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:
- 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.
- 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.
- 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:
- Remove the 1 hit per second limit so all hits are registered properly, similar to the Awareness Ring from VoS.
- Remove the consumption effect entirely since the health restoration is not significant enough to warrant the loss of consistency.
- 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.