Jalal.6783 Posted May 9, 2018 Share Posted May 9, 2018 Spellbreaker has a lot of things going for it but i don't think i have seen anyone break it down to a degree that is clearly visible and understood by the masses. Full counter is a discussion point across the board for this class. Adrenaline health is incredibly powerful, a much overlooked aspect of their kit; Rousing Resilience itself and a FULL COUNTEROne of the most discussed tools of a Spellbreaker's kit is Full counter. My suggested change; No protection, resistance or burst skills being reset UNLESS you hit the target that initially procced your full counter to begin with and the daze ONLY applies to that target, not aoe. As of right now, they get all of the previously mentioned benefits as long as their full counter is HIT, not ON HIT of full counter itself. Adrenaline health is incredibly powerful and a much overlooked aspect of their kit Rousing Resilience itself.ADRENALINE HEALTHShall we take a further look at Adrenaline Health? The maximum number of stacks you can have is equivalent to the maximum number of bars of adrenaline available to you. Core warrior have three bars, so they should have three stacks. Berserker has three as well but when it goes berserk, the three is converted into one. As far as their time spent in Berserk Mode, each burst skill hit grants one stack of adrenaline health for a maximum of three total due to it needing to spend three bars to begin with to even enter Berserk Mode must spend three bars to begin with. Spellbreaker would only be able to have a maximum of two stacks of adrenaline health.ROUSING RESILIENCEWhy Rousing Resilience? Let's talk about it. The trait gives the warrior 1000 toughness for eight seconds upon stun break AND heals them for 2.5k hp. To put 1000 toughness into perspective, the Chieftain was hitting me for 1700 with his slash ability (this is his overhead auto attack) with 2907 toughness. With Rousing Resilience, the Chieftain was only doing 1100 damage. this is a 35% damage decrease from power builds, the equivalent of having protection on top of Spellbreaker already having access to moderate protection uptime due to full counter (3 seconds with no extended boon duration, 4 seconds with leadership rune effectively giving the warrior anywhere from 25% to 33% protection maintenance if full counter which is a 12 second cooldown being cast when it is available). On top of this, Balance Stance procs this trait upon activation, in or out of combat, not upon stun break. Combine these two things and an 1700 damaging attack only does 700 damage. This makes them all but immune to any 1v1 vs a power build, even in 2v1's with only the damage reduction from Rousing Resilience. With their constant access to resistance, heavy cc and extra healing from Rousing Resilience , even a condition spec will have trouble vs a Spellbreaker running the trait essentially giving it no clear weaknesses or ways to bring it down effectively other than throwing multiple bodies at it and we all know what happens when you send two or three people to handle one person; map is quickly lost.My suggestion is a simple one. Lower the heal from 2.5k to 1.5k. For the toughness afterwards, instead of gaining all of the 1000 toughness from one stun break, it needs to be built up much like Adrenaline Health and adrenaline bars. Break it down into 3 stacks lasting 10 seconds each (It is 8 seconds now but add 2 seconds because it needs to be stacked up) but only giving 1/3 the toughness. This would force the warrior to have to fully invest in stun breaks to reap the full benefits of the trait and allows them to slowly reach high levels of toughness but only after significant commitment and time in a fight as opposed to reaching that just after one stun.CLOSING ARGUMENTSThis is not taking into account the great sword whirling slash, shield block, the immense amount of low cooldown crowd controls, Full Counter itself lasting one and a half seconds with a half second cast time essentially giving them two seconds . All the while Adrenaline Health is ticking, protection is going and the initial heal Rousing Resilience plus the toughness tacted on afterwards.This will do leaps and bounds to nerf their sustain and tankiness without destroying the class and making it more skill based as opposed to casting Full Counter off cd and reaping the benefits without needing to make contact, Rousing Resilience being a large heal, giving them such a huge amount of damage reduction after only one stun break and in the case of Balanced Stance, just activating it will give you the buff .TLDRAdrenaline Health- Maximum two stacks for Spellbreaker. 2 bars of adrenaline total, 2 stacksFull counter - 2 much free power without meaningful proper usage.Changes: Now gains protection, resistance and resets burst skills upon hitting who initially set Full Counter off to begin with as opposed to gaining all of these for having the skill procced, regardless or not if anything is hit. Daze applies to those who proc the full counter, not aoe. Rousing Resilience- Deceptively high levels of damage reduction from power specs only after one stun break.Changes: Lower the heal from 2.5k to 1.5k. Stacking mechanic (3 stun breaks to reach full power) as opposed to reaching that after one stunbreak. Fix where Balanced Stance procs this trait upon activation, in or out of combat, not upon stun break. Link to comment Share on other sites More sharing options...
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
Already have an account? Sign in here.Sign In Now