View Full Version : Please do away with Spell Reuse
urgthock
12-02-2011, 06:33 PM
<p>Please do away with all Spell reuse and just make everything Ability reuse. There is simply no reason to have two different types of reuse anymore and I don't know why so many other stats were consolidated and this one was not. It makes no sense and needlessly penalizes hybrid classes that have both spells and abilities.</p>
Banditman
12-02-2011, 06:46 PM
<p>Please. I thought we got over the need to penalize hybrid classes unnecessarily some time ago.</p>
Davngr1
12-03-2011, 01:56 AM
<p>+2 and get rid of all the different types of cast speed types as well. that way casters will be able to make better use of the SMA mechanic.</p>
The_Cheeseman
12-03-2011, 03:50 AM
<p>Ability reuse can affect certain item clicky effects, and many class abilities that would become extremely powerful if their reuse time were significantly shorter. As a monk, having more uptime on Tsunami, Bob and Weave, Brawler's Tenacity, and so forth would represent a very significant increase in my effectiveness. Spells and non-spell abilities have been balanced with the difference in availability between the two kinds of reuse as a factor, and I don't think this should be changed without a very thorough analysis of its consequences.</p>
Cherri
12-03-2011, 12:38 PM
<p>On a plus note ability reuse is a stat that you cannot reforge to but spell reuse you can. So casters can still have the option to cap themselves out.</p>
Banditman
12-05-2011, 11:58 AM
<p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>Ability reuse can affect certain item clicky effects, and many class abilities that would become extremely powerful if their reuse time were significantly shorter. As a monk, having more uptime on Tsunami, Bob and Weave, Brawler's Tenacity, and so forth would represent a very significant increase in my effectiveness. Spells and non-spell abilities have been balanced with the difference in availability between the two kinds of reuse as a factor, and I don't think this should be changed without a very thorough analysis of its consequences.</p></blockquote><p>So, getting an extra 4.5 re-use is a problem? I think not. That's what we're really talking about here, the effect of 3 adornments.</p><p>If you aren't getting close to 70% re-use already, you're doing something wrong. As a Bruiser, I am capped for Re-use for 35 seconds on pull, before I use Chi.</p><p>The arguement that consolidating these stats will cause great imbalance is completely bunk.</p>
urgthock
12-05-2011, 04:49 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>Ability reuse can affect certain item clicky effects, and many class abilities that would become extremely powerful if their reuse time were significantly shorter. As a monk, having more uptime on Tsunami, Bob and Weave, Brawler's Tenacity, and so forth would represent a very significant increase in my effectiveness. Spells and non-spell abilities have been balanced with the difference in availability between the two kinds of reuse as a factor, and I don't think this should be changed without a very thorough analysis of its consequences.</p></blockquote><p>So, getting an extra 4.5 re-use is a problem? I think not. That's what we're really talking about here, the effect of 3 adornments.</p><p>If you aren't getting close to 70% re-use already, you're doing something wrong. As a Bruiser, I am capped for Re-use for 35 seconds on pull, before I use Chi.</p><p>The arguement that consolidating these stats will cause great imbalance is completely bunk.</p></blockquote><p>Banditman beat me to it. There may be other very rare items with Spell Reuse on them that I am not aware of, but the only ones that spring to my mind are white adornments. And the reuse white adornment is restricted to just 5 slots. Feet, charm(s), waist and symbol. If someone actually used the best (superior) adornment in all 5 slots, they would recognize an increase of 7.5% reuse. Not very earthshattering.</p>
Gilli
12-14-2011, 12:48 PM
<p>Sounds good to me! Please simplify.</p>
Felshades
12-14-2011, 03:29 PM
<p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>Ability reuse can affect certain item clicky effects, and many class abilities that would become extremely powerful if their reuse time were significantly shorter. As a monk, having more uptime on Tsunami, Bob and Weave, Brawler's Tenacity, and so forth would represent a very significant increase in my effectiveness. Spells and non-spell abilities have been balanced with the difference in availability between the two kinds of reuse as a factor, and I don't think this should be changed without a very thorough analysis of its consequences.</p></blockquote><p>You can have the stat the exact same and put different amounts on melee items.</p><p>It's just jerking around bards, crusaders, and now to an extent, beast lords.</p>
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