Fortify Companion Falling Off In <3 Min
Posted: Mon Jul 02, 2012 12:49 pm
This is the highest rank of Fortify Companion:
Fortify Companion
Slot Description
1: Mitigate Damage Shield (58%)
2: Increase Chance to Avoid Melee by 58%
4: Mitigate Spell Damage by 19%, 160000 total
5: Mitigate Melee Damage by 19%, 160000 total
7: Increase AC by 66
http://lucy.allakhazam.com/spell.html?i ... ource=Live
When Fortify Companion was first introduced, the idea was that it would last us the full ten minutes and provide a hefty bonus to pet mitigation *and* avoidance in raids and groups. However, with mobs hitting harder and harder each expansion, Fortify Companion is falling off faster and faster. The 100,000 damage mitigation, which was kept the same for several expansions, was finally changed this expansion to scale to higher damage. But the problem is that it hasn't kept up with the % increase in mob damage, and the Mitigate Melee / Spell Damage by 19% slot has increased the mitigation %, making it worse.
But - isn't that a great thing, you ask? 19% mitigation is a HUGE upgrade over the 10-15% we had before.
Sadly, it is not. A higher mitigation % results in higher ABSORPTION and less UP time because mobs punch through the rune and then Fortify Companion drops, and while this still results in the same amount of % mitigated over all, it results in LESS damage AVOIDED, LESS AC, LESS DMG SHIELD absorption, and less SPELL absorption.
In practice, Fortify Companion is dropping in <3 minutes against higher level mobs in groups and in raids with high AoE output. With a recast time of 15 minutes, this makes it less and less useful in today's long, sustained fights. It's still the best defensive AA in our arsenal, but going forward, I think one of two things need to happen:
* The mitigation % needs to be dropped down to 10-15% and the rune absorb increased to about 250,000. Fortify Companion is not 'pet defensive with a rune.' We don't need to mitigate huge amounts of melee damage over a short period of time, only to have the spell drop on us within 2-3 minutes of the fight. When Fortify Companion was introduced, it was designed to be a sustained boost to pet defenses, thus the 10 minute duration. Today's mobs are hitting too hard for this amount of mitigation % on a rune to last, and it's also making us the target of other classes' complaints because they see the ~20% mitigation against named burns and scream bloody murder.
* The effects need to be separated from each other, so that when the runes drop the other benefits do not. A while ago, I thought this was the mechanic, because Fortify Companion never dropped before the duration ended. But harder hitting mobs have taught me that this wasn't it. The spell DOES fall off when the rune ends, and with ~20% mitigation on a 160,000 rune, that goes away fast, and takes with it all the other benefits.
I think this is one of the mage class's priority issues going forward, and I think we need to make sure the devs understand that Fortify Companion's purpose is not to mitigate a huge amount of damage in a short period before dropping, but to provide boosts through the full 10 minute duration.
Fortify Companion
Slot Description
1: Mitigate Damage Shield (58%)
2: Increase Chance to Avoid Melee by 58%
4: Mitigate Spell Damage by 19%, 160000 total
5: Mitigate Melee Damage by 19%, 160000 total
7: Increase AC by 66
http://lucy.allakhazam.com/spell.html?i ... ource=Live
When Fortify Companion was first introduced, the idea was that it would last us the full ten minutes and provide a hefty bonus to pet mitigation *and* avoidance in raids and groups. However, with mobs hitting harder and harder each expansion, Fortify Companion is falling off faster and faster. The 100,000 damage mitigation, which was kept the same for several expansions, was finally changed this expansion to scale to higher damage. But the problem is that it hasn't kept up with the % increase in mob damage, and the Mitigate Melee / Spell Damage by 19% slot has increased the mitigation %, making it worse.
But - isn't that a great thing, you ask? 19% mitigation is a HUGE upgrade over the 10-15% we had before.
Sadly, it is not. A higher mitigation % results in higher ABSORPTION and less UP time because mobs punch through the rune and then Fortify Companion drops, and while this still results in the same amount of % mitigated over all, it results in LESS damage AVOIDED, LESS AC, LESS DMG SHIELD absorption, and less SPELL absorption.
In practice, Fortify Companion is dropping in <3 minutes against higher level mobs in groups and in raids with high AoE output. With a recast time of 15 minutes, this makes it less and less useful in today's long, sustained fights. It's still the best defensive AA in our arsenal, but going forward, I think one of two things need to happen:
* The mitigation % needs to be dropped down to 10-15% and the rune absorb increased to about 250,000. Fortify Companion is not 'pet defensive with a rune.' We don't need to mitigate huge amounts of melee damage over a short period of time, only to have the spell drop on us within 2-3 minutes of the fight. When Fortify Companion was introduced, it was designed to be a sustained boost to pet defenses, thus the 10 minute duration. Today's mobs are hitting too hard for this amount of mitigation % on a rune to last, and it's also making us the target of other classes' complaints because they see the ~20% mitigation against named burns and scream bloody murder.
* The effects need to be separated from each other, so that when the runes drop the other benefits do not. A while ago, I thought this was the mechanic, because Fortify Companion never dropped before the duration ended. But harder hitting mobs have taught me that this wasn't it. The spell DOES fall off when the rune ends, and with ~20% mitigation on a 160,000 rune, that goes away fast, and takes with it all the other benefits.
I think this is one of the mage class's priority issues going forward, and I think we need to make sure the devs understand that Fortify Companion's purpose is not to mitigate a huge amount of damage in a short period before dropping, but to provide boosts through the full 10 minute duration.