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  1. #21

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    Quote Originally Posted by Fat Tire View Post
    With the removal of necrotic strike I am not liking dks anymore. Their mobility has always sucked anyways.

    I actually like melee hybrids alot more now
    Since mid cata all stacks of the NS anti-healing was healed through simultaneously if there was the debuff from multiple death knights on the target effectively making it a wasted ability on all but one.

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    To everything else in the thread:
    Necrotic plague will make it so that dks play much like a "dot cleave" from early s9-s10 that did amazingly well at the high end of the spectrum (one of the only thing 2300+ mmr that could beat my quad dks reliably...fuck fire mages). The nerf to the damage a bit on dks will hurt their pressure and their immobility outside of the first 21ish seconds of the fight(excluding death grip). Gorefiends would be great for spreading necrotic plague but desecrated ground is a must vs heavy CC comps and hungering cold inside of gorefiends is amazing as well. The soul reaper problem will still be prevalent though. The healing from the glyph will be nice but 4 dks likely will have a healer (which will allow you to live through burst during healer cc which was a major problem... 117% of AP should be something like 1/3 of your health from all 4 heals minimum).

    Ret suck currently for quite a few reasons: CC rapes them (which the change to avenging wrath will help but not alleviate completely), their damage output is subpar compared to other classes. I do not think that the damage will be enough without final verdict, but with it you may be able to kill someone during a stun due to the damage being only mitigated by defensive cooldowns. Outside of freedom and their judgement effect they are also relatively immobile, bubble will always be great though. They don't really cleave damage (like they use to) at all to make it so swapping is quite as easy. Unlike shaman though they will have 18 seconds of "lol damage" that essentially gives you a lava lash/obliterate every other ability. Them making the choice between holy power usage only being offensive/defensive instead of making you keep up inquisition will make them deal more sustained damage and provide more heals obviously. As cool as it is to have 1.5% health regen per second isn't going to be enough to allow you to really rely on your holy prism/selfless healer in order to keep you alive long enough to kill someone without final verdict's increased damage and it being holy damage. The shaman should be better than a DK though I agree with kruschpak simply because windwalk totem and tremmor are so valuable as well as the burst damage they provide in ascendance being one of the highest burst sequences in the game as well with another form of crowd control but on the other hand the silence and grip in to your blender is quite nice. The other big thing is taking CC away from your toons with hand of sac (not on self). I'm not sure we'll ever be back to the god mode damage/healing of WotLK. Exorcism also being 117% of attack power means that for as much healing as the dks glyph will have... they will do for damage in that one ability.


    I really wish monks had better healing for boxers because a 10 second CD of spamming blackout kick is a lot of damage. Monk/Spriest/Shaman is going to be a top contender I'm betting in 3's.

    The biggest thing for me though is that well... no more druid bullshit symbiosis with mages/hunters etc making them poor choices as a first target and more abilities sharing DRs. Also... no more baseresil/battle fatigue.

    Ele shaman look really strong though. Enhance looks like it will still be decently strong too.

    Personally not sure what I'd want to do as far as a team or if i will even box for pvp (didn't this entire past expansion, had other things to do IRL and my main healer friend quitting).
    Last edited by Shodokan : 06-29-2014 at 03:38 AM
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  2. #22
    Rated Arena Member Kruschpakx4's Avatar
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    Sorry I got that wrong, the deathcoil glyph doesn't heal, it places an absorb on the target for 127,2% of ap, but the heal from deathcoil itself on undead targets is 270% of ap, thats still strong with lichborne

    Quote Originally Posted by Shodokan View Post
    Necrotic plague will make it so that dks play much like a "dot cleave"
    And I think it will be strong, four dks with the enduring infection glyph, even double healer should've trouble keeping 5 people alive when you play quad unholy, I'm not sure if you get shadow infusion proccs by using deathcoil on allies but if thats the case than it will be really fun to play. I don't think desecrated ground will be necessary though, at least not against every lineup, I'd rather use at least 2 gorefiends grasp since you don't have double deathgrip anymore, its a nice tool to support your healer which will be necessary against melee teams

    btw the new set bonus are
    Item - Death Knight WoD PvP 2P Bonus (New) Using Death Grip on a target grants you the Morbid Strike effect. Morbid Strike increases the damage of your next special attack by 1,000%.
    Item - Death Knight WoD PvP Frost 4P Bonus (New) When you have Freezing Fog active, your next Howling Blast will apply Biting Cold to all targets it hits. Biting Cold increases Frost damage taken by 1,000% for8 sec.
    Item - Death Knight WoD PvP Unholy 4P Bonus (New) When you activate Dark Transformation, you gain the Death Dealer effect. Death Dealer increases Shadow damage dealt by 20% for 15 sec.

