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-   -   The sunwell trinkets and what they'll do to arenas (http://elitistjerks.com/f38/t21588-sunwell_trinkets_what_theyll_do_arenas/)

Colan 02/14/08 6:43 PM

The sunwell trinkets and what they'll do to arenas
 
In case all of you haven't seen all the sunwell loot, here's two items that seem like they'll have a huge impact on arenas come season 3.

http://static.mmo-champion.com/mmoc/...onkaelthas.jpg

http://static.mmo-champion.com/mmoc/...alfocusing.jpg

Now in my opinion, the first trinket definitely has to potential to kill the recent popularity of double melee teams in 3v3 (druid/warrior/rogue, druid/double warrior, druid/warrior/ret paladin etc.) if enough people start using the trinket. While the second trinket can be a major buff to warlocks, despite the 15-17 second internal cooldown that it seems to have, the 400 damage still seems like it'd be very strong in arenas.

Right now, it sure seems like arena will be turned on its head with the coming of 4 piece tier 6/season 3 and Sunwell loot.

Darceidus 02/14/08 6:54 PM

Changes will always seem more drastic in the minds of anxious players. These items won't be as game-breaking as your thorough research suggests.

heel 02/14/08 6:58 PM

I expected to see a thread about Vial of the Sunwell, which is going to be absolutely ridiculous for pretty much all healers in all brackets.

Suesse 02/14/08 7:02 PM

Quote:

Originally Posted by heel (Post 640412)
I expected to see a thread about Vial of the Sunwell, which is going to be absolutely ridiculous for pretty much all healers in all brackets.

Same here. I think the dodge trinket would be more exciting if they hadn't implemented the gear swapping fix (which I guess was done for resist gear, but you can think of armor/avoidance as the melee equivalent of resist gear).

Raiste 02/14/08 7:27 PM

meh vial of the sunwell is pretty underwhelming for most classes. Paladins i can see being excited by it for pvp, but a 2k pt heal (1k with MS?) every 1 min even when you are spamming heals seems pretty weak. If the energy accumulated faster maybe it would be a more solid choice all around.

Mex 02/14/08 7:39 PM

The Vial does seem to have a lot of potential. It's not going to suddenly make double DPS teams redundant or make healer X invincible, but it'll certainly help to minimise co-ordinated CC chains and spell locks. It's not something I'd ever spam on cooldown to try and maximise output, but a 1-3k instant heal (depending on MS and crits) can easily turn the tide of a game.

doogless 02/14/08 7:41 PM

Quote:

Originally Posted by heel (Post 640412)
I expected to see a thread about Vial of the Sunwell, which is going to be absolutely ridiculous for pretty much all healers in all brackets.

From what I read, the charges from the Vial only have a 10 second duration. That's fine when you're chaining heals, but a school lockout followed by a CC, or two consecutive CCs - when you want to use it the most - will guarantee that the charges drop off.

edit: I'm a bit slow. It's a trinket, and therefore is usable during a school lockout.

Mex 02/14/08 7:45 PM

Quote:

Originally Posted by doogless (Post 640454)
From what I read, the charges from the Vial only have a 10 second duration. That's fine when you're chaining heals, but a school lockout followed by a CC, or two consecutive CCs - when you want to use it the most - will guarantee that the charges drop off.

2 CCs will cause the charges to fall off, but as far as I know it should be usable during a school lock / silence.

One thing I've just read though, apparently it only has a 10 yard range? It seems like using it in that case would almost be a liability ...

Phoe 02/14/08 8:21 PM

Quote:

Originally Posted by Mex
One thing I've just read though, apparently it only has a 10 yard range? It seems like using it in that case would almost be a liability ...

The range is less than that - tested it the other day and my guildmate had to be standing right on top of me for it to work. Am kind of thinking that's a bug though.

xarg 02/14/08 8:31 PM

I really can't see that many players wearing that dodge trinket at all. It's a lot of dodge, but it still is only 20%. For a caster that's going to put them at 25%.

I'd still rather go with battlemasters.

heel 02/14/08 9:16 PM

Quote:

Originally Posted by xarg (Post 640501)
I really can't see that many players wearing that dodge trinket at all. It's a lot of dodge, but it still is only 20%. For a caster that's going to put them at 25%.

I'd still rather go with battlemasters.

It got nerfed down to 8%, from 20%.

Vial of the Sunwell is ridiculous because it can be used during lockouts, it's instant, it's not on the global cooldown, and it costs no mana. It's Desperate Prayer for everyone.

Colan 02/14/08 11:01 PM

Ack, my mistake for missing the Vial of the Sunwell.

and yes I do agree that it seems extremely powerful, especially when combined with the fact that it can't be locked out of any school (and of course give much needed healing in the face of burst).

Really, I still think the dodge trinket will have a decent impact on arenas. The dodge is still nothing to scoff at, and while I suppose the removal of the /ignore function takes away a lot of the utility of it, the trinket can still prove very useful.

Sniddie 02/15/08 4:05 AM

Quote:

Originally Posted by Colan (Post 640677)
Really, I still think the dodge trinket will have a decent impact on arenas. The dodge is still nothing to scoff at, and while I suppose the removal of the /ignore function takes away a lot of the utility of it, the trinket can still prove very useful.

No, just no.

No person with a decent brain would ever use that trinket in arena, perhaps a protection Warrior in the 1400 bracket.

Which class would EVER want to use that trinket?

Morakk 02/15/08 5:32 AM

I believe the Vial of the Sunwell has been changed to a 2 minute cooldown on the PTR.

Kaber 02/15/08 6:57 AM

Quote:

Originally Posted by Colan (Post 640399)
In case all of you haven't seen all the sunwell loot, here's two items that seem like they'll have a huge impact on arenas come season 3.

http://static.mmo-champion.com/mmoc/...onkaelthas.jpg

http://static.mmo-champion.com/mmoc/...alfocusing.jpg

Now in my opinion, the first trinket definitely has to potential to kill the recent popularity of double melee teams in 3v3 (druid/warrior/rogue, druid/double warrior, druid/warrior/ret paladin etc.) if enough people start using the trinket. While the second trinket can be a major buff to warlocks, despite the 15-17 second internal cooldown that it seems to have, the 400 damage still seems like it'd be very strong in arenas.

Right now, it sure seems like arena will be turned on its head with the coming of 4 piece tier 6/season 3 and Sunwell loot.

Dodge rating is quite useless when you're stunned or being attacked from behind. It would probably only play a role in melee vs. melee fights where you are generally trying to face eachother the entire time rather than run away to get some range. In arena you can't guarantee that you would even face another melee on the opposing team so why would you use a trinket that will be useless against more than half of your competitors?

Quote:

Originally Posted by heel (Post 640552)
It got nerfed down to 8%, from 20%.

Vial of the Sunwell is ridiculous because it can be used during lockouts, it's instant, it's not on the global cooldown, and it costs no mana. It's Desperate Prayer for everyone.

The heal at full stack is about the same as the Battle Master trinket, and if I am reading this right it has almost no range, so really you would only use it on yourself. I'd rather have the battle master's trinket.


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