Ultimate enhancing potions based on class/skill tree.
Part of the balancing issue that comes from proc sets is keeping them aligned with preexisting sets, static sets, and static buffs while also keeping them toned down enough for pvp but still relevant. For this to happen all sets have been streamlined to do pretty much the same thing or at least hold to a certain value.
Example: Dolymesh vs twin sisters. Both are a damage set with about 10 seconds of cooldown, one is burst damage and one is a dot but the damage and cooldown limit doesn't exceed these values for 90% of the sets in the game (including monster helms). And anything above becomes the obvious meta.
To make combat more dynamic I purpose the use of potions for enhancing Ultimate abilities. This would add more potential to pvp builds without interfering with pve since players could have more burst but with an opportunity cost.
My thoughts exactly on this would be like a potion that after consuming: for the next three seconds enemies hit with your dawnbreaker return 13 ultimate. This would potentially allow for a second dawnbreaker at the cost of not using an immovable pot. The 45 second cooldown on potions would also mean the player exposes themselves since they would have no ultimate or potion to use.
What are your thoughts on this? Could it work with the current combat system and, would you consider farming these new alchemy nodes if they dropped only in Imperial City?