Careful now. That statement tends to show ignorance of the hunter class and the struggles they've been through over the years. ;)
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Wow warlocks get a percentage of damage they do back in health, W T F. Like they weren't hard to kill before.
edit: oh and spriests mind blast damage increased by 50%, wow.
the 10% lava boost is a not a flat number, it's base damage, on a trainings dummy in pve gear it's a dps increase of a few 100 (2-300), where a lava burst hits about 1k harder. For boxers thats very nice of course, but it's not really a needed buff for shamans.
They just increased Spirit walk grace to 15sec. I can see what they are doing, rather than giving multiple buffs at once, they do one by one; and then check how it's going. None of these will solve the defensive / mana issues shamans have in pvp.
Restro Shamans seem to have gotten a bit better. If you go heavy spirit you get a really nice mana tide totem, and their mastery seems to have improved.
Will be nice to see how the tremor totem works, hope I am fast enough.
Anyone know what kind of crafting materials you can buy with JPs now?
The min range on hunters should be removed. It was based on a mechanic that no longer exists in the game. Hunters are a ranged DPS class that has a massive handicap. It isn't allowed to do ranged DPS in melee.
Why? Mages can, Warlocks can, Druids can, Priests can.
Why not add the same min range to all other ranged classes? If it's good or the goose it is good for the gander.
i'd be inclined to agree merc, but the good for the goose good for the gander is partly to blame for the homogenizing of classes that we're seeing. soon the only difference between ranged dps classes will be the color of their projectiles.
Hunters seem to be a class in transition and I expect that there will be a lot of tinkering before Blizzard is satisfied with it. Hunters started as a pretty easy to play class that had some maintenance (keeping pets alive and happy required some effort) to a class that became too easy to play. And then with WotLK they somehow found a way to make it even easier. The change from mana to focus is, IMO, a good one, but it will take some time to properly balance it. Focus turns the hunter from a class with massive and extended burst to a class with a relatively short burst that can maintain DPS afterward only if they make an effort.Quote:
And yay for removing more skill requirements from hunters.
After years of not having to make an effort, bad/lazy hunters are dealing with a bit of shock IMO.
That does look like a nice buff. I assume that this is in conjunction with the change that will make warlock self-buffs a toggle instead of a fixed-duration. An always-on aura that provides a constant HoT might have been a bit more mindless than they wanted.Quote:
Wow warlocks get a percentage of damage they do back in health, W T F. Like they weren't hard to kill before.
Fel armor normally provides an automatic 2% health regen every 5 seconds, which can be talented to 4%. With the large Cata health pools, that's some pretty huge regen (4000 to 5000 heal every 5 seconds!). Now it will be 3% of spell damage dealt, so it could be a lot less overall (or more, no idea atm). That's another of those areas that they may need to balance, but changing warlock auto-heals from passive to semi-active could wind up a nerf, but since it's pretty much a damage class in PVP it could be a big buff if they don't balance it properly.
So in current form say its approx 1k hps. Now if we get a crazy lock doing 15k dps, 3% of this is only 450 hps.
Until locks get up to 35k dps, this is a nerf it seems :P
Back in the day it was wether or not you could kite Drak, stay away from rogues, Jump shoot, Triple trap.
For wotlk, an example of skill would be in melee range of an opponent and being able to use your surroundings as well as abilities to remove yourself from your opponent. Take a bunker (not tower) in AV for example. Jumping out into the donut hole, turning in mid-air and disengaging onto the other side, making the melee run all the way around while you rain pain on them.
You can even count having traps down at your feet BEFORE you engage, so you don't waste a gcd setting them while a melee opposition is moving toward or on you.
Locks WILL hit 35k dps this xpac, don't worry about that. We were doing near on 20k dps in ICC, minus 30% buff you are looking at roughly 15k dps. That's 3 times more than the dps at lvl 70. Which was roughly 3 times more the dps at 60. (top end dps). I'm sure our dps will at least double when we are rolling fully phat purples.
Maybe once you're in phat purples your hp will be more like 200k which means that 4%/5s regen previously was now more like 1.6k/s. Divide that by 3% and you're looking at over 53k dps which might be pushing it. Also remember it is PvP we are looking at where you won't be doing anything like your max theoretical dps.
