Wait, are you calling elemental a weak pvp spec? Seriously? Elemental is simply ridiculous in 5v5, it definitely deserves a nerf. It might be weak in 2s and 3s, but that's what the utility changes are there for (I don't think the changes to those 2 totems will make ele shamans amazing in those 2 brackets but it's a start, and blizzard have stated they don't want to do sweeping changes). According to SK Gaming's rankings, 2345 and 2346 together represent about 20% of top arena teams, elemental is definitely not a weak pvp spec. Personally I would change bloodlust rather than reduce lightning bolt's damage since bloodlust + mana burn is so ridiculous, but I guess the nerf to mana burn took care of that.
Elemental Shaman being on 20% of teams does not overpowered make... How many teams are Disc Priests on? MS Warriors?
tbh we may or may not be overpowered in PvP... but I tell you what, I don't feel "overpowered" in PvE, certainly not compared to my Enhancement and Restoration brothers and sisters... and these "PvP nerfs" will have major impacts in that realm.
And yeah, time on Tremor pulse is wrong. I'm hoping for fake.
Actually the only thing Paladins/Druid lack for tanking t6 content is Thunderclap/LS/SW/Reflect, other than that there's nothing that prevents them from being as good MTs as the warriors. And they even bring some nice benefits to the table.
Concerning Druids, the ability to negate crushing blows via more HP aka 'HP soaking' is reduced considering theres not much HP difference now-days between all the tanks (perhaps a Druid has 2k~ more?).
TC doesn't matter because any Warrior can place that up for you where its needed.
An 'oh shit' button is almost required for the harder bosses because often a bad situation is saved by the quick reaction speeds of the tank (Illidan P5 - bad trap means tank the enrage), or they throw in the famous last stand abilities (Mother 10% - do you really want to risk a MT tank death sub 10%?) to keep things interesting.
Elemental Shaman being on 20% of teams does not overpowered make... How many teams are Disc Priests on? MS Warriors?
tbh we may or may not be overpowered in PvP... but I tell you what, I don't feel "overpowered" in PvE, certainly not compared to my Enhancement and Restoration brothers and sisters... and these "PvP nerfs" will have major impacts in that realm.
And yeah, time on Tremor pulse is wrong. I'm hoping for fake.
No, but an elemental shaman doing 8k burst in 2k seconds on his own does. These changes are more to smoothen out outgoing damage so there's less [unhealable] burst damage. Unfortunately it does have a big impact on the PvE side, some people in guild were discussing the possibility of putting +nature damage on one of the warlock curses but that might just give people another reason to use a warlock over a mage in 5s if all it meant was the curse had to be put up before the nuke.
I'm also glad to see some mana burns nerfs too which in turn buff hunters a bit for mana drain purposes but more importantly we can see some longer games where all casters aren't burnt to 0 in the first few minutes - there definately needs to be some strategy to it.
I think the true benefit would come from people saying "Oh, maybe a bear really can tank T5/T6"
Well, in fact Blizzard has already allowed bears to tank some bosses in T5/T6 content : they've made bosses that require more than one tank, and I think it was the best way to do it.
We do not compete with prot warrior, we are something else : a tank dps/hybrid, and arguably the only one. I don't think it make us less usefull.
Haha, this is because when everything is on farm and you know all content like the back of your hand you can skimp on healing and just afford to stack 3 melee groups. That's hardly an intelligent raiding tactic though if you are trying to tackle new content instead of just setting new WWS records with completely artificial raid make ups.
The same raid make up we've used since day 1. Or tried to anyway. Even when learning Illidan or pre-nerf Shahraz 5 months ago 1 shadow priest is enough (if swapped intelligently) to support a raid of people who are aware and pro-active about their mana pools.
I think it's pretty obvious Blizzard wants every tree to be viable for both PvE and PvP. I mean look at their reasoning behind the Iceblock change- to make each spec viable in PvP.
If that is their reason for giving iceblock across the board, they do not even play the game. I would rather play a holy priest with 0 resilience in arena than pvp arcane or fire.
Curious, why do you think that? I see this posted a lot and I think a lot of people are just ignorant of how much a crushing blow will do to a druid COMPARED to a warrior. In T6 gear, a crushing blow on a druid will be ~10% more than a regular hit on a warrior. If your healers can handle a string of regular hits on a warrior(which is much more likely to happen), then they can easily handle a string of crushing blows on a druid. Especially since the rest of the hits the druid takes will be much lower than the warrior.
I don't understand you comment about gear scaling and avoidance. Druids have the best conversion of stats to avoidance, being a bit better per point than defense. Now if you mean the lack of gear allows warriors to obtain better avoidance, that's different. But again, i don't think that applies either. Druids can start substituting in pvp gear and even rogue gear when they reach the armor cap. Once a druid is crit immune and at the armor cap, all they really need is agi and sta(from a pure defensive standpoint). It doesn't have to be a stereotypical tanking piece of gear for it to be a good tanking gear on a druid.