    dark transformation+gargoyle+dps trinket and fully stacked necro plague gonna be fun
    Last edited by Kruschpakx4 : 06-29-2014 at 06:41 AM

  3. #23

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    Quote Originally Posted by Kruschpakx4 View Post
    well tbh I don't know, doubling health and removing base resilience doesn't really change much, bigger numbers bigger health pools or smaller number smaller health pools ... you get the point
    It does for choices like nature's guardian vs stone bulwark totem (shields/absorbs in general). Or making the totemic vigor glyph more powerful. Though it was my understanding that the damage of an ability relative vs the total healthpool would be lower in WoD than it is now.
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  4. #24
    Rated Arena Member Kruschpakx4's Avatar
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    Quote Originally Posted by zenga View Post
    It does for choices like nature's guardian vs stone bulwark totem (shields/absorbs in general). Or making the totemic vigor glyph more powerful.
    correct and still doesn't change much, I don't see a reason to use the totem over NG in 5s neither do I want sacrifice a glyph spot as ele/enh for viger (mop and wod). That rather affects non boxers

    Quote Originally Posted by zenga View Post
    Though it was my understanding that the damage of an ability relative vs the total healthpool would be lower in WoD than it is now.
    according to the blog doubled health so damage should be lower compared to health than it is now, and thats quite ok, ofc makes oneshots harder but tbh right now sometimes I even die in the opener against 3 dps teams especially against rogue/x/x, so beeing able to survive an opener from the usual 3dps without having to use everything right away is good

  5. #25

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    Quote Originally Posted by Shodokan View Post
    Also... no more baseresil/battle fatigue.
    Base resilience is still there its just called versatility now and the crit reduction is baked in 150 instead of 200.

  6. #26
    Rated Arena Member Kruschpakx4's Avatar
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    melee teams are fucked against shamans

    swg+hex to force trinket then capatitor+root totem and then liquid magma 4x20 globes (doing splash damage) in 10 sec, imo pretty strong for a 45 sec cooldown, thats going to make oneshots much easier
    Last edited by Kruschpakx4 : 07-01-2014 at 06:28 PM

  7. #27

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    Thats a lot of damage... its essentially a crit chain lightning every .5 seconds
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  8. #28
    Rated Arena Member Kruschpakx4's Avatar
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    I just hope the cooldowns gets nerfed and not the damage

    seriously 45 seconds is sick, if you just keep infight with a single person then he gets all 80 globes, in arena you could simply exploit its maxrange, if you keep your totems 30y behind you and melees attack you then their healers most likely wont be in range and all the damage gets split between 3 people
    Last edited by Kruschpakx4 : 07-02-2014 at 07:03 AM

  9. #29
    Rated Arena Member Kruschpakx4's Avatar
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    new shaman mastery


    • Mastery: Elemental Overload When you deal damage with Lightning Bolt, Chain Lightning, and Earth Shock, you have 16% chance to gain Electric Charge. At 3 Electric Charges, a Lightning Strike hits the target for [ AP ] Nature damage. When you deal damage with Lava Burst, Lava Beam, and Flame Shock, you have an 16% chance to gain Rising Heat. At 3 Rising Heats, an Eruption hits the target for [ AP ] Fire damage. Shaman - Elemental Spec.


    I guess its not that bad after all, even though it slows down the lightning shield charge generation, but possible extra damage on earthshock is good

  10. #30

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    Quote Originally Posted by kruschpakx4 View Post


    melee teams are fucked against shamans

    swg+hex to force trinket then capatitor+root totem and then liquid magma 4x20 globes (doing splash damage) in 10 sec, imo pretty strong for a 45 sec cooldown, thats going to make oneshots much easier
    wow this looks fun!!!

    https://www.youtube.com/watch?v=gdKA2ud9Y-g

    find this of enhancement shaman from arana beta @ level 90. This guy does my head in though :@
    Last edited by ebony : 07-03-2014 at 07:01 AM




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