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Fortified Nature

gweddeoran#4924 gweddeoran Member Posts: 90 Arc User
edited August 2023 in PvE Discussion
Currently, Fortified Nature is a rather underwhelming combat enchantment.
Although it has the potential to provide 15% to 3 defensive stats, this rarely occurs in practice, or even reaches close to that number. In fact, we rarely get more than 1 stack or 2 at a consistent rate.

There are a few reasons for this issue:
  1. There is a limit of 1 hit per second being registered to create a stack, meaning if you are hit multiple times in a second, the hits are not registered.
  2. Despite the recent cooldown of 30 seconds being added to the consumption effect, the fact that they get consumed in the first place, for a meagre health restoration, further makes the stacks inconsistent.
  3. We require 5 stacks to reach the full effect, and the stacks expire very quickly in 3 seconds. Quite often, bosses do not hit nearly as often to keep the effect active till we even get to 3 stacks, especially due to the first issue of only 1 hit per second being registered.
Fixes to these issues:
  1. Remove the 1 hit per second limit so all hits are registered properly, similar to the Awareness Ring from VoS.
  2. Remove the consumption effect entirely since the health restoration is not significant enough to warrant the loss of consistency.
  3. Reduce the number of stacks to reach full effect. To compensate for the increased consistency, reduce the amount of stat percent per stack to 2.5% per stack for a total of 3 stacks that gives 7.5% per stat as opposed to 15% before.
My suggestions nerf the overall maximum potential of Fortified Nature, but make it far more consistent and a useful option for tanks. Currently, Flash Freeze is far superior to Fortified Nature owing to the useful and consistent debuff effect. With these changes, Fortified Nature will become a viable option for personal buffing Tanks and can compete with Flash Freeze.
Post edited by gweddeoran#4924 on
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