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  1. #11

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    And the neutering of bear druids continues.

  2. #12

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    Quote Originally Posted by Svpernova09 View Post
    Considering how much INCOMING damage SP's take, I wouldn't think so. I leveled to 85 as Shadow, and I was constantly having to heal myself after killing 2 mobs at once. Leveled my feral druid, never healed myself unless I had 5+ on me at once.

    Just wait, they're going to nerf dispells/purges INTO THE GROUND. Supposedly that's wrecking arena atm.
    This will hurt for ele/enhance - purge is op for resto and enhance(endless mana), along with tremor for resto now that they can dispell fear

    SP never needed a defensive dispell as shadow- that was always kinda op

    They will need to hit on interrupts also while they on about dispells.

    With that said I think meleecraft is back


    Edit: they still need to nerf CC(mages) like the said they we going to, then the transformation will be complete
    Last edited by Fat Tire : 01-06-2011 at 05:48 PM

  3. #13
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    Looking at this from a Feral point of view.

    Buffs:
    Barkskin not dispellable = nice.
    Berserk not a fear break/immunity = incredibly shitty
    Bloodlust/Heroism = boost, via nerfing the opposition.
    Mount Up = bug fix.
    Ring of Frost = slight nerf to the most annoying caster to play against.
    Shadowmeld in a shapeshift form = decent.

    Mixed feelings on these; Berserk providing fear immunity/break was huge, but ferals are already immune to polymorph and virtually immune to all stuns/snares via power shifting. With diminishing returns, trinket the first fear, and IWT + Feral Charge (at 25 yards) it doesn't break the composition. The nerf to mages is very welcome, and removal of heroism/bloodlust is a larger loss to those compositions and thus a larger relative gain going against them.



    Damage:
    Mangle Cat 360% > 460% = 78% relative increase.
    Shred 350% > 450% = 77% relative increase.
    Rake/Rip -10% = bleed nerf, and bleeds (dots) ignore armor.

    Moving the damage away from the bleeds and towards straight physical damage. Aside from the Ravage opener from stealth (or after a Feral Charge), burst will definitely increase. More of a PvE raid loss, although with Mastery tied directly to bleeds, it might not be much of an issue as gear progresses.



    Glyphs:
    Regrowth is interesting, if the Berserk change goes through; Berserk was never a DPS increase via glyph because by the last five seconds, energy was gone; it was taken for increased fear immunity.
    I'm already not using Thorns nearly as often as I thought, so might need to take a hard look at glyphs again.
    EverQuest I: Bard / Enchanter / Druid / Wizard / 2x Magician.
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  4. #14

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    I'm kind of surprised they didn't drop swipe or demoralizing roar down to level 16, given the change to nourish and healing touch.

  5. #15
    U JELLY?! Toned's Avatar
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    If you're not hit capped as ele you aren't getting your RNG mana regen from Rolling thunder.

    They need to either increase the mana returned from rolling thunder or make it 100% chance.


  6. #16

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    I PvP, there is no hit cap.

    I just think they need to lower the cost of everything (DPS). More manna regen will just bring us back to WotLK. And manna was a total joke then. That entire expansion was a PvP joke. That's why I quit a month in.

    Also does anyone know if / when feral gets the nerf bat to the face? Is that the patch before this one? Or is bliz taking the normal attitude "They are fine"? (LOL brings back memories of my Ret pally 3.0 patch...)
    Last edited by Lpwned : 01-06-2011 at 09:38 PM
    BC Arena was a game of Chess, the goal being to outthink and checkmate your opponent.

    WotLK was also a game of Chess, the goal now being to take a turd on the chess board before your opponent could move.

  7. #17

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    Warstomp while shapeshifted.... I've been waiting for this since vanilla WoW. Really pissed off that it took so long to implement (hopefully), but glad its finally here.
    Other than that, bear nerfs make me sad in the pants.

  8. #18

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    Quote Originally Posted by Lpwned View Post
    I PvP, there is no hit cap.
    Check your interface, the PvP hit cap is the one required to make you not miss level 85 characters, and its a set number.


    Quote Originally Posted by Toned View Post
    If you're not hit capped as ele you aren't getting your RNG mana regen from Rolling thunder.

    They need to either increase the mana returned from rolling thunder or make it 100% chance.
    I disagree; planning to roll a Druid team, so I added up the mana returns per 5 sec from Talents/Innervate compared to Thunderstorm/Rolling thunder, and its almost Identical.
    Been here for 12 months, and just now found how to add a Signature.

  9. #19

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    Draenei look to become a viable option potentially comparable with Humans unique to multiboxers.

    While the draenei racial doesn't look that impressive singularly, cumulatively you've got what equates to a 100% heal on a 3 min cooldown that you can use incrementally or all at once to ease pressure on whoever is primary target. I can see the min/max possibilities already. Focus resil/stam on your paladin main healer and suddenly that 20% heal x5 is even more impressive if they try to focus your healer down. Of course it is susceptible to dispel, but in the total chaos that is melee MBing, I think against all but very good teams you can rely on Gift to get most of its healing off.

    I think for me, this is huge enough to choose draenei in my race swap to alliance tonight.

  10. #20

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    Quote Originally Posted by Umbaalo View Post
    Warstomp while shapeshifted.... I've been waiting for this since vanilla WoW. Really pissed off that it took so long to implement (hopefully), but glad its finally here.
    Other than that, bear nerfs make me sad in the pants.

    Despite the nerfs, it's really AWESOME that our level 85 spells are REALLY GREAT RIGHT?








    oh wait....

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