I don't think it's really fair to assume that your raid will have an unholy death knight for ebon plague. Depending on what happens when DK talents are finalized it's entirely possible that the overall tree isn't as desirable as the other two for tanking or dps (i.e. it becomes the "pvp" tree). So it's far too early to claim that you only need one warlock to optimize a raid.
It's called Bloodlust, not Heroism. What kind of pansy name is Heroism, anyway?
<Bad> Dragonmaw US www.damnwesuck.com
12/13 [25] Heroic - Recruiting exceptional players.
You guys are calling for nerfs too soon. They said they weren't done deciding what stacks from what doesn't. I fully expect at this point scorch/wc to not stack, or to go back to single school versions. If the game had scorch/wc affect the 3 schools when the talents were released, im pretty sure they would have made them not stack.
<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS. Very Manly Staff
I was taking into account nature and shadow schools too.
That's why I would tend to put CoE above Winter's Chill, not below it; because it affects 5 schools rather than 3.
Well, they did want the WE to give mana all the way back from pre TBC. The first blue posts on the matter and i think it was blizzcon or something like that, they hinted that they thought about WE giving mana since its a water elemental. Personally I'm not against it; its more the fact that, in my view, WC should probably be frost-only or WC should have a lower increase.
Yeah, the original permanent version had a +Spirit aura, IIRC. It's definitely in keeping with the flavor of the Water Elemental.
I don't think Winter's Chill can be tuned down that far without serious problems. Maybe, however, it could be tuned down a bit, just by making it 1% per stack/stacks to 10 rather than 2% per stack/stacks to 5. I still think the real solution is in the Fire tree: move Improved Scorch enough deeper that you really want a Deep Fire Mage to bring it -- it's roughly equal to WC at that point, stronger or weaker based on raid composition. Then you just need to balance deep Fire vs. the WE's regen, and that could be done via personal DPS. (Remember that in a 25-man raid in particular, the mana from Imp. WE may be completely superfluous due to regen from various other sources, so its value isn't necessarily very high.)
One of the things to remember here is that Improved Scorch is actually a stronger debuff for a Frost Mage than Winter's Chill is, and Winter's Chill is actually a stronger debuff for a Fire Mage than Improved Scorch is. Making Winter's Chill affect Frost only or cutting the crit bonus significantly would result in a loss of Fire Mage personal DPS that would be very difficult to compensate for.
Perhaps it would be best to do as you suggest and revert to the old versions, though. The balancing issues did seem much simpler then.
Originally Posted by Twin
again ebon plague does not stack with CoE. Ebon Plague > CoE.
Ebon Plague stacks to 12%, so Affliction CoE is going to overwrite Ebon Plague. So DK's could just as well be complaining that their utility is limited because if you have an Affliction Warlock, their utility is reduced.
You only need ONE curse now from ONE lock come. Now what type of lock will this lock be? If you had it your way would it be a destro lock who does nothing for the raid and provides subpar DPS?
Well, I don't want to get into this in a big official-forums way, but no. If I had it my way, a Destruction Warlock who provides a curse and Blood Pact would do less damage than an Arcane Mage who provides only a very weak debuff, and less damage than a Fire Mage who provides only Improved Scorch, but more damage than a Frost Mage who provides Winter's Chill and Improved Water Elemental, and more damage than an Elementalist Mage who provides both Improved Scorch and Winter's Chill.
But you can't really ignore utility that may become superfluous in certain raid configurations. Yeah, maybe that Destruction Warlock's curse is useless because there's no Affliction 'lock, there is an Unholy DK, and another 'lock is providing CoR. But he's still got the potential to bring that utility, so it has to be accounted for. Similarly, the Frost Mage's mana regen may be completely useless if there's a pally and a shadow priest, but you still need to reduce his DPS some because he's got the potential to bring that utility. (In fact, in this situation, the Destro 'lock is better off because at least he can compensate by using CoD to increase his personal DPS; the Frost Mage has no such option.)