Either way, reading the PTR forums, it seems there is a lot of QQ by locks about it being a nerf. There was talk that they wanted to reduce passive healing by affliction locks, but considering they don't use fel armor much, it seems to be a small unintended nerf to the other builds instead.
Bliz - 4.0.6 - Death knights
Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.
Unholy overall DPS charts (Aka TOP of the chart, or close to it): http://stateofdps.com/
Someone please explain what the $%@# Bliz is thinking! :mad:
Well PVE dps is unrelated. and it is getting a nerf with 4.0.6 (a minor one, but still a nerf)
This is a pvp buff. and PVP is messed up as usual. Hint. Just look at Frost Mage (Do they reallly need another control/ ? hint, ROF)
This change gives unholy an anti-snare, and I think it was long due. The change was to bring unholy to be inline with Enhance shaman and Retribution Paladin on anti-snare front. Its almost like they took it out of druids, and just hand it to DK minus the anti-root part.
I just don’t see any logic to these changes any more :(
They seem to just be changing stuff, just for the sake of changing it. They completely disregard imbalance, and buff who ever they feel like.
DKs, the new druid class. Cool.
True, PvP damage and PvE damage don’t line up, but with all the interrupts / silences in the game now, I would say that only holds true for casters. It is easy as all hell to avoid a LOLmental Shammy’s damage, but good luck trying to stop a DK from beating the %$#& out of you (Even without this retarded change).
don't have much to say about elemental. They were good for a while in Wrath when burst was the name of the game. I guess elemental had its time. Enhance is not bad currently, at least you got 1 spec thats ok. When you compare unholy to warrior/Rogue/enhance shaman/ (not going to compare it with retribution, which currently sucks so bad), Unholy DK is just another melee in PVP. Not OP like feral druids right now.
Historically, melee is always more powerful at that beginning of an xpac or major content patch. As resilience grows melee gets weaker. Although with the changes to lust I am not sure how its going to play out atleast in arenas.
Just like this patch with LB getting 10% buff, if its not enough then it will get buffed again.
Bliz - 4.0.6 - Death knights
Death's Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.
I don’t view this as a minor tweak. This isn’t like… Oh, 10% more damage to this ability, 2 sec off the CD on this ability, 1 second increased duration of this ability. This is as massive a change as taking root breaking away from druids. How do you stop a DK now? Literally... what is left?
Why would they give such a massive buff to a spec that is doing just fine. There has to be something I’m missing here...
They're still rootable and if you can just kite them for a few seconds their Unholy runes will cycle back around and they'll be snareable again.
What is the maximum range you can hit someone with a DK ability, that will consume an Unholy Rune?
I mean, Howling Blast could be used at a target 30 yards away, and that used the Frost Rune.
So it would be relatively easy to prioritize Howling Blast > Other moves, putting the Frost Runes on cooldown.
If you're in melee as Unholy, you would spam very quickly and prioritize the Unholy runes.
And because of the GCD and being in Unholy Presence, aside from the opening (2 moves, 2 seconds), the longest you'd have an Unholy rune available would be 1 move or 1 second.
But if they were to root your team, or ranged snare your team before closing to melee range, what are the options to deplete the Unholy runes?
Once someone is at range you've got two options: Anti-Magic Zone and Death and Decay. They both have long enough cooldowns that you won't be able to just spam them to get back your unsnarable every time you drop off target.
Still have Death Grip too, for course.
To bring them into range.
That's not my point.
Why did Unholy get this buff? Why did Unholy get ANY buffs. Even if they are still stoppable, and they are by all means the most unstoppable class in the game right now, WHY on earth did they get a buff, and a buff of this magnitude? They gave the exact same thing to ghost wolf, and then nerfed it into oblivion.
What are they thinking with Druids. Why is Ele completely worthless? Is 10% lava damage really their answer?
There is no excuse for a game THIS mature to be this poorly thought out. I can sum that last sentence up in 2 words "Tol barad"
This is a company with about 11.5 million subscribers. NOT counting the Aprox 460 MILLION dollars they just sold in the Cata upgrades, they rake in around 170 Million dollars a month. In 2008 blizzard released figures showing that the total upkeep of the game (Original development costs, Hardware, employees, customer support) has cost 200 Million from 2004-2008. That's around 50 million a year. Giving my math the benefit of the doubt, they are raking in about 1.8 BILLION dollars each year from WoW. BILLION, with a capital B!