It's just a common fact that druids take more damage over time then warriors. Buffing the healing over time that druids receive would serve to help guilds who actually have mana issues. It's not going to obsolete warriors, just help druid MT's go from nearly non-existent to slightly more common.
Also no, you can't sub out any gear 'after you reach the cap'. Armory me, I have the highest armor pieces in every slot and I'm 100 armor over the cap. Anyone who subs our gear lowers their armor substantially, usually because they only OT or for some silly reason otherwise.
Outside of t6 there is exactly 1 feral tanking item in all of T6 content (pillar shouldn't count). Warriors upgrade almost every slot?
Druids are a lot more comparable at the t5 level to a warrior then they are at the t6 level.
I don't see itemization changing so this will work till wotlk.
Updating the OP to include the only confirmed change, the bit about the raid UI calculating distance to other players.
I'm moderately hopeful that bits and pieces of this are true - I'm holding out faint hope that the Moonkin change is incorrectly written, and that they actually read their Suggestion boards. I've been pushing for Moonkin Aura (rather than Moonkin Form) to refund mana on critical strikes (the same way Improved Leader of the Pack returns health to physical DPS on crits) for months.
The same raid make up we've used since day 1. Or tried to anyway. Even when learning Illidan or pre-nerf Shahraz 5 months ago 1 shadow priest is enough (if swapped intelligently) to support a raid of people who are aware and pro-active about their mana pools.
Even if you are perfectly aware, it is much easier to bring a lot of healers rather than zerg everything with DPS. Why would you stack melees on Illidan unless you were trying to set a world first on damage?
We have done Gurtogg with 7 healers, it isn't particularly difficult, but why bother if you can just bring 8 and make it trivial every time?
If they added an Improved Moonkin Aura which gave this benefit to party members aswell it would go along way to allowing better synergized groups.
SP doesn't need crit or hit (Ele Sham, Moonkin), but both of those classes need a SP in order to sustain optimal damage.
Having a group based on crit/regen would work wonders especially towards making crit a more valuable stat.
Not really a 2.4 comment but I just have to say I'll reserve judgement on this one. I can certainly sympathize with their intent but ultimately people seem to come to the conclusion with any kind of buff that there are some that are just 'best in class' and that becomes the defacto standard. I think Blizzard will really be challenged to develop a system that doesn't result in "The best PvE mage inscription is X and the best PvP mage inscription is Y."
You're generalizing too much here. TC isn't the best PvE X Class item/enchant vs PvP X Class item/enchant, it's the best PvE X Spec item/enchant and PvP Spec item/enchant. That's the way it has always been and therefore Blizzard's statement changes nothing. Take mages for example, a PvE frost and PvE fire mage are going to have different weapon enchants. Likely there will be a "best" inscription for a spec for each environment, but for classes there will likely be a few different "bests" for both PvE and PvP.
If they added an Improved Moonkin Aura which gave this benefit to party members aswell it would go along way to allowing better synergized groups.
SP doesn't need crit or hit (Ele Sham, Moonkin), but both of those classes need a SP in order to sustain optimal damage.
Having a group based on crit/regen would work wonders especially towards making crit a more valuable stat.
This.
Shadow Priests could be put primarily with mana-dependent, low-crit classes (Holy Priests, Affliction Warlocks, Resto Shaman, Hunters, etc.), whereas high-crit classes would synergize well with a Moonkin (Holy Paladins, Destruction Warlocks, Mages, etc.).
If this change went through, a) I'd feel super-cool; and b) I would honestly expect to see a Moonkin in most raids (a la Shadow Priests, especially in early Burning Crusade). The amount of synergy would be phenomenal, and talent spec representation would be dramatically improved (lots of raids are already using Ret Paladins, Shadow Priests, Elemental/Enhancement Shaman - the Balance Druid is one of very few specs that has been left in the cold).
Totally off-topic, and I'm feeding the speculatory trolling (for which I apologize), but a man can dream.
It's just a common fact that druids take more damage over time then warriors. Buffing the healing over time that druids receive would serve to help guilds who actually have mana issues. It's not going to obsolete warriors, just help druid MT's go from nearly non-existent to slightly more common.
Also no, you can't sub out any gear 'after you reach the cap'. Armory me, I have the highest armor pieces in every slot and I'm 100 armor over the cap. Anyone who subs our gear lowers their armor substantially, usually because they only OT or for some silly reason otherwise.
Outside of t6 there is exactly 1 feral tanking item in all of T6 content (pillar shouldn't count). Warriors upgrade almost every slot?
Druids are a lot more comparable at the t5 level to a warrior then they are at the t6 level.
