I'll try to respond to the past few posts here, thanks for the comments guys keep it coming !
Stealthy:
"What if you get a few unlucky resists?"
With the proper spell hit gear you have 99% chance to land a spell on a mob with 0 resist, it's unlikely that you'll have more than one spell get resisted in a pull.
"What if your party members get feared / slienced / MC'd?"
Yep that would suck
"How would you handle groups that include casters (who will stand still) and melee mobs (who will follow you around)."
LOS pull, or just clump them where the casters are.
"You're also looking at significant downtime if someone dies more than one every 30 mins, or with any wipe - having a soulstoned priest really makes a difference here..."
Sure, but isn't that the same as any other group where the rezzer dies?
Shogun:
"Also, you're basing your calculations on having 5 mobs, the mob "carrying" the seed won't take the explosion damage, only mobs around it, so, 5 mobs with 5 seeds on each, each one will receive 5 seeds from 4 mobs. Or less if less are cast."
Actually its 4 seeds from 4 mobs = x16, not x20. Also any extra mob above 5 will eat 20 seed explosions...
"What about pulls with 2-3 mobs? There won't be enough seeds or AoE, and AoE is a waste on single or double mob pulls, and could cause you problems. IMO rolling 5 locks for SoC is misplacing your faith in the spell ^^"
With 2-3 mob pulls I'd just pull 2 groups ^.^
pomo:
"but there is 2 many things that could go wrong.
you got runners additional adds Resists \immunes to worry about"
Since all the seeds go off at once, which should be more than enough damage to kill everything in range, it's unlikely that there will be any runners. Additional adds just get blown up, as long as they are kept off long enough to land the seeds its not a problem. Resists shouldn't be a problem since the damage is overkill I can afford 1 or 2 seeds to be resisted, and I can't think of too many shadow-immune mobs -- they would be a problem for any warlock-heavy group anyhow.
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