<Ehh, Spell checking later. just posting so I stop getting PMs>
The main focus of this thread will be the procs of the Bulwark. Please do not spam comments such as "Yeah, buff the damage" or "damage is only for PvP." If you do so, I will assume you failed to read even the first two line of this thread and therefore I will ignore your comment.
This said, here are the stats of the avatar used for the testing.
I do not have screen shots of the numerous other players who have helped with the proc testing, but I would like to throw thanks out to ER as a whole for allowing me to randomly pull member into elite maps to watch me proc. (I may adjust this later when I can look up exact names. I won't post names for now out of fear of misspelling)
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The Spirit Proc:
The Spirit Proc occurs randomly as the user of the Bulwark takes damage. The proc causes the user of the Bulwark to gain a glowing patch below their feet.
The proc adds +10 Str and +250 armor for 5 seconds and self heals the target 8 times over a period of 10 seconds. After 5 seconds of being active, the armor and StR buff move on to the nearest ally as well as starting that player's self heal.
The self heal returns roughly 5% (+/-2%) of the affected Avatar's HP per tic. The HP returned by the first 4 tics are usually more than the last 4 due to the initial Str buff. The HP return differs for each avatar. A mage's self heal will be based off their personal HP stat NOT the Bulwark user's HP. Therefore you will receive a total of 40% of your max HP returned per proc.
Initial proc with stat buff:
HP return after stat buff wears off:
The total HP return of this effect, for me, is about 2500 by the time all 8 tics of the self heal.
This can be compared to HoR which causes 6 self heals of about 780 with this gear. That's a total of 4680 HP returned. That is about 87% more HP returned than the spirit proc on top of HoR returning the HP faster and effecting all party members at the same time. HoR also heals all allies based off the caster's stats instead of the individual player's HP. Therefore, non ta ks benefit more from HoR's system of healing. HoR also creates a shield that stops all damage intake for just under 3 seconds.
One tic of HoR:
A single potion returns about 30% of the user's HP. In this way, HoR is equal to almost two and a half potions. The Bulwark's spirit i proc is equal to about one and a quarter potions.
One potion:
I would now like to compare the Bulwark's spirit proc to Pavise's proc. The Pavise's proc causes any mob to attack the user during the proc to be stunned. This is a life saver in elite and allows the party to regroup and better align skill rotations without the distraction of potion spamming for about 3 seconds.
The Bulwark proc is not enough to keep a player alive besides for the initial +250 armor buff that makes it easier to survive without guaranteeing it as a stun or total shield (like HoR) causes. The long span of time of which the self heal works (8 tics over 10 seconds) it will not keep you alive or aid much during potion spamming.
Pros of the Spirit Proc:
- The armor proc is a constant number of 250 armor. Thus, it benefits from percentage armor buffs like passive armor and veils instead of conflicting with them.
Cons of the Spirit Proc:
-The over time heal is very low.
-The over time heal relies on each individual's HP instead of the tank's.
-The procs duration from start to finish is 25 seconds. That creates a 25 second window each time in which it cannot proc again even though it affects each party member for only 10 seconds at a time.
-The +10 Str is almost unnoticeable.
-The best part of the proc lasts 5 seconds.
The Spirit Proc sounds really cool on paper, but it is disappointing in practice.
Suggested Changes:
Idea 1) Invigorating Spirit:
-A nova occurs on proc. Allies in range recieve the benefit of the proc.
-Return about 20% of the Bulwark user's HP to allies in range.
-Allies in range are buffed by 250 armor for 5 seconds.
Idea 2) Thick Bark
-No heal
-Buff party armor by 250 for 8 seconds.
Idea 3) Stump the Enemy
-Self buff only.
- increase armor by 250 (or more) for 10 seconds, and maybe self heal. Heal is not required.
-Taunt surrounding enemies.
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The Reflect Proc:
The Reflect Proc will be applied to any target hit by a charged basic attack from the Bulwark. It lasts only a few seconds and applies a -15% hit chance debuff (as confirmed by Carapace). Mobs afflicted by the Reflect Proc will have a partical effect around their feet.
To dismiss previous rumors: This proc does NOT reduce armor and this proc does NOT taunt.
The reflect damage is calculated as about half the users raw damage stat (confirmed by Carapace except for how much if the user's damage stat which was later derived). There is give and take but it should be around half.
In Elite Tindirin maps, the damage dealt from an uncharged basic attack is greater than that of reflect damage. An uncharged basic attack can be used once every second but a charged attack can be used once every 2 seconds. Therefore, there is no gain in damage output gained from charging the Bulwark. In fact, you will deal lower damage charging the Bulwark because most mobs attack slower than once per second. Beyond this, charging the Bulwark's basic attack has a chance to stun mobs, wasting the reflect period and always lowers their hit chance.
Basic attack hit on an Elite Tindirin mob (right number):
Reflect damage on an Elite Tindirin mob:
Pros of the Reflect proc:
-N/A
Cons of the Reflect proc:
-It is calculated using the raw damage stat of a low damage weapon
-It reduces the mobs hit chance while they receive damage by landing hits.
-Mobs can be stunned by charging the bulwark, wasting both the hit chance reduction and the reflect.
-The hit chance reduction is likely has no impact on targets inflicted with the -25% hit chance of fire ball.
-The long charge time is unreasonable when you have to focus on potions.
-the short duration means that boss can be hit with the proc and fail to attack once while it is active.
-You deal more damage by not charging the weapon.
I will admit, I was taken away by this fancy proc at first. The more I tested it, the less impressed I was. I remember claiming it was the better of the Bulwark's two procs. It isn't. The +250 armor proc of the Bulwark is it's best proc. It is also the rarest and shortest lasting proc.
Suggested Changes:
Crucial Change: Don't make it a charge proc.
-Chance to proc by dealing damage.
Idea 1) Pierce
-Throw out the proc entirely and replace it with pierce, chance to deal damage based on armor (Pierce only applies to one attack at a time. It is similar to critical hits in this manner).
Idea 2) A Better Curse
-Base damage reflected off a more warrior friendly stat like HP or armor.
Or
-Base damage reflected off damage intake.
Idea 3) Why fix it? Charge procs are always a failure and the most popular weapons usually have one proc. Just throw this proc out entirely and focus on making the main proc effective.
Or
Idea 4) Leaves Them Alone
-Still a charge proc (zzz) but the charge time is to be shortened.
-Mobs receive a damage debuff.
-Mobs are taunted by charged attacks.
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Don't let the following take away from the main purpose of this thread, the Bulwark's Procs. This just shows that the stats of the Bulwark as compared to a Conqueror's Wall as has been referenced many times without a screen shot.
Above shows the large DPS difference between the Bulwark and a Conqueror's Wall of Potency. Both have +9 Str in gems.
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