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Old 06/26/08, 7:23 AM   #526
dssurge
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Korgath
Originally Posted by Altirias View Post
But additionnal Shamans and paladins would still provide a lot for a raid even though there are already 3 of them in the roster. Allow shamans and paladin to throw more totems / more blessings ? Provide talents in specific trees that could "merge" totems or blessings ?
Aside from Hunters, there is no other class that gains a good deal of benefit from four blessings vs. three.

The 'problem' with Shaman stacking is kind of a two parter, part one being any group without totems will be weaker than a group with totems, to the extent in many cases that it's more beneficial to bring a Shaman than a pure DPS class. This can be remedied by removing the group restriction of totems, but at the same time, you would only ever really need 2 Shaman for maximum benefit if this were the case. Part two is even with the addition of raid wide benefit, you'll run into fights like M'uru where people may be a good distance away and nullify the benefit of raid wide totems where you would either have to stack Shaman for their buffs or suck up not having buffs.

Shaman simply bring too much raid utility to the table in comparison to Paladin currently. Even if Shaman raid utility were consolidated as to only need 2 Shaman in a raid environment, they would still be more useful than Paladin on an individual basis because all of their raiding specs are viable where as Protection Paladin, for example, are more situational. With the requirement of their presence for some of the strongest buffs in the game, Bloodlust/Heroism, less situational raiding specs, and the fact that Paladins can buff and log... Paladin really fell off the truck in BC and will continue to do so unless Judgement and, Auras are vastly improved, or some new mechanic is added to Paladin to make them more desirable.

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Old 06/26/08, 8:03 AM   #527
Phlis
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Magtheridon
Originally Posted by Pitbuller View Post
Expect every shaman got 4 "raid wide blessings" and paladin got one.
Talented mana spring > talented blessing of wisdom
Blessing of Salvation > Tranquil Air Totem
Blessing of Sanctuary > Stoneskin Totem
Blessing of wisdom > Strength Of Earth
Resistance totem == resistance aura

Then we got also wf, healing stream, agi, wrath, searing, magma/nova, raid wide poison/disease cleansing and lot of not usefull stuff(yet)
You missed the point I was trying to make I think.

You're fighting felmyst, you have raid wide totems and 3 shaman, dropping totems in different groups of people. Because of the fight, half the people aren't getting totems, period. You're melee are getting Windfury and Strength of earth definatly, your tank Might be getting Grace of Air and Windfury, but probably isn't getting Healing stream or stone skin. Half of your healers aren't getting wrath of air or mana spring, half of your casters aren't getting totem of wrath.

The point I'm making is that because of the 30 yard range and the necessary mobility and sprawl(spread outness) of fights, totems aren't as powerful because some people aren't getting them, period. Meaning, if totems go raid wide, they also need to go to 40yd range minimum, probably up to 60yd range. Then, yes they are just plain better then blessings because of their versatility.

It's not a paladin vs shaman arguement, it's a stacking arguement. You'll still want to stack shaman with raid wide totems if the totems are at 30yd range because of the range issue and mechanics of fights.

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Old 06/26/08, 9:36 AM   #528
Vaeys
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Draenei Shaman
 
Khadgar
Aren't the "buff" totems 20yd range baseline, not 30? Even if most resto & elemental shaman take it, enhance may not.

Which would affect probably hunters the most, since they'd be the most likely to be out of range of a beneficial totem (GoA).

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Old 06/26/08, 9:37 AM   #529
Benita
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Tauren Druid
 
Dentarg (EU)
Originally Posted by Phlis View Post
It's not a paladin vs shaman arguement, it's a stacking arguement. You'll still want to stack shaman with raid wide totems if the totems are at 30yd range because of the range issue and mechanics of fights.
The most common melee+3 ranged camp approach to Felmyst could be modified for 1 melee shaman and 2 ranged who drop totems in between the 3 camps covering 1.5 each. They get single dispels on the gas nova and you even have more easymode encapsulates. Problem solved, whole raid at least gets 1 totem each with 2 less shamans.

Range issues and mechanics of fights will just get approached differently and with less thinking about party positioning of 5 people but more in areas around group buffers. The changes to mass heals follow the same approach and im still thinking is a change for the better to the current situation.