Suffice to summarize it as such: Utility has value, even if a portion of that utility may sometimes not come into play. That value must be weighed against personal DPS. I, personally, feel that on average, even a Destruction Warlock brings more utility than a Fire or Arcane Mage. But it's really up to Blizzard to weigh the various utility functions against each other, determine how valuable they are and how often they will be valuable, and figure out how to balance the specs accordingly. And finally, there are many utility functions that have no practical raid value -- by which I mean, they may be useful, but not so useful that they will ever be considered more valuable than DPS when composing a raid. This includes all non-combat functionality and meagre functions like Arcane Brilliance, Fel Intelligence, amp/dampen magic, Banish, Poly, Fear, etc.
At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.
I don't want to get into the whole discussion about what buffs should and should not stack with which other buffs. But, when they do decide. There has to be a clear cut and logical definition of why the buffs stack or don't stack the way they do.
Oh, and please could someone suggest that Living Bomb's "knock up" be changed to a knock-down. There's no real penalty, at the moment, for a healer/caster dispelling it. They can still instant cast/heal/HoT/bubble themselves during the knock up. Also, I think you'd be a little stunned/knocked off your feet, if a bomb exploded next to you.
Oh, and please could someone suggest that Living Bomb's "knock up" be changed to a knock-down. There's no real penalty, at the moment, for a healer/caster dispelling it. They can still instant cast/heal/HoT/bubble themselves during the knock up. Also, I think you'd be a little stunned/knocked off your feet, if a bomb exploded next to you.
Based on the video I've seen, the knock-up effect isn't going to be a problem, if you're worried about knocking targets out of AOE range. They just pop up a yard or two, they'll still be in PBAOE range. It seems to function as an interrupt, and it also seems to interrupt movement.
At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.
(In fact, in this situation, the Destro 'lock is better off because at least he can compensate by using CoD to increase his personal DPS; the Frost Mage has no such option.)
Could actually be interesting if they did the same for frost mage. Lets say the mana regen from Imp WE was actually a spell it could cast (like an aura you could toggle on and off), lasting until it dies, but as long as the mana regen aura was active, it couldnt cast other spells.
Would give frost mages an option between personal dps and mana regen (and indirectly make the mana regen a bit weaker given the extra cost to use it).
And a question, for people comparing Ebon Plague with CoE. If there are as many partial resists as people say in Wotlk, wont CoE be insanely much better than Ebon Plague? :S (Or was it only lvl based resists?)
Personally I would prefer Imp Scorch was scratched as a talent and the modifier produced in a different fashion since I am against having DPS downgrading be mandatory for maintaining a debuff, but it is not in Blizzard's repertoire to scratch anything rather than tweak/alter/move. In that case I would be all for a move of Imp Scorch deeper into Fire if it gained some more broad effect rather than just Mage damage-types... or if it was simply made applicable by something other than scorch, perhaps allowing it to stack/refresh from fireblast as well. Mages are the only class that has to decrease DPS to refresh a short duration damage debuff (I wouldnt consider CoE/CoR a short duration).
I don't think it is so bad as is, since any non-fire mage would be sacrificing more DPS to stack/refresh it, however downshifting DPS to keep it up is a bad mechanic... and people seem to be keen on having Fire damage reduced to compensate when it is not even a fire-spec talent anymore. If it stays where it is then Fire and Arcane need to be unmistakable flat out raw DPS damage dealing specs, because there is nothing beyond DPS that the bottom half of the trees offer.
Right now there is an inevitable problem with Mage specs for raids where there will never be more than 2 Mages desired for a raid, which all depends on damage results. If Arcane comes out as the top damage spec, either the Arcane Mage or Frost Mage would stack scorch and deep fire would be obselete. If Fire comes out as the top spec, the Fire Mage would obviously stack the debuff and likely the Frost Mage would handle Focus Magic. If Elementalist comes out on top, repeat the previous scenario. If Frost comes out on top, two Frost Mages would handle one debuff each.
