Are root effects, like frost nova, entangling roots, imp wingclip/hamstring, considered "movement impairing", or are they classified as something else? Would toughness reduce the duration on them as well?
That totally came out of left field. We had some inkling that Aimed Shot was going to get an MS effect, but this totally surprised me.
Toughness change
This one was a little more expected. I figured they'd change the old Shaman tanking talents, perhaps not in this manner, but change them regardless.
does flametongue proc a lot
The damage procs on every hit, although it remains to be seen whether the MS effect will as well.
they still lack a solid snare(rather long cooldown, dispellable, resistable, not very powerful, no "root" proc)
What's interesting is that Frostbrand Weapon's 25% snare is undispellable. I would've pegged it as the more likely candidate for a PvP weapon enchant, proc chance notwithstanding.
Well overpowered is rather subjective. There's probably still margin to bring them on par with warriors, so until then I'm not sure. I mean, they still lack a solid snare(rather long cooldown, dispellable, resistable, not very powerful, no "root" proc), they trade intercept for *gasp* instant ghost wolf, they can't sunder(but a part of their damage is magic and they can purge), the MS viability has still to be demonstrated, does flametongue proc a lot, can it be used only as off hand, is it actually dispellable(the screenshot seems to show it's not but well). The big positive point is they have their mini shield wall thing if they get assisted, which is much better than spell reflect+intervene out imo.
But in the end the question is would you take an enh shaman instead of a MS war? If the answer is no, then they're not overpowered, at the very best they're viable, in worst case they're a subpar choice but not as subpar as currently. If the answer turns out to be yes however, I could see some things adjusted a bit ^^.
Maybe I think Warriors are overpowered. ;D
Don't get me wrong, as an Enhancement Shaman that PvPs, I know exactly how hard it is to get even a moderate rating, so I'm all for buffs. I just don't want to become the next FotM. Although, I am thinking about having my current DPS with MS, forgot to factor in I'll have a DPS drop from switching to Flametongue. I'll also have to rebuy my offhand. >.<
Hmm new Alchemist's Stone, seems blizzard has listened to the alchemists cries a few pages back ^^. Also a new cloak enchant for tanks. Wish it was a healing or spellpower enchant. I mean tanks already have dodge, armor or agi as cloak enchants. Casters have... 2%threat reduction? Wouldn't hurt to add some random enchant that gives mp5 or just a little bit of spellpower(even if it's spell/healing, still better than threat for healers).
Some Warlocks have Rank 1 which shows 5% health and 5% mana, which actually gives 15% mana, and others have the rank 3 version. You can't train the ranks either.
Well, I've tried various combinations of logging in and out with and without Improved Life Tap. While I still only have Rank 1 Life Tap, it is now 5%-->5% rather than the 5%-->15% it was 30 minutes ago. So odd. I'm going to stay logged off for 30 minutes or so without talent points and see if that affects anything. Regardless, if the info on MMO-Champion is correct (three ranks at 5, 12, and 20%-->5, 12, 20%), then this buffs PvE DPS, hurts efficiency in PvP, but still allows the warlock some flexibility. While it certainly isn't perfect (using max mana as a variable is retarded), it does alleviate most of the concerns.
Edit: On a hunch, I logged on to my Warlock on US PvE PTR, and he has all three ranks. I'm farily certain the bug stems from having (a) point(s) in Improved Life Tap while the patch was applied.
I mean tanks already have dodge, armor or agi as cloak enchants. Casters have... 2%threat reduction? Wouldn't hurt to add some random enchant that gives mp5 or just a little bit of spellpower(even if it's spell/healing, still better than threat for healers).
Wouldnt mind a healing enchant for cloak, still using greater resistance since i dont need threat reduction or armor.
Well, I've tried various combinations of logging in and out with and without Improved Life Tap. While I still only have Rank 1 Life Tap, it is now 5%-->5% rather than the 5%-->15% it was 30 minutes ago. So odd. I'm going to stay logged off for 30 minutes or so without talent points and see if that affects anything. Regardless, if the info on MMO-Champion is correct (three ranks at 5, 12, and 20%-->5, 12, 20%), then this buffs PvE DPS, hurts efficiency in PvP, but still allows the warlock some flexibility. While it certainly isn't perfect (using max mana as a variable is retarded), it does alleviate most of the concerns.
If you have copied to the pve server also, try it there. Some people are saying that it's bugged on the pvp server only, although god only knows how that would work. Although it could just be that some people's characters are bugged on one realm and not the other, which would make much more sense.
Some Warlocks have Rank 1 which shows 5% health and 5% mana, which actually gives 15% mana, and others have the rank 3 version. You can't train the ranks either.
Currently on EU PVE PTR I have rank1 lifetap, and can't train any other ranks.
The tooltip says 5% max hp for 5% max mana, and it actually does what the tooltip says.
