I play an arcane mage specced 49/12/0 I have been tinkering with some spell haste and intellect bonuses. As an arcane mage would it make more sense to use the Hex Shrunken Head or the Sorcerer's alchemist stone for longer fights? I run out of mana usually on fights lasting longer than 3-4 minutes. My theory is that if i use a mana potion I would be able to cast longer with an additional 40% more mana comming back to me but will the 40% more mana and the extra 10 spell damage be more of a benefit than the 211 damage over 20 seconds every 2 minutes.
I couldnt post a new thread so i put it here sorry If i did it wrong.
I've been wrecking my head trying to think what could be the Feral tanking niche. What would be a different flavor of tanking without providing some ability that would be considered a must-have in some fights, and I came up with an idea I wanted to toss out here and see what you guys think.
What if druids had besides huge HP pools, an ability that either procced on a certain percentage of the incoming hits or could be active on a short cooldown (activate for next hit) and instantly healed whatever damage was caused by that hit? The healing would be considered to come from the tank thus adding to his own threat.
It goes very much inline with the druid flavor of self regeneration, would add some AoE threat contributing to the parity with Paladins, and would also make the druid optimal in the niche of extremely hard hitting bosses, or if it is an active ability a boss that does some predictable bigger attack every once in a while. This would be pretty similar to adding a form of mitigation (could be considered the druid version of parry or block), but with a different flavor. If it would be active on a short cooldown it would also add an interesting element of skill to druid tanking, knowing which attacks to use it on, should you save it to emergencies or just use it every cooldown?
Another pro is that it gives us some mitigation against magic damage, which we are currently completely lacking and thus gives some more parity and makes us a bit more viable tanking heavy magic damage fights.
While technically a hunter buff, I'm thinking they didn't consider the impact on priests in the arena of:
The new Chimera shot (51 Marks talent):
10 sec cd
You deal 125% weapon damage, refreshing the current sting on your target and triggering an effect:
Serpent sting: Instantly deal 40% of the damage done by your serpent sting
Viper sting: Instantly restore mana to you equal to 60% of the total amount drained by your viper sting
Scorpid sting: Attempts to disarm the target for 10 sec. This effect cannot occur more than once per 1 min
Viper sting is 8 sec with a 15 sec cooldown, which all other healing classes (other than priests) can dispel. With this talent, viper sting can essentially be kept up permanently.
Considering the massive boost to the base viper sting already (1368 mana for the current rank, 3092 for the new rank), with the talent to boost viper sting to 30%, WOTLK hunters can drain 502.5 mana per second (which seems sort of lol).
Have not noticed anyone ask or mention if it is passable to juggle mobs with well timed living bombs? I was thinking something like 1 mage casts on a mob and a 2nd mage casts 1 second later on a different mob near by. Also is it passable then to knock up while they are at the peak of flight to knock up further?
I so hope so since the fun and games in pvp and pve with these ability's would be awesome.
I asked about it earlier, but apparently everyone with beta access thinks this aspect to frivolous to test.
Seperate weapon masteries might be important for PvP balance, so a warrior can't pull out his mace for stuns when fighting certain classes, and then switch to a sword or axe when he'd rather have the extra burst potential. Making the player choose between being able to control, do burst damage, or do potentially really high but less reliable burst, is a valid reason to keep them seperate.
Or blizzard is really clueless as to what to do with warriors like they have been for on neigh 2 years and all the weapon specs are there as fillers to give the illusion there is an actual choices in that tree.
With all the homogenization of the tree and classes, as well as the outrageous hunter trees, they better pull a rabbit out of a hat pretty soon....