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10/14/07, 7:28 AM
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#51
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Glass Joe
Undead Priest
Frostmane (EU)
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I have to say, that although the rogue bonus isn't something surprising, but maybe a little diversity here would be fine? Something along the lines of a PPM armor penetration boost?
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10/14/07, 8:35 AM
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#52
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Glass Joe
Human Paladin
Twilight's Hammer (EU)
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Originally Posted by sadris
Any skilled arena team would kill said paladin before the bubble could be popped.
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Yeah, I mean, who in their right mind would wear crystalforge in a 4 dps team?
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10/14/07, 8:59 AM
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#53
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Von Kaiser
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Originally Posted by sadris
Any skilled arena team would kill said paladin before the bubble could be popped.
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The World of Warcraft Armory
Yeah I guess the number two team in BG9 isn't skilled.
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10/14/07, 9:17 AM
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#54
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Don Flamenco
Draenei Shaman
Kil'Jaeden
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I'd say have the Hunter 4 piece allow all of their pets to use scorpid poison. I realize I'm being a bit facetious, but 1 sec off multishot really doesn't seem like a worthwhile bonus at all.
For my Resto Druid alt, I will cry if they change the current 4-piece. Travel Form that moves at 160% of normal run speed is truly amazing.
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10/14/07, 9:29 AM
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#55
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Piston Honda
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Originally Posted by gnuoyiy
Actually it's 5 sec/30 sec = 16.667 % and they also should not be compared as one is time off a cast and one of time off a cooldown...Apples and oranges. I know how powerful the warrior set bonus is, but it's not fair to compare set bonuses vs. other classes. There are PVE set bonuses that are vastly superior for one class over many of the other options, but that is hardly brought into discussion.
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You can throw in the Multi-shot bonus instead of you want that's a 10% decrease..... and saying you should take it out of 30 seconds is kinda ridiculous since no pvp warrior in the world has a 30 sec cd on intercept before the set bonus. The bonus should be something like 2 secs of intercept or 1 sec off whirlwind to put it in line with the other bonuses.
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10/14/07, 9:34 AM
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#56
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Piston Honda
Tauren Druid
Gorgonnash (EU)
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Originally Posted by Kinv
You can throw in the Multi-shot bonus instead of you want that's a 10% decrease..... and saying you should take it out of 30 seconds is kinda ridiculous since no pvp warrior in the world has a 30 sec cd on intercept before the set bonus. The bonus should be something like 2 secs of intercept or 1 sec off whirlwind to put it in line with the other bonuses.
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As another hunter already said, back in the AQ40/Naxx days I had the 4 piece bonus (-2min CD von Rapid shots) and the talent didn't stack! This is the way it should be with intercept aswell (especially concidering the changes coming where warriors can get the all you need for pvp package and concussive blow aswell).
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10/14/07, 10:56 AM
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#57
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Don Flamenco
Blood Elf Warlock
Kil'Jaeden
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Originally Posted by sadris
Any skilled arena team would kill said paladin before the bubble could be popped.
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Of course, but thats a red herring that doesn't change the fact that a lot of successful paladins do still wear PVE gear for their bonuses. Its nowhere near the slaughter you predict, as evidenced by the high-level paladins who are very high rated and do play with their PVE gear. It also makes your statement a silly one, because the skilled arena teams do often include paladins who choose to wear what they do and they keep winning "in spite of" it.
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10/14/07, 11:31 AM
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#58
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Von Kaiser
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The problem with the Hunter bonus is that it's situational. The bonus should be something more of a direct damage buff that applies to either all Hunter attacks or maybe some sort of cast time reduction, since that seems to be the new "in" thing. One idea would be reducing the Aimed Shot CD by 1.5 seconds, maybe only as a proc when you or your pet crits. Another idea would be improving Raptor Strike crits to deter people from deadzoning Hunters. Although, with Blizzard's promised fix to this issue, maybe that's not necessary.
