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05/30/07, 11:15 PM
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#46
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Custom User Title
Dwarf Paladin
Frostmourne
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Originally Posted by stampy
No, I am not under the impression that it is 100% for fears to last to duration with a couple of dots running and shadowbolts/incinerate being thrown. I am sure that from a warlocks perspective, with a much larger sample size, fears seem to break often... and for them, the noticeable event is "aw crap my fear broke," not "full fear to death -- working as intended." For me, the noticeable event is "at no point could I have used any ability or item to prevent myself from being killed without taking a swing," and it still happens more frequently than not, as long as the warlock is smart enough to hang out 30 yards behind me and wait until he sees me leave zerker to deathcoil.
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Not really... full fight fear locks aren't all that rare from the warlock perspective prepatch if the enemy doesn't break or immune to the fear. Though the rare event for me was always realising that my target actually could be feared because they were non-undead, non-warriors, and now with CLoS I imagine non-rogues. That's what is so crappy about having fear, sometimes you just win because your fear goes off and they can't stop it, other times they're just immune to it, or it breaks early all fight (rare), or they run really fast right out of range (my favourite). It's sketchy to rely on it for external reasons beyond just breaking early and that's very frustrating. That's why a lot of warlocks and priests get angry at fear nerfs, while the spell itself is perhaps overly reliable, there's just so many counters to fear out there.
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05/31/07, 3:10 PM
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#47
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Great Tiger
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Originally Posted by Calantus
Not really... full fight fear locks aren't all that rare from the warlock perspective prepatch if the enemy doesn't break or immune to the fear. Though the rare event for me was always realising that my target actually could be feared because they were non-undead, non-warriors, and now with CLoS I imagine non-rogues. That's what is so crappy about having fear, sometimes you just win because your fear goes off and they can't stop it, other times they're just immune to it, or it breaks early all fight (rare), or they run really fast right out of range (my favourite). It's sketchy to rely on it for external reasons beyond just breaking early and that's very frustrating. That's why a lot of warlocks and priests get angry at fear nerfs, while the spell itself is perhaps overly reliable, there's just so many counters to fear out there.
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This pretty much sums it up. Fear is both the best and the worst CC. On one hand it has more counters than any other CC. On the other hand, it is the only one of the bunch that allows the caster to take his opponent from 100% to 0 life without them being able to fight back (other than extremely lucky one-shots while under another CC).
That disconnect is what is fueling all the bickering. Warlocks and priests see the first case, the rest of us sees the second. Selective memory and all that. Ultimately, any CC that does not break on damage while allowing the target to be damaged is going to be problematic, which is why a lot of games stay away from it. It also diminishes player skill, as coordinating not to break CC is a skill. And lets not forget its PvE issues where feared mobs tend to bring a bunch of their friends back with them making fear a complete gamble in instances.
In short it is not a good mechanic.
EDIT: And the new changes are not helping. They might make fear more balanced but even less predictable. "Always breaks on damage" and "never breaks on damage" is predictable and I can plan around that. How am I supposed to plan around "sometimes breaks on damage"? Where is the skill in me blowing my trinket early only to get bailed out by the dot on me breaking fear on its next tick?
Last edited by Aphyrax : 05/31/07 at 3:16 PM.
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05/31/07, 3:29 PM
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#48
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Piston Honda
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Originally Posted by Aphyrax
Please, no more horror effects. It was lame the first time they did it and in my book never more than a crutch to help warlocks against UD rogues. One uncounterable instant cast CC is enough.
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No, it wasn't just undead rogues. Warlock have no defense outside of DC, none. If something gets into our faces, we're screwed without DC, we cannot escape unless have tailoring (for nets) or engineering. If you look at all other classes, only Priests are equally screwed, when it comes to having defensive measures, Mages can frost nova and blink away, Druids can shift to cat and dash, Hunters can trap, Pallies and Warriors have armor to mitigate, Shaman have ghostwolf, and Rogues can blind, sprint, gouge, vanish, and kidney shot. If something gets into the face of a Priest or a Warlock, they have not escape mechanism except PS and DC, and with the total nerfs to fear, they're sitting ducks being their armor mitigation is pretty pathetic.
I'm not advocating taking fear back to the way it was in 1.0 and initial beta, but switching PS over to a Horror effect would certainly help priests a lot.