With this in mind, am i the only one thinking that there are other profession, non-gathering, that needs some love?
When u compare the new alchemist stone to the Jewelcrafter only gems, or the ring enchant for enchanter, doesn,t it look pale in comparison ?
Why?
Enchanting and Jewelcrafting get buffs that no gear can replace, because they are added ontop of gear. Alchemist get this, true, but only if they choose to use mana pots. ~ 40 mp5 at best. But compared to Illidan's trinket this is only a 15 mp5 or so gain.
So, Enchanting gets +40 healing no one else can get, an Alchemist can get 15mp5 no other healer can get -- but must also chain pots to get this effect. So if you aren't chaining pots, +40 healing > 0mp5.... and if you are chaining pots, I personally would say +40 healing is about the same as 15mp5.
p.s. this isn't even using calculations on the Sunwell Trinket, or the fact the Priest trinket from Lurker was buffed =p
With this in mind, am i the only one thinking that there are other profession, non-gathering, that needs some love?
When u compare the new alchemist stone to the Jewelcrafter only gems, or the ring enchant for enchanter, doesn,t it look pale in comparison ?
Enchanting remains +40 healing, the new Alchemist stone is technically a 1 healing ugprade (assuming you have Memento/Naaru Sliver) but a potential 10/20 MP5 upgrade overall.
This trinket is just (in its current incarnation) seemingly very easy to craft considering it beats the other 2 quite easily, time will tell where the plans drop but its likely to be a trash drop considering its not available on current vendors but it could also be available via Rep-Vendor once the Alchemy Lab is established.
Speaking off proffession love, engineering still seems to be in big need of some. Sure, you get some fun stuff, but atleast for rogues, [Schematic: Quad Deathblow X44 Goggles] are worse than [Cursed Vision of Sargeras] and only marginally better than [Slayer's Helm] (Not to mention [Duplicitous Guise] which is way ahead). Compare that to the craftable gear Leatherworkers and Jewelcrafters get, which are all best in slot, including Sunwell gear. Leatherworking also provide the extremely useful drums, and JC has its misc benefits in the JC only gems etc.
A good solution IMO would be giving engineers a second strong craftable item. The trinket slot could be a logical choice.
/run hooksecurefunc("CooldownFrame_SetTimer", function(_, start, duration, enable) if start > 0 and enable > 0 then DEFAULT_CHAT_FRAME:AddMessage(duration) end end)
Enhancement shamans definitely need a PvP buff, but do we really need another MS effect after Aimed Shot? Are healers really so overpowered in PvP that half the classes in the game need to reduce their effectiveness by 50%? Blizzard really seems to be losing their edge in creativity if all they can think of to balance PvP is to slap MS debuffs on random abilities for whichever class is the under-performing-class-of-the-month. How long will it be before Ret paladins, Feral druids, Moonkin druids, Prot warriors, Prot paladins, etc. get MS debuffs as well?
Last edited by Icywind : 02/28/08 at 12:54 AM.
Reason: Consistency
MS on Flametongue Weapon as standard seems very strange to me. Elemental or Resto shamans can just autoattack and apply it too in the current form, correct?
Bear in mind also that the new alchemy trinkets no longer have +15 to all stats. While there can be no doubt that 119 healing is better than 15 stamina + intellect + spirit for a healing priest or druid, it is still a non-negligible nerf to the trinket's regen, given the intellect and spirit changes forthcoming in 2.4.
Last edited by Finkum : 02/28/08 at 12:48 AM.
Reason: Sentence makes no sense without a 'no'!
Bear in mind also that the new alchemy trinkets no longer have +15 to all stats. While there can be no doubt that 119 healing is better than 15 stamina + intellect + spirit for a healing priest or druid, it is still a non-negligible nerf to the trinket's regen, given the intellect and spirit changes forthcoming in 2.4.
To me, all the new Alchy trinkets look rather lackluster, given the amount of effort I'd have to put into making one.
MS on Flametongue Weapon as standard seems very strange to me. Elemental or Resto shamans can just autoattack and apply it too in the current form, correct?
That was my initial thoughts as well - resto shamans running around applying healing debuffs to everyone they see.
Don't know if this is intentional or not (and it's not possible to test given how buggy it is on PTR right now), but the new Flametongue's tooltip says "all healing reduced by 50%" instead of "reduces healing done to that target by 50%" that is stated on the aimed shot and mortal strike tooltips. Does that mean that the new flametongue reduces healing done instead of healing received?
Don't know if this is intentional or not (and it's not possible to test given how buggy it is on PTR right now), but the new Flametongue's tooltip says "all healing reduced by 50%" instead of "reduces healing done to that target by 50%" that is stated on the aimed shot and mortal strike tooltips. Does that mean that the new flametongue reduces healing done instead of healing received?
That would be all kinds of stupidly OP, if true. I'm 95% sure that's just one of the many variant wordings Blizzard are prone to using.