I don't see itemization changing so this will work till wotlk.
Taking overall more damage is different than being gibbed by crushing blows. And I do agree, druids do take more overall damage(I think it's about the same 10%). I don't know how much of a different overall damage will make from a healing perspective, I have never played one.
Looks like I was wrong about the armor cap stuff, my bad. Do paladins have it as bad?
Quick question about your armory. Why Idol of Brutality instead of Terror?
I'm moderately hopeful that bits and pieces of this are true - I'm holding out faint hope that the Moonkin change is incorrectly written, and that they actually read their Suggestion boards. I've been pushing for Moonkin Aura (rather than Moonkin Form) to refund mana on critical strikes (the same way Improved Leader of the Pack returns health to physical DPS on crits) for months.
Actually, even if it is revealed to be true, and only the druid itself is effected, it could be a sign that they are indeed reading suggestions. Although i do support an improved moonkin aura as talent in order to make it comparable to our feral counterparts, it is somewhat at the lines of "would be nice, but don't rush it, please". The melee manaregeneration, which was a not useable mechanic right from the start, has been critizised in every feedback thread, and really deserves a change for so much time now.
The second main change to balance spec, well, if it's true, i will be a little bit disappointed. Treants proccing roots? Yes, our Force of Nature talent is weak, and should be looked after, but the idea in these other fake notes were nicer, the healing proc similar to shadowfiend (would allow a light self healing in moonkin form). Even if this enables to have roots indoors available (i'm assuming, that a proc would ignore our cast restriction), right now i couldn't come up with a useful strategy to incorporate such a change in my PvE playing style. It's random, unreliable and will most likely hit more often than not the wrong target.
As a whole, even if fake, the druid part looks ok to me. Even the lifebloom restriction (depending on how much the coeffizient would be changed of course). The feral heal increase would need to be scaled down, though.
Oh, I only just noticed the moonkin bit... don't be silly, 2% mana? Unless this has a rather high cooldown (more than 6 sec) or only works on high-rank spells (rank 1 moonfire spam) this would eliminate every mana issue a moonkin could possibly have. I'm not familiar with the balance build, but with Moonglow, a wrath costs only 232 mana, considering a moonkin should have 9-10K mana, this is 2-2.3% of the total mana. Add Dreamstate and a crit-orientated equipment, voila, owl spamming nature bolts every GCD and hardly going oom.
Oh, I only just noticed the moonkin bit... don't be silly, 2% mana? Unless this has a rather high cooldown (more than 6 sec) or only works on high-rank spells (rank 1 moonfire spam) this would eliminate every mana issue a moonkin could possibly have. I'm not familiar with the balance build, but with Moonglow, a wrath costs only 232 mana, considering a moonkin should have 9-10K mana, this is 2-2.3% of the total mana. Add Dreamstate and a crit-orientated equipment, voila, owl spamming nature bolts every GCD and hardly going oom.
Unless it's 2% of base mana. Since it's all speculation at this point anyway, who knows.
Originally Posted by Bula
"They were bad, stop trying to figure out why bad players do bad things."
Even if you are perfectly aware, it is much easier to bring a lot of healers rather than zerg everything with DPS. Why would you stack melees on Illidan unless you were trying to set a world first on damage?
We have done Gurtogg with 7 healers, it isn't particularly difficult, but why bother if you can just bring 8 and make it trivial every time?
From a healer perspective the gains of bringing as few healers as possible are quite large.
1. Bringing as few healers as possible makes the game more fun to heal. I guess if you want everything to be trivial and don't like a challenge this woudn't apply. Personally I like actually having a challenge every week despite the fact we had BT on farm for months. It makes everything more fun as far as I'm concerned. I constantly find myself making new macros and trying to improve my performance. Had we just brought more healers to make it trivial this self improvement would not be needed since I could simply get better gear and not worry about it.
2. Overstocking on healers usually means more overhealing. Not that this is a bad thing per se but it always annoys me when I look at my wws.
3. Total time for raiding decreases. Sure there may be a wipe everynow and then if we bring new healers or someone falls asleep but with very high raid dps everything takes less time to kill and clearing Hyjal and BT in 6 hours total or so is quite nice.
Oh, I only just noticed the moonkin bit... don't be silly, 2% mana? Unless this has a rather high cooldown (more than 6 sec) or only works on high-rank spells (rank 1 moonfire spam) this would eliminate every mana issue a moonkin could possibly have. I'm not familiar with the balance build, but with Moonglow, a wrath costs only 232 mana, considering a moonkin should have 9-10K mana, this is 2-2.3% of the total mana. Add Dreamstate and a crit-orientated equipment, voila, owl spamming nature bolts every GCD and hardly going oom.
