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On Tranquility
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Post by
oberondreaming
So I was reading the 3.3 patch notes today and noticed this little combo in the paladin changes (I've deleted some bits that aren't relevant.):
Divine Sacrifice: Redesigned. The effect of Divine Sacrifice is now party-only and the maximum damage which can be transferred is now limited to 40% of the paladin’s health multiplied by the number of party members.
Divine Guardian: This talent no longer increases the amount of damage transferred to the paladin from Divine Sacrifice. Instead it causes all raid and party members to take 10/20% reduced damage while Divine Sacrifice is active. In addition, the duration has been changed to 6 seconds, however the effect does not terminate when Divine Sacrifice is removed before its full duration.
And it got me thinking about Tranquility and how its biggest issue is that it becomes mostly useless in raids because it's party-only. But I was wondering if we can't take a page from this change and apply it to Tranquility.
What if, in addition to reducing the threat and cooldown of tranquility, Improved Tranquility also added a raid-wide effect to the spell. Something like, for 10s after you start channeling Tranquility (to ensure it's not negatively affected by haste rating) all raid members receive 10/20% increased healing from all sources. Or something along those lines.
Post by
neiljwd
Trancquility is party only?
I did not know that.
It's having it's CD reduced to 8mins though, wonder what that is talented.
Post by
oberondreaming
It's having it's CD reduced to 8mins though, wonder what that is talented.
Assuming it's staying 60% reduction, which it appears to be, that's 3.2 minutes.
Post by
Kaitain
...But I was wondering if we can't take a page from this change and apply it to Tranquility...
Who is "we"?
Post by
oberondreaming
Who is "we"?
"We" druids hoping to eventually get Tranquility in a form where it's remotely useful in the end game.
Post by
327123
This post was from a user who has deleted their account.
Post by
oberondreaming
Tranquility needs to heal the ten lowest health raid members within 40 yards. Even then, an argument could be made that Rejuv spam could be better in many cases. At the end of Tranquility, most hots have dropped off, so would that really the best use of a druid's time? I get nervous, shaky and sweat when hots fall off.
This is why (well one of the reasons, anyway) I'd really rather see Tranquility gain usefulness via some other method than just healing more people.
To make the parallel more clear. In 3.2,
Divine Sacrifice
transferred a set amount of damage from all raid members, while
Divine Guardian
increased that amount. In 3.3,
DS
is party only (significantly downgrading the usefulness of the spell in a raid setting) while
DG
adds a raid-wide buff which is, in some ways, more powerful than the original Divine Sacrifice.
My thought is that we have something fairly similar to the new Divine Sacrifice. A party-only ability that's nice for the party but loses usefulness in a raid setting. Perhaps the way to make it useful in raids is to have it provide a buff of some sort, rather than simply making it a heal for more targets (which would really just make it another Divine Hymn or Chain Heal).
Post by
340332
This post was from a user who has deleted their account.
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