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02/28/08, 5:23 PM
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#3351
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Von Kaiser
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Originally Posted by Kasi
have to say though, it's a fairly elegant change - if you look at who it buffs and where, it makes a lot of sense:
In 5v5 - buffs: Rogues (who needed a little something in 5v5), fury warriors (definitely could use something to bring them more in line with MS - even with this they aren't equal to arms warriors), Enhance shaman (def. needed the buff), and ret pallies. Nobody else hits in melee, and running your mage in to apply the debuff is silly.
In 3s and 2s, this would be a big buff for rogues, except that shaman/rogue was underpowered in 2v2 already (not the rogue's fault), and there aren't any 3v3 shaman/rogue/x matchups that couldn't use a little boost. Same goes for fury warriors, and enhance shaman needed a boost in 2s and 3s across the board.
All in all, it looks like a well targetted buff.
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One melee spec you left out was feral druids who really need some help in every bracket. They can find a minor niche in 5s as dps/cc/heal contributor but pretty much that spot should go to another class to make a stronger team. Some 2s teams work to about 2k.
Hopefully this paves the way for druids being able to use WF/FT totems. Blizzard already is letting us get the full effect of weightstones but not letting us have FT with this debuff attached would be pretty heinous. WF affecting bear form tanking would make threat go up by a significant amount while having only a minor effect on cat dps.
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02/28/08, 5:23 PM
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#3352
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Great Tiger
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Originally Posted by Maligne
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Doesn't flametongue operate like a spell? Chance to crit for 150%, chance for resists? Does the debuff apply if FT is resisted? (Assuming FT can be resisted at all)
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02/28/08, 5:23 PM
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#3353
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Bald Bull
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Originally Posted by Fiola
The debuff applied is physical? Does FR affect it? Does BoP remove it?
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It looks like (from the screenshots) it is physical, which means BoP does remove it but is is not dispelable.
EDIT: Beaten.
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02/28/08, 5:34 PM
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#3354
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Bald Bull
Orc Death Knight
Talnivarr (EU)
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Is the trash to Eredar Twins bugging out for anyone else too? Let's say that after a wipe we keep getting into combat.
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02/28/08, 5:39 PM
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#3355
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Great Tiger
Orc Death Knight
Blutkessel (EU)
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Originally Posted by Illundai
Is the trash to Eredar Twins bugging out for anyone else too? Let's say that after a wipe we keep getting into combat.
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There should only be one summoner active. Right now all of them engage.
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02/28/08, 5:45 PM
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#3356
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♥
Blood Elf Priest
Genjuros (EU)
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Originally Posted by Deris
You guys aren't thinking about the FT change in the proper context.
FT totem down = you can reduce every heal being cast by 50%. Don't even think of it in terms of bursting someone down, think of it in terms of "Hey, I'm standing next to this guy, who is about to be healed. Ah I know, I'll hit him once to cut the heal in half, effectively doubling the Healer's mana useage."
Repeat this x5 since everyone can do it, and you no longer are constrained by the MS cooldown, nor wounding poison stacking - you've effectively cut the entire teams healing in half.
Flametongue Totem is a mediocre burst tool, without a full time melee on that target. However it is a powerful mana control tool, effectively cutting off heals by half on any target. If a healer isn't using clickcast by now, they most certainly will need it in order to mask their current heal target.
Not to mention the hilarity of a blink -> flametongue attack for someone who is low and got their current MS removed.
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Thanks for explaining this better than I can. Anyone arguing "casters don't melee lol" is not really grasping the full meaning of this change in high end arena. 5v5 is very messy, 3v3 can be at times as well, if we're focusing someone and I see a holy light being cast and I have no way to interrupt it, the next thing I'm going to think about is hitting the guy with my healer mace if I'm in range. This can be easily done with some situational awareness, I'm not going to charge headfirst into melee range but if someone is running past me and I see his nameplate at 50% you bet I'm gonna whack him with FT just like I'll kill a random totem whenever I'm able to.
Flame tongue also doesn't have any of the drawbacks of the other healing debuffs. Mortal strike has a 6 seconds cooldown and will sometimes get dodged/parried, you can also disarm the warrior to prevent him from using it for a short while. Aimed shot has a 6 seconds cooldown and a casting time. Wounding Poison has to be stacked 5 times to be fully effective and can be dispelled in multiple ways.
Last edited by gia : 02/28/08 at 5:57 PM.
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02/28/08, 6:00 PM
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#3357
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Von Kaiser
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Not to mention whirlwind applying MS on up to 5 targets. Cleave presents similar problems but on a smaller scale. This could be a huge buff to the standard 2345/2346 warrior centric 5s teams. In 5s you often have a warrior in the middle of a pack and given enough rage could keep MS up on 3 targets pretty consistently (MS on one, cleave to apply flametongue to two more.)
