Youre ignoring how the casters have to get that damage out though, youre just bringing up the raw math behind the attacks but not how you get there, or what makes it even work in the first place which is equally as important
If AMS was a wall, not an absorb, you wouldnt be able to prevent magical effects on you, which would remove the ability to pre ams abilities like ray of frost, If a mage uses ray of frost into an active AMS as the absorption ams, then he loses ray of frost and it does 0 damage and goes on CD
With a wall it might mitigate the damage better IF the ability goes off in the first place, but theres 0 world where the ability is completely ignored at that point
Thats why i said, What you are suggesting CANT be just a universal change to ams, It should 10000000% be tied to a honor talent, and the best one to suit that is seemingly spellwarden
It fits the theme of the honor talent too considering a huge aspect of that ability is the ability to grant Allies the AMS. Absorption AMS on allies would be a lot weaker than Wall AMS on allies would be. In some niche caster comps though it might still be worth using the absorb AMS such as against affliction locks to prevent application of dots in the first place, or against SP to eat mindgames casts or plague casts by snapshotting AMS at the right time
It would give purpose to the talent, And the talent would have matchups it was better or worse into. DKs would have the flavor of choosing how they wanted their main magical defensive to function and that allows skill expression
I know what you mean. But who says that AMS couldnāt keep its characteristics of preventing application of harmful magic effects? Or do you want to imply that it would be too strong this way?
So u mean Spellwarding as a PvP talent should a) make it appliable on allies and b) change absorption to wall?
I think making a PVP talent to turn ams absorb to a flat magic resist is a good idea. Then you have the flexibility to choose what works for you. I feel like currently with the modifiers ams is just to weak in dampening and a magic wall would be much better.
Please just remove our defensive modifiers all together.
No, youāre right I donāt but from what I have read PvPers say here on the forums⦠the current absorb makes the entire talent worthless.
I think someoneās basic math proved it can even cause a net negative of health due to dampening.
So I figure something you can at least mitigate versus something you canāt is at least better.
IF I were to say throw the history of the ability out the window and go from the ground up. Then Iād try something like:
Death Pact
Chain yourself to your target in a pact of death lasting 10 seconds. Stealing 20% health from them and binding you both together so you cannot move more than 5yds apart from the other. Any damage dealt to either of you is dealt to the other. If the death knight dies then deal their max health in damage to their opponent.
Make it a heal but also an āif i die Iām taking you with me.ā kinda thing.
ridiculous idea, Cool, But ridiculous from a practical sense
also expects a lot from blizzard, simple changes are almost always better than complete overhauls with abilities like pact, Pact is not inherently flawed, Pacts tuning is all that really needs to be looked at there should never be a situation where the negative drawback of the ability is more significant than the positive AKA the absorb is larger than the heal you got
Also completely tunnel visions the design of the ability for PvP
I actually posted something about this in another thread see in the linked post below. The key thing that I thought was relevant was a comparison between the DKās Death Pact and a Warriors Bitter Immunity which are both talents in the same tier of the tree but what the Warrior talent provides vs the DK one shows clearly the disparate gap between talent power. The warrior talent has no negative residual effects and while it only is a 20% of Max health heal it also has the hugely beneficial effect of removing all Curses, Poisons and Diseases on a 3 Min Cooldown. Clearly this raises the question in relation to why does the DK talent have the negative healing absorb; if you think about this Death Pact is really only a 20% heal just like Bitter Immunity as the additional 30% that it does is effectively negated by the fact that it absorbs that amount in healing for 15 seconds which is a significant amount of time in any situation.
As mentioned in the post below my belief is that Death Pact should be modified to heal a flat amount with no negative impacts but instead provide additional benefits like the warriors talent. Consider Death Pact changing to provide something like a 20 - 30% heal of your Max health and additionally it also removes all Curses, Poisons and Bleeds on a 2 min or 3 min cooldown. The difference is that the warrior one removes Diseases while the DK version removes Bleeds; I feel the idea of having it remove bleeds is something that the DK needs in the toolkit as the other melee classes have a means to achieve this and the DK doesnāt have anything in their toolkit that provides this.
The reason I mentioned the 2 min to 3 min cooldown is essentially to balance the cooldown to be the same for both DK and Warrior so either the Warriors ability is reduced from a 3 min cooldown to a 2 min one to align it with Death Pact or Death Pactās cooldown is increased to 3 min to align it with Bitter Immunity either way is acceptable however, most are going to want the 2 min cooldown obviously.
Remember deathpact has this horrible ātriple dipā on it. Mortal strike, dampening and the heal absorb, when these things stack up it becomes an ability to help the enemy team. For a 2minute CD this needs to do better, much much better. Not sure if I know of any other class with a self destruct button. On the bright side it looks like 0 changes going into season 3ā¦
Ray of Hope works very differently it actually delays any damage or healing done while it is active for 6 seconds. During this delay period it stacks up all the healing that is done to the player and then after the 6 seconds it takes that healing that was stored and increases it by 50% as itās applied to the player.
Deathpact heals for 50% of the players maximum health however 30% of that functions like it was a Necrotic Strike creating a healing absorb that syphons all healing in a vacuum that lasts for almost THREE times the duration of the Ray of Hope healing delay. In addition to this Ray of Hope actually prevents damage as well during itās delay period. If deathpact actually prevented or substantially reduced all damage during itās Necrotic Wound phase it might be more functional.
Really though the negative effect on it has to go and be replaced with something that is actually beneficial and provides a decent bonus to the DKās personal gameplay and interaction in game.
I know how Ray of Hope works. Just relating to Gripeās comment it CAN act as a self destruct button if the healer in this time frame is stunned or prevented from healing and or the target is nuked with damage.
Blood still has a telnt that makes heart strike heal you for .5% hp per target hit. 2.5% hp at best per heart strike. On a tank thats doing 400k hps and is basically at full hp or dead.