02/16/2012 09:30 AMPosted by KaivaxWild Imps has not been cut.
I see that there has been some work for fire mages to reduce the RNG factor involved with critical strikes. Most notably the added 1.3x factor for the major fire spells. I think something interesting to build on top of that would be this: How about in addition to Hot Streak, there is a Cold Streak talent, where for every direct damage non-crit, the chance to critically hit with a direct damage spell increases by a set amount each cast until a direct damage crit occurs.
So, for example, two non-crits could make it to 1.4, three to 1.5, and so on.
Mind Freeze - 4 sec lock out - 15 sec cd'
Pummel - 4 sec lock out - 15 sec cd
Kick - 5 sec lock out - 15 sec cd
Wind Shear - 3 sec lock out - 12 sec cd
Rebuke - 4 sec lock out - 15 sec cd
Counterspell - 6 sec lock out - 24 sec cd
Skull Bash - 4 sec lock out - 10 sec cd
Of course these are a work in progress, and I believe Skull Bash hasn't been updated with the longer cd times.
I'm curious if blizzard is going to normalize the kicks, aka all 'standard' interrupts (kick, pummel, mind freeze, rebuke, & skull bash) on the same interrupt duration and cool down time?
Wind shear has always been short cd with short lock out.
I do feel as though Counterspell should be set on a longer cooldown if this is the approach to the other interrupts. All other interrupts have received a 50% cooldown increase, so pushing Counterspell to 36 sec cooldown seems fair, especially given the blanket silence is being baselined for it.
Can you answer this for us: What is being done with spell crit for DPS specs?
I notice that Boomkins and SPriests no longer get the 100% crit damage boost. Ele Shaman get only 50% boost from Elemental Fury.
Is this being done to "tone down" spell damage, or are crits going to be 2x baseline for everybody?
Basically, I want to know if this means that Enhancement Shaman and Rogues are finally getting 2x spell crits.
Our baseline assertion is that all spells and abilities will crit for double damage. There are a few exceptions to this, such as Elemental shaman getting a 2.5x crit multiplier, but the default is 2x for everyone now.
Yes, this means that Enhancement shaman spells and rogue Poisons will crit for double damage.
A couple of Tanking concerns I have off the top of my head.
1. AE tanking, with all of our rage being poured into mitigation, this limits the usage of dps rage cost moves (as mentioned).
Cleave has too high of a rage cost and revenge/shockwave have 9/20 second cooldowns respectively. Thunder clap is therefore the go-to move for AE, yet it costs 20 rage (which will heavily impact our survivability if we use it more than maintaining its 30 second debuff). This may very well be by design, but its a concern, traditionally threat is hardest to maintain for warriors, how will this carry forward in MOP?
Thunder Clap is free for Protection warriors, and it applies a dot.
Shield Slam and auto attack to generate rage for Shield Block.
Most other offensive attacks are free (for Protection), except for Heroic Strike and Cleave, which are intended to be used only in times of excess rage (which should be less common than today, but still occur with reasonable frequency).
Improving tanking rotations is always challenging. If tanks have too many abilities to manage, then they are overwhelmed in fights that require a lot of boss positioning or add management. If tanks have too few abilities or a very simplified resource, then they get bored on single-target boss fights with limited movement.
Part of our design intent is to have tank resources tie into survivability instead of threat, since we (and tanks) place more emphasis on the former.
Question: Does Holy Insight mean Intellect plate is going away?
Answer: No. That passive (and appropriate classes should have an equivalent) gives casters larger mana pools than non-casters of the same class. Mana no longer increases with Intellect, but we still want to make sure that, for example, a Holy paladin can cast more heals than a Retribution paladin.
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