And personally, I think they over did it on Fear from a PvE standpoint, it's fine in PvP now, but in PvE it's now very problematic (seeing mobs break your fear on a single tick of your first DoT before other DoTs get started is pretty bad, at max, maybe 33% of my fears last the entire length compared to 90%+ prior to 2.1 in PvE which is just sad).
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06/02/07, 3:56 AM
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#49
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Piston Honda
Draenei Paladin
Sunstrider (EU)
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Originally Posted by Tahapenes
No, it wasn't just undead rogues. Warlock have no defense outside of DC, none. If something gets into our faces, we're screwed without DC, we cannot escape unless have tailoring (for nets) or engineering. If you look at all other classes, only Priests are equally screwed, when it comes to having defensive measures, Mages can frost nova and blink away, Druids can shift to cat and dash, Hunters can trap, Pallies and Warriors have armor to mitigate, Shaman have ghostwolf, and Rogues can blind, sprint, gouge, vanish, and kidney shot. If something gets into the face of a Priest or a Warlock, they have not escape mechanism except PS and DC, and with the total nerfs to fear, they're sitting ducks being their armor mitigation is pretty pathetic.
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There's no need to exaggerate so dramatically. While I agree that warlocks and priests have few effective means of defence, against non-casters, saying that they have "no defense outside DC" is silly.
More stamina than the average class, healthstones, fel armor and, depending on talent build, instant howl of terror or soul link and felguard stun or shadowfury - all of which will grant atelast one free fear off unless you're completely stunlocked. Additionally, it can be argued that since damage eliminates your opponent once you do enough of it to him, it is also a form of defense, and DoTs (and Backlash) remain a viable form of damage even while under fire (unlike, say, hunter shots, or mage spells).
While those aren't that awesome defenses on their own, when combined with fear and death coil (and spellstone! argh!), it's nothing to complain about. Anyway, as long as the fear lasts longer than 1.5 seconds, more has probably been gained form the cast than was lost.
Finally, I can add that nothing's more fun than being stun-locked by a rogue as a priest. The longer he takes to kill me the sooner he's getting feared again, and with his trinket on cooldown he's almos assuredly going to die. Unless he's undead, anyway. Which brings me to my final rant; as long as it isn't a warrior or an undead rogue, fear is still extremely powerful.
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"Any sufficiently advanced stupidity is indistinguishable from malice."
- Clark's Law
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06/04/07, 1:48 PM
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#50
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Piston Honda
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Originally Posted by Xunwael
There's no need to exaggerate so dramatically. While I agree that warlocks and priests have few effective means of defence, against non-casters, saying that they have "no defense outside DC" is silly.
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Quick question, have you ever played an Alliance Priest or Warlock against Horde in PvP?
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More stamina than the average class,
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If you're spec'd Demonic Embrace.
You'll get one, not likely to get more
Sure, an extra 500 or so armor that means my damage reduction goes up by 5% maybe to a total of 12% to 15% DR max.
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depending on talent build, instant howl of terror
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ie, Psychic Scream
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or soul link and felguard stun
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Probably the only possible defense you've listed, but if you're being assist trained, this might not even save you.
And if you have multiple people on you? You get off an HoT and they're back on you quicker that you know what's happened.
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- all of which will grant atelast one free fear off unless you're completely stunlocked. Additionally, it can be argued that since damage eliminates your opponent once you do enough of it to him, it is also a form of defense, and DoTs (and Backlash) remain a viable form of damage even while under fire (unlike, say, hunter shots, or mage spells).
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And none of this lets us get what we truly need, distance. Every class but Warlocks and Priests have a way to get away when they're being beat on, this is the problem you're not getting.
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While those aren't that awesome defenses on their own, when combined with fear and death coil (and spellstone! argh!), it's nothing to complain about. Anyway, as long as the fear lasts longer than 1.5 seconds, more has probably been gained form the cast than was lost.
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First off, ever tried to cast a 1.5 second spell when a fast attack class is on you like a Rogue? You'll never get it off before you are a: stunned, b: disoriented, c: interrupted, or d: trinketed/skilled out of.
The problem is getting distance. As I noted above, Warlocks and Priests have no way of assuring getting distance between them and the people they're fighting, all other classes do have a way of getting distance or taking the punishment handed out. This is why the horror effect of DC is the Warlock's best defense because it does something that nothing else does, it gives them time to get some distance, not much, but some. Priests don't even have this.
