Mind spark is a spell that can cause a lot of damage so reducing the cooldown is not a good idea, I even think that's the spell that make fire wizard can steal aggro if they went all out with it. I just think the design on mind spark is just bad, it reduce aggro at the same, it increase your damage output by a ton that make the threat reduction effect "nullified".
The mana spark to reduce threat is nice and all, but the cool down is a little long. 3 minutes. Maybe would work well with ez but let’s say dungeon where you use mana spark on the second stage boss and then you can’t use mana spark on the key master stage.
With the Starfall patch, mind spark was renamed and the cooldown for it was drastically increased. (Same with retreat.) There was an outrage
then, and many players either quit or changed classes. It would be adding insult to injury to increase the cooldowns further for either retreat
or mind spark. (Increasing cooldowns is one of those things that tends to make players
very unhappy and make classes "no fun to play anymore.") I feel that the cooldown for mind spark should stay as is and that players need to simply get out of the mindset of feeling that
they need to use every single feat as soon as it refreshes, when they're in group combat! If you use the big feats every time they become available to reuse, you run a risk. An important part of group combat is learning to assess the situation and figuring out how your actions affect the group. It's a sign that your build is
good when you have the
ability to steal aggro. That
is a sign of strength. But if you're dps and you don't know how to
reduce aggro too, then you're not as strong of a team player as you believe yourself to be!
My ICE wizzie uses mind spark if she's in an event zone and has stolen aggro from a weak tank (generally either a fury warrior or dps toon.) It's
perfect for
my toon for situations like that. And yes, I tend to use the feat very sparingly in group combat (unless there's a strong LW present, who I know I won't be able to steal aggro from)
and I back off (just autoattack) at the same time, if I want to lose aggro. It's my emergency release button, mostly, and for those purposes, I can make it work in the way I want it to.
My little 4X-rebirthed ice wizzie has yet to steal aggro in the dungeons. It's such a non-issue that I don't even have to worry one bit about it! (Of course, I'm pretty picky about the groups I run dungeons with & don't run them often. If a group's not viable to at least get silver & I suspect there will be many deaths, I don't run it. My choice.)
Also there are no content in the game right now is hard enough that a tank, dps and healer needed at the same, any combination of two will be sufficient, even soloable including elder 85 and dungeon
I would be very cautious about making statements like this. Keep in mind that even though YOU may be very strong in situations like the level 85 elders with no healer present, the person(s) who you are helping are
not! They are far more vulnerable, despite how strong other members of the group may be. As such, they're the most prone to unnecessary deaths that could easily have been avoided if you had assessed the situation differently. Just because content is easy for
you since your gear is all the same level as your combat, you've rebirthed 5 times, and have used umpteen sockets to max out your gear doesn't mean that everyone else has done so. What you see as too easy to require more than just two out of the three classes can be unbelievably challenging to a different player.
The game is NOT for the elite only!