View Full Version : Divine Aura
Galavant
06-23-2008, 08:13 AM
Please reduce the reuse time from 10 minutes to 3 minutes and the number of attacks absorbed from 10 to 3. This would allow paladins to use divine aura in the same way guardians use tower of stone, albeit a markedly inferior version (absorbing 3 attacks less than half of the paladin's total HP as opposed to more than half of the guardian's HP for tower of stone). I think this would be a boon for paladins who MT without putting guardians into an uproar.Thoughts?
Jaale
06-23-2008, 08:18 AM
Personally I would say knock it down to 5/6 minutes and have the epic (not the fabled) remove the dmg limit on it.
Arkinon
06-23-2008, 05:29 PM
Ummm i think you are confusing Marr's barrier with DA... DA is 10 seconds unless over 50% of your health. MB is 10 hits 20 seconds and takes an hour. From EQ2IDivine Aura grants the Sentry immunity to most damage sources for 10 seconds. Any damage amounts in excess of 50% of the Sentry’s health total is not prevented.
Boethius_Permafrost
06-24-2008, 04:52 PM
Reread, Arkinon. <span class="postbody">reuse timeMy take is that the 50% of total HP should remain. If you are hit for more, it still should reduce the damage of the hit by that amount.</span>
Meirril
06-24-2008, 09:47 PM
<cite>Enrico@Permafrost wrote:</cite><blockquote>Reread, Arkinon. <span class="postbody">reuse timeMy take is that the 50% of total HP should remain. If you are hit for more, it still should reduce the damage of the hit by that amount.</span></blockquote>That's a great idea. Instead of an all or nothing defense having each hit warded for 50% of our HP would be a huge improvement.
Arkinon
06-26-2008, 06:13 PM
<cite>Galavant@Kithicor wrote:</cite><blockquote>Please reduce the reuse time from 10 minutes to 3 minutes and the number of attacks absorbed from 10 to 3. This would allow paladins to use divine aura in the same way guardians use tower of stone, albeit a markedly inferior version (absorbing 3 attacks less than half of the paladin's total HP as opposed to more than half of the guardian's HP for tower of stone). I think this would be a boon for paladins who MT without putting guardians into an uproar.Thoughts?</blockquote>Maybe you should reclairify... I get the reuse timer part and agree. BUT you say reduce the NUMBER of attacks from 10 to 3... It doesnt absorb a NUMBER of attacks it absorbs ALL attacks for 10 Seconds its a time amount not a quantity. (where its not more than 50% of your health)... So a reduction in the AMOUNT of hits doesnt make any sense. WHEREAS the Marrs barrier ABSORBS 10 Attacks OR 20 seconds whichever comes first. Just wanted to make sure you werent getting the 2 confused.However I do agree that if the damage is above 50% it should reduce it by 50% not let that whole hit go through.
Galavant
07-04-2008, 01:07 PM
<cite>Arkinon wrote:</cite><blockquote><cite>Galavant@Kithicor wrote:</cite><blockquote>Please reduce the reuse time from 10 minutes to 3 minutes and the number of attacks absorbed from 10 to 3. This would allow paladins to use divine aura in the same way guardians use tower of stone, albeit a markedly inferior version (absorbing 3 attacks less than half of the paladin's total HP as opposed to more than half of the guardian's HP for tower of stone). I think this would be a boon for paladins who MT without putting guardians into an uproar.Thoughts?</blockquote>Maybe you should reclairify... I get the reuse timer part and agree. BUT you say reduce the NUMBER of attacks from 10 to 3... It doesnt absorb a NUMBER of attacks it absorbs ALL attacks for 10 Seconds its a time amount not a quantity. (where its not more than 50% of your health)... So a reduction in the AMOUNT of hits doesnt make any sense. WHEREAS the Marrs barrier ABSORBS 10 Attacks OR 20 seconds whichever comes first. Just wanted to make sure you werent getting the 2 confused.However I do agree that if the damage is above 50% it should reduce it by 50% not let that whole hit go through. </blockquote>Forgive me, I hadn't looked at Divine Aura or Marr's Barrier in so long I got them confused! The way Divine Aura works now is that it either absorbs an attack or it doesn't. If they changed the wording to "absorbs damage from attacks up to 50% of the sentry's total HP" and reduced the recast to 3 minutes, it would give crusaders some defensive breathing room. Here is a rough example:Divine Aura as it works now:Let's say I have 20k HP and a mob auto attacks for 9k, 9k, 12k, 12k with Divine Aura up. Divine Aura would absorb 18k (9k, 9k) and I would take 24k spike damage and die. Divine Aura as it should work:Let's say I have 20k HP and a mob auto attacks for 9k, 9k, 12k, 12k with Divine Aura up. Divine Aura would absorb 21k (4.5k, 4.5k, 6k, 6k) and I would take 21k, but spread out over 4 hits instead of spiking, thus dramatically increasing my survivability without changing the amount of damage Divine Aura already prevents (for all intents and purposes).Reducing the recast to 3 minutes would allow crusaders to rely on Divine Aura as a defensive ability without overpowering the class. As it stands Divine Aura is the only ability crusaders have to prevent / mitigate incoming damage before it occurs, but we might as well not even have it because the way it works we take spike damage and die anyway.
Arkinon
07-09-2008, 01:30 PM
Awesome idea... 3 min would greatly affect its usage.