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Finally, I can add that nothing's more fun than being stun-locked by a rogue as a priest. The longer he takes to kill me the sooner he's getting feared again, and with his trinket on cooldown he's almos assuredly going to die. Unless he's undead, anyway. Which brings me to my final rant; as long as it isn't a warrior or an undead rogue, fear is still extremely powerful.
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Which brings me back to the point, these two classes against a Warlock or a Priest will win 90% of the time because unlike all the other classes out there, Warlocks and Priests cannot take the punishment and cannot gain distance (which is the only way to fight these two classes). If you look at a Mage, they'll FN and Blink away, a Hunter with drop a trap and FD to make them lose target and then gain distance while the trap is in effect, the Shaman can frost shock, shift to ghostwolf and get away, the Druid can shift to cast and dash away and then root if needed, the Rogue has tons of disorients, stuns, and other things to fall back on, the Warrior can try to soak the damage, the Paladin has their bubble if they get low in health and can heal back up while immune. Yet the Priest and Warlock have to depend on fear/horror to gain distance as all the other defenses don't get you any distances from the person beating on you and with some many ways to break fear out there, the Priest is a sitting duck and if more that two people are beating on the Warlock, even a DC isn't going to do much.
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06/04/07, 2:53 PM
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#51
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Great Tiger
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I think you're going a little overboard there. I dunno if I've ever seen a Shaman successfully Frost Shock/Ghost Wolf away. They have as much trouble with snares like Hamstring as we do. And how does a Warrior try to soak damage? Swap to Defensive Stance and Reflect? They don't do a lot of damage in that stance. Every class struggles under focus fire, but that's kind of the point. No class should be able to recklessly charge at the opposing team, deal insane damage and not worry about death. Warriors are perhaps the only ones with that luxury but even they take an enormous risk by being in Berserker Stance. The number of Warriors we've torn to shreds first in 5v5 arenas because of their own overconfidence is not to be underestimated.
The 2m cooldown PVP trinket is a must for any Warlock out there now. If you don't have that trinket equipped in BGs, Arenas or any other PVP there's something wrong with your head. Its the most worthwhile change to the entire class since they made Intensity affect all Destruction spells. Those two changes alone have made an absolute unmitigated terror out of me in PVP.
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There's always free cheese in the mouse traps, but the mice there ain't happy.
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06/04/07, 4:38 PM
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#52
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Piston Honda
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Originally Posted by Bibdy
I think you're going a little overboard there. I dunno if I've ever seen a Shaman successfully Frost Shock/Ghost Wolf away. They have as much trouble with snares like Hamstring as we do. And how does a Warrior try to soak damage? Swap to Defensive Stance and Reflect? They don't do a lot of damage in that stance. Every class struggles under focus fire, but that's kind of the point. No class should be able to recklessly charge at the opposing team, deal insane damage and not worry about death. Warriors are perhaps the only ones with that luxury but even they take an enormous risk by being in Berserker Stance. The number of Warriors we've torn to shreds first in 5v5 arenas because of their own overconfidence is not to be underestimated.
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I'm not talking about charging the other team, just getting into a one on one situation where you have a melee in your face (such as what can happen in 2v2 areans or 3v3 areans and sometimes, rarely though, happens in 5v5 areans). What are a Priest and Warlock going to do to escape that situation? All the other seven classes have an option for escape, Warlocks aren't as screwed as Priests are due to DC, but with the propencity of fear removing trinkets/powers, Priests are in desperate need of an escape ability and Warlocks could use a little help as well. If a Shaman is one on one, they have the ability to put a slowing effect on someone and escape them, a Warrior atleast has 40% DR when someone's in melee range with them and can hopefully survive the onslaught till someone shows up to help them out. If a Priest or a Warlock is in melee range with someone, they have to pray that the other person doesn't have their fear removal available to try to gain some distance. Some classes also have better escape mechanics for multiple people on them (Mage with FN/Blink, Paladins with Bubble and heal, Hunters potentially with Frost Trap and FDing to clear target). The problem is that Warlocks and Priests, especially, don't have an effective escape mechanic, so what's wrong with asking for an escape mechanic that works? What I'm asking for is an "oh crap" button that works, not something that is busted because of so many other mechanics.
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06/04/07, 5:31 PM
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#53
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Great Tiger
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Interesting that you didn't quote the part about the PVP trinket. Its reliable and has a 2 minute cooldown.
