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Old 09/30/08, 10:05 AM   #661
Kirion
Don Flamenco
 
Kirion's Avatar
 
Tauren Shaman
 
Deathwing (EU)
Originally Posted by Totemmik View Post
My suggested change would be to have it read as follows:
Improved Water Shield -> When you gain a critical effect from any of your direct Shaman healing spells (Healing Wave, Lesser Healing Wave, Chain Heal and Riptide for clarity), you have a 33/66/100% chance to instantly gain mana equal to one Water Shield orb, this effect cannot occur more than once every 3 seconds.
After thinking about it, with three chances to proc, I'd assume Chain Heal would probably be slightly too good so maybe a reduced chance per link to go with the healing penalty. For example the initial jump would have a 100% on crit to restore mana, the second jump 75% and finally the third at 50% chance off a crit. Also the removal of actually consuming an orb would hopefully address the fact that we've been 'wasting' a lot of global cooldowns refreshing Water Shield.
That won't be "slightly too good", that will be borderline OP. Also i think it's very hard to code it that way. If blizzard will add chain heal to imp. water shield talent, 15-20 sec cd will be needed.

I like your Riptide suggestion though.

42.

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Old 09/30/08, 10:16 AM   #662
Totemmik
Glass Joe
 
Totemmik's Avatar
 
Orc Shaman
 
Frostmourne
That won't be "slightly too good", that will be borderline OP. Also i think it's very hard to code it that way. If blizzard will add chain heal to imp. water shield talent, 15-20 sec cd will be needed.
The coding issue is fair enough, I seem to underestimate these things while thinking up ideas.
I still believe we need Chain Heal to work with Imp. Water Shield even if it means each bounce has relatively small chance to proc compared to the single target heals. Off the top of my head, would a 33% chance to proc off a crit on each link be deemed slightly more acceptable?

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Old 09/30/08, 10:18 AM   #663
Negg
Von Kaiser
 
Orc Shaman
 
Vek'nilash (EU)
Originally Posted by Kirion View Post
That won't be "slightly too good", that will be borderline OP. Also i think it's very hard to code it that way. If blizzard will add chain heal to imp. water shield talent, 15-20 sec cd will be needed.

I like your Riptide suggestion though.
OP, nah, to good with CH ? maybe, but thats easy to fix by increasing the mana cost of CH again some to offset the very big chance of a CH critting.

15-20sec cooldown ? lol. We're talking about 400 (430 talented) mana, with a 20 sec cooldown it's down to around 95mp5, not that much for our main mana regeneration system.

All the internal cooldown should do is make sure one CH can't trigger multiple globes, nothing more.

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Old 09/30/08, 10:22 AM   #664
Totemmik
Glass Joe
 
Totemmik's Avatar
 
Orc Shaman
 
Frostmourne
All the internal cooldown should do is make sure one CH can't trigger multiple globes, nothing more.
Oh I was under the impression that's what I was trying to get across. I think I'll edit the original tool-tip I wrote up to make sure this is the case.

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Old 09/30/08, 10:44 AM   #665
Shareel
Von Kaiser
 
Draenei Shaman
 
Thrall (EU)
After some thought about Riptide I will post my own idea here.

Riptide (Rank 4)
12% of base mana - 40 yd range
Instant cast - 6 sec cooldown

Heals a friendly target for 2315 to 2599. Riptide also fully recharge the casters elemental shield.

1. We get an good emergency heal.
2. The initial heal will get the full spellpower coefficient, thus scaling much better.
3. It refreshs our current elemental shield. Most of the time, this will be Water Shield. But it should also work with Earth Shield or Lighting Shield. We are using an precious GCD to top heal someone instead of just refreshing our Water Shield.

Riptide should be still affected by "Improved Water Shield" and "Tidal Waves".

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Old 09/30/08, 10:50 AM   #666
Kirion
Don Flamenco
 
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Tauren Shaman
 
Deathwing (EU)
Originally Posted by Negg View Post
OP, nah, to good with CH ? maybe, but thats easy to fix by increasing the mana cost of CH again some to offset the very big chance of a CH critting.

15-20sec cooldown ? lol. We're talking about 400 (430 talented) mana, with a 20 sec cooldown it's down to around 95mp5, not that much for our main mana regeneration system.

All the internal cooldown should do is make sure one CH can't trigger multiple globes, nothing more.
It's either we leave charges consuming part or adding cd. Imp WS will proc from ~70% of CH casts.

42.

