Hm, I'd like to point at two things.
1) Call of Thunder, 5% crit on Lightning Bolt/Chain Lightning.
With the current numbers, it looks like just a 1% DPS talent that requires some serious sacrifices in Enhancement.
Not worth it now, but that may change in a more spell heavy environment?
It's more something to keep in mind for later or for odd gearing, whether that talent might become useful or not.
It most likely won't, but paradigms change, especially when you consider 2):
2)
[Wraith Strike] and it's consequences.
It's a 2.6s Spell Power Fist MH weapon. According to some of Pitbuller's EP values, it's roughly equivalent to a 178 DPS Main Hand.
The Melee Mirror of it is
[Kel'Thuzad's Reach], a 2.6s Melee Fist MH weapon with 156 DPS, same item level.
When you get the data for a proper entry level 10-man or 25-man gear, there are basically 2 questions that arise.
A) Is that weapon worth it? You should run the sim separately with both weapons, there might be more impact than simple EP can do. It doesn't look like there are any non-linear dependencies on Weapon and Spell damage, but better be safe.
B) If it is worth it, how much will it impact gearing?
At the very least, you'll have to maintain 2 different sets of EP values. One for Melee Main Hands, and one for Spell Main Hands.
I honestly have no clue how much they will differ. Melee and spells are simply too entangled for you.
The fact that Wraith Strike is the only Spell Power Fist weapon, that it is specifically a slow weapon and that it came out only after your changes strikes me as hint that it's specifically designed for Enhancement Shaman.
If not, caster/healer Shaman and Druids will make good use of it.
List of all Spell Power weapons, ordered by weapon speed:
Weapons - Items - World of Warcraft
There is a 2.6s green axe from Icecrown, axes being only for Shaman and Paladins.
Two 2.4s green maces, the rest is 2.3s and slower and feel like normal caster weapons. But they are maces, nothing new.
Originally Posted by Pitbuller
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Obvious placerholder is _______.
If I were to design relics, I'd wait until the first DPS/Power pass to see which abilities are worth being buffed by relics and how much.
You can slap generic stats into an item with only a rough idea how a class works. You can't do that with relic effects really.
Hm, clarification in case I misunderstood: These are the current stats in game now. No one know what they'll be changed into.