Thinking that you could get rid of all static min maxing to the benefit of dynamic "the better you adjust to it, the more you benefit" is naive i think. Stacking will always give you an edge the same way world buffs gave you an edge, it gets removed from the top of most unreasonable/easiest to implement it seems. It just should be easier to make up for it if you lack something, which is the area the changes seem to aim at.

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Old 06/26/08, 10:19 AM   #530
Floria
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Kil'Jaeden
Originally Posted by dssurge View Post
Aside from Hunters, there is no other class that gains a good deal of benefit from four blessings vs. three.
Ret paladins can definitely benefit from Kings, Might, Wisdom, Salvation. Enhancement Shamans too, but to a lesser extent because Shamanistic Rage usually gets it done. It's the intersection of "mana using" and "physical DPS" that makes this so. If Rogues or Warriors got energy/rage from Wisdom, you'd better believe they'd want 4 blessings too.

Also, a Paladin tank could theoretically benefit from Sanctuary, Kings, Wisdom, and Might, but the latter two are much less important.

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Old 06/26/08, 11:12 AM   #531
Pitbuller
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Tauren Shaman
 
Wildhammer (EU)
"Also, a Paladin tank could theoretically benefit from Sanctuary, Kings, Wisdom, and Might, but the latter two are much less important."

BoL too.

Slow, slower, shaman weapon.

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Old 06/26/08, 11:31 AM   #532
Smurrf
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Lothar
I've never been exactly happy with Blessing of Light...in my mind, unless you're running healadin (in which case you'll have enough blessings for it anyway) heavy, it's not worth sacrificing some of the other blessings to put this on instead. It's a very narrow application, and only increases healing done from paladin specific spells, not even 'all holy spells' as one would think. I personally rank it as 'should be given last' among all viable blessings for a class or spec.

Now, if they were to change it to increase all holy heals received by X%, then it'd be a different story, and much more of a utility spell. Couple that with something deep in either druids or shammies' Resto trees to boost all Nature heals either done or received (totem, aura), and that would make it fair across the board...and introduce a certain amount of inter-healing class synergy.

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Old 06/26/08, 12:20 PM   #533
Douglas
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Earthen Ring
Originally Posted by Smurrf View Post
I've never been exactly happy with Blessing of Light...in my mind, unless you're running healadin (in which case you'll have enough blessings for it anyway) heavy, it's not worth sacrificing some of the other blessings to put this on instead.
Hm... I'm imagining a world in which "Blessing of Light" is cast on the Healadin, not the heal targt...

...now I'm imagining a world in which it's cast on any healer, whether the healing comes from a Holy spell or a Nature spell...

...and now I'm imagining it as a generic buff to any Holy or Nature spell, to cover the gaps left by the new version of "Curse of Elements" while also still including a buff to healing.

Might that work? Would it be overpowered?

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Old 06/26/08, 12:23 PM   #534
Maledict
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and now I'm imagining it as a generic buff to any Holy or Nature spell, to cover the gaps left by the new version of "Curse of Elements" while also still including a buff to healing.
Please, *please* stop saying this. There is no "gap" for those spells. They are balanced without the 10% damage curse, unlike fire / frost / shadow / arcane damage. If a buff existed that did boost them by 10%, they would all be nerfed to bring them down to the current level. There is no gap. Trust me, you do *not* want a debuff that increases nature or holy damage like Curse of elements does.

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Old 06/26/08, 2:03 PM   #535
Pitbuller
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Tauren Shaman
 
Wildhammer (EU)
With even only one holadin BoL > 10* BoM for protadin.

Slow, slower, shaman weapon.

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Old 06/26/08, 2:10 PM   #536
Floria
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Blood Elf Paladin
 
Kil'Jaeden
Originally Posted by Maledict View Post
Please, *please* stop saying this. There is no "gap" for those spells. They are balanced without the 10% damage curse, unlike fire / frost / shadow / arcane damage. If a buff existed that did boost them by 10%, they would all be nerfed to bring them down to the current level. There is no gap. Trust me, you do *not* want a debuff that increases nature or holy damage like Curse of elements does.
Do you have anything to back up this claim? That's quite a bold statement.

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Old 06/26/08, 2:18 PM   #537
 sadris
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Mal'Ganis
Do you really think that if you are dealing 2000 dps right now, Blizzard is just going to give you a curse which increases your damage to 2200 dps? They are going to nerf your base DPS down to 1818 and the curse increases it to 2000. Abilities are balanced around the assumption that raids will be min/maxed; think back to the pre-2.1 consumable usage. You could not kill Gruul/A'lar/etc without every single elixir in the game, because if you could, the encounter would be trivialized when you did use such consumables.

