Aura of courage the paladin is not working as described. Different classes it gives different abilities. The greatest benefit from it are mages and hunters. The least benefit from the aura of courage have warlock. For example, the Assault Svardborg, mage dps from the aura of courage is 66кк and warlock 14кк. Such a difference in classrooms everywhere and in all variations. And it depends on the inequality of the number of blows counted from your passive. This bug allows a simple presence to cause extra damage without using their skills. In this regard, many mages and hunters increase the level of health up to 200hp, as the damage from aura of courage they have the greatest.
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My teachers didn't teach me any of this at all!
What I understood from your post is that you don't like that play styles that do many smaller hits benefit more from AoC than play styles that do fewer bigger hits.
If that's what your complaint is, then you are correct certain play styles benefit more. But I doubt that's not WAI. The devs are about to change all of the weapon enchantments to work a similar way too (vorpal will still scale well for big and slow hitters, but all the sexy reworked enchants will benefit powers with smaller faster hits).
If these charts are from the same combat and each combatant had roughly the same amount of combat time it does seem to exhibit a more significant benefit to combatant #2 over combatant #1.
However, not all buffs are equal in all cases. Certain buffs will benefit certain classes/playstyles more so than others. In my opinion there is nothing wrong with that, as long as it isn't always one particular class/playstyle that benefits the most from many buffs.
We can compare Aura of Courage to many weapon enchantments. Take lightning for instance, this particular enchant will significantly benefit anyone who strikes very quickly for less on each strike than someone who strikes less often but for larger amounts. Aura of Courage functions in the same way.
In conclusion I feel that these things are fine as they are, there is no need to make absolutely everything as beneficial for every class and style of play. The caveat here is that there needs to be an equivalent for every class or playstyle. If buff A works well for one setup but not for another then there needs to be a buff B that better benefits that other class or playstyle. The thing that each player needs to do is find the buffs/enchants/whatever that best benefit their chosen class and playstyle and to utilize as many of those as they can, when they can (possibly even altering their build/playstyle to utilize the buffs most commonly available to them). We as players always have to accept the fact that not every group (especially in 5 man content) is going to necessarily provide the best buffs for our individual playstyle or chosen class.
P.S. Just don't be that guy who makes groups solely for their own aggrandizement, no one likes them folks.
Buffs lowering encounter's CD work poor on DOT powers.
Buffs raising critchance work bad for non-critting powers.
Short time power/damage boost buff works more towards one hit blast.
...etc, that's how game works. You can't cap everything your class does not get enough from.
The power is working as intended, but the eventual result depends on the playstyle of whoever is benefiting. Certain classes have natural biases towards fast-hitting or multi-hitting powers, and therefore will benefit more from this mechanic. And that's fine.