Soulbind, Buffs, Healers, Oh My!

Rorne

The sad fish is a reactionary creature; an enemy o
Soulbind
Soulbind is a problem we don't really like to discuss, it makes life a hell of a lot easier at times as a player but it has also really warped the value of buffs and some classes. What I am advocating here is removing it and that's bound to make a lot of people really nervous but hear me out.

Soulbind would be removed and replaced by a low recast activatable AA called Communal Magic (or something like that) what this AA would do is allow two or more of the same class to enhance one to two class defining buffs through mutual effort. For each additional caster beyond the first that activates this AA prior to casting, the spell would receive +10% enhanced stats.

So for example say you had two Mages using this in conjunction with Relic: Cupola of Incineration which has a 43 point DS and 40FR. The second Mage boosts the base stats of the spell by 10% increasing the Damage Shield to 47 and the Fire Resist to 44. Add in a third Mage and the values are bumped up 20% bringing the Damage Shield to 51 and the Fire Resist to 48.

The overall intent of this change is increasing the value of actually bringing these classes along by removing soulbind and also adding a mechanism that mitigates the issue of redundancy for buffing classes. Obviously along with this change some things would need to be tweaked such as removing or rebalancing dispelling fights, an awful gimmick finally put to rest.

So you're probably saying "this idea is idiotic I hope it's almost over I haven't even read like 99% of this and I'm already writing up my response" well I'm sorry but no such luck because now we're going to talk about another stupid part of the game that would require rebalancing due to this change and should probably be rebalanced even if it doesn't happen:

Aego and Raego
In the battle of hitpoints there is one clear winner in no danger of being knocked off the perch but has anyone ever bothered to ask why. Beyond the fact that clerics are a one dimensional class is there any specific reason the difference between their hitpoint buff and the hitpoint buffs of other classes are so vast? Anyways blah blah blah it doesn't matter if I make a constructive point here because it's not like anyone will read it or argue against it honestly so here is my proposed restructuring of healer hitpoint buffs:

OLD
Relic: Gift of Aegolism
Slot 2: Increase Max Hit Points by 1300
Slot 4: Increase Armor Class by 230

Relic: Ancestral Focus
Slot 1: Increase Max Hit Points by 455
Slot 2: Increase Current Hit Points by 455
Slot 3: Increase CHA by 70
Slot 4: Increase ATK by 35

Relic: Ward of Nature
Slot 1: Increase Max Hit Points by 350
Slot 4: Increase Current Mana by 8 per tick
Slot 10: Increase Armor Class by 40

NEW HOTNESS
Relic: Gift of Aegolism
Slot 2: Increase Max Hit Points by 975
Slot 4: Increase Armor Class by 230

Relic: Ancestral Focus
Slot 1: Increase Max Hit Points by 750
Slot 2: Increase Current Hit Points by 750
Slot 3: Increase CHA by 70
Slot 4: Increase ATK by 35

Relic: Ward of Nature
Slot 1: Increase Max Hit Points by 600
Slot 4: Increase Current Mana by 10 per tick
Slot ?: Increase Fire Resist 50
Slot ?: Increase Cold Resist 50

Basically Raego (and obviously aego) would have the hp it provides reduced and the difference split between the druid and shaman buff, on top of this raego would have its duration reduced by quite a bit to make it less of a fire and forget kind kind of buff. Focus would receive the largest portion of raw hitpoints split off from raego and WoN would have the mana regen bumped to 10 but have the AC removed and shroud of seasons rolled into the buff adding some alternate incentive to use it in certain circumstances even if you're not an ugly dirty caster.

The total base hitpoint values equal out to slightly less than the combined values now but with the use of Communal Magic you would come out slightly ahead.

Anyways thanks in advance for not reading this post and yelling at me or posting anonymously without revealing you're a level 40 necromancer etc etc.
 
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I think the restructuring of the hp buffs is definitely in order.

My only concern about soulbound being removed is the few fights where the mobs proc dispell and how they would probably be unkillable with this change.
 
My only concern about soulbound being removed is the few fights where the mobs proc dispell and how they would probably be unkillable with this change.

Haven't read OP yet but I always thought dispell was kind of a dumb mechanic. A buff bot and/or group buff clicky check isn't difficulty, it's just annoying.
 