So far the only thing that has remained a staple of the trees for PvE is that a Frost Mage will be wanted if any Mage is wanted. There is still little reason to desire a Mage of either Arcane or Fire spec, and if current talents were to go live, the only redeeming quality possible for either spec would be top-end DPS potential which doesn't seem to be measuring up either. All-in-all, still some major issues to address before release.
Could actually be interesting if they did the same for frost mage. Lets say the mana regen from Imp WE was actually a spell it could cast (like an aura you could toggle on and off), lasting until it dies, but as long as the mana regen aura was active, it couldnt cast other spells.
That would clearly mean frost gets taken only for regen. Welcome to shadow priest version 2. This is not desirable.
Could actually be interesting if they did the same for frost mage. Lets say the mana regen from Imp WE was actually a spell it could cast (like an aura you could toggle on and off), lasting until it dies, but as long as the mana regen aura was active, it couldnt cast other spells.
Would give frost mages an option between personal dps and mana regen (and indirectly make the mana regen a bit weaker given the extra cost to use it).
And a question, for people comparing Ebon Plague with CoE. If there are as many partial resists as people say in Wotlk, wont CoE be insanely much better than Ebon Plague? :S (Or was it only lvl based resists?)
A majority of BC mage complaints were directly related to either dps or group synergy; this suggestion is a nerf on both accounts and accomplished nothing other than diminishing the usefulness of frost in raids.
I personally love the direction of all of the mage specs so far and I can see each one filling their own niche in a raid as well as bringing sufficient dps.
Right now there is an inevitable problem with Mage specs for raids where there will never be more than 2 Mages desired for a raid, which all depends on damage results. If Arcane comes out as the top damage spec, either the Arcane Mage or Frost Mage would stack scorch and deep fire would be obselete. If Fire comes out as the top spec, the Fire Mage would obviously stack the debuff and likely the Frost Mage would handle Focus Magic. If Elementalist comes out on top, repeat the previous scenario. If Frost comes out on top, two Frost Mages would handle one debuff each.
What if all four specs come out tied, within statistical variations and boss fight mechanics? And each had utility that was interesting and decent but not game breaking and absolutely required?
Based on the video I've seen, the knock-up effect isn't going to be a problem, if you're worried about knocking targets out of AOE range. They just pop up a yard or two, they'll still be in PBAOE range. It seems to function as an interrupt, and it also seems to interrupt movement.
I think he was referring to a more PvP oriented situation where it seems designed to punish the player/team for dispeling the debuff, but the effect doesn't really affect players that can continue using instant casts while in mid air so there is no psychological or mechanical drawback to dispeling, it is just immediately dispelled and the player gets knocked up a few feet while casting instants.
Personally I would prefer Imp Scorch was scratched as a talent and the modifier produced in a different fashion since I am against having DPS downgrading be mandatory for maintaining a debuff, but it is not in Blizzard's repertoire to scratch anything rather than tweak/alter/move. In that case I would be all for a move of Imp Scorch deeper into Fire if it gained some more broad effect rather than just Mage damage-types... or if it was simply made applicable by something other than scorch, perhaps allowing it to stack/refresh from fireblast as well. Mages are the only class that has to decrease DPS to refresh a short duration damage debuff (I wouldnt consider CoE/CoR a short duration).
Back when I was making up talent trees, I had a single-target DOT in the Fire 51-point slot that, when used, refreshed (but wouldn't stack) Improved Scorch. So you'd have to scorch five times at the start of the fight, but then as long as you used the DOT frequently enough without resists, you could keep Imp. Scorch up without recasting Scorch.
Right now there is an inevitable problem with Mage specs for raids where there will never be more than 2 Mages desired for a raid, which all depends on damage results.
Well, two is the target number for any DPS class, really, given the requirement for healers.
