@qwigoqwaga
Given that discipline is only 50% for the extra, I'd say it's far too unreliable.
Two ambushes guarantee you have one turn to buff, and one to either heal, meditate, or dent an enemy for the brawler to take out.
I think if you removed that extra turn, you'd probably be much shorter on breath overall, given you'd have to take a turn from elsewhere in the rotation at a less optimal time.
As it is, you can typically take out two enemies and contuse the third, which reduces the damage you take massively over the course of a session.
I think if you went with a discipline, you'd end up being able to take out two, but leave the last un-contused (and that reduces all damage the enemy deals by 25%; may not sound like a ton but it adds up).
This also forces you to take another turn to deal with the last enemy, which leaves you open for more hits over the fight.
Personally, I think it'd leave too much up to RNG, as well as make you take more damage overall which would force more healing and ultimately waste breath.
The mage is honestly there more to deal damage to open enemies up for eliminate; the heals are necessary, but not what they spend most of their time doing. I don't often have issues with breath, even on the bosses.
But hey, it could work for you, and it's always a good idea to look at odd strategies! If you give it a shot let me know how it goes. ^^
Given that discipline is only 50% for the extra, I'd say it's far too unreliable.
Two ambushes guarantee you have one turn to buff, and one to either heal, meditate, or dent an enemy for the brawler to take out.
I think if you removed that extra turn, you'd probably be much shorter on breath overall, given you'd have to take a turn from elsewhere in the rotation at a less optimal time.
As it is, you can typically take out two enemies and contuse the third, which reduces the damage you take massively over the course of a session.
I think if you went with a discipline, you'd end up being able to take out two, but leave the last un-contused (and that reduces all damage the enemy deals by 25%; may not sound like a ton but it adds up).
This also forces you to take another turn to deal with the last enemy, which leaves you open for more hits over the fight.
Personally, I think it'd leave too much up to RNG, as well as make you take more damage overall which would force more healing and ultimately waste breath.
The mage is honestly there more to deal damage to open enemies up for eliminate; the heals are necessary, but not what they spend most of their time doing. I don't often have issues with breath, even on the bosses.
But hey, it could work for you, and it's always a good idea to look at odd strategies! If you give it a shot let me know how it goes. ^^