard cooldown) or occasional shard to the group (that one player could benefit from while on orb cooldown). It would also make Magplar DPS more desirable, since they could give more Shards to the group than a single healer could, while healers mainly provide orbs (and could be any class).
Multiple Synergy Shards would have a different effect. If they were kept on tank it wouldn’t matter since nobody else would be able to use them anyway. This would encourage alternating Shards between tank and group, and possibly replacing orbs with them. It could also be interesting in places like vAS, where Olo could be placed with a Shard and every DPS could use the synergy while they grab the Major courage buff (easier to time than a single moving orb, but not any more powerful).
I’m not sure either of these are the right approach, just seems worth discussing options.
exeeter702 wrote: »1) Without changing the effects of the synergy, if you place shards and orbs on independent cooldowns you have effectively just doubled the potency of templar healers ability to restore resources to allies, thus completely rendering non templar healers unviable.
exeeter702 wrote: »2) if you make shards have multiple synergy pops per one cast, you have effectively created a scenario where there is little reason to use orbs over shards since in practical application, shards is far more reliable in most scenarios where resource restore is priorty. If the HPS of orbs takes priority, it will do so at only certain moments of a fight of which templar healers with have both skills slotted of which no other healer would be able to compare.
WrathOfInnos wrote: »exeeter702 wrote: »1) Without changing the effects of the synergy, if you place shards and orbs on independent cooldowns you have effectively just doubled the potency of templar healers ability to restore resources to allies, thus completely rendering non templar healers unviable.
I think it’s a stretch to say double. 1 orb can provide resource restore to 11 allies every 20s with 1 GCD (2-3 max depending on positioning of various groups and tanks). To get that amount of resource restore out of Shards you would need to cast it 11 times every 20s, and each cast would need to be synergized within 2s by the intended target so you could throw the next one. You would also need to remember the order you threw the shards to each ally so you could give them each shards as their synergy cooldowns expired.
A more realistic scenario is for a healer to throw a couple of orbs so timed so everyone gets them on cooldown (11 resource restore synergies every 20s, or 0.55 restores per second) and also throw Shards every 8s (0.125 restores per second). Each of these skills would use about 2.5 GCDs over the 20s period. The Templar would end up at .675 restore synergies at the cost of using 2 bar slots and casting twice as many skills, other healers would be at 0.55 restore synergies per second. Comparing these numbers (.675/.55) we see that Templar has about a 23% higher restore synergy rate than other classes, while requiring a much more active play style.exeeter702 wrote: »2) if you make shards have multiple synergy pops per one cast, you have effectively created a scenario where there is little reason to use orbs over shards since in practical application, shards is far more reliable in most scenarios where resource restore is priorty. If the HPS of orbs takes priority, it will do so at only certain moments of a fight of which templar healers with have both skills slotted of which no other healer would be able to compare.
I agree with this description of the effect. I’m not sure it would be a negative though. It would just be a situation where a class skill could be used to replace a generic skill, with each having an advantage in some situations. These types of options are what make different classes feel different. It would be similar to DK chains, sure other classes have ways of grouping up enemies, but one class has arguably the most effective one in most scenarios.
Edit: To be clear, I don’t think Shards should get both unlimited synergies and an independent cooldown. That would in fact give them double the resource restoring potential and would certainly be overpowered. I’m discussing whether either of these changes would be good individually, or if anyone has any other ideas.