by StPauli » Thu May 15, 2008 5:43 pm
I would defiantly buy aa upgrades to divine stun if they increased the push and resist rate of Divine stun. As it is i only use it for pushing mobs around. I use this to make piles for the chanters to cc and i also use it to push mezed mobs back into the raid when they end up getting mezed too far out. I would like to see the push doubled in size, it would not be so big that it would overpush but would defiantly speed up the moving process because using it now is extremely tedious, yet remains our only means of moving mezed mobs around w/o waking them. As far as getting the stun pushed up to land on mobs over my level , i can defiantly see some use in it as Kruelcon said for pushing mobs that are incoming out of a pack and giving you an extra second or 2 to generate hate and also separating it from the pack so you don't have to fight with all the other knights over the same mob. I don't know that i would use it for this in all honesty but i can see why someone would want to and if they like that method, more power to them, it was something the aa originally did i don't see why it shouldn't be upgraded to do it again. for me though I would really like to see the push increased.
As far as Light and touch go... I am like Hulkling, in that I don't even mem light. I keep burst and touch up all the time, light hasn't been memed since we got the first burst. If Light was retuned to be a bigger heal with a longer range maybe i would use it but honestly I have never really found light to be of much use and even less nowadays where mobs hit for so much and burst works so much better for all of what light used to do a weak job at. That said, there are some who use light and don't like touch and I don't really see a way to make a mid ground that would make anyone happy. Making a mid ground would mean that touch loses some of its healing power and reach for what? a slightly faster casting time? i think i would rather wait that extra 1 second then have to run around trying to get in range of the person I'm trying to heal. I say retune them both and keep them separate so that people can continue to use what they like.
Now to get back to what was proposed in the original posts. Heck yah i would love to see our grp heals get a small cure. I have a growing list of things i am hoping to propose to the devs for our next expansion and that was one of the things on the list.
I was also thinking, which is kind of on the same line of thought. How about in the next expansion, we shoot for an upgrade to our innate weapon proc that adds a grp heal / cure recourse like our pal weapons used to have. A recourse effect so its not some kind of aggro boost but enough to remove tash and give a tiny heal to everyone in our group. I personally loved this proc back in the day, and though I do really like having rune procs and stuff for aggro on a 1hander, I think this proc was really nice. I think it would be an awesome upgrade to our innate proc since they have seemingly done away with the proc over the past several expansions.
As far as the snare added to our dd's, I would love a snare vs undead but i never used the dd we had as a snare because it was far far to unreliable. i really don't use the undead nukes, they are far too underpowered imo. I haven't been able to really parse a definite increase in our dps vs undead by using the dd's over getting an extra few swings and hoping for a slay. Having a snare would be cool but i think it would have to be something that lands every cast, and would have to be a separate line from the "dps" undead nuke otherwise i could see situations where a snare would be rather annoying. Honestly, I don't really see an undead snare as being something i would argue for over other things i think would be much more useful. We don't have a means of killing mobs while kiting them, The number of raid encounters or even exp zones that are undead is pretty small, and most undead do not run so really, what is the use?