For communal magic idea, i can see bad things happening, such as triple beast that communal magic on cunning or two enchanters who would use communal magic on glory. But i do like the idea of SB being changed
 
For communal magic idea, i can see bad things happening, such as triple beast that communal magic on cunning or two enchanters who would use communal magic on glory. But i do like the idea of SB being changed
It would be limited to 1 or 2 class defining pre-selected buffs for obvious reasons.
 
ALSO I would actually love it if someone brought 2 enchanters or 3 beastlords and I don't think 7% extra haste or 4% extra spell damage would be the end of the world.
 
Haven't read OP yet but I always thought dispell was kind of a dumb mechanic. A buff bot and/or group buff clicky check isn't difficulty, it's just annoying.

I couldn't agree with you more. I feel the same way about mobs that blind players, but that's another thread and another time.
 
There are also self dispell strats that would be effected with this, which would suck.
Historically dispel strats have often been players cheesing a strat via designer oversight but I'd imagine in the few legit situations those fights could be rebalanced.
 
3 mages would be brought because they do amazing dps. More dps then necromancers for whom there is no reason to bring a second.

2 or 3 chanters or bsts wouldn't come because the classes aren't fun to play and they wouldn't be logged in.

You always come off as some hilarious rip van winkle who just woke up out of a time capsule.
 
Two necromancers casting DMF would cause you to float 10% higher
 
Also obviously a minor stat increase is not supposed to convince you to bring more of class to a raid but it does make the buffing facet of the second or third characters of a class slightly less redundant.
 
it will suck for the pet class wen your pet dies on raid and you have to make a new one you have to ask x ppl to rebuff so your pet gets the buffs you need on it
 
As much as everyone who buffs hates buffing, I doubt that those who manage to dodge it now are going to be thrilled to be required to rebuff every 20 minutes.
 
I think the restructuring of the hp buffs is definitely in order.

My only concern about soulbound being removed is the few fights where the mobs proc dispell and how they would probably be unkillable with this change.

#1 most dumb game mechanic..

I'm surprised Melek Taus does not have it... OH MY MISTAKE. He is so bad he makes YOU dispel.
 
it will suck for the pet class wen your pet dies on raid and you have to make a new one you have to ask x ppl to rebuff so your pet gets the buffs you need on it
That is actually a valid point about pets although you could probably just change it to have them share all your relevant buffs instead of just SB ones.

As much as everyone who buffs hates buffing, I doubt that those who manage to dodge it now are going to be thrilled to be required to rebuff every 20 minutes.
Why would you have to rebuff every 20 minutes outside dying? The main thing this would impact negatively is 6man content and it's not like that would be impossible to address. Buff cast times and mana cost for stuff you'd be recasting on a raid after deaths which previously you'd have SB'd? Addressable also.

I know the status quo is cool and all but perhaps some inconvenience might pay off in the long run but of course that might require delving into the scary realm of not exping with every fucking conceivable buff in the game on you.
 
of course that might require delving into the scary realm of not exping with every fucking conceivable buff in the game on you

this is a nice thought. game needs more nice thoughts. I think the whole idea plays well with the probable increase in raid slots from 18 to 24, too. That's room for 1 more mage, BST, or ranger (I guess) besides the extra druids and paladins.
 
As a caster in a group with no chanter or druid and you die so you no longer have JB and WoN when you get rezzed then you may as well give up. You are just going to spend the rest of your time oom.

The proposals are worth considering for raids, but as a squishy caster in a 6 man xp group please please please NOOOOOOOO.
 
As a caster in a group with no chanter or druid and you die so you no longer have JB and WoN when you get rezzed then you may as well give up. You are just going to spend the rest of your time oom.

There are two issues for casters

(1) doing more damage and this does nothing for it because we cannot use the mana we already have

This is just too easy.
 
I think the idea might nicely rebalance the raid scene, but as you progress from full raids to 12-man content to 6-man to duoing to soloing, the idea would increasingly handicap players versus content, with the solo player having to do more rebuffs each death. Is that the intent?

If you're going to remove soulbond, why not just get rid of buffs altogether and have spells only operate if you're grouped/raided with that particular class - similar to bard songs. Of course that would mean that most of the game's content would have to be rebalanced, but it might have to be rebalanced anyway under this scenario.
 
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