Meirril
07-09-2008, 07:43 PM
<cite>Galavant@Kithicor wrote:</cite><blockquote><cite>Arkinon wrote:</cite><blockquote><cite>Galavant@Kithicor wrote:</cite><blockquote>Please reduce the reuse time from 10 minutes to 3 minutes and the number of attacks absorbed from 10 to 3. This would allow paladins to use divine aura in the same way guardians use tower of stone, albeit a markedly inferior version (absorbing 3 attacks less than half of the paladin's total HP as opposed to more than half of the guardian's HP for tower of stone). I think this would be a boon for paladins who MT without putting guardians into an uproar.Thoughts?</blockquote>Maybe you should reclairify... I get the reuse timer part and agree. BUT you say reduce the NUMBER of attacks from 10 to 3... It doesnt absorb a NUMBER of attacks it absorbs ALL attacks for 10 Seconds its a time amount not a quantity. (where its not more than 50% of your health)... So a reduction in the AMOUNT of hits doesnt make any sense. WHEREAS the Marrs barrier ABSORBS 10 Attacks OR 20 seconds whichever comes first. Just wanted to make sure you werent getting the 2 confused.However I do agree that if the damage is above 50% it should reduce it by 50% not let that whole hit go through. </blockquote>Forgive me, I hadn't looked at Divine Aura or Marr's Barrier in so long I got them confused! The way Divine Aura works now is that it either absorbs an attack or it doesn't. If they changed the wording to "absorbs damage from attacks up to 50% of the sentry's total HP" and reduced the recast to 3 minutes, it would give crusaders some defensive breathing room. Here is a rough example:Divine Aura as it works now:Let's say I have 20k HP and a mob auto attacks for 9k, 9k, 12k, 12k with Divine Aura up. Divine Aura would absorb 18k (9k, 9k) and I would take 24k spike damage and die. Divine Aura as it should work:Let's say I have 20k HP and a mob auto attacks for 9k, 9k, 12k, 12k with Divine Aura up. Divine Aura would absorb 21k (4.5k, 4.5k, 6k, 6k) and I would take 21k, but spread out over 4 hits instead of spiking, thus dramatically increasing my survivability without changing the amount of damage Divine Aura already prevents (for all intents and purposes).Reducing the recast to 3 minutes would allow crusaders to rely on Divine Aura as a defensive ability without overpowering the class. As it stands Divine Aura is the only ability crusaders have to prevent / mitigate incoming damage before it occurs, but we might as well not even have it because the way it works we take spike damage and die anyway.</blockquote><p>What your describing is a much weaker ability than DA is now. You'd really feel the pinch if 8 mobs got together and did 24 1k attacks. Instead of completely blowing off all of their combined fury, you've taken 12k from auto-attack damage. </p><p>I'd perfer if it just prevented half of our max HP's damage. So if my max health is 20k, for the 10 seconds every hit is warded for 10k. In your example, at the end you would take 4k damage.</p><p>Then give us a mythical that halves the reuse time. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>
Maveric_LOL
07-10-2008, 11:39 AM
<p>they should def consider removing the 50% limitation. As to the timer, i dunno ATM as is pretty much any time i need to use DA its up so while a 3 min timer would be nice the 10 mins would be quiet ok too imho. really if you have burning need to use DA every 10 mins you either need better gear and or better healers in your group. Removing the 50% limitation would really only be usefull for raiders though as there isnt really any group content with the exception of 1 mob (that comes to mind atm) that would excede that 50% limitation....although i guess that depends on your HP dont it.....</p><p>Now if your talking raid mechanics, removal of the 50% FTW, course if you remove the 50% cap lowering the timer too much might make the spell a little OP. Something like 75% / 5 mins might be ok though, you have to consider its 10 seconds of immunity vs limited number of attacks. When it hits the fan in raid 10 seconds is an eternity.</p>
Jenneh
08-23-2008, 05:35 PM
I like the idea where you lessin the timer by a little say down to 7.5 mins (half the reuse time of our LoH w/o AA points) and say a small increase in the % 65-70% and then you get your mythical and it halfs the reuse time and adds 10% to the amount that can be absorbed.
Tames
08-25-2008, 01:40 AM
<p>Getting rid of the 50% cap is vital for anything above group content.</p><p>MT goes down, I run in grab agro, horray for me! Get hit for DA total of 17k and splat! No emergency spells for me to use when running in and not buffed like the MT is, you need something to get you over the critical seconds when you take over tanking, self warding doesnt cut it, its too low and slow and you cant do it on the move!</p>
Satyrfawn
08-25-2008, 10:30 AM
Was a time when we actually <i>could</i> cast our ward while moving, when the game first launched. Regardless, it seems to me that our class has gotten further and further behind scaling-wise with the expansions.... to the point where some of our abilities are just a joke. Before the first expansion, our 'Lay on Hands' was massive enough to restore someone to full health~ hence the name and the long recast timer. Hasn't scaled with the increase in hitpoints. Our Ward as I mentioned could be cast while moving and provided significant protection; now only useful for getting some initial aggro on pulls. For the most part, the amount of dps that our spells/CA's do is lame compared to our auto-attack damage. If there weren't pauses between swings, I would just auto-attack, personally. Divine Aura... it works for tanking heroic content but it doesn't work for raiding as mob damage can be well in access of 50% health. Taunts? 'Excoriation' Master I "<span style="color: #ffff00;">increases threat to target by 1,220 - 1,491</span>" heh. If it wasn't for Amends/Sigil, tell me how a Paladin would ever be able to keep aggro from an Assassin parsing 14,000? The Divine damage debuff is the only thing keeping 'Excoriation' on my hotbar. Divine Favor? What it does is kill you a second time, not on my hotbar. AA's? Maghnus has a comprehensive list of issues with those in another thread, most of which can be attributed to poor scalability. So is Sony going to address these issues? I doubt it as that would constitute a major revamp of our class archetype, and having been thru 47 game updates already, I would say their priorities lie mainly with delivery of new content and fixing <i>minor</i> bugs/issues..... probably why they don't often respond to our 'input'.
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.