
Originally Posted by
bohbashum
4.
Rethought some things.
Anarchy still promotes use of 2/3 gambits if for AT, because you generate it faster. It's just a less forceful way than chaining 2-3-4/5. With Beta's, you have choice "Chain or not" in rotation. In Anarchy the limit is more soft. The main negatives of 2-3-4/5 being potential mistakes and limiting "reactive" gambits from use.
Anarchy doesn't really work in practice like that tho. You will generate 3 ATs within 30second easily no matter what gambits your doing. Not to mention combos that do it in 10s. With they're skills being 2m/1m30s (3 in red 4 in blue?) Your basically not worrying about generating them faster or slower because you get them when in time anyway.
So ATs and there skills are just gated to being split up... Which feels meh too... A passive system and "cooldowns" which you use or lose it effectively.
So I'm proposing to the Anarchy crowd to help make it spicier:
- Up the AT cap to 9.
- Skills still use 1-3 AT if used.
- You can use multiple AT skills at once.
- The icon for 1/2/3 has 3 tiers (Icon 1 tier 3 would be able to use an 1 AT at 3 power.
- For 121 & 1212 gambits give ability to: Reduce AT cooldowns, or, generate more Chain/AT
This makes AT far more fluid to function with Anarchy. Less likely to feel bad for sitting in 3 AT and not using CD. Increases burst/Survival, but keeps drawup time relative.
Level 140: Burg, Captain, Guard, Brawler, Hunter, Lore-Master, Minstrel, Champ, Warden, Rune-Keeper, Beorning