Board Thread:Suggestions/@comment-27144615-20160322224739/@comment-27144615-20160324031021

Bobking01 wrote: You should include the range of the buffs and the amount of time they are active. Also, make the combo an actual combination of attacks. Even something basic works. ie: forehand swing, backhand swing, slam weapon down, AoE attack. Also the combo should consist of four attacks.

Diffuse Heal heals too much. Even Abyss can't heal as much with Arcane Orb (The most I've ever seen healed is 13 hp). Either increase the mana and cooldown, or make it heal less.

Defense Plan is decent, just include the amount of time the buff lasts. And work on the name.

Attack Plan's buff is too much considering the fact that it can be used repeatedly with no cooldown. I'll lay back on this because 1.4 Damage is the maximum amount before waiting five more seconds for that 5 mana to use it the third time (The only way to get three consecutive buffs would be in jugg or boss fight). Name needs work.

Perfect Strategy's cooldown needs to be increased. Assuming a whole team of five is affected, since Tactician regains 15 mana, the whole team could potentially be buffed an entire game. Either that or the buff should stay active for a shorter time. The names are supposed to be repetetive, as they are strategies of attack. I'll revise the heal I guess, and the cooldown is pretty much fine as it is, as the skill takes 60 mana to use.