Just as CoC should be the quintessential tank keystone, Grasp should be so for juggernauts
But it's not. It's a half assed keystone that juggernauts like
forgo by getting Courage of the colossus instead, while other juggernauts that can't proc CotC like
usually go either stormraiders, fervor, or occasionlly thunderlords.
Grasp should be an item that juggernauts like, particularly by rewarding juggernauts and other fighters for prolonging fights. It should be a keystone that continuously rewards as a fight goes on, as opposed to CotC which is an explosive, instant reward keystone.
I feel like grasp should be something like this:
When in combat for two seconds, the next auto attack deals .5% max HP and heals for 3% missing hp, when in combat for 4 seconds, the next auto attack deals 1% max HP and heals for 6% missing hp. Every two seconds afterwards, auto attacks proc for the second set of values.
Looks something like this:
2 seconds .5% max hp damage /// 3% missing hp heal 4 seconds 1% max hp damage /// 6% missing hp heal 6 seconds 1% max hp damage /// 6% missing hp heal 8 seconds 1% max hp damage /// 6% missing hp heal 10 seconds 1% max hp damage /// 6% missing hp heal etc.
Keep in mind, the percent may look high for the heal, but its missing %, not the current max hp %. Again, this form of healing incentivizes long trades since the healing gets stronger the lower you are, but is a lot less oppressive if you're near full hp. The damage is lowered because the resolve tree should be more about TANKING AND SUSTAIN as opposed to DAMAGE.
COMBAT MUST BE COMBAT WITH AN ENEMY CHAMPION (prevents abuse, and plus this feels more appropriate anyways, technically a nerf in this aspect).
, did you forget already?
