Jump to content
Diell

Gravitation MS

Recommended Posts

Diell

[Community Discussion] Reworking Mechanic's Gravitation Skill: The True Tank Dilemma

Hello everyone! I would like to open a discussion here on the forum about an iconic Mechanic (MS) skill that currently creates a very difficult situation for anyone choosing to play the tank role in a party: Gravitation.

We all know the skill's concept is fantastic on paper—bringing the core mechanic of transferring a percentage of party members' damage to the MS to help protect the group. However, in practice (especially in high-level maps and boss fights), the skill's current dynamic excessively punishes the player.

The Problem: The Disproportionate Burden on the MS

While most support or utility classes can contribute with their group skills without putting their own lives in immediate danger every second, the MS suffers from massive, instantaneous damage spikes the moment Gravitation is activated.

  • Lethal cumulative damage: The volume of damage transferred from multiple party members frequently results in the instant death of the Mechanic.

  • Lack of internal mitigation: The skill lacks a smoothing mechanic or a proportional defensive counterpart to absorb this massive impact.

  • Skill abandonment: Due to the high risk and poor sustainability in the current meta, many MS players end up avoiding the skill in critical situations, losing out on the tactical potential it should bring to group gameplay.

The Proposal: A Rework for Gravitation to Fulfill Its True Role

For Gravitation to become a viable, comfortable group skill that truly defines the Mechanic's role as the party's tank, here are a few ideas for discussion and refinement with the community and staff:

  1. Active Personal Damage Reduction: When Gravitation is active, the MS would receive a passive bonus to incoming damage reduction (a significant percentage), compensating for the heavy burden of carrying the party's damage.

  2. Gradual Conversion or Dissipation: Instead of receiving all the transferred damage raw and instantly, part of that damage could be converted into a manageable damage-over-time (DoT) effect, allowing party heals to keep up with the recovery.

  3. Sacrificing Offense for Defense: The skill could slightly penalize the MS's own attack power (trading away individual damage) in exchange for an impenetrable defensive wall, firmly cementing their role as a dedicated group tank.

Let's Debate!

The goal is to make Gravitation a skill that Mechanics have pleasure and safety in using consistently, strengthening party synergy without the price of admission being the MS's coffin at every pull.

  • How have you been dealing with Gravitation in current maps?

  • Would it help if the skill had a direct reduction on the damage reaching the MS, or if the damage were distributed differently?

Leave your thoughts, critiques, and ideas so we can build solid feedback for the staff!
@Overlady

Edited by Diell
  • Like 4
  • Love 1

Share this post


Link to post
Alextove

The idea is cool, but for that to happen, they would need to rework how some elements work. Currently, for example, if an assassin uses a fire skill, her burn (10s) overrides/cancels the burn of other classes like AS/MG... which causes those classes to deal less damage. With MS, it would be practically the same thing; the burn wouldn't be able to be triggered because other classes apply a burn with higher damage/duration. 

Share this post


Link to post
kenibok
On 9/17/2026 at 7:02 PM, Diell said:

[Community Discussion] Reworking Mechanic's Gravitation Skill: The True Tank Dilemma

Hello everyone! I would like to open a discussion here on the forum about an iconic Mechanic (MS) skill that currently creates a very difficult situation for anyone choosing to play the tank role in a party: Gravitation.

We all know the skill's concept is fantastic on paper—bringing the core mechanic of transferring a percentage of party members' damage to the MS to help protect the group. However, in practice (especially in high-level maps and boss fights), the skill's current dynamic excessively punishes the player.

The Problem: The Disproportionate Burden on the MS

While most support or utility classes can contribute with their group skills without putting their own lives in immediate danger every second, the MS suffers from massive, instantaneous damage spikes the moment Gravitation is activated.

  • Lethal cumulative damage: The volume of damage transferred from multiple party members frequently results in the instant death of the Mechanic.

  • Lack of internal mitigation: The skill lacks a smoothing mechanic or a proportional defensive counterpart to absorb this massive impact.

  • Skill abandonment: Due to the high risk and poor sustainability in the current meta, many MS players end up avoiding the skill in critical situations, losing out on the tactical potential it should bring to group gameplay.

The Proposal: A Rework for Gravitation to Fulfill Its True Role

For Gravitation to become a viable, comfortable group skill that truly defines the Mechanic's role as the party's tank, here are a few ideas for discussion and refinement with the community and staff:

  1. Active Personal Damage Reduction: When Gravitation is active, the MS would receive a passive bonus to incoming damage reduction (a significant percentage), compensating for the heavy burden of carrying the party's damage.

  2. Gradual Conversion or Dissipation: Instead of receiving all the transferred damage raw and instantly, part of that damage could be converted into a manageable damage-over-time (DoT) effect, allowing party heals to keep up with the recovery.

  3. Sacrificing Offense for Defense: The skill could slightly penalize the MS's own attack power (trading away individual damage) in exchange for an impenetrable defensive wall, firmly cementing their role as a dedicated group tank.

Let's Debate!

The goal is to make Gravitation a skill that Mechanics have pleasure and safety in using consistently, strengthening party synergy without the price of admission being the MS's coffin at every pull.

  • How have you been dealing with Gravitation in current maps?

  • Would it help if the skill had a direct reduction on the damage reaching the MS, or if the damage were distributed differently?

Leave your thoughts, critiques, and ideas so we can build solid feedback for the staff!
@Overlady

 

Good suggestions, all 3

 

I like the idea of it working as a dynamic debuff/buff, somewhat like Retaliation / Holy Aura, so once you get a certain amount of hits, you get some sort of bonus. In this context you could get an x amount of damage accumulated/hits and the debuff gets activated draining hp fast (poison like) so the mechanician has time to get prepared for the dmg, it could also come with a bonus, if you resist the gravitation pull, you get some sort of immunity or tank buff temporarily

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...