Ask The Devs #10 - Damage Dealing (Questions)
Are there any plans for a Patchwerk/Festergut style fight, or a fight where it is advantageous for melee to handle adds rather than ranged?
The Call of Flame change was supposed to address this, however, all it does is make multi-dotting more prevalent, because you will want to continue to dot targets until everything has a FS on it. The change has done nothing to address the issues with the spell: the basic functionality.
In addition to multi-dotting, the AoE itself has very mediocre output and very long ramp-up compared with other classes; it requires swapping to a caster weapon for optimal output, and has, by far, the most involved rotation. This is still the case after the buff. What are your plans to fix AoE for Enhancement? Why are you opposed to implementing a melee-based AoE attack for the spec?
Why must the first Starsurge always move the Eclipse bar to the Lunar Eclipse end of the spectrum when starting fresh from 0 Solar/Lunar energy?
If your first spell when starting at 0 energy is Wrath, it will move to the Solar Eclipse, but if your first spell is Starfire or Starsurge, it moves to Lunar Eclipse. This means in PvP, if I want to actually be able to get to an eclipse state before I'm stunned/inturrupted to death, I have to start out casting Wrath instead of the more effective Starsurge. Considering the instant Starsurge procs generated by the Shooting Stars talent, it means we have to chose between either 1) passing up a free-to-cast Starsurge, or 2) probably not reaching an Eclipse state before our next death, as Starfire/Starsurge has more opportunities to be inturrupted than Wrath/Starfire does. (Starfire has a longer casting time than Wrath.)
Every damage dealing spec in the game has either a damage increasing cooldown (in some cases, more than one), an execute-type mechanic, or both. Enhancement Shamans currently have Feral spirits which, while a very useful utility cooldown, do slightly more damage than a good Lava Lash over their entire duration. This is a very weak excuse for a DPS cooldown. Further, on any fight that gives players a self buff (like Heroic Nefarian, for example), the wolves gain zero benefit.
The Enhancement Shaman community would like to know if there are any plans to do any of the following: Increase Feral Spirit damage and scaling (making them scale from Agility would be great); Give Enhance a personal DPS cooldown un-linked from Feral Spirits; Give Enhance some sort of Execute Mechanic.
If none of these are in the works, what are you planning in terms of improving enhance dps viability in pve and pvp?
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