Perhaps minor, but when looking at
note that there's a tooltip bug--the absorb was increased in this build along with the heal (the absorb is still 50% of the heal). We're considering making the absorb based on the effective healing done, to be consistent with 어둠의 치유
The goal is not to have rotations where you don't use 속죄
at all (and this seems unlikely since Penance, Smite, and low-count Plea are still very efficient). If
feels like it can be spammed heavily in place of a normal rotation, then its cost is too low--but in any case it's good if that spell starts getting explored more on alpha.
The change to 어둠의 권능: 고통
was primarily directed at Shadow; separating the durations for Shadow and Disc is an option if it causes problems.
Capping the cost of Plea is an option we'll look into. The goal is to have it be an easy and flexible way to apply 속죄
s when you don't have a lot of them, but not allow it to be an overly efficient way to spread an unlimited number throughout the raid. Once it becomes less efficient than the other options, the cost might not have to increase further--we understand you shouldn't lose a chunk of mana from one accidental cast.
On that note, it's possible 신의 권능: 광휘
is a little too prominent right now compared to
should be the natural way to apply your typical average number of 속죄
s (along with PW:Shield), with PWR being a more expensive investment to get more than usual. We'll look at the costing if their roles are seeming somewhat reversed. 신의 권능: 광휘
feeling like the main rotational way to maintain "standard" 속죄
count will definitely contribute to the problem of
feeling like it breaks apart your rotation.
should be replacing one high-cost AoE heal variant with another, without interrupting the ordinary gameplay.신의 권능: 광휘
should already be favoring targets that don't have 속죄
on them. Let us know if you're sure you can observe different behavior on alpha, when all targets are players.