The Washington Post helps perpetuate a common and pernicious misreading of the decision, referring to "the Supreme Court’s judgment that corporations have the same rights as people when it comes to political speech." What the Supreme Court actually said is that people do not lose their free speech rights when they organize as corporations, including nonprofit interest groups as well as businesses.

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Old 06/26/08, 2:26 PM   #538
Floria
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Blood Elf Paladin
 
Kil'Jaeden
Right, I understand that. It's more the notion that we already see that the raid-buffed damage output of different classes is not exactly even. Would Elemental shamans really be suddenly topping meters if they got a buff to their damage output? Are Elemental Shamans overpowered in non-buffed scenarios like farming or 1v1 PvP?

If Shamans really are so powerful, then they probably do need their damage nerfed to make them less powerful solo. If they're not, then they could add the buff without nerfing their damage. Either way, it seems like a fine and good idea to include them on Curse of the Elements, as Nature is an element in the WC universe.

I wasn't asking so much for a theoretical proof that they would want to balance stuff. It's more like, "have the Blizzard developers already said that it's balanced and they're happy" versus it simply being an oversight that they are content to leave alone for a while, like the scaling of Shadow Priest DPS?

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Old 06/26/08, 3:18 PM   #539
flyingtoastr
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Draka
Originally Posted by Maledict View Post
Please, *please* stop saying this. There is no "gap" for those spells. They are balanced without the 10% damage curse, unlike fire / frost / shadow / arcane damage. If a buff existed that did boost them by 10%, they would all be nerfed to bring them down to the current level. There is no gap. Trust me, you do *not* want a debuff that increases nature or holy damage like Curse of elements does.
There is an unfair disparity between DPS classes as a result of this though.

Holy damage dealers are stuck with a static non-scaling additional amount that isn't affected by any percentage modifiers (yes, Judgement of the Crusader is really that messed up). Nature damage dealers are stuck competing for 3 charges that are only refreshed every 10 seconds (that is even eaten by Rogues if they're not in the Windfury group).

The classes are most likely already balanced around these two debuffs, why would changing this hurt anything? I really don't think the devs are worried about Elemental Shaman, Moonkin Druid and Ret Paladin (or even smite priests... lol) DPS if these debuffs have been in for this long.

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Old 06/26/08, 5:46 PM   #540
Maldi
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Draenei Shaman
 
Frostmourne
Originally Posted by Lanlaorn View Post
The Prayer of Healing change, if it makes it live, would be quite amazing. I could easily see it replacing Chain Heal as the predominant raid healing method. With Chain Heal the AI only does the thinking for you with 3/7 of the spell's throughput, with this new PoH it would be 100%.
After playing a restoration shaman for far too long, i cant agree more. I always thought a great change to Chain Heal (and other group heals possibly) would be to give it like a x second cast on your current target, and in that second you target two other players for the next two bounces, or perhaps 1.5/2second cast whatever/change the healing amount to balance. Point is it would be a lot more fun and challenging to heal as a shaman if this were the case, allowing the target selection manually may also make its bounce range alot more flexible, it may even be useful in pvp with an increased range and different hps values.

The CoH change is clearly silly if it were to come into play, as others have said it would just be worse then the current twins mentality of 'lolbringshamans'. It would need values adjusted of course, but yeah to echo what others have said it really isn't a good avenue for the game to go down.

I very much feel after over a year of pressing chain heal that the game needs to play itself a lot less then it does in PvE(appropriate for many classes, particularly dps ones with 1-2 buttons in their damage rotation), but then again i suppose its half the reason the game is so popular.

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Old 06/26/08, 6:59 PM   #541
Addled
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Moonrunner
Originally Posted by PSGarak View Post
It's quite possible that they would also alter the spell in other ways to compliment that change. The most likely thing would be adding a cooldown, which they apparently already did to chain heal in WLK alpha.
Is this confirmed? I saw the new cooldown to Circle of Healing, but I didn't know of any new cooldown to Chain Heal. Wotlkwiki doesn't show any cooldown to Chain Heal either.

