This post will be about addressing the deficiencies of Red line champions, while champion was designed to be an AoE class it is critical for a class to preform more than one task in a group or raid setting. While Red line is a great tool for the solo champion due to the killing spree heal it is very lacking in a group setting with fire rk's and hunters commonly doing more than double the dps, while the simple fact of hunters and fire rk's doing more ST damage is fine, the magnitude is what needs to be addressed. The format for my discussion will be : Information, distillation, proposal.
Abbreviation Index:
RS = Remorseless Strike | FS = Ferocious Strike | BS = Brutal Strike | CB = Controlled Burn | DS = Devastating Strike | SS = Swift Strike | WA = Wild Attack | AA = Auto Attack
Information:
Let's first address the red line skills and the hard dps numbers that correspond to them. This information was gathered from 27 million damage on the galtrev dummies with a 100k mastery build, 2h weapon, rend bleed % not on weapon (reason below), no buffs were used .
Skills Ave. Damage % of Damage # of Attacks % of Attacks max damage min damage RS 41156 31.9 211 10.3 65427 7614 FS 17871 20.3 309 15.1 35734 4335 BS 14767 21.9 405 19.7 28467 3792 AA 4776 9.8 559 27.2 10143 2020 SS 11498 6.8 162 7.9 19782 2937 DS 18673 5.3 77 3.8 31366 5343 Bleed 2586 2.0 208 10.1 4019 1720 Clob 7637 1.4 53 2.6 15266 2414 WA 12202 .6 13 .6 21246 4021
Distillation:
So let's talk about what these numbers mean. Remorseless, Ferocious, and BS account for 75% of our total damage so these are the skills we should focus on for tweaking damage. Right now the damage rotation is centered around cycling FS>RS>BS>RS while using SS and DS to fill in the gaps. This rotation takes advantage of the embolden blades passive to increase RS damage, without at least a few stacks of this passive, the opportunity cost of using RS is too high.
Merciful Strike cannot be analyzed from training dummy statistics so it is not considered in my arguments or proposals.
Proposal:
I believe that there is no problem with the red line rotation, it is complex and fluid with skills supporting other skills. So added mechanics to our rotation is not needed.
The disparity between champion devastate and critical damage is a problem, I.E our average critical strike hits harder than our devastates. A simple solution is to add devastate magnitude to the critical multiplier legacy on our champion weapons.
FS is the best damage skill we have, I suggest a reduction of 1 second to the cool down and a flat 10% increase in damage.
BS accounts for a large portion of our attacks and damage, I suggest a flat 10% increase on damage.
RS is a very inconsistent skill ranging in damage from 7, 614 to 65, 427. I suggest adding a 20% damage buff to the next FS after a non critical from remorseless. This will both increase damage and create fluidity between our main damage skills.
Devastating Strike is a good fervor builder with decent damage and an incoming damage buff, I suggest a 2 second reduction in cool down.
CB is a good buff with a misleading tool-tip due to damage calculation, I suggest a flat buff to physical mastery instead and a 15 second increase in duration.
Deep strikes bleed is such a low percentage of damage even with the rend bleed % increasing it. I suggest remorseless critical to cash out the bleed for extra damage or a flat 200% increase in damage.
Information:
Let's address the red line raid gear: The two set bonus's designed to increase dps are +7% CB damage and strike skills have a chance to cause your next RS to cost no fervor.
Distillation:
7% CB damage: While this may seem ok, due to the way damage is calculated it only applies about 3 % extra damage for 30 seconds every 90 seconds, which equates to a 1% damage increase.
Strike skills have a chance to cause your next RS to cost no fervor: Anyone who has played champion knows that fervor pips are easy to come by making this bonus next to useless.
Proposal:
Instead of CB damage I suggest a +15 second increase in CB duration, which combined with my above change to CB would equate to 66% CB up-time.
Instead of the current 4 set bonus I would suggest this: FS now applies a -6000 armor debuff for 10 seconds. This addresses the problem of losing rend while in red line and keeps the focus on our best skill.
Conclusion:
I believe these changes while not all encompassing would be a good place to start testing. I encourage others to do their own testing and number and draw conclusions from those numbers. As a community the awareness of these issues with champion red line should be brought to the fore and addressed.