Build Diversity
I’d like to see some changes about Mantras too.
I like the idea about Protected Mantra, but that could be exploited by cancelling the skill right after distortion ends and then use it again 4s later, and repeat, with mutiple mantras. I think I’d rather have the charges be AoE than single target than anything else. Like..
Mantra of Resolve:`Removes 1 condition from yourself and nearby allies.
Mantra of Concentration: Break Stun and grants self and nearby allies Stability for 3 seconds.
Mantra of Distraction: Daze target and blind(or confuse) nearby foes for 3(if confusion, 5) seconds.
Mantra of Pain: Inflict damage to the target and nearby foes. (This would give us a nice AoE to use to tag during DEs)
Does anyone even use Mantra of Pain? How strong is it?
(edited by Qelris.6901)
Mantras are intended to be availible once per fight, basically, however long that takes. However, they have never really been powerful enough to begin with, but now the recent change of having two charges instead of one goes nowhere to address that issue. Also that was probably intended as a nerf to that +1 charge trait since it now adds 50% down from previous 100% efficiency increase on mantras. Also some of the traits suggest that you should not use mantra charges at all for passive benefits, but unlike warrior signets that provides no inherent benefit outside of wasting your utility slots and really has little options while in combat.
Does anyone even use Mantra of Pain? How strong is it?
Garbage. Like 1/4 of iwarlock’s damage per hit/charge. So even if you fully trait it and use all three charges (which takes 3 seconds due to internal cooldown) it STILL fails to outperform one shot from a lasting phantasm that can shoot more.