Originally Posted by Qbert
I think he was referring to a more PvP oriented situation where it seems designed to punish the player/team for dispeling the debuff, but the effect doesn't really affect players that can continue using instant casts while in mid air so there is no psychological or mechanical drawback to dispeling, it is just immediately dispelled and the player gets knocked up a few feet while casting instants.
Well, it's not like LB's on a cooldown. They dispel, take a couple K damage and burn their instants (some of which will be on cooldowns) and you can immediately reapply. Eventually, they'll have to stop dispelling it or kill themselves.
At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.
What if all four specs come out tied, within statistical variations and boss fight mechanics? And each had utility that was interesting and decent but not game breaking and absolutely required?
Still, the only preferred spec (and this holds true for all DPS specs of all classes) will be the spec that provides equal to or more DPS-producing ability compared to all alternatives. For any of the mage specs to do that, there needs to be a substantial amount of DPS to make up for the hypothetical "interesting and decent but not game breaking or absolutely required" utility.
If DPS + utility is not greater than a top-end DPS class' pure DPS, or another class' DPS + utility, then by the laws of min/maxing it simply isn't a desirable spec. That is why I wanted to repeat the disclaimer that all utility+DPS analysis are pending live DPS tests with practical raiding gear. If all specs do equal damage, they need to provide not only either equal utility/unstackable utility. but also utility in excess of any DPS difference between the spec and the max DPS class/spec's DPS.
Originally Posted by Lhivera
Well, it's not like LB's on a cooldown. They dispel, take a couple K damage and burn their instants (some of which will be on cooldowns) and you can immediately reapply. Eventually, they'll have to stop dispelling it or kill themselves.
I assure you the Mage would run out of mana long before the healer would die.
A majority of BC mage complaints were directly related to either dps or group synergy; this suggestion is a nerf on both accounts and accomplished nothing other than diminishing the usefulness of frost in raids.
I personally love the direction of all of the mage specs so far and I can see each one filling their own niche in a raid as well as bringing sufficient dps.
You are right, but given the issue that frost is by far the strongest raid spec as it looks now, because of said mana regen, diminishing is probably going to happen anyway.
Beside, it doesnt have to be a nerf on both accounts, they could buff frost dps, when not using the mana regen, since the frost mage suddenly would bring less raid utility (as it were with the lock and CoE).
Not that its going to happen, but I dont see why it would be so bad. I would prefer options over just having a mana battery where our output dps is obviously balanced against having the mana regen (whether or not the raid actual need extra mana).
The "selfish" lock spec (fire destro with limited utility talents) is supposed to be equal to the top mage spec. That's fine. Sort of. If the top end is balanced around the assumption that lock slots are limited and they are all assumed to be throwing a debuff curse (CoR/CoE), then stacked warlocks will easily out DPS the top mage spec by having the 2nd/3rd+ locks (depending on Ebon Plague) throw a CoD/A. If their top end is balanced around throwing that CoD/A, then locks in 10 mans, or 25 man raids with only 2, will be substantially behind other classes when throwing CoE/R. Whatever the result, many people will be unhappy on one side or the other. I will be pretty unhappy if warlocks continue to stack and mages do not.
I think he was referring to a more PvP oriented situation where it seems designed to punish the player/team for dispeling the debuff, but the effect doesn't really affect players that can continue using instant casts while in mid air so there is no psychological or mechanical drawback to dispeling, it is just immediately dispelled and the player gets knocked up a few feet while casting instants.
The idea of LB and the change to blastwave seem to be focused on anti-melee rather than anti-caster. In arcane they've given help vs enemy casters (in terms of resistances and mage armour). Perhaps the water elemental's mana regen is their answer to mages running OOM vs druid and priest healers? Haha
I assure you the Mage would run out of mana long before the healer would die.