I wouldn't go so far to say, there a no more mana problems, as you try to suggest. Just take a look at an average balance druid in late T5/early T6 enviroment (no raidbuffs or suchlike assumed for this example). He would be at around 33% spellcrit in form with 10.000 Mana (about 500 int for dreamstate asumed). During a minute he would cast 45 wraths (assuming that the GCD no longer is not touched by Nature's Grace, as suggested in a blue post in the druid forum), of which 15 would be critical hits. This would cost 10440 mana (an increase of 1160 mana before the GCD change), and he would get 3600 back in this minute (3000 from 15 spellcrits for 200 mana each, 600 from dreamstate), resulting in 6840 mana spent during this minute. This is quite a mana loss, and because most fights are somewhat longer today than before BC, i wouldn't consider 2% overpowered.
As suggested by pixen, if it is 2% base mana (quite likely if being thought over a little bit), the mana increase during wrath spam (due to the GCD change) would be almost equal to the mana return from the moonkin effect change.
Last edited by Dioneirra : 02/07/08 at 1:30 PM.
Reason: additional suggestion read
3. Total time for raiding decreases. Sure there may be a wipe everynow and then if we bring new healers or someone falls asleep but with very high raid dps everything takes less time to kill and clearing Hyjal and BT in 6 hours total or so is quite nice.
Ok, you bring your low healer raid and clear BT/Hyjal in 6 hours, we'll bring our inferior and excessive 9 and do the same, in 5.5 hours.
Despite what your guild might think there are more important things than DPS, else why isn't your guild setting the world firsts if you're the best at DPS.
Regarding shadow priest synergy, the most important synergy is mana production. The only way they can stop nerfing shadow priest damage is if they nerf VT, which they probably should. I think everyone on farm mode is forgetting just how amazing infinite healer mana is on a progression fight.
You know this game needs new content on shorter timelines when there's more discussion on upcoming, possibly fake additions to the game than actual current content.
From a healer perspective the gains of bringing as few healers as possible are quite large.
1. Bringing as few healers as possible makes the game more fun to heal. I guess if you want everything to be trivial and don't like a challenge this woudn't apply. Personally I like actually having a challenge every week despite the fact we had BT on farm for months. It makes everything more fun as far as I'm concerned. I constantly find myself making new macros and trying to improve my performance. Had we just brought more healers to make it trivial this self improvement would not be needed since I could simply get better gear and not worry about it.
2. Overstocking on healers usually means more overhealing. Not that this is a bad thing per se but it always annoys me when I look at my wws.
3. Total time for raiding decreases. Sure there may be a wipe everynow and then if we bring new healers or someone falls asleep but with very high raid dps everything takes less time to kill and clearing Hyjal and BT in 6 hours total or so is quite nice.
More DPS is nice and it's certainly a worthy goal to shoot for both overall and especially when farming content long past its natural lifespan. But many of the best fights in the game rely little on your DPS and much more on your ability to control the situation -- just look at the original Al'ar, Illidan, Kel'thuzad, and so on. By contrast DPS is a much larger factor in some equally awesome fights: Nefarian, C'thun, Kael'thas, Vashj, Magtheridon.
I'll be very interested to see how a DPS-crazy melee-heavy guild like yours does in Sunwell -- assuming the zone is difficult enough to differentiate a large number of Illidan-farming guilds.
Originally Posted by Buiden
Ok, you bring your low healer raid and clear BT/Hyjal in 6 hours, we'll bring our inferior and excessive 9 and do the same, in 5.5 hours.
Despite what your guild might think there are more important things than DPS, else why isn't your guild setting the world firsts if you're the best at DPS.
Uh, they are. Abananax is very near the top spot on almost every boss in BT/Hyjal last I looked. Did they piss in your Cheerios or beat your dog?
'War' is too small a word for what I'm fighting. Like a candle in front of the whole burning Sun. Now, I am not going to die today. I have other projects, and other options.
Uh, they are. Abananax is very near the top spot on almost every boss in BT/Hyjal last I looked. Did they piss in your Cheerios or beat your dog?
He probably meant world firsts as in Nihilum-style, which is silly since Abananax got a much later start. Regardless, this whole line of conversation is pretty silly and starting to veer off topic.
I know others have posted this as well, but I believe it is very true. I think the 'cap' to shadow priest dps is mostly determined by the mana returns. I would guess that currently shadow priests return too much mana compared to what they intended. Nerfing their DPS would be one way to lower the mana returns, although I think we can all agree it is not really the proper way to fix it, if that is the final intent.
<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS. Very Manly Staff
I wouldn't go so far to say, there a no more mana problems, as you try to suggest.
As I said, I'm not really familiar with Balance builds *whistles and hopes nobody notices Dioneirra merely mentioned talents, but raw theorycraft, which Nath was too lazy to undertake (currently preparing for the cinema)*
Of course, when you look at it from an objective point of view, it's not that OP, but you know how people react to druid buffs