Pridy Bebe of Mobile Death Squad @Faeblight
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Also, how does the spell decide which targets it hits? Do only 3 allies that have Burnout get hit, or is it 3 allies with Burnout get it removed and everyone in the area gets heals and wards refreshed? What happens if more than three people in the range have Burnout on them?
Last edited by Kriptini; 08-01-2013 at 02:52 PM.
- Fire Nova - Removes Burnout from up to 3 allies within 35m, healing and placing Wards on those allies. Instant cast. 30s cooldown.
I couldn't tell from the wording if the intent was to only refresh wards on the folks affected by Burnout, or all active wards on the raid, but I like the flavor of "marking" the targets with Burnout, and then using a CD to trigger a heal/shield on all of them at once. It's definitely more of the "damage prediction" and less "damage reaction". Removing Burnout because the target's still getting walloped seems like the mark of a Puri that can't plan ahead. (But if the intent is just to react to unexpected damage by removing burnout, might not hurt to make it off-GCD.)
Regarding Burnout on the player: that seems really hard to do without a soul rewrite to manage stacks. If two Symbols are cast, and ten seconds later a third Symbol is cast, all your stacks of Burnout are refreshed: the old and the new. Playstyle would be about putting up shields, followed by not using shields until all the stacks are done. That's quite different from encouraging people to use shields 3 seconds before major damage, unless all future targeted damage will always be at least 20 seconds apart, and come in bursts of three.*
The benefit of keeping Burnout on the player is better one-target healing. And consolidating Burnout would make it easier to track, I suppose. And you could safely have more than one Puri in the raid (as long as they're well coordinated). But as far as passives and things go, if Fire Nova can react to the presence of Burnout, there's no reason other abilities couldn't be changed to detect Burnout in a similar fashion. And for the whole "multiple Puri" thing, Puris can optionally only be affected by their burnout on the target.
Regarding better single-tank healing, if wards are good enough, a Symbol won't be needed every five seconds.* But if the end goal is just getting more shields onto one player, how about this:
Sorta a Light of Redemption or Shared Excess, but for the Purifier.
- Rake the Coals - The ally can still receive Symbols while affected by one instance of Burnout. Symbols cast on this player have their own Burnout. Can only affect one ally. 5 second cast. Lasts 1h.
Last edited by Kolfinna; 08-01-2013 at 02:54 PM.
Ooo, make channel wards give a stacking buff, when that buff reaches X (5?) stacks it pops and clears burnout on that target.
BURNOUT SUGGESTION (IF STACKS ON CASTER)
The only way I could see burnout being on the caster is as follows:
Everytime a purifier cast's a symbol, the purifier recieves a stack of burnout, up to 10 stacks. Cannot be cleansed. Each stack reduces the effectiveness of your symbols by 10%. Every 10 seconds a single stack is removed.
Thus you can let the player's decide how they want to use their symbols, but will have a limit on their power should they decide to spam their symbol. By still having wards have a chance to remove a stack from the cleric, I could see a clever dance between wards and symbols being used.
Also in this way you are not locked out by burnout on any individual player, and you can't macro symbols to cycle through the raid. Since symbols dont stack, you only decreese its power if you spam it on the tank rather than timing them properly and weaving in wards. You can cast lots of symbols if you so choose, or use them sparingly to make them more powerful.
Speaking of which, can we get a hotfix to make Premonition a cast before the Ward is cast instead after? It would make it much more reliable to use and... well, the spell is called Premonition, after all...
Let's call this ammo "Sparks." Every x seconds (or after every x Wards cast) the Cleric generates a stack of "Spark." He can have a maximum of, let's say, 10 Sparks. In addition to consuming mana, each Symbol cast also costs one stack of Sparks, so if you don't have any Sparks, you can't make any Symbols.
This allows players to decide how to use their Symbols while bypassing the problems that could occur from placing a refreshing debuff on the player.
Last edited by Kriptini; 08-01-2013 at 03:03 PM.
Not to mention it requires little rewrite on any existing talents if the burnout on caster is used.
Last edited by Kriptini; 08-01-2013 at 03:09 PM.
Also remember the talents that remove stacks of burnout remain unchanged. Casting a ward or channeled ward can still remove stacks of burnout off ya. If you want an easy change, make the highest talent just every three wards cast. then after three channels (9 seconds) you remove a guaranteed burnout stack. then you can cast your symbol again.
Using single target shields to cover up the whole raid should be harder.
Or if u want ward of fire to really have some use, make it guaranteed to remove a burnout stack off ya. that'd make it real useful.