Much of the newer content in Champs relies on blocking big boss attacks. If you fail the block one of these attacks, your character is usually defeated, sometimes giving the boss a benefit. Some bosses have DoT or environmental effects that ignore Dodge, too.
Fluidity isn't really a block, but a dodge buff. In this sort of content, it simply means you die repeatedly, and means that it won't work at all with a dodge tank.
Make Fluidity do something against this sort of big boss attack. Likewise, allow Fluidity to do something against non-dodgable effects, like Qwijybo's lava patches.
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How to make Fluidity work without changing it's mechanics entirely?
1) While Blocking fluidity grants 100% dodge and 70% avoidance at R1 (this put's its effective resistance on par with the 250% from actual blocks and guarantees that it actually reduces damage while active, thus making the block FUNCTIONAL)
2) remove the decay from the persistant buff, give it a reasonable value (perhaps close to what Elusive Monk grants, maybe a little lower considering how other Block activated persists work)
3) Grants 250% resistance to undodgeable effects at R1 (only to those effects, this is still a block after all, it must be made just as viable in all situations as any other block. In it's current state it's unusable and if this part is botched it'd either be less viable or undeniably better than other blocks, so it is important that this resistance ONLY apply to undodgable effects)
4) to insure that it doesn't become 100% avoidance on dodge builds, apply the 70% avoidnce via avoidance rating equal to 70% avoidance from base.... that way if someone is sitting at 30%+ avoidance they wont jump to 100% while blocking...
Note: Avoidance rating for each rank must bring the "block" value on par with other blocks... (technically R1 block providess 71.4% reduction, but honestly no one will notice the difference of 1.4%)
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