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Old 09/30/08, 11:31 AM   #667
nau
Glass Joe
 
Tauren Druid
 
Frostmane
Reading GC's recent replies to the beta forums makes me very nervous about the class designers.

And it definitely pushes me further away from resto.

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Old 09/30/08, 12:24 PM   #668
Vuldunobetra
Piston Honda
 
Draenei Shaman
 
Cenarius
Spirit Link v2

The original Spirit Link had several issues. Links transferred huge amounts of damage, thus could cause the linked targets to die. This caused all kinds of special conditions to be put in place to break the links. This just made the spell overly complicated to implement. It was too powerful in PVP. It was undispellable, broke CC and worked at any distance once linked.

------------------
Spirit Link v2:
Protects the target with a Spirit Link. Incoming damage is shared with up to five nearby group members, 5% per player. If shared damage would cause player to die, damage is not shared to that player.
------------------

Coding-wise, this uses almost the same logic as CH or CoH, only in reverse. Make the range the same as Chain Heal (5 yards?). Adjust the numbers to balance as needed.

In PVP, make the buff dispellable. Also, due to the 5yd range, it won't break CC all of the time.

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Old 09/30/08, 12:53 PM   #669
Negg
Von Kaiser
 
Orc Shaman
 
Vek'nilash (EU)
Originally Posted by Kirion View Post
It's either we leave charges consuming part or adding cd. Imp WS will proc from ~70% of CH casts.
I said it needs an internal cooldown IF IWS would work with CH, plz read

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Old 09/30/08, 2:01 PM   #670
Wylt
 
Gnome Rogue
 
Azjol-Nerub
I wish I was in Beta to post this but I'm not, so... here are my novice thoughts on the rogue talent trees. I know, I know... I'm just another rogue with an opinion on the matter. You don't have to click the link

War Tools :: Talent tree Wylt's Rogue

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Old 09/30/08, 5:51 PM   #671
Buanna
Piston Honda
 
Troll Shaman
 
Hellscream
Originally Posted by Astrylian View Post
Do we know the value of C for misses?
I'm wondering that myself.


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Old 09/30/08, 7:29 PM   #672
Hulabaloon
Von Kaiser
 
Human Paladin
 
Nordrassil (EU)
Originally Posted by Resiana View Post
Build 9014
- Infusion of Light: Got nerfed, it only reduce the casting time of Holy Light by 0.5/1 sec now.
Blizzard giveth raid mobillity, and Blizzard taketh away. Now we're back where we started. Great.

Last edited by Hulabaloon : 09/30/08 at 9:52 PM.

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Old 09/30/08, 10:03 PM   #673
Khab
Von Kaiser
 
Khab's Avatar
 
Tauren Warrior
 
Frostmane
I have an idea : Whirlwind doing Shield Dmg as well.

That mean the Prot Warrior while not tanking can jump to Beserker Stance, doing Shield Slam, Devastate and Whirlwind dmg with a 1H weapon and a Shield

The idea that Dev team trying to make Fury mean hit stuffs with 2 Weapon, Prot = hit stuff with a Shield is nice, but currently Prot warrior DPSing while not tanking rely on Devastate and Heroic Strike only and plus Warrior DW 2 1H weapon for DPS while not tanking.

When Whirlwind, the Warrior twisting around and hit stuff with both of his weapon, and Shield Slam can count as a Weapon as well. Whirlwind will do Shield Block Value dmg(as weapon dmg) , dmg from a Shield with Whirlwind will be lower than Shield Slam dmg and Whirldwind don't have 15% Extra Crit from Talent, so this new change to Whirlwind to do Shield Dmg and Weapon won't make the DPS from Prot Warrior too OP.

Just some extra nice Idea about hitting stuff hard and harder with Shield as Prot Warrior.

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Old 09/30/08, 10:05 PM   #674
sirinsa
Glass Joe
 
Night Elf Druid
 
Earthen Ring
Regrowth glyph got the nerf stick:

Glyph of Regrowth - Increases the healing of your Regrowth spell by 20% if your Regrowth effect is still active on the target. (Old - Increases the amount of your initial Regrowth heal by 50% if your Regrowth effect is still active on the target.)
Kind of expected. Oh well.

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Old 10/01/08, 12:51 AM   #675
Keldin
Von Kaiser
 
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Dwarf Hunter
 
Darkmoon Faire (EU)
This is just plain wrong. BM will probably still reign supreme and survival will be the gimp side-spec for those who want a different play style. MM burns mana like a bushfire. Nonconstructive as this comment may be - fuck this.

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