I was talking to someone on the forums about the support role, which recently, seems to require a definition to satisfy some RIFT players.
Anyway, he was saying that he personally thinks that the support role is completely useless in 5-mans and maybe 10-mans, and that TRION should figure out a way to make then useful in 5-man groups. He then said, he wishes the Archon auras had a duration longer then 5 minutes...
Now I agree with his statement about the support role being less useful in 5-mans comparable to 20-mans. However, i couldn't agree with him about the Archon auras having their durations increased.
Think about this though. If the Archon's goal is to buff the party offensively and defensively, it wouldn't be out of the question to make Archon's auras even a shorter durations!
DPS uses their source (and by "source" I mean Energy, Power, Charge and/or Mana) to deal Damage. HPS use their source for healing, and Tanks use it for damage and threat management. So supports like the Bard and Archon should use their source for Damage, Buffs, Debuffs, and even AoE-off-heals. This makes the support role use more mana to cast them more often, which would enforce the support role's job, but also gives it more buttons to push (but not much more, I know).
The only problem about that though is the Aura's aren't powerful enough to justify having a 30 second duration in 5-mans. This brings me to my solution about Support being useless in 5-mans. Make buffs like Motifs and Auras equally distribute (rounding down) their buffs to the party. Volcanic Bomb currently buffs damage by 5%. So lets say instead of buffing the group's damage by 5%, it says something more on the lines of this:
"Launches an explosive volcanic stone at the enemy, causing 92 to 96 Earth damage instantly and 82 Fire damage over 6 seconds. Allies within 35 meters of the Mage have their damage increased. This amount is equal to 100% but evenly distributed among all group or raid members. Each member can't benefit from more then 20%. This effect lasts for 10 seconds"
So if you have 5 group members, the 100% is distributed evenly so each member gets a 20% increase (100 ÷ 5 members = 20). If you have 10 group members, the 100% is distributed evenly so each member gets a 10% increase (100 ÷ 10 members = 10). And finally if you have 20 group members, the 100% is distributed evenly so each member gets a 5% increase (100 ÷ 20 members = 5). This also makes 4 man groups not gain a 25% increase in damage because the spells description says no one can benefit from more then 20%. Try applying this methodology to the Archon and Bard buffs (not all of them, especially the ones that are just as effective in 5-mans as they are in 20-mans, mainly some of the defensive ones)
So before you say its over powering, if your currently running 5-mans and substitute your support for a DPS, its because that DPS does more for the party then the support does (which makes sense in the current 5-man environment). But consider my quantitative theory on why this even allocation of buffs is a good idea.
Im going assign what may appear to be arbitrary numerical values to a 5-man group's "DPS-worth" based on their role, so my point can be explained more accurately. So assume the following: Say that a Tank can dish out (while effectively using threat management) and "DPS-worth" of 1 (these numerical values are not an accurate representation of DPS or DPS ratios).
Tank: 1
The healer in the group is more then likely not going to contribute to DPS at all, and if they do, then they are sacrificing HPS, which in fine if HPS can in-fact be sacrificed in the given situation. But for this explanation, and what I would consider accurate for about 90% of the time, healers deliver no DPS, giving them a "DPS-worth" of 0 for this theory
(Now I understand the Chloro does DPS. However I personally think the Chloro's HPS shouldn't be able to compare to that of a none DPSing healer. If you got 2 healers that dish out the same HPS, but one provides some DPS, why not go with the DPS healer? So for balance sake, I would make the Chloro's healing slightly lower, but not by much... If that's not already the case... but that's another discussion)
Tank: 1
Healer: 0
Then lets say DPS are usually pushing... 2.5 times more DPS then the Tank. That seems reasonable, and so they are given a "DPS-worth" of 2.5
Tank: 1
Healer: 0
Damage: 2.5
Damage: 2.5
So if you were to have 3 DPS in the party instead of 2, then you'd have a total "DPS-worth" for the party of 8.5... But if you replaced one of the DPS with a support role, the 2.5 "DPS-worth" lose needs to be made up for some how... If the Support role pumps out 1 "DPS-worth" himself, his buffs have to make up for the 1.5 "DPS-worth" that is lost. So the support, through improving Crit, Attack Power, Spell Power, Raw Damage, Armor Pen, and de-buffing enemies so that they lose Armor, Resistance, and they susceptibility to resisting damage of all kinds, can make up for this damage. If he increased every ones damage output by 25%, then the individual "DPS-worth" would be more like this...
Tank: 1 + 25% = 1.25
Healer: 0 + 25% = 0
Damage: 2.5 + 25% = 3.125
Damage: 2.5 + 25% = 3.125
Support: 1 + 25% = 1.25
...then the overall "DPS-worth" would be at 8.75, making the support role a must... However, lets face it, 25% (in this case) might be to high. I would even say that I still think that having 3 DPS should still output slightly more damage then 2 DPS and 1 support. I say this because support doesn't just increase the parties DPS, it also increases they HPS and survivability. Which in HK, is absolutely necessary. So defense can be just as valuable as offense.
So that's my take on what Bards and Archons. There are other support roles like the Justicar, Chloromancer, and Dominator (I still think Warlord should be a Tank/Support hybrid though... I mean Warriors are the only class that can only queue up for 2 roles... that's another discussion). For instance, if the Dominator's CCs allow the party to concentrate their DPS on a smaller group and the enemies damage output is reduced to increase survivability, along with silencing, stunning, and draining mana, then the Dominator has effectively done his job as a support role. The Chloro and Justicar just do Aoe-off-heals and that's simple enough....
The last thing I would like to address is multiple types of the same support or other supports in the party. Raids don't care about Archon builds that aren't 51 point Archon because auras dont stack with other auras, and Burning Purpose is extremely important. Raids also don't care about the Warlords Call to Battle and Call of Entrench because they don't stack with the Bards Motifs. The Warlords Aspects don't stack with the Archons auras either, and neither does the Beastmaster's Bonds, and Shaman's Courages... So I think a solution to this (if my previous idea was applied to buff's, making them more effective in 5-mans) is to either:
1) Make only a certain number of Auras and Motifs to be active at one time. So instead of all 5 auras and 5 Motifs being active, only 3 can be active at any given time. That means having 2 Archons in the party, along with a Warlord support wouldn't be a bad idea... ALSO, back in 1.5, I had a pre-level 50, 38 Archon/28 Pyro that dished out damn good DPS despite the fact I was Archon main, and also provided good support. Once I hit level 50 though, this was useless, because I didn't have access to Burning Purpose... But if only 3 auras can be up at one given moment, then having an Off-Archon would be a good idea, too provide the auras that the 51 point Archon can't keep up.
2) The second solution I would propose, would be to change the functionality of Warlord Calls and Aspects, Shaman Courages, and Beastmaster Bonds, so that the same goal is achieved, but by different means, so they dont stack with Archon and Bard buffs... Think about it, the Beastmasters Enraged Companion stacks with Motif of Bravery even though they effectively do the same thing, and that is to buff damage. So you can make these changes in other ways. One of the possible suggestions I would make, would be to change the Warlords Call to Battle so that it does stack with Motif of Bravery, but still effectively achieved the same goal... There aren't enough AoE de-buffs in RIFT, so why not make Call to Battle an AoE de-buff, so that all enemies in range take 5% more damage. That wouldn't stack with anything that I'm aware of (you might need to change the name of Call to Battle to something more appropriate though...). Make changes like this so the other buffs are still effective and aren't completely useless sense you have a Bard and Archon in the group...
Man I typed to much... sorry bout that.





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