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There's always free cheese in the mouse traps, but the mice there ain't happy.
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06/04/07, 5:58 PM
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#54
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Soda Popinski
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The changes to a couple of classes trinkets to remove stuns too is a big buff, makes it harder to due from being stunlocked + AP PoM Pyro'ed.
Not every class is going to have great survivablity or an "oh shit" button with all talents, some of it is in the form of more passive buffs.
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06/04/07, 6:51 PM
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#55
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Piston Honda
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Originally Posted by Bibdy
Interesting that you didn't quote the part about the PVP trinket. Its reliable and has a 2 minute cooldown.
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My problem is that there is no good escape mechanism for Priests or Warlocks, moreso Priests since their form of escape just about everyone has a way of breaking. Me breaking someone elses CC on me is not what I have the problem with, I have a problem with not having an effective escape route as Priest and a marginal one as a Warlock.
I don't care if Fear broke on damage so long as I had a way to get away. This is why I wouldn't mind seeing PS become a horror effect for 4 seconds or so, it would give a Priest enough time to escape, and if they did the same to HoT, that would be nice too, but I see it more needed by Priests.
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06/04/07, 7:07 PM
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#56
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Soda Popinski
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Death coil is already annoying enough on a 2 minute cooldown, let alone giving a class an IAE Death coil on a 30 second cooldown that can't be countered except a dispel
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06/05/07, 6:36 PM
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#57
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Piston Honda
Draenei Paladin
Sunstrider (EU)
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Originally Posted by Tahapenes
Quick question, have you ever played an Alliance Priest or Warlock against Horde in PvP?
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No, but I've played a horde priest and horde warlock against hordes in PvP, not that I really see the point of the question.
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If you're spec'd Demonic Embrace.
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No, regardless. Even in identical gear you'll still have more hitpoints than a priest or a mage, and that's not considering that the priest and the mage can't go for maxing out HP, since they need mana to do damage while life tap can turn HP into mana in a pinch.
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You'll get one, not likely to get more
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That's a good 2 - 3000 HP right there, more than a fireball or evisc crit. You can't seriously be calling that nothing.
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Sure, an extra 500 or so armor that means my damage reduction goes up by 5% maybe to a total of 12% to 15% DR max.
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Sorry, I meant to say Demon Armor, not Fel Armor. Keep mixing those up. As in, I call them both Fel, for some reason.
Psychic Scream is an awesome ability, it's only weakness (except for the obvious being relatively easy to break) is that it's on a long cooldown and that the priest class has no other reliable cc (unlike warlocks).
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Probably the only possible defense you've listed, but if you're being assist trained, this might not even save you. And if you have multiple people on you? You get off an HoT and they're back on you quicker that you know what's happened.
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Anything being assist trained will die if nothing is done about it, just like everything dies with multiple people on it.
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And none of this lets us get what we truly need, distance. Every class but Warlocks and Priests have a way to get away when they're being beat on, this is the problem you're not getting.
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Even if we pretend that fear doesn't make people run away from you, thus creatingthe much-needed distance, warlocks and priests can both take a punch a heck of alot better than, say, mages, hunters or rogues.
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First off, ever tried to cast a 1.5 second spell when a fast attack class is on you like a Rogue? You'll never get it off before you are a: stunned, b: disoriented, c: interrupted, or d: trinketed/skilled out of.
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I know 1.5 sec casts are impossible against rogues. This is where things like instant Howl of Terror, Felguard Intercept or Shadowfury comes in. Even if they break that fear as well, you'll usually have gained enough distance from it to get off another fear before they come back into melee.
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The problem is getting distance. As I noted above, Warlocks and Priests have no way of assuring getting distance between them and the people they're fighting, all other classes do have a way of getting distance or taking the punishment handed out. This is why the horror effect of DC is the Warlock's best defense because it does something that nothing else does, it gives them time to get some distance, not much, but some. Priests don't even have this.
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As you mention yourself, fear, and thus psychic scream, gets you distance, so you can't say that only DC does that. It works very well against those other 7 classes that don't regularily break it more than once per fight. Priests can get distance easily. My priest kites rogues without sprint up all the time, and both my warlocks and my priest can tank a warrior or a rogue for decent amounts of time even without healing, the priest with ~35% damage reduction, vamp embrace and shields, the warlock with healthstones, deathcoil heal and life drain (pummeled, but whatever, every little bit helps) combined with fe... I mean demon armor, though I've never PvPed without a demo specc. (For the same reason that only crazy mages PvP without ice block.)
