SmCaudata
04-10-2008, 05:16 PM
Back in the day, inspiration was considered a token swashbuckler ability. It had a long cast and long recast, but once it went off, it meant death for whoever you were facing. Now, it is something that I often loose damge, or barely increase damage with when I cast it.With our mythical being 4.0 sec delay that makes the delay 5.2 seconds when dual wielded. Now, figure in haste and we can get a 2.5 seconds per swing. This means that on an inspiration cast (2 sec for cast + recovery with sailwind) I get 5 hits with inspiration. Now, on my brief run in SoH yesterday, Darring Attack Averaged 765 per hit. With 5 hits per cast that is an extra 3825 per cast. In that same timespan I could cast two combat arts to do more damage. Not only that, but even with my less than uber Betrayal's song for offhand, my average pierce is still 2553 on that same raid without any group DPS buffs. And I get my double attack to say 40%. One round of melee does an AVERAGE of 7148. To add insult to injury, our new swash chest piece adds a focus of 80 to insight, increasing its damage by a whopping 16.8% to insight damage. The bruiser chest focus DOUBLES the damage of their flurry by the way.So, again we see the problems with not having a dev who plays a swash. Inspiration was designed when most weapons were 1.6 delay. Inspiration needs to scale with weapon delay. It should AVERAGE 1.2k with a 3 second delay weapon. It also needs to do melee damage instead of piercing. Now it crits like a spell and not like melee. Basically, inspiration used to DOUBLE our damage output with melee for those 12 seconds. It needs to do that again to be inline. All of our CAs scaled... inspiration actually went down in quality by quite a bit.