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06/01/08, 1:34 PM
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#76
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Piston Honda
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"Shadow Vulnerability (ISB debuff) now only affects non-periodic spells."
Wonderful : /
Well, I get we'll still get the bonus on MB and SW:D. We'll also have to see which of the new spells are considered non-periodic as well.
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The brightest light casts the darkest shadow.
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06/01/08, 3:01 PM
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#77
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Glass Joe
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Originally Posted by Kortar
All of these talents are great if you're solo-healing instance or PvP'ing. And they're all mediocre in a PvE raid setting where burst and longevity are key. I just don't see a Discipline Priest as being even close to a Holy Priest in raid healing performance given the WotLK talents.
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I never said they would be, they will probobly be the worst healers, but as to my knowledge there really aren't any utility healers. We have utility DPS (moonkins and SPs specifically), but no utility heals. Shamans would be the closest with totems. Those two classes (moonkin/sp) don't dps as well as 'pure' dps classes (they can, but on average they dont), but they improve the overall raid. I see Disc priests being the same type of role. Yes they won't heal at the top, but they will bring lots of abilities. I mean, SPs get by with just mana regen. Disc Preists have 6 abilities that lend to their utility. (Rapture, Grace, Imp Spirit, .5 Sec Mass Dispell, Pain Supression, Power Infusion). Thats an ass load of utility if you ask me.
(i don't know if i actually would include Divine Aegis as a "utility" ability, but its is a nice ability).
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06/01/08, 3:49 PM
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#78
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Red Coat
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Assuming that the crit modifier stays in place (which I think is likely) how does that change our gearing? SWP, VT, and MF still dont gain anything from +crit gear. Would we still use similar (or identical) gearing trends (all +damage and +haste) ??
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06/01/08, 3:49 PM
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#79
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Glass Joe
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Originally Posted by Jonny_Monroe
impact and ignite can proc on AoE effects, I see no reason why shadow weaving and blackout wouldn't.
What I would be interested in however is if shadow weaving stacks per tick on mind sear. I know mindflay only stacks it per cast, but mind-flay is essentially a DoT (with a dependany on a dummy channel effect to stay up). Only 1 target is effectively being channeled on mind sear and the AoE component can't be considered enviromental (like blizzard and flamestrike are). So its highly likely the AoE part is considered a direct damage effect each second, and hence will stack shadow weaving in 5 seconds (which the warlocks will LOVE when they're seeding).
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It may be that during AoE, mana regen will no longer be our priority, but rather a useful support item we have.
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06/01/08, 3:53 PM
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#80
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Glass Joe
Orc Death Knight
Eldre'Thalas
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Originally Posted by DeeNogger
Assuming that the crit modifier stays in place (which I think is likely) how does that change our gearing? SWP, VT, and MF still dont gain anything from +crit gear. Would we still use similar (or identical) gearing trends (all +damage and +haste) ??
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Remeber with the change to Shadow Focus we will need to start stacking more spell hit as well. My guess is that crit will remain a low priority.
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06/01/08, 4:01 PM
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#81
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Don Flamenco
Draenei Priest
Auchindoun (EU)
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Originally Posted by Thx_138
Remeber with the change to Shadow Focus we will need to start stacking more spell hit as well. My guess is that crit will remain a low priority.
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This is true of all casters now. arcane got its +10% hit tallent modded as well. I guess this is to the benefit of blizzard making 'all-class' gear. If your raid can get a boomkin in it, you'll get +3% hit back from the new faery fire. Not too bad.
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OMNOMNOM.
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06/01/08, 6:12 PM
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#82
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Glass Joe
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Definitely happy about the removal of Growing Pains--I don't want to gear myself for +heal; I'm a DPSer/utility class as shadow, not a healer. I would have, of course, geared myself for +heal if it were the better choice, but I would rather gear myself differently than my holy/disc brethren.