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Which brings me back to the point, these two classes against a Warlock or a Priest will win 90% of the time because unlike all the other classes out there, Warlocks and Priests cannot take the punishment and cannot gain distance (which is the only way to fight these two classes).
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Warlocks and priests take punishment just fine, better than alot of classes, and fear is very capable of gaining you distance as long as your opponent isn't immune.
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If you look at a Mage, they'll FN and Blink away
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A mage frost novaing and then blinking away is likely to be greeted with a intercept+hamstring or kidney shot+crippling poison. Without any more escape abilities, it now dies instantly.
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Hunter with drop a trap and FD to make them lose target and then gain distance while the trap is in effect, the Shaman can frost shock, shift to ghostwolf and get away, the Druid can shift to cast and dash away and then root if needed, the Rogue has tons of disorients, stuns, and other things to fall back on, the Warrior can try to soak the damage, the Paladin has their bubble if they get low in health and can heal back up while immune. Yet the Priest and Warlock have to depend on fear/horror to gain distance as all the other defenses don't get you any distances from the person beating on you and with some many ways to break fear out there, the Priest is a sitting duck and if more that two people are beating on the Warlock, even a DC isn't going to do much.
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Yes, much like all the other classes out there warlocks and priests will die if they have two fear-immune, snare-spamming stunlockers on them.
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Anyway, your main argument seems to be that, since warlocks/priests have no abilities - other than fear - which grant the advantage of distance over the enemy, all other defences are void, which simply isn't true. Even when faced with undead rogues they'll only have two fear breaks, and while this is enough to kill pretty much any shadow priest out there, warlocks will break away from it. Lone warriors are a joke for both classes, and going 1v2 against any of your anti-classes is supposed to be suicide.
For arena, lately my guildmates tell me they've started bruning mages first over the other classes, since they can't be saved even by spamming healers after ice block is down. Priests and warlocks are alot harder to kill.
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"Any sufficiently advanced stupidity is indistinguishable from malice."
- Clark's Law
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06/05/07, 7:18 PM
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#58
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Great Tiger
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What do you mean by escaping? How easy is it for anyone to escape a melee class when they're Hamstrung or Crippling Poisoned?
You keep switching back and forth between multiple assailants and one. EVERY class is under extreme pressure under focus fire. A Paladin can't get a heal off, a Shaman sure as hell isn't going anywhere, a Mage can't do shit when FN/Blink are down and so on. If you keep wailing on somebody they will suffer. A lot of 5v5 arena fights are decided based on which guy each side focusses on and for how long.
Against 1 attacker, why do Priests and Warlocks absolutely need to get away that bad? Priests are hard as nails to kill when they're spamming their shields and heals and with the trinket change you should have a good chance against a Rogue or Warrior hand-to-hand. If you wait for a 5pt Kidney or an Intercept before you use the trinket you're as good as gold.
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There's always free cheese in the mouse traps, but the mice there ain't happy.
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06/06/07, 8:06 AM
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#59
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Glass Joe
Gnome Warrior
Kil'Jaeden (EU)
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being and affliction lock i hate the fear nerf very much because blizz took my only useful cc except coex away. 1.5 secs cast for 1second fear (no diminishing return) is pretty redicilous...i mean do i cc my target or does my target cc me with my own ability? ..just tested it today with my paladin arena partner...
for the escape thing..i begin to love my escape artist more and more only problem is while fighting vs rogues that if you are unlucky you are poisoned again right after using it.
sry for my bad english skills
right now in the bg.. i see a rogue fighting against a priest and dot him like hell..then he shadowsteps + backstabs me so i use howl of terror...howl of terror is instantly removed through dot ticks and i still have global cd so i cant deathcoil him while i receive the kidney shot...luckily he just died through my dots then. it sux...
Last edited by zournyque : 06/06/07 at 10:05 AM.
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06/07/07, 7:28 AM
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#60
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Von Kaiser
Human Warlock
Deathwing (EU)
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I must say that I have noticed a small difference in BG's (I'm not in a great arenateam, so the fights are usually too short to have much CC involved in 2v2.) I usually DoT up whatever my target is and Drain Life/Shadowbolt accordingly to the situation, and Fear still acts a lot like it did prepatch.
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