As far as the Feral bonus goes, it's the same concept as Natural Perfection. If you don't need it (maxed out on Resil, or in this case, enough speed to catch people anyway), then put the points somewhere else. I realize you're losing 4% dodge, but the Feral Tree is so amazing that maybe it's worth it. I'm sure there's something to be gained from those 2 points.
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10/14/07, 1:37 PM
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#59
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Soda Popinski
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Originally Posted by Praetorian
Or pet resilience should just scale with owner stats, as is the case with many other stats.
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That would make sense but I don't want felhunters to gain resilience because I hate them.
As for the feral four piece, I'm surprised to see someone ask for a change there. Movement speed is always a good thing and is certainly superior to most set bonuses. I've seen some ferals skip it and get two piece tier 5 for instant regrowths but I think most would agree that it's a great bonus.
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10/14/07, 2:06 PM
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#60
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Von Kaiser
Blood Elf Rogue
Shattered Hand
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I really wish they'd give Envenom a cast time and give us pushback resist for it as our 4pc.
SIGH
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10/14/07, 3:00 PM
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#61
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Von Kaiser
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I feel as though the Hunter 4-pc bonus was thought of in a PvE setting, then implemented for a PvP setting. For MM Hunters (the vast majority of arena Hunters), Multishot is our highest damage shot in PvE, and 1 second off its cooldown is not too terrible of a set bonus (for a 2-pc). However, in PvP, Hunters rarely have the time to Multishot every time it's up as it is, and so the set bonus will be very situational as stated by other Hunters.
To put us in line with other classes, a bonus like one of these would be fair, I believe:
1) 70% pushback resist on steady shot (comparable to shaman bonus).
2) -3 sec on Viper Sting cooldown (comparable to warrior bonus)
3) Anything reducing trap cooldown, increasing duration, or increasing area of effect
4) Allowing Hunters to go back to stacking two 35 resil set bonuses
5) etc. etc.
It is the PTR though, so it's not locked in stone just yet.
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10/14/07, 3:04 PM
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#62
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King Hippo
Orc Hunter
Stormscale (EU)
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It would actually be -4 seconds off viper sting to make it comparable with warrior set bonus.
8 seconds for traps.
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10/14/07, 3:22 PM
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#63
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Don Flamenco
Tauren Shaman
Stormscale (EU)
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It would just be really nice for anyone who isn't an Elemental Shaman or Warrior to have a set bonus equal to theres, yes I know Elemental Shamans were in dire need of something to fix their interrupt problems, but if that's the case, what about Priests and their huge weakness to dispel for instance?
I just don't think it's really fair for the set bonuses to be so skewed for some classes, I mean mine is worth shit all in 5s, and is barely useful in 2s/3s, and as for my Glove Bonus... the fact that the Item Designer asked Vhell what he thought of it in TBC Alpha and Vhell told him to get rid of it at that exact moment really sums it up :P
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10/14/07, 4:35 PM
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#64
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Great Tiger
Worgen Death Knight
Executus
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Originally Posted by sadris
And people who go into 5v5 wearing PVE gear get killed in about the time it takes to target them for a BOP; that is why PVE set bonuses aren't brought into the discussion.
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Wow, no one told me this before :/. Guess I need to l2p.
If a Paladin gets caught in the open by casters (the only real damage they have to worry about) that is the Paladin's fault, and has nothing to do with what gear they currently are wearing. Wearing full Lightbringer would put my armor at around 18000 unbuff i think, so melee damage isn't a concern in the least.
This is precisely why PvE bonuses do matter. We cheat at times with our rogue and mage wearing varying levels of PvE DPS gear as well. The only person who never, ever, ever wears pve gear is our Warrior.
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10/15/07, 12:23 AM
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#65
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Glass Joe
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Originally Posted by Himiko
I really hope you're kidding. Pathetic attempts at Ad Hominem aside, yes, it's a .05 second difference. However, it's a difference that shouldn't even be there in the first place. As far as range goes, I sincerely doubt that you have to chase down people to Fear them. And if range is really a limitation for you, then you're doing something wrong.