And this is the best they can come up with.
/rage rant done
DPS for the BH fight
Rogue - AssassinationClassDPS (Avg)
Hunter - Survival22566
Death Knight - Unholy22592
Warlock - Destruction22362
Shaman - Elemental21465
Mage - Fire21051
Warlock - Affliction20801
Shaman - Enhancement20561
Priest - Shadow20517
Druid - Balance20387
Druid - Feral Cat20468
Warrior - Fury20310
Paladin - Retribution20369
Mage - Frost19761
Death Knight - Frost19337
Rogue - Combat18550
Warlock - Demonology18571
Warrior - Arms18331
Mage - Arcane15845
Hunter - Marksmanship15333
Hunter - Beast Mastery14366
Rogue - Subtlety12415
11187
actually, just on the PVE side of things, shamans are not too bad considering both specs are viable. 10% lava burst will move elemental up a bit too. Rogue/Hunter/Dk/Warlock all got at least 1 spec that is not on par.
As for PVP, like I said, the change to unholy is just to further homogenize classes. To make it the same as enhancement shaman/Retribution paladin/Rogue/Feral Druid for anti snare. Chains of ice root is another step, making unholy exactly the same as enhance shaman. This change was long considered and scheduled, not something they came up out of the blue.
Whether unholy needs this change or not, I agree with you. Unholy doesn't need it. But this is blizzard's intend, to homogenize everything, so not much we can do about it. With that said, I wouldn't be surprised if elemental is getting an iceblock or at least something like shamanstic rage.
So my son just pointed this line out to me on Wowhead tonight...
Seal of Truth: All single target attacks (including Judgement, Hammer of Wrath, Exorcism, and Templar's Verdict) can now trigger this seal.
I immediately transfered one of my new Paladins over to PTR and went to a target dummy. Sure enough, it's exactly as advertised. If you are running Seal of Truth then Judgement, Exorcism, and even Holy Shock (used offensively, of course) will stack Censure on the target and proc the bonus percentage of weapon damage. The tooltip on the Seal of Truth buff even clearly states that all single-target attacks now trigger it.
I can't wait to start throwing this on anything and everything in pvp.
1. showing bh dps as proof to say ele is fine in pve ... thats not a very realistic way to do it. It requires hardly any movement, and in that movement phase we can use long cooldowns. every raid boss that requires movement (i.e. 80%+) makes ele sitting on the lower end of dps
2. you can't compare shaman specs with rogue/hunter/lock/mage. we have 3 roles, them just 1. i'm elemental shaman, i don't like enhance or healing at all. whereas when i play my dk for example, i care less if i play frost or unholy, depending on situation( pvp/pve ..)
huh, you know what.
I am not gonna argue with you guys that shaman is fine~. They are not fine. I merely pointed out a dummy dps case where shaman was in the middle. But then again, a lot of the classes/specs are not fine. Not everybody is DK/Warlock/Rogue/Hunter.
The game would never be balanced. and you just have to adapt and focus/enjoy the content.
To resume the discussion of DPS post 4.0.6
http://www.simulationcraft.org/Raid_T11_372_406.html
this site has a breakdown on rankings in raid DPS. All are in 372 heroic gear.
1. MM Hunter 30899
2. Unholy DK with 2h 30198
3. Shadow Priest 30024
4. Balance Druid 28352
5. Retribution Paladin 27935
6. Fury Warrior with 1h 27173
7. MM Hunter arcane shot 27168
8. Fury Warrior with 2h 27083
9. Warlock Destruction 27080
10. Unholy DK 1h 26883
.....
Shaman doesn't look like a winner here. Keep in mind this is with the best gear scaling on theortical max dps. Some classes scale better with gear.
Dont know if im going crazy, but I am thinking that the Justice Points needed to buy the weapons increased.... I thought it was 2 weeks for the 1h and 3 weeks for the 2h. It looks like they added a week for each slot.
Am i seeing this right?