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A very good thought. There should be more ways to break through Prot instead of relying solely on DoTs and BH marks. Besides, I would like to see more depth to a lot of skills. Reworking a lot of skills so they have multiple uses would be a great addition to party-building.
Camping always clears debuffs, doesn't it? Except ones that you add on camp, and the odd one that is whole dungeon?
As far as I know, camping will remove debuffs, but the ones you get for using some camping buffs like Battle Trance need to be removed with herbs. I guess debuff removal would be next to useless in camp skills and could be +debuff resist instead.
I do like the ideas for Battle Heal, Cry Havoc and Emboldening Vapors for debuff removal, but I am not sure about Battlefield Bandage. I would rather have that skill remove bleeds. After all, it is a bandage and bandages remove bleeds.
I do stand behind my idea for Adrenaline Rush removing debuffs for a Hellion. It would be neat to be able to do a Breakthrough or Bleed Out, follow it with a Barbaric YELP, and then pop an Adrenaline Rush to get her from negative DMG and DODGE to positive DMG and ACC. I would actually use all of her skills if I could pull that off.
I think putting it on Adrenaline Rush is a good idea, yes. Self-heals and self-buffs are generally kind of marginal utility activities for most characters anyway.
1. self-heal not "kind of marginal" if you're running a party without dedicated healer
2. self-buff is completely different to what's being suggested. buff while enemies hit you and you do nothing, then getting bigger attack later (often not twice as powerful attack either which is what you would do if you just attacked twice) does not compensate for initial turn usage on buff. Here it's using hellion's front loaded damage initially and dealing high damage then using free recovery later that doesn't even cost gold.
look yeah hellion is not garbage to begin with, you put on trinkets that buff then use those debuff self attacks multiple times then remove debuffs together with medicinal herb, it's not whatever the greatest, but if you take cost of medicinal herb and medicinal herb availability out of the equation, then a lot more stuff becomes possible, like double revel camp abuse &c &c &c &c.
I mean yeah I don't need to poop on someone's idea if I disagree with implementation and particulars, but let's not compare self heal and self buff to what's being suggested
now let's hug
at least adrenaline rush uses a turn. popping medicinal herbs is a free action.
Like I wrote, it's a recovery turn after front-loaded damage, not a preparatory turn before back-loaded damage.
plus its other utilities, which are pretty big.