Jump to content
  • Sign Up

Spellbreaker adrenaline rework idea


Infinity.2876

Recommended Posts

Instead of having a boring a adrenaline bar into a skill I had this idea:

 

Keep the adrenaline bar but give increase damage based on how much adrenaline you have. This would give you the option to either burst or keep the adrenaline for extra damage. This would NOT be a trait (to give build diversity) this would effectively put spellbreaker on the meta train for at least a second and give some thought into wether you should burst now or later or not at all. 

Edited by Infinity.2876
Link to comment
Share on other sites

  • Infinity.2876 changed the title to Spellbreaker adrenaline rework idea
4 hours ago, Infinity.2876 said:

Instead of having a boring a adrenaline bar into a skill I had this idea:

 

Keep the adrenaline bar but give increase damage based on how much adrenaline you have. This would give you the option to either burst or keep the adrenaline for extra damage. This would NOT be a trait (to give build diversity) this would effectively put spellbreaker on the meta train for at least a second and give some thought into wether you should burst now or later or not at all. 

Your suggestion was the original way Berserker's power worked. No one used their bursts.

 

Just have the duration of all stacks refresh when a new one is gained.

Link to comment
Share on other sites

I'd rather boost Spellbreaker (SpB) burst damage in a different way. Here are two options.

Option A.

Right now, it takes 10 strikes of adrenaline to fill an adrenaline bar, instead of 3 bars SpB gets only 1.  One adrenaline bar for weapon burst, one bar for Full Counter.

Change it so the adrenaline bars require 15 strikes of adrenaline instead of 10, and adjust dps of the weapon burst so its damage is equivalent to a tier 2 burst on Core.  Increase the damage on Full Counter as well.

Option B.

Reserve adrenaline bars for weapon burst and Full Counter.  As you put out damage, adrenaline strikes are concurrently filling both the 'weapon burst adrenaline bar' and the 'Full Counter adrenaline bar'.  In other words, your attack which yields 1 strike adrenaline will fill your weapon burst bar with one strike AND your Full Counter burst bar also with one strike. 

Now if you use your weapon burst you will not expend your Full Counter reserve and vice versa.  This will allow you to use your weapon burst more.

From here we can do many interesting things

a. change the weapon burst to the conventional 3 adrenaline bars and give SpB back increased weapon burst damage with increased adrenaline accumulated, OR modify a trait to enable the aforementioned.

b. increase the number of strikes needed to fill the weapon burst and Full Counter adrenaline bars in return for an increased damage payout, etc.

c. If we increase adrenaline bars for both weapon burst and Full Counter, we can have separate rules for each with respect to adrenaline usage.  Weapon burst can expend all filled available weapon burst adrenaline bars BUT Full Counter will still expend only one bar.  Therefore you can have another Full Counter available once its skill cooldown has expired.

Edited by RiyazGuerra.9203
typing on tiny mobile keyboards sucks.
  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...