Is it me, or does Momentum get ridiculously good at high levels?
Firstly, Meteoric Destroyer is the best damage AoE Mage's have at 142% (in two hits) +800 (as a 3rd hit when triggered) & +25% QTE.
The Talent, Momentum, gradually reduces the Cooldown of Meteoric Destroyer - which starts at 15 Seconds and Consumes 30 Rage.
Talent L1 (Req Holy Seal 5): Meteoric Destroyer is now 12s CD, Chance* to Restore 1% Max HP.
Talent L2 (Req Holy Seal 15): Meteoric Destroyer is now 11s CD, Chance* to Restore 2% Max HP.
Talent L3 (Req Holy Seal 25): Meteoric Destroyer is now 10s CD, Chance* to Restore 3% Max HP.
Talent L4 (Req Holy Seal 35): Meteoric Destroyer is now 9s CD, Chance* to Restore 4% Max HP.
Talent L5 (Req Holy Seal 45): Meteoric Destroyer is now 8s CD, Chance* to Restore 5% Max HP.
Talent L6 (Req Holy Seal 55): Meteoric Destroyer is now 7s CD, Chance* to Restore 6% Max HP.
Talent L7 (Req Holy Seal 65): Meteoric Destroyer is now 6s CD, Chance* to Restore 7% Max HP.
Talent L8 (Req Holy Seal 75): Meteoric Destroyer is now 5s CD, Chance* to Restore 8% Max HP.
Talent L9 (Req Holy Seal 85): Meteoric Destroyer is now 4s CD, Chance* to Restore 9% Max HP.
Talent L10 (Req Holy Seal 95): Meteoric Destroyer is now 3s CD, Chance* to Restore 10% Max HP.
What starts out as a fairly mediocre talent becomes quite exceptional as both CD decreases while HP Restoration increases. The question is - what is that "chance" of HP Restoration? Because at 10%, that's a hefty sum of HP. Upwards of 6500 on many high-level Mages. But then I start to think of this as a game mechanic as well. Not only is the chance at gaining back huge HP nice, but the 3s CD also makes me entertain some thoughts...
With a PvE set, the Spell returns 10 Rage + 4 Rage per Target Hit (2 per hit per taget). So fighting a full group in a Guild Battle only results in a net-loss of 4 Rage. When the +800 Damage triggers it's as a 3rd strike, so now, against 4 Targets, one gains an additional 8 Rage (2 per target) making the Rage cost a net-gain of 4 Rage.
Even in a Class-War, 3v3 or BG situation, against 3 Targets, being able to double-cast Meteoric Destroyer under Brutality means hefty AoE Damage at a mere net-loss of only 8 Rage per Casting, and the possibility of getting a return of early HP loss is significant as well.
Now, onto Survival.
I've read in many places that Survival isn't a great talent because one can heal more over time w/o taking it. I thought about this and plugged the numbers into a Spreadsheet and here's what you get (numbers based on 20,000 MAtk w/o Consideration of EWD):
Talent L0 : 15s CD, 75% +300 Heal = ~15,300 Healing, ~437 Heal / Rage Pt, ~1,020 Healing / Sec
Talent L1 : 20s CD, 95% +300 Heal = ~19,300 Healing, ~551 Heal / Rage Pt, ~965 Healing / Sec
Talent L2 : 21s CD, 100% +300 Heal = ~20,300 Healing, ~580 Heal / Rage Pt, ~967 Healing / Sec
Talent L3 : 22s CD, 105% +300 Heal = ~21,300 Healing, ~609 Heal / Rage Pt, ~968 Healing / Sec
Talent L4 : 23s CD, 110% +300 Heal = ~22,300 Healing, ~637 Heal / Rage Pt, ~970 Healing / Sec
Talent L5 : 24s CD, 115% +300 Heal = ~23,300 Healing, ~666 Heal / Rage Pt, ~971 Healing / Sec
Talent L6 : 25s CD, 120% +300 Heal = ~24,300 Healing, ~694 Heal / Rage Pt, ~972 Healing / Sec
Talent L7 : 26s CD, 125% +300 Heal = ~25,300 Healing, ~723 Heal / Rage Pt, ~973 Healing / Sec
Talent L8 : 27s CD, 130% +300 Heal = ~26,300 Healing, ~751 Heal / Rage Pt, ~974 Healing / Sec
Talent L9 : 28s CD, 135% +300 Heal = ~27,300 Healing, ~780 Heal / Rage Pt, ~975 Healing / Sec
Talent L10 : 29s CD, 140% +300 Heal = ~28,300 Healing, ~809 Heal / Rage Pt, ~976 Healing / Sec
Now, while the Healing / Second rate did drop, the amount of Healing done per point of Rage has nearly doubled over the course of 10 Talents. What's more, in considering just the jump from Talent L0 to Talent L1, the addition 5s of CD isn't lost. It's allowing for 1 extra action to take place before the next Resotration for a loss of only 5% Healing / Sec. Normally, one could get off 3 Actions between each Restoration w/o any Survival Talent. With just one Survival Level, a player can now execute 4 actions between Restorations. This becomes more pronounced over time as well. That's extra rage-gaining actions (LBs) for those in PvP gear, or extra offensive actions (Maybe a Thunderer or two?) for those in PvE gear. And that's just going to L1. In Theory, if someone were to take it to L10, they would have 6 Actions between restorations instead of 3.
I personally think it's well worth it to keep piling on this talent and gaining more time between castings to allow for additional damage to be dealt.