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Old 06/26/08, 7:22 PM   #542
 Cadfael
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Cadfael
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Originally Posted by Floria View Post
I wasn't asking so much for a theoretical proof that they would want to balance stuff. It's more like, "have the Blizzard developers already said that it's balanced and they're happy" versus it simply being an oversight that they are content to leave alone for a while, like the scaling of Shadow Priest DPS?
Shadow Priests is a special case and probably shouldn't be used as a comparator for damage scaling. We must not scale or our support by the increased mana and life-return would go from where it is now to gigantic overpowered. Well ok not quite that much. The very strong return in support from our damage limits us, that's probably why Vampiric Touch returns less percentage of mana in the current WotlK Alpha from the leaks.

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Old 06/27/08, 6:45 AM   #543
Benita
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Dentarg (EU)
Originally Posted by Maledict View Post
Please, *please* stop saying this. There is no "gap" for those spells.
Wrath for Moonkins is not viable mainly because there is no curse. Insect Swarm would be viable longer if there was a curse for nature.

There IS a gap for at least some of "those spells".

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Old 06/27/08, 7:07 AM   #544
Pitbuller
King Hippo
 
Tauren Shaman
 
Wildhammer (EU)
Originally Posted by Benita View Post
Wrath for Moonkins is not viable mainly because there is no curse. Insect Swarm would be viable longer if there was a curse for nature.

There IS a gap for at least some of "those spells".
Wrath is solo spell and starfire raid spell.
Insect Swarm does more than damage(in SWP every %of avoidance really help).

Slow, slower, shaman weapon.

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Old 06/27/08, 7:10 AM   #545
Lezwyn
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Human Priest
 
Emerald Dream (EU)
I think Blizzard should be more careful with mana regeneration synergy. Take mages: add vampiric touch and blessing/judgement of wisdom (and mana potions) and they can focus purely on damage stats and take such mana intensive talents as icy veins while lacking the need to make trade-offs, but if for some reason you're missing a few of those buffs you'll find your gear/spec inadequate. I think it's more sensible if mana-management is tied to the character's gearchoices/spec and not to external factors like the raid set-up.

Edit: Meaning, I'd really rather have classes balanced around zero buffs for 10-man and something like BoW for 25-man raids. Shadowpriests are a failed experiment in my opinion and they'll stay disruptive even with their manaregeneration cut in half.

Last edited by Lezwyn : 06/27/08 at 8:20 AM.

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Old 06/27/08, 8:10 AM   #546
Benita
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Originally Posted by Pitbuller View Post
Wrath is solo spell and starfire raid spell.
Insect Swarm does more than damage(in SWP every %of avoidance really help).
The poster i referred to said they scale just aswell which they don't for moonkins. If its intended, alright, but it's not making them plain better if they gain 10% damage.
Giving a tool spell like IS to a caster class that has 4 ranged spells total is a bit of a joke. In SWP the IS is good on exactly 1 fight, its decent on 2 more and the rest it just doesn't matter at all or is not usable. I would argue that hunters working in Scorpid Sting would essentially provide more utility with less dps cost and i would trade the damage part of IS for 3% more avoidance in a heartbeat and vice versa.

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Old 06/27/08, 8:19 AM   #547
Pitbuller
King Hippo
 
Tauren Shaman
 
Wildhammer (EU)
Use both allways if you get those. I would say 4/6 in swp when you'r tank don't outgear the content. And even at muru you definetly can use IS for extra avoidance.

Slow, slower, shaman weapon.

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Old 06/27/08, 2:33 PM   #548
PSGarak
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Hyjal
Originally Posted by Pitbuller View Post
Wrath is solo spell and starfire raid spell.
Perhaps Wrath is not a raid spell because there is no damage curse for nature? I know it has worse mana efficiency, but so does Arcane Blast spam, and that has its use as a high-damage mana dump. It's argueable that Wrath is supposed to be a high-damage mana dump but is prevented solely by the lack of nature damage curse.


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Old 06/28/08, 9:02 AM   #549
Vodrin
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Tauren Druid
 
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Confirmed raid totems and merging of totems \o/.

Example given was strength + agility totem in one.

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Old 06/28/08, 9:38 AM   #550
Psychodays
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I thought there was a slight implication that bloodlust would also be raid wide. It, bloodlust, was only mentioned one time in the remark about alleviating the current shaman/group problem.

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