Anyway, how exactly is Polymorph even remotely close to Fear in terms of being a better CC? Even if you limit the discussion to 5v5 only, my point still stands. Fear doesn't heal your target, isn't nearly as easy to dispel, and doesn't break on damage (arguable; but regardless, targets remain CCed longer when taking damage from Fear than Polymorph). The only real upside to Polymorph is that no classes have a talent to resist it, but even then, the benefits of Fear more than make up for this in my mind. So, with an actual argument this time, explain to me how Fear is supposedly worse than Polymorph (aside from the fact that you can CC Warriors with it more easily; with the removal of detect magic, this will become more difficult).
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Fear is dispelled as easily as polymorph. Polymorph is good at controlling warriors, which are arguable the hart of almost any good 5v5 team. You don't get as many resists on polymorph because your cc tree isn't the same as your dmg tree. The fact that it breaks on damage is a strong point to fear, but fear is more easily countered than polymorph. Shadow resist is the only resist that matters in arenas. A rogue or warrior pummeling you on shadow (the only school they'd ever lockout) prevents you from ccing. A rogue doing the same to a mage on most attacks will not lock out polymorph.
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10/15/07, 1:50 AM
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#66
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Custom User Title
Dwarf Paladin
Frostmourne
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Here's my 2 cents:
- Polymorph has X things going for and against it.
- Fear has Y things going for and against it.
- Therefore I think Polymorph/Fear is best.
... why are we having this conversation? Is it going to achieve anything? We all know the pros and cons of each and we all have our preference (or no preference), listing those pros and cons is not going to change anyone's mind.
On subject I don't like the shaman bonus. I think shaman should have pushback resisitance since they have no escapes/DoTs/CCs to work around pushback, but I don't think it should be in the set bonus. Those sort of things either should stay in talent trees where they traditionally belong, or everyone should get bonuses like that. Here we have any shaman without 4pc gladiator missing a pretty important bonus, and every other class gets to be envious that their 4pc is not as good. It's lose/lose.
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10/15/07, 3:16 AM
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#67
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Piston Honda
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Well out of all the WoW classes, the paladin is the only one who can get away with lots of PvE gear, because of their massive survivability and unparalelled utility. Melee doesn't bother them, and they can LoS casters. So yeah, they are the exception.
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10/15/07, 1:43 PM
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#68
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Von Kaiser
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The problem with the hunter bonus for me is that -1 second off of a cooldown is an awfully small amount of time to go from useful to uselessness. The arcane shot talent has the same problem. Havings shots get bottlenecked so to speak, coupled with all the movement that is needed to maintain distance, it becomes easy to see that the bonus would spend a lot of time not benefiting the user.
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10/15/07, 1:51 PM
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#69
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Von Kaiser
Night Elf Rogue
Tichondrius
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They need to change the rogue bonus. Nuff said.
10 energy is good, but I would much rather prefer an armor penetration or proc on hit of some sort.
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10/15/07, 2:04 PM
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#70
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Mr. Sandman
Night Elf Hunter
Ner'zhul
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Originally Posted by Redpath
The problem with the hunter bonus for me is that -1 second off of a cooldown is an awfully small amount of time to go from useful to uselessness. The arcane shot talent has the same problem. Havings shots get bottlenecked so to speak, coupled with all the movement that is needed to maintain distance, it becomes easy to see that the bonus would spend a lot of time not benefiting the user.
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Well, the biggest problem with the bonus is that it doesn't play to a hunter's role in arenas at all. Pretty much all of the top teams with hunters in any bracket are mana burn/outlast based, and a cooldown reduction on a pure DPS skill doesn't really do anything to support that. But yeah, on top of that the fact that hunter DPS is often mitigated by LOS and range makes it unlikely that a 1s cooldown reduction is likely to have any meaningful impact - I certainly don't even cast multishot every time it's up already.
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10/15/07, 2:20 PM
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#71
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Great Tiger
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Originally Posted by Lord BEEF
That would make sense but I don't want felhunters to gain resilience because I hate them.
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If they gave pets resilience then how would you ever beat warlock/pally as melee/healer? Currently at least the warlock has to summon a VW against melee teams, costing him the felhunter goodies. But with resilience the felhunter would be even more insane than it already is. If anything that pet needs a swift kick in the soft parts.