At the risk of starting a terrible PvP discussion, I'll mention that the knockup can be used to catch someone who is pillar-humping. If a healer is doing that, and you/your teammates are attempting to kill him, that means his or her teammates would likely be in the area too, suffering the AoE damage. Healing through one explosion may be easy, but healing through 3x that simultaneously is most certainly nontrivial.
It can also be used to great effect in battlegrounds where players are often clustered close together.
Warlocks who aren't cursing can also use a dps curse, soooo....
Which was exactly what I were refering to. When a lock adds less utility (because someone else brings their debuff) they gain personal DPS.
Frost mages with a mana battery wont.
Um, you people do realise that curses scales pretty badly?
Curse of Doom at 3k spell power is just a 3% DPS increase. Didn't actually check CoA but it won't be much better.
The loss of Demonic Sacrifice and shitty scaling make damage curse have a much smaller impact.
I assure you the Mage would run out of mana long before the healer would die.
I assume we're talking about arenas here, in which case if the priest is spending very GCD dispelling and some, if not all of the enemy team is relegated to instant spells only, then you'll win long before either the mage or priest run OOM.
Still, the only preferred spec (and this holds true for all DPS specs of all classes) will be the spec that provides equal to or more DPS-producing ability compared to all alternatives. For any of the mage specs to do that, there needs to be a substantial amount of DPS to make up for the hypothetical "interesting and decent but not game breaking or absolutely required" utility.
If DPS + utility is not greater than a top-end DPS class' pure DPS, or another class' DPS + utility, then by the laws of min/maxing it simply isn't a desirable spec. That is why I wanted to repeat the disclaimer that all utility+DPS analysis are pending live DPS tests with practical raiding gear. If all specs do equal damage, they need to provide not only either equal utility/unstackable utility. but also utility in excess of any DPS difference between the spec and the max DPS class/spec's DPS.
What exactly is DPS+utility? Kind of a hard one to pin down if that utility is mana regen versus dps boost as mana regen affects healers as well.
Just give mages 2 specs and be done with it. Make there be some non-monetary cost to switching so you can't spam it and we will all be happy. Like a secondary spec cd.
Um, you people do realise that curses scales pretty badly?
Curse of Doom at 3k spell power is just a 3% DPS increase. Didn't actually check CoA but it won't be much better.
The loss of Demonic Sacrifice and shitty scaling make damage curse have a much smaller impact.
3% isn't really trivial in the context we're talking about though. I don't think anybody's talking about 20% DPS differences here. Your utility would have to be along the lines of not merely increasing raid DPS, but also solving the US mortgage crisis, to justify a 20% DPS difference. I'm assuming that we're talking small percentage differences here, and in that context, gaining 3% if your utility isn't needed is quite significant.
ETA: the big nightmare in all this is assigning a DPS value to a utility function, because nobody's going to agree on the value. The best we can really hope for is that Blizzard gets it close enough to right that it doesn't invalidate specs.
At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.
At the risk of starting a terrible PvP discussion, I'll mention that the knockup can be used to catch someone who is pillar-humping. If a healer is doing that, and you/your teammates are attempting to kill him, that means his or her teammates would likely be in the area too, suffering the AoE damage. Healing through one explosion may be easy, but healing through 3x that simultaneously is most certainly nontrivial.
It can also be used to great effect in battlegrounds where players are often clustered close together.
I am drooling with anticipation of Fire in BGs after WotLK. Between LB, knockback on Blast Wave, and Disorients on Dragon's breath, you can control a huge group of enemies in the chokes in AV, or by cliffs in WSG/EotS/AB. One mage could stop everyone from grabbing the Flag in EotS.
Unfortunately, in organized PvP like Arenas, huge AoE damage is not as effective, healers are more attentive, and you would waste all of your mana and just get yourself killed. But Frost and Arcane are looking great for arenas, providing plenty of mobility and good damage.
The only issues I have left are the prevalence of snare/stun immunities given willy-nilly to melee and the lack of any new kiting tools to counter everything that melee is getting for anti-kiting.