What I'm more curious about is Pain and Suffering, which retains the SWP refresh GP did. I know it's been said that the talent won't overwrite ticks, but I'm a bit confused as to how this would work, assuming we're casting Mind Flay at the same rate we are now. I'm guessing that every time you cast MF it will 'queue' (for lack of a better word) a Pain refresh once the current one has finished?
Also curious to see how the changes to Golden Spellthread, for example, will translate into the other +healing enchants, but that's a topic for another thread.
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06/01/08, 6:15 PM
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#83
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Piston Honda
Draenei Priest
Nordrassil (EU)
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It's probably reasonable to assume it doesn't queue anything, since the word on the street has been that it refreshes the SW:P that's already up. It'd make the most sense to me that it resets the duration on an existing aura (i.e. the SWP dot) rather than reapplying anything. Queuing a reapplication would be pretty clumsy UI: what happens if you Flay twice before an existing SWP wears off?
Isn't a 35 dmg/healing Golden Spellthread the exact same thing as current Runic? I don't get it.
Edit: The question on my mind right now is whether or not Twisted Faith counts Devouring Plague as a shadow damage over time spell?
Last edited by Endahl : 06/01/08 at 7:30 PM.
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06/01/08, 8:13 PM
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#84
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StUfF
Night Elf Druid
Jubei'Thos
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Currently,
Lifebloom and Lacerate are two druid over time spells/skills that "remember" their ticks.
i.e. if I refresh lacerate every gcd it will tick every 3 seconds from the initial lacerate.
So blizzard has this functionallity already in the game, it shouldn't be too much of a hurdle to apply the same change to SWP and all the other refreshable skills coming into WoTLK.
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06/01/08, 9:08 PM
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#85
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Banned
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Originally Posted by Xantcha
Currently,
Lifebloom and Lacerate are two druid over time spells/skills that "remember" their ticks.
i.e. if I refresh lacerate every gcd it will tick every 3 seconds from the initial lacerate.
So blizzard has this functionallity already in the game, it shouldn't be too much of a hurdle to apply the same change to SWP and all the other refreshable skills coming into WoTLK.
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It will be interesting to see if this talent (and the similar Warlock talent for Corruption) will preserve temporary damage bonuses. Originally Lifebloom did, but it got changed a few patches ago. If temporary bonuses are preserved, then it's likely that Shadow Priests would do more damage overall (burst damage trinkets, Improved Spirit Tap) but the Priest would need to refresh Shadow Word: Pain more often (every time you hit a new high +damage).
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06/02/08, 2:18 AM
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#86
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King Hippo
Troll Priest
Steamwheedle Cartel
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I suspect if it does preserve temporary damage buffs Blizzard will fix it to stop doing so. They clearly don't want that kind of mechanic, given the fate of scorpid poison and lifebloom. (Of course, it is entirely possible it could take them months to get around to fixing it, but eventually fix it they will.)
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06/02/08, 1:09 PM
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#87
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Observation: I am awesome
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Originally Posted by DeeNogger
Assuming that the crit modifier stays in place (which I think is likely) how does that change our gearing? SWP, VT, and MF still dont gain anything from +crit gear. Would we still use similar (or identical) gearing trends (all +damage and +haste) ??
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The change is a 50% increase in the damage that crit provides. So before 6 crit rating = 1 spell damage and after, 4 crit rating = 1 spell damage. Think of it like... If you were going from the new system to the old, you'd need 50% more crit to compensate and keep your damage constant, and 150% of 4 is 6, the current estimation.
In other words, crit it still horrible, and will remain that way until we have a spammable single target nuke that can crit.
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06/02/08, 2:38 PM
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#88
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Piston Honda
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It also depends on the new spells. If one of them ends up being better than Mind Flay and can crit, it might shift the conversion. It would probably still be 2 crit to 1 damage or 3 crit to 1 damage, and wouldn't affect gemming, but it might affect gear choices.
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The brightest light casts the darkest shadow.