Maybe a deep hunter talent to give their pets resilience proportional to the hunter's resilience.
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10/16/07, 12:05 PM
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#72
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Piston Honda
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Mage
New Equip-bonus on Mage gloves: Gives you a 50% chance to avoid interruption caused by damage while casting Polymorph.
Yey?
World of Raids :: Index
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10/19/07, 6:28 AM
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#73
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Jedi Knight
Amera
Night Elf Priest
No WoW Account
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Originally Posted by Currylaksa
Well out of all the WoW classes, the paladin is the only one who can get away with lots of PvE gear, because of their massive survivability and unparalelled utility. Melee doesn't bother them, and they can LoS casters. So yeah, they are the exception
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I think that's a bit exaggerated. Not attacking a paladin on a 4DPS team has very little to do with survivability or utility. They are actually the least threatening target. You can completely shut down their healing with one counterspell - why waste your time attacking them? That just leaves their other 4 DPS alone to rape your team. It's much better to go after a DPS and hopefully shut them down, while tossing a simple interrupt on the paladin, or even just burning your target down despite his or her heals.
You don't really get away with PvE gear as a paladin in all setups, either. I just found the utility/survivability comment interesting because I think that was the conventional wisdom when arena started (paladins take too long to kill!), while now it has really evolved to more of a "they are the least threatening, so why bother?" You leave a priest alone, he mana burn rapes your team. Leave a druid alone, you are basically playing 4v5 the whole game. The same goes for most classes. Regardless of what you do to a paladin, he/she is only going to be doing one thing - healing - so there's really no point in attacking him unless you can't control his healing. Most of the time, anyway.
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10/19/07, 7:51 AM
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#74
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Mr. Sandman
Dwarf Priest
Defias Brotherhood (EU)
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The reason why nobody goes on the paladin is because if you expose yourself to risking focus fire on the paladin and he bubbles, you basically wasted all your initial burst and exposed yourself to a huge risk.
The only teams that can get away with focusing a paladin first have to include a disc priest, and pray that the disc priest isn't getting focus fired/stunned as you switch to the paladin.
The idea that paladins are the least threatening class so nobody focuses them is completely meaningless, they are extremly well represented in arenas, so they obviously aren't a non-threat, if they were a non-threat, they wouldn't get carried.
A disc priest is a lot easier to focus because a rogue completely shuts down every mana-burn a priest will cast, while a paladin is completely immune to all the pushback a rogue will put out.
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10/19/07, 1:28 PM
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#75
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Jedi Knight
Amera
Night Elf Priest
No WoW Account
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Originally Posted by Mearis
The idea that paladins are the least threatening class so nobody focuses them is completely meaningless, they are extremly well represented in arenas, so they obviously aren't a non-threat, if they were a non-threat, they wouldn't get carried.
A disc priest is a lot easier to focus because a rogue completely shuts down every mana-burn a priest will cast, while a paladin is completely immune to all the pushback a rogue will put out.
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That misses the point. Threatening is relative to a particular moment. If you go against a 4 DPS team with a rogue, paladin, and 3 casters, and get on the paladin, you are going to get raped by the other 4 DPS. Not attacking the paladin has little to nothing to do with his bubble or his 17k armor. You have to control their damage output, and the best way to do that is to focus one or more of their DPS, CC the rest as much as possible, and CS the paladin. It's one of the reasons many teams have switched from a warrior to a rogue on 4 DPS setups. In addition to their more controllable burst damage and lockdowns, the rogue is way harder to kill at the onset of a game. A good counter to a warrior 4 DPS was to just blow up their warrior and CS the paladin; it's harder to do that with a rogue.
So yes, paladin survivability is not the main reason you can wear PvE gear as a paladin on a 4 DPS team. It's because you are the least threatening member of that team since you can be completely controlled without being focused, so why bother focusing you?
This is specifically related to 4 DPS and paladins, btw, I'm not talking at all about other setups (paladins in PvE gear on 2.5 or 2 healer teams are much rarer).
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