All comments and thoughts welcome...
Firstly, Meteoric Destroyer is the best damage AoE Mage's have at 142% (in two hits) +800 (as a 3rd hit when triggered) & +25% QTE.
The Talent, Momentum, gradually reduces the Cooldown of Meteoric Destroyer - which starts at 15 Seconds and Consumes 30 Rage.
Talent L1 (Req Holy Seal 5): Meteoric Destroyer is now 12s CD, Chance* to Restore 1% Max HP.
Talent L2 (Req Holy Seal 15): Meteoric Destroyer is now 11s CD, Chance* to Restore 2% Max HP.
Talent L3 (Req Holy Seal 25): Meteoric Destroyer is now 10s CD, Chance* to Restore 3% Max HP.
Talent L4 (Req Holy Seal 35): Meteoric Destroyer is now 9s CD, Chance* to Restore 4% Max HP.
Talent L5 (Req Holy Seal 45): Meteoric Destroyer is now 8s CD, Chance* to Restore 5% Max HP.
Talent L6 (Req Holy Seal 55): Meteoric Destroyer is now 7s CD, Chance* to Restore 6% Max HP.
Talent L7 (Req Holy Seal 65): Meteoric Destroyer is now 6s CD, Chance* to Restore 7% Max HP.
Talent L8 (Req Holy Seal 75): Meteoric Destroyer is now 5s CD, Chance* to Restore 8% Max HP.
Talent L9 (Req Holy Seal 85): Meteoric Destroyer is now 4s CD, Chance* to Restore 9% Max HP.
Talent L10 (Req Holy Seal 95): Meteoric Destroyer is now 3s CD, Chance* to Restore 10% Max HP.
What starts out as a fairly mediocre talent becomes quite exceptional as both CD decreases while HP Restoration increases. The question is - what is that "chance" of HP Restoration? Because at 10%, that's a hefty sum of HP. Upwards of 6500 on many high-level Mages. But then I start to think of this as a game mechanic as well. Not only is the chance at gaining back huge HP nice, but the 3s CD also makes me entertain some thoughts...
With a PvE set, the Spell returns 10 Rage + 4 Rage per Target Hit (2 per hit per taget). So fighting a full group in a Guild Battle only results in a net-loss of 4 Rage. When the +800 Damage triggers it's as a 3rd strike, so now, against 4 Targets, one gains an additional 8 Rage (2 per target) making the Rage cost a net-gain of 4 Rage.
Even in a Class-War, 3v3 or BG situation, against 3 Targets, being able to double-cast Meteoric Destroyer under Brutality means hefty AoE Damage at a mere net-loss of only 8 Rage per Casting, and the possibility of getting a return of early HP loss is significant as well.
Now, onto Survival.
I've read in many places that Survival isn't a great talent because one can heal more over time w/o taking it. I thought about this and plugged the numbers into a Spreadsheet and here's what you get (numbers based on 20,000 MAtk w/o Consideration of EWD):
Talent L0 : 15s CD, 75% +300 Heal = ~15,300 Healing, ~437 Heal / Rage Pt, ~1,020 Healing / Sec
Talent L1 : 20s CD, 95% +300 Heal = ~19,300 Healing, ~551 Heal / Rage Pt, ~965 Healing / Sec
Talent L2 : 21s CD, 100% +300 Heal = ~20,300 Healing, ~580 Heal / Rage Pt, ~967 Healing / Sec
Talent L3 : 22s CD, 105% +300 Heal = ~21,300 Healing, ~609 Heal / Rage Pt, ~968 Healing / Sec
Talent L4 : 23s CD, 110% +300 Heal = ~22,300 Healing, ~637 Heal / Rage Pt, ~970 Healing / Sec
Talent L5 : 24s CD, 115% +300 Heal = ~23,300 Healing, ~666 Heal / Rage Pt, ~971 Healing / Sec
Talent L6 : 25s CD, 120% +300 Heal = ~24,300 Healing, ~694 Heal / Rage Pt, ~972 Healing / Sec
Talent L7 : 26s CD, 125% +300 Heal = ~25,300 Healing, ~723 Heal / Rage Pt, ~973 Healing / Sec
Talent L8 : 27s CD, 130% +300 Heal = ~26,300 Healing, ~751 Heal / Rage Pt, ~974 Healing / Sec
Talent L9 : 28s CD, 135% +300 Heal = ~27,300 Healing, ~780 Heal / Rage Pt, ~975 Healing / Sec
Talent L10 : 29s CD, 140% +300 Heal = ~28,300 Healing, ~809 Heal / Rage Pt, ~976 Healing / Sec
Now, while the Healing / Second rate did drop, the amount of Healing done per point of Rage has nearly doubled over the course of 10 Talents. What's more, in considering just the jump from Talent L0 to Talent L1, the addition 5s of CD isn't lost. It's allowing for 1 extra action to take place before the next Resotration for a loss of only 5% Healing / Sec. Normally, one could get off 3 Actions between each Restoration w/o any Survival Talent. With just one Survival Level, a player can now execute 4 actions between Restorations. This becomes more pronounced over time as well. That's extra rage-gaining actions (LBs) for those in PvP gear, or extra offensive actions (Maybe a Thunderer or two?) for those in PvE gear. And that's just going to L1. In Theory, if someone were to take it to L10, they would have 6 Actions between restorations instead of 3.
I personally think it's well worth it to keep piling on this talent and gaining more time between castings to allow for additional damage to be dealt.
All comments and thoughts welcome...
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