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06/09/08, 3:17 PM
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#89
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Von Kaiser
Blood Elf Paladin
Shadowsong (EU)
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Originally Posted by tedv
The change is a 50% increase in the damage that crit provides. So before 6 crit rating = 1 spell damage and after, 4 crit rating = 1 spell damage. Think of it like... If you were going from the new system to the old, you'd need 50% more crit to compensate and keep your damage constant, and 150% of 4 is 6, the current estimation.
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Keep in mind that crits will also trigger an IST proc (and a subsequent increase in damage from Twisted Faith).
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06/10/08, 5:25 PM
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#90
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Glass Joe
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Originally Posted by Lavery
It might be a bit early to ask this question, but is there any word on whether the duration is refreshed at the start or end of a Mind Flay?
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At the start of a mind flay so basically your shadow word pain wouldn't tick a lot and be refreshed.
Last edited by Qotie : 06/10/08 at 5:39 PM.
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06/10/08, 7:04 PM
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#91
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Piston Honda
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It doesn't look like anyone's answered the question made near the start of this thread about how the timing for Growing Pains/Pain and Suffering will work for SW:P ticks getting refreshing by Mind Flay. I can make an informed statement that I think it won't change the tick timer at all, because a Feral druid refreshing a stack of Lacerate does not effect the tick timer. The bleed keeps ticking as normal, but depending on when you last refreshed it, the debuff may fall off a little less than 1 tick early. So, refreshing SW:P with Mind Flay shouldn't have any effect on the DPS as long as you never let SW:P get near the end of it's life on the target, as you may see it fall off before your debuff timer says it should have.
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06/10/08, 8:37 PM
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#92
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Great Tiger
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A number of people have answered the question. It works fine.
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06/19/08, 1:08 PM
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#93
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Von Kaiser
Orc Death Knight
The Scryers
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Did no one else notice that Dispersion is exactly 6 second duration? Making it perfect timing with all of our other abilities.
Ideal situational use for Dispersion (yes I know you have to worry about factors like moving and whatnot):
Mid-fight you are down to about 50% mana (maybe even down some health too). I'm not including spell haste as a factor because that would only improve the ability to refresh dots.
Cast MF to refresh SWP (18 seconds to refresh it, with the talent change)
Refresh VT 1.5 sec cast (15 seconds to refresh it)
(1.5 sec) MB 1.5 sec cast
(3 sec) SWD 1.5 sec GCD
(9 sec) Dispersion 6 sec cast
(12 sec) Mindflay 3 sec channel (SW:P is refreshed)
(13.5 sec) MB 1.5 sec cast
(15 sec) VT is refreshed right as it ends
So basically my point is that, if timed correctly, your group would only lose out on mana regen from the two lost MF's that you would be doing during that time that Dispersion is included in the rotation. They would still be getting mana from your MB, SWD, SWP, and VT. And in the process you are gaining back 36% hp/mana and not taking much damage.
As for the people claiming that our raid utility will go away. They have added Dark Spirit which will make gearing spirit in wotlk higher up on the priority list. Dark Spirit will increase our damage by 40% of our spirit with IDS. So if right now we were gearing with some spirit and we had around 500 spirit, that would be an additional 200 +dmg. So 5 spirit would be equal to 2 damage. Not amazing, but it's better than the + that holy priests are currently getting. Not to mention Shadow Power making our MB and SWD hit for 200% damage instead of just 150%. I think the intent of these talents is to make us do more damage at high end raiding content without making VT completely broken. I would guess that with improvements to our damage, our group mana generation will not suffer as much as many people on here are saying.
Edited out colons so that SWD didnt have an emoticon
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06/19/08, 1:16 PM
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#94
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Super Macho Man
<>
Orc Shaman
No WoW Account
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175% critmod, not 200%, unless I'm misreading the talent.
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Melador> Incidentally, these last few pages are why people hate lawyers.
