Originally Posted by
Ualaa
Not sure how strong healing is going to be, at 85th.
And that will probably be a key point.
If we have four Necrotic Strikes landing every five seconds.
Or eight every ten seconds, and sustain that.
We're looking at approximately 6k off of every heal or every HoT tick.
A new necrotic strike will almost always overwrite the previous as soon as it is depleted.
While the composition might not have FS/LvB to instantly down someone.
It does have a lot of DPS pressure and the resistance to heals.
Howling Blast punishes everyone in the area, meaning you can kill large groups at once.
And unlike the level 80 game, even discounting Necrotic Strike, healers won't be able to full heal anyone virtually instantly.
Mana is a finite resource, one of the goals of the expansion; runes on the other hand, cycle at their pace indefinitely and never run out.
My biggest questions for the team are how they deal with the banes of boxing and melee in general.
Priests, Warlocks and Warriors have AoE fear, which can suck pretty bad.
Thunderstorm, especially staggered but spammed, is basically the same result.
The team will have trinkets against the first effect.
If the Pally is not hit, we have cleanse at least until our DK's run out of range.
We can make fear classes priority targets, but regardless will have to deal with this a lot.
The other concern is Snare and Root effects.
Death Grip, will bring targets to us frequently, which mitigates this to a degree.
Will Anti-Magic Shell protect us against the freezing effects of Frost Nova.
How about Entangling Roots/Cyclone, Sheep/Seduction or Frost Trap?
How about an Earthbind Totem or Mages snaring shield.
What do we have against those rogues who like to Sap one team member, but not engage?
I realize single boxers will go down fairly fast.
And with Death Grip, we can bring them into the killing zone often.
But don't like Snare/Roots or Fears as a boxed team, especially as a melee team.