Hmm, what? Why would we want a heal? We are damage dealers!
If you are in the ballpark of utility, give us Cyclone =D
Just what you need, another spammable CC! :3
Rogues look to be getting way too much healing now. Recup is already a big deal considering a Rogue can hit a 5-point Recup and then run away.
Leeching Poison + Shiv seems like massive overkill unless you intend to make PvP even more Cata-like and make fights last much longer and thus weaken the relative strength of Rogue CC as a defensive mechanic.
I still see Instant Poison on the rogue skill list in addition to being referenced by other skills. I thought you were getting rid if IP and we were going with a damage poison/utility poison model? If this isn't the case, I'm pretty disappointed. I see that all rogues bring a haste buff to the raid now. Are the old raid buffs - increased magic damage for assassination, increased physical damage for combat, and +crit/bleed damage for subtlety - being removed from the game altogether or just from rogues? Besides moving energy regen off of recuperate and onto SnD for subtlety I don't really see much that is changing from our rather old and tired, auto attack dependent, model of dpsing. I'm also pretty blah about Tricks persisting in it's current form. It is nice to have an MD to help tanks but it's just morphed into a raid dps cd that you keep tying to our set bonuses. It isn't an interesting ability to have or use, just one more cd to watch, it even still has an energy cost which just about every rogue spends a glyph to remove. I'd still like to see it taken off the gcd and it's energy cost removed. I'm curious, with the removal of the +hit talents, will we get something passive that gives us a +8% chance to hit for our poisons like what prot paladins currently get for their spells?
Making people choose between Prep and Mobility with the level 60 talents? You need both prep and mobility for PvP, you can't really choose between them. Paralytic poison, I'm skeptical of you. When you stun people in PvP it is for a reason and you do it at a certain time to, say, lock someone up for a shadow dance. Just randomly stunning people is going to mess up DRs on your other, better, stuns while doing arguably little to actually seal a kill. The level 90 talents...a ranged combo point builder? Sounds good on paper except why do I need to build combo points on something at range when I can't put them into a finisher. There is no situation in raiding or PvP where doing something like this would be of more use than either trying to close with/escape from your target/kiter or switching to a closer target. Well, I guess I could have used it on Atramedes for his air phase. Versatility is another talent that probably sounded nice on paper. The only reason redirect would need something like this is because of the absurdly long cd it was created with in the first place rather than the baked in 15-20 sec or so it CD it should have been created with. Half the time I can't even use redirect in a raid because when an add dies it despawns and takes the combo points with it. I still see combat is getting stuck with Bandit's Guile. Rogues are still going to take a large dps hit switching targets. Much like Versatility, Anticipation seems to be an attempt to fix a design flaw with a talent rather than simply going to the source to fix it. I'm also unsure if you realize how bursty this talent might be in PvP. Am I missing something or does this talent basically just increase a rogues combo point pool from 5 to 10? Why not just give rogues 6-7 combo points to deal with the overflow from multiple CP generators like Mutilate or Ambush? Of all the choices, this is the only viable one. Right now you have to make choices as a rogue - Am I going to cap out on energy? Do I dump my CPs into a finisher and clip a buff like envenom if Assassination or SnD if Combat/Sub rather than do that? Or would that be more of a dps loss than waiting and letting Rupture fall off or squeezing in one more Eviscerate in Deep Insight? With this talent you wouldn't have to choose anymore since you wouldn't have to dump those CPs. Clip envenom or cap out energy for a second then refresh rupture 1 second after that? No need to choose, just throw out one more Mutilate and refresh rupture in 2 seconds with 5 of the 7 combo points you now have. Those are the kinds of decisions you have to make to play well and I won't have to make them anymore once I have this talent. :(
It's hard not to be discouraged when other classes are getting revamped and we are getting what appears to be bandaids. All I really see are quality of life changes and little else. I hope there are more substantial changes forthcoming not yet indicated by what you've revealed so far.
I see other people talking about prot warriors and their rotation. I'm not sure if it's already been brought up (it's a big thread), but moving Sword and Board procs off of Devastate and onto Revenge made me scratch my head. A prot warrior's contribution in a raid as it stands right now is, when not actively tanking because of some kind of swap mechanic, essentially spamming Devastate and hoping for a S&B proc. If they aren't blocking they aren't getting revenge procs and they aren't getting enough rage to do much of anything. It's awfully boring to play and on fights where even tank dps matters it makes bringing a warrior a poor choice. Too much of their ouput is tied to blocking incoming attacks as it is and you are taking them further down that road which I believe to be a mistake (among others).
Why are we given new ways to get rid of chunks of health at a time and no way to regain health?level 60 abilities, all of them sucklevel 90 abilities, all of them suckWhy would you guys even put an ability in the game that got rid of 25% of your health?
02/15/2012 11:58 PMPosted by Herecius
Ignoring the complete and utter irony of being accused of overpoweredness by a frost mage, your entire assertion is foolishness. Our bubble, in addition to being a five minute cooldown, cuts our damage by 50% and two out of three specs can barely heal themselves in that time, and LoH has such a long CD it's not even usable in arenas. The fact that you consider either of those abilities factors that would justify the hobbling of our only form of reliable CC speaks to me of a complete and utter lack of understanding of the class's actual capabilities.Mages - Rune of Power
Remove it or nerf it to death. That's way to OP, especially if you can place two down at the same time. Nerf is by reducing its lasting time to 20 seconds and have a 2 minute cool down, can only have one out at a time, manage regeneration increased only by 70% and ~10% damage increase.
Mages - Invocation
Nerf it by having a ~2 -3 minute cool down and make up for it by regenerating 1% base mana every 5 seconds for 30 seconds.
Mages - Incanter's Shield
Nerf it by having a 1 minute cool down and only increase spell power by 10%.
Mages - Frostjaw
Nerf it by having a 2 minute cool down. Way top OP if a frost mage picks it since they already have deep freeze.
Paladin - Fist of Justice
Nerf it to a 1 minute cooldown and make it a magical stun.
Shamans - General question
Wheres their damage increased talents like so far, every single other class gets? I hope their level 90 talents are damage increased ones.
Yup, an overpowered mage who wants his own class to be nerfed.
6 second stun with a 30 second cooldown is simply ridiculous.
Why are we given new ways to get rid of chunks of health at a time and no way to regain health?
level 60 abilities, all of them suck
level 90 abilities, all of them suck
Why would you guys even put an ability in the game that got rid of 25% of your health?
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