Viator> I really don't want to go all Kalman here.
Bury> Just imagine what the world would be like if you used your powers for good.
Clearly law school has done wonders for me.
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06/19/08, 8:38 PM
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#95
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Piston Honda
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Originally Posted by Kalman
175% critmod, not 200%, unless I'm misreading the talent.
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My guess is 175%, but we all know how confusing blizzard words anything to do with crit modifiers.
If it is anything like the mage talents, it usually works out as: (standard) 50% crit modifier, 50% of that is 25%, so new modifier is 75% making it 175% damage on crit.
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06/19/08, 9:12 PM
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#96
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Piston Honda
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I think as a whole shadow priests like other healing capable classes are still looking to be in a good spot. Sure, there's probably only room for one of each of the hybrid tank/dps spec, but there's still all the healer spots open, and with the spell power change it should still be pretty easy to have more than one shadow priest on your roster. If more than one turns up on a night, just have the excess spec for healing. They'll be just as well geared for it as for DPS.
Sure, maybe not everyone wants to heal even part time, but I think the history of this game has shown over and over that if you never want to heal, you have to roll a class without healing spells.
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06/19/08, 9:40 PM
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#97
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Great Tiger
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There are a few interesting things to note about Mindsear it seems:
1) It doesn't do any damage to the target of the spell. It only does damage to those enemies with 10 yards of the target. (This means it isn't going to be replacing Mind Flay any time soon for us on single mob pulls).
2) Each tick can crit (rolled separately for each affected target of course). Just at the normal 1.5*, not the 1.75*
3) It seems that it just rolls once per cast to determine the size of a normal tick and then every mob takes that same amount of damage per tick (except for crits of course).
4) If a mob that takes damage from it is affected by VE, then it *will* return healing to the caster.
5) However the same is *not* currently true for VT. I'm wondering if this is a bug or not....
6) It's apparently *not* affected by haste currently. Also wondering if this is a bug or not...
7) The current scaling per tick (untalented) seems to be slightly higher than 20%.
8) A mob dying from Mind Sear *will* proc Spirit Tap.
Also, Spirit Tap overwrites Improved Spirit Tap.
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06/20/08, 1:14 AM
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#98
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Glass Joe
Undead Warrior
Bronzebeard
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For those that aren't very excited about Dispersion: Have you looked at the 51 point talents for other classes? Most of them seem to be PVP oriented. In a few cases where a particular spec is designed for PVE, the 51 pointer is an activated ability with mixed PVP/PVE applications. If the option is a PVP-only talent or an extra mana pot, I'm satisfied with the mana pot, especially given all the other buffs.
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06/20/08, 5:32 PM
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#99
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Piston Honda
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Originally Posted by tadrinth
If the option is a PVP-only talent or an extra mana pot, I'm satisfied with the mana pot, especially given all the other buffs.
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If your suggesting that it would be worth it for the mana only, remember that this spell takes 6 seconds to complete and you can't dps while it is running. It may be viable in PvE as a sort of oh-crap button, kind of like ice block except much less useful. (Doesn't remove buffs etc)
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06/20/08, 6:05 PM
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#100
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Piston Honda
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I don't see it as very useful in anything but arena.. and even then it is only mildly so.
90% dmg reduction is nice, but without a good aggro dump mechanic, I doubt it would really prevent that many "oh crap!" deaths anyway. It just feels so out-of-character in the sense that SPs more than any other character, has to be hitting something in order to be useful. And so what do they give as a 51 point talent? Something to make us not hit anything. There was some speculation that dispersion's regen effects would be group-wide, but barring that development, I don't see this as something to be excited about.
As mentioned before, while I think the changes are all "balanced" and even give us what we thought we need to fix the class, there is considerably less sexiness than resto shaman spirit link, enh shaman ghost wolves, and aff lock's cripple. Personally, I think the changes feel like they belong in a class balancing patch rather than as an expansion pack. (that costs money!).
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