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09/29/11, 3:01 PM
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#31
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Glass Joe
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Originally Posted by Staticus
Not sure if I'm reading this right, but we're gaining 5% more SP from AP (MQ buff) plus an additional 5.5% from the 10% AP buff...but losing 6% SP from the mage buff and 10% SP from the ele shaman buff together with 2% from having to spec into reverb instead of precision...overall nerf? Or do the mage/ele buffs not stack? (I'm assuming SP debuffs like CoE etc. are unaffected as they're on the target not us)
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The 6% spellpower from Arcane Brilliance or Flametongue Totem does not stack with the 10% buff from Totemic Wrath or Demonic Pact you just get whichever is the best benefit.
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10/01/11, 7:44 PM
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#32
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dorf
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I'm late to the PTR party, but I plan on testing this stuff if I get a chance this week. However, if anyone already has, please let me know.
Do we know yet the interaction between UE and the new LL? When it transfers the FS dot, does it transfer the base dot and the remaining duration, or will it transfer a UD'd FS? Or does the imp LL spread count as a new application, and will using UE before LL in a cleave situation be beneficial at all?
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10/02/11, 4:13 AM
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#33
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Don Flamenco
Blood Elf Paladin
Area 52
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Originally Posted by Waggles
I never saw this while testing with FT on either the MH or the OH, but when I put FT on both weapons, every LL yielded 2 FT procs and every SS yielded 4 FT procs. Definitely a bug, but baffled as to the behavior behind it.
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That behavior suggests a single hit procs both FT's, and a double hit a la SS procs them twice. My guess is they haven't yet added or fixed the code where it differentiates which weapon FT is on, if it's not intentional.
Spellpower buffs will no longer be relevant to Enhancement, if I read it correctly. Note the lines "Mental Quickness has been redesigned. Instead of granting the shaman spell power, Mental Quickness now causes Enhancement shaman spells to behave as though the shaman has spell power equal to 55% of attack power. Enhancement shaman spells no longer benefit from spell power from other sources."
Since the abilities are no longer affected by actual spellpower, it is extremely likely spellpower buffs won't have an effect on them.
As to the topic of repeating ability modifiers in different talent trees, keep in mind every paladin spec has a talent to reduce Avenging Wrath to 2 minutes. An enhancement talent to lower the CD would be most welcome, but it looks like they'd have to shuffle some talent effects around to make it work. However, they may very well add it to Seasoned Winds since SW is balanced around the short CD.
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10/02/11, 10:52 AM
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#34
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Don Flamenco
Orc Shaman
Azjol-Nerub (EU)
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Originally Posted by Cochice
I'm late to the PTR party, but I plan on testing this stuff if I get a chance this week. However, if anyone already has, please let me know.
Do we know yet the interaction between UE and the new LL? When it transfers the FS dot, does it transfer the base dot and the remaining duration, or will it transfer a UD'd FS? Or does the imp LL spread count as a new application, and will using UE before LL in a cleave situation be beneficial at all?
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The quick testing I did on this showed that the spread Flame Shocks from Lava Lashes don't benefit from UE, tried both UE, FS, LL, and FS, UE, LL, both resulted in Flame Shock dots hitting for the base amount.
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Enchantment?
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10/02/11, 12:41 PM
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#35
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Deeper Shade of Blue
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Originally Posted by Charybdis
That behavior suggests a single hit procs both FT's, and a double hit a la SS procs them twice. My guess is they haven't yet added or fixed the code where it differentiates which weapon FT is on, if it's not intentional.
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It's the 0.15s ICD. They probably forgot to fill in the box for it when they applied the new spell sheet for flametongue. Flametongue works like windfury in that it checks both weapons on every melee hit, starting with the mainhand. That's why running WF/WF increases the proc chance per hit to 36%. It's also why when running FT/FT on the live server you will have MH FT procs when you stormstrike.
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10/06/11, 1:31 AM
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#36
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Glass Joe
Orc Shaman
Quel'Thalas (EU)
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It looks like (to me at least) that Haste is going to be a powerful stat for us in 4.3. How do you guys feel about that?
Enhancement, 2P -- While you have any stacks of Maelstrom Weapon, your Lightning Bolt, Chain Lightning, and healing spells deal 20% more healing or damage.
Enhancement, 4P -- Your Feral Spirits have a 45% chance to grant you a charge of Maelstrom Weapon each time they deal damage.
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10/06/11, 1:45 AM
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#37
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Deeper Shade of Blue
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Originally Posted by Derpina
It looks like (to me at least) that Haste is going to be a powerful stat for us in 4.3. How do you guys feel about that?
Enhancement, 2P -- While you have any stacks of Maelstrom Weapon, your Lightning Bolt, Chain Lightning, and healing spells deal 20% more healing or damage.
Enhancement, 4P -- Your Feral Spirits have a 45% chance to grant you a charge of Maelstrom Weapon each time they deal damage.
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Nothing to feel about since neither of those bonuses make haste a powerful stat and it will still be very weak in 4.3
edit - just to clarify, my conclusions are coming from the alpha version of EnhSim which has the T13 bonuses implemented. If you disagree with them and have math/facts to support your opinion, please post in the EnhSim thread in these forums to help make the sim better for everyone.
Last edited by Rouncer : 10/06/11 at 11:49 AM.