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02/28/08, 6:14 PM
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#3358
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NIMBH
Retired
Blood Elf Paladin
No WoW Account (EU)
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The more I think about the shaman buff the less I see how it can get "abused" on caster groups. Its a buff to all enh shaman makeups and a decent addition to other builds (although much less so, as WF is still excellent for bursts).
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02/28/08, 6:18 PM
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#3359
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Bald Bull
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Last I heard, spells that are natively instant do not reset the swing timers, but spells made instead by any means (including buffs and talents) will reset it. In terms of clutch Flametonguing, this is good for blink and bad for ghost wolf.
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02/28/08, 6:20 PM
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#3360
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Piston Honda
Human Death Knight
Kazzak (EU)
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Originally Posted by dr_AllCOM3
There should only be one summoner active. Right now all of them engage.
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Wasn't the case for us. The next summoner would only engage if you went close or if the current one died.
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02/28/08, 6:21 PM
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#3361
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Co-starring: The Egg
Ginakursia
Goblin Warlock
No WoW Account (EU)
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Originally Posted by PSGarak
Last I heard, spells that are natively instant do not reset the swing timers, but spells made instead by any means (including buffs and talents) will reset it. In terms of clutch Flametonguing, this is good for blink and bad for ghost wolf.
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It's actually a combination of both depending on class.
For Shamans and Paladins, spells that are baseline instant will not reset the swing timer. Spells that become instant through talents in any way will.
For other classes, instant spells will always reset the swing timer, regardless of whether or not the spell is baseline or talented instant.
Obviously the excepted classes don't tend to spend much time meleeing anyway.
This only applies to spells obviously; otherwise I'd need to include Rogues, Hunters, Warriors and Druids in a Feral form too, whom follow the same basic mechanic as Shamans/Paladins do. You could view it as that instant spells for Shamans and Paladins are effectively treated as instant melee abilities for purposes of swing timer reseting.
Last edited by Chicken : 02/28/08 at 6:35 PM.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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02/28/08, 6:22 PM
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#3362
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Glass Joe
Blood Elf Rogue
Nordrassil
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Originally Posted by Scurn
Not to mention whirlwind applying MS on up to 5 targets. Cleave presents similar problems but on a smaller scale. This could be a huge buff to the standard 2345/2346 warrior centric 5s teams. In 5s you often have a warrior in the middle of a pack and given enough rage could keep MS up on 3 targets pretty consistently (MS on one, cleave to apply flametongue to two more.)
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Do whirlwind and cleave currently transfer damage from non-weapon effects? Blade flurry only does the weapon damage to the second target - any poison procs or weapon enchantments like fiery only apply to the original target and it only counts as a single attack for determining whether a proc occurs. I suppose it is possible Flametongue and whirlwind or cleave would behave differently, but that seems unlikely.
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02/28/08, 6:23 PM
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#3363
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Glass Joe
Draenei Shaman
Kel'Thuzad
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I don't understand why everyone is talking about what the implications of flametongue totem would be on combos for arenas when it was already stated at least 2 times in this thread that it does not proc off flametongue totem weapon enchant.
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02/28/08, 6:25 PM
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#3364
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Don Flamenco
Night Elf Warrior
Greymane
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Originally Posted by Dalthium
I don't understand why everyone is talking about what the implications of flametongue totem would be on combos for arenas when it was already stated at least 2 times in this thread that it does not proc off flametongue totem weapon enchant.
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And then they updated the PTR patch notes ....
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02/28/08, 6:26 PM
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#3365
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Soda Popinski
Retired
Tauren Death Knight
No WoW Account
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Well MMO champion's latest posted patch notes says that it does. I will try and check the behaviour of flametongue with cleave/ww tonight when i get home.
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02/28/08, 6:29 PM
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#3366
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Don Flamenco
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Originally Posted by Dalthium
I don't understand why everyone is talking about what the implications of flametongue totem would be on combos for arenas when it was already stated at least 2 times in this thread that it does not proc off flametongue totem weapon enchant.
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Because it DOES proc off the flametongue totem weapon enchant, according to the revised patch notes.
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Flametongue Totem damage effects now also reduce healing done to the target by 50% and lasts 5 seconds.
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02/28/08, 6:32 PM
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#3367
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Glass Joe
Draenei Shaman
Kel'Thuzad
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Ah I didn't see that sorry.
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02/28/08, 6:33 PM
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#3368
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King Hippo
Byashi
Gnome Warrior
No WoW Account
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Originally Posted by Dalthium
I don't understand why everyone is talking about what the implications of flametongue totem would be on combos for arenas when it was already stated at least 2 times in this thread that it does not proc off flametongue totem weapon enchant.
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The quote on top of mmoc says otherwise.