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10/06/11, 12:58 PM
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#38
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Glass Joe
Orc Shaman
Quel'Thalas (EU)
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Slorkuz(Dev): As we’ve discussed in the past, any time a class has a meaningful portion of its damage only receiving 50% bonus critical damage, it’s going to be difficult for crit rating to be an attractive stat. We’d certainly prefer if haste were a more attractive stat for Enhancement shaman. For many other melee classes, the great value of haste lies in its ability to increase resource generation. Enhancement shaman are not generally limited by any resource, so aside from more auto-attack damage and Windfury/Flametongue procs, haste currently yields more Maelstrom Weapon charges. We’ve thought about taking steps to make Maelstrom Weapon a more central mechanic for the Enhancement shaman spec, which would in turn make haste potentially much more valuable, but don’t currently have any firm solution to announce.
Ghostcrawler: No doubt when 4.3 goes live, there will be even more changes and some of the above will be modified or redacted. Part Two of this blog will explain our intent behind the final changes.
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10/06/11, 1:57 PM
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#39
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Deeper Shade of Blue
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Originally Posted by Derpina
Slorkuz(Dev): As we’ve discussed in the past, any time a class has a meaningful portion of its damage only receiving 50% bonus critical damage, it’s going to be difficult for crit rating to be an attractive stat. We’d certainly prefer if haste were a more attractive stat for Enhancement shaman. For many other melee classes, the great value of haste lies in its ability to increase resource generation. Enhancement shaman are not generally limited by any resource, so aside from more auto-attack damage and Windfury/Flametongue procs, haste currently yields more Maelstrom Weapon charges. We’ve thought about taking steps to make Maelstrom Weapon a more central mechanic for the Enhancement shaman spec, which would in turn make haste potentially much more valuable, but don’t currently have any firm solution to announce.
Ghostcrawler: No doubt when 4.3 goes live, there will be even more changes and some of the above will be modified or redacted. Part Two of this blog will explain our intent behind the final changes.
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Except those set bonuses won't dramatically increase the value of haste rating. Haste rating is pretty much a lost cause for us at this point without some dramatic changes. Only way to give it real value is to make it affect more passive sources of damage or to increase the damage value of current passive sources that it already affects. Passive sources because they have the highest transference of value. Meaning the most effective way to give haste rating value is to either significantly bump up the proportion of white/ft/wf damage or to let haste affect searing/magma totem. Anything else just shifts the values around a bit but won't do much more then that.
They would have more success looking at increasing the value of crit rating. That one is simple to bump up as it affects pretty much all of our damage. Take us to a 200% spell critical damage bonus and crit rating will end up much closer in value to mastery. That would also bump up the value of haste at the same time because it would push MW5_LB to our highest priority and that would have a positive effect on haste's value although it would still be our weakest stat by a heavy margin.
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10/12/11, 11:14 AM
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#40
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Deeper Shade of Blue
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Originally Posted by Stopokingme
The quick testing I did on this showed that the spread Flame Shocks from Lava Lashes don't benefit from UE, tried both UE, FS, LL, and FS, UE, LL, both resulted in Flame Shock dots hitting for the base amount.
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I was playing around on the PTR and that behavior has changed. If you lava lash an "unleashed" flame shock (30% buffed from UE) it will spread "unleashed" flame shocks to all the other targets. If you UE and then follow with a LL nothing changes, the buff won't be consumed and it will just spread whatever type of flame shock was on the target of the LL.
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10/27/11, 10:59 AM
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#41
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Piston Honda
Draenei Shaman
Frostmourne
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I got a chance to test the new Fire Nova mechanic in a raid environment. It's obviously highly situational, but when it works, it works.
Enh AoE.mp4 - YouTube
This char is 378 geared (copied over long ago) and my handling of the new rotation was garbage. There is a lot more than can be pushed out here.
Note the mobility aspect; while moving I gained some 10k dps due to my aoe; there are few specs who are able to produce those sort of numbers while moving.
As I said: highly situational, but good when it works.
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10/27/11, 1:09 PM
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#42
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Glass Joe
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I have not had the opportunity to play around on PTR as of yet. For those who have, does the FS cleave make the searing totem AI go nuts or does it stick on the initial FS target?
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10/27/11, 2:24 PM
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#43
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Deeper Shade of Blue
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Originally Posted by Sidira
I have not had the opportunity to play around on PTR as of yet. For those who have, does the FS cleave make the searing totem AI go nuts or does it stick on the initial FS target?
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New mechanic seemed to be acting like Ritalin for my searing totem. Stayed on the initial target and felt very controllable compared to live where mouse-over flame shocking tends to make it act wonky.
Originally Posted by Vespasian
I got a chance to test the new Fire Nova mechanic in a raid environment. It's obviously highly situational, but when it works, it works.
Enh AoE.mp4 - YouTube
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Damn, that looked like a ton of fun! Thanks for sharing!
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10/27/11, 5:51 PM
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#44
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Glass Joe
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Originally Posted by Rouncer
New mechanic seemed to be acting like Ritalin for my searing totem. Stayed on the initial target and felt very controllable compared to live where mouse-over flame shocking tends to make it act wonky.
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Does that hold true if you re-drop while there are numerous FS out?
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10/27/11, 6:03 PM
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#45
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Piston Honda
Draenei Shaman
Frostmourne
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Originally Posted by Rouncer
New mechanic seemed to be acting like Ritalin for my searing totem. Stayed on the initial target and felt very controllable compared to live where mouse-over flame shocking tends to make it act wonky.
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My experience is different to Rouncer's. I can confirm that on many occasions, after I cleaved my FS onto numerous targets, my ST would change target (i.e. start hitting a target that I am not currently attacking). I did not test if re-dropping my ST corrected this behaviour. I will monitor this more closely next time I am on PTR.
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