Originally Posted by Chicken
This only applies to spells obviously; otherwise I'd need to include Rogues, Hunters, Warriors and Druids in a Feral form too, whom follow the same basic mechanic as Shamans/Paladins do. You could view it as that instant spells for Shamans and Paladins are effectively treated as melee abilities for purposes of swing timer reseting.
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Same thing applies to warriors - slam resets timer.
At least the very least a long time ago things like mindflay and arcane missiles would frontload the timer reset so when you're soloing if the mob is on top of you you get to staff it after you're finish channeling and before casting another spell.
For ghostwolf - that means your swing timer starts when you start casting ghostwolf, so if it takes you longer than your weapon speed to run to the guy you want to whack you'll whack him right away.
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02/28/08, 6:34 PM
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#3369
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Co-starring: The Egg
Ginakursia
Goblin Warlock
No WoW Account (EU)
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Originally Posted by levk
Same thing applies to warriors - slam resets timer.
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Slam also isn't an instant.
There's only ability out there that isn't instant and doesn't reset the "swing" timer and that's Steady Shot.
Also based on experience when I'm being a cheapskate and keeping a Judgement up by meleeing, for non-channeled non-instant spells at least, the swing timer resets at the moment the cash finishes, not at the start of the cast.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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02/28/08, 6:46 PM
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#3370
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Don Flamenco
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I wonder if all the dropping of attunements is basically to make it easier to let warlocks summon players into instances? Perhaps it simplifies the implementation. Why on earth drop Kara attunement from a gameplay perspective? Besides heroics, will any outland instance require attunement anymore? And are they silently dropping attunements for old-world content like Naxx etc (which actually makes a lot more sense than dropping kara)? Hmm.
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02/28/08, 6:49 PM
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#3371
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Glass Joe
Draenei Shaman
Kel'Thuzad
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Originally Posted by arison
I wonder if all the dropping of attunements is basically to make it easier to let warlocks summon players into instances? Perhaps it simplifies the implementation. Why on earth drop Kara attunement from a gameplay perspective? Besides heroics, will any outland instance require attunement anymore? And are they silently dropping attunements for old-world content like Naxx etc (which actually makes a lot more sense than dropping kara)? Hmm.
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Clearly having to buy the non epic flying mount was just too much for some people. Also BM is next to impossible apparently.
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02/28/08, 6:55 PM
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#3372
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Don Flamenco
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Originally Posted by Dalthium
Clearly having to buy the non epic flying mount was just too much for some people. Also BM is next to impossible apparently.
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Have you tried to run regular Arcatraz lately? Unless you're 5 boxing you could spend hours or days looking for a party (Hint: I know this because my fiancee is currently stuck in this position). The attunement to Kara is far outdated. I'd say it should have been removed when the SSC/TK attunement was removed. It's completely pointless now and serves no purpose. Especially with the release of ZA, small guilds trying to gear up people to progress through there also have to go back to multiple level 70 five-man instances for a simple key fragment. It's a waste of time.
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02/28/08, 6:59 PM
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#3373
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Mike Tyson
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They're making things more alt-friendly. They've explained this in the past -- attunements work well as a pacing mechanism at the outset and to require people to both prove their experience and their gear are adequate to survive certain content. But late in the expansion's life cycle, more and more people are hitting 70 as alts and rerolls, finding nonheroic instance groups can be tough (my warlock did all of his Kara attunement via heroics, starting at 69, fwiw), and they really just aren't serving the same goal. A player who knows every pull of Kara by heart and has taken the time to get good crafted and questable gear on his alt, and knows he can walk right in with a group of established friends and do just fine isn't going to particularly enjoy having the roadblock of a bunch of instance runs before he can do so. Also it used to be that the only way to really gear up for Kara was to run a bunch of instances at 70, just as the only way to gear up for SSC and TK was to do a bunch of t4 content and heroics. The attunements also led people down the proper progression path. Now you can start getting t5 and even t6-equivalent gear the moment you hit 70.
The ideal solution would be to have attunements be account-specific. I think I've read that Blizzard one day hopes to implement that.
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02/28/08, 7:02 PM
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#3374
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Von Kaiser
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A guildie of mine literally had to pay people to run his new toon far enough to get his Kara attunement. Going back to the old instances non-heroic is a very undesirable thing to do with content being as spread out as it is now.
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I reject your paltry reality and substitute my own.
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02/28/08, 7:02 PM
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#3375
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Piston Honda
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Originally Posted by Praetorian
The ideal solution would be to have attunements be account-specific. I think I've read that Blizzard one day hopes to implement that.
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I recall reading something similar, though my memory recalls a server-specific solution. Either way, it'd be a really graceful way to handle attunements. Ultimately, the risks of someone's alt or reroll bypassing the lower tiers of content and being carried through the end-game by his/her guild has no implications on the intended lifespan.
Hopefully we'll see that sort of thing sooner rather than later.
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