the problem with void entropy wasn't (just) that it did bad damage - it's that it was reliant on orb generation that wasn't possible because it locked us out of AS and COP which were our strongest resource increasing talents. even what it was designed for was impossible because you couldn't keep VE up consistently on 2 target fights with any amount of movement (delaying mindblast because your only instant mindblast was from COP).
it was a DoT talent but wasn't just bad but was actually unuseable in the scenarios where DoTs are good - multitarget sustain.
its just like the mechanics people are complaining about now. it isn't that they're bad damage, it's that they make no sense and the scenarios where they would be good are barely plausible much less frequently occurring scenarios in raid/pvp content.
I was only talking about the dps of when you cast a dot on a target, then see how much dps that dot does. I was not making a point on multitarget or anything bigger than that statement. I think we just need an increase in dot duration, or keep the short dots with buffed damage. I would be ok if one of those two became reality.
you mean the instant damage? if you mean the total value of the dot divided by the 1gcd (dpct) that has gone down significantly due to how a shorter dot doesn't last long enough to benefit from higher VF/MH stacks. it's only a neutral change when you have 100% uptime on the dot, which is limited to 3 (at best) targets with voidbolt and then 2-3 more with hardcast swp's.
it's not like in wod where you'd spam swp on a bunch of targets to 'get you started' on your dp dumps and then just cast swp whenever you weren't orb flooded - we're going to be playing whack a mole just to stay viable with the spin to win and dot cleaves with SoI.
Last edited by snaxattax; 2016-04-07 at 03:29 PM.
Now that LotV doesn't double SW:P anymore, and considering MH even if it doesn't work (it's a ~15-20% dot damage boost on average or something IIRC), how much are DoTs contributing to our total dps?
Last time I read numbers about them, it was about 30% with old LotV... I suppose it's something like ~20-25% with MH? Or am I forgetting something?
Last edited by Naga Coatl; 2016-04-07 at 03:35 PM.
Well i can see how that is an issue, and yes picking it locked us out of talents that would benefit it to the point of possible use.
But imagine with some changes or tweaking, what if it simply did not require shadow orbs to cast, refunded orbs when it finished or was perhaps something like a long duration haunt (warlock spell) that increases our dot damage on target.
With so many shadow priest design choices over the years, every step forward feels like it would have taken the devs a few minutes to think up and then call it a day, before you know it, that skill is nerfed beyond belief and now its shit (re:mind sear)
I still think the dot duration nerf wasn't needed. It made playing the class harder. If they remove the travel time of void bolt or revert the duration change, the problem can be fixed. As it stands now it's quite punishing if you fail to refresh your dots with it in a MT scenario.
because what you said isn't correct under that assumption. a dot duration reduction is a fairly significant nerf when you factor in voidform/MH stacks - even if the #ticks is the same in the new shorter duration. it's worse as you factor in what it means beyond one target because of SoI being inexorably tied to dot uptimes.
it just 'looks' like it's not a nerf. it did, however, serve to buff shadowy insight. too bad that even if SI gave you 0 cooldown mindblast it would probably still not be a good talent, just because you would never delay a voidbolt or SWD for mindblast. the only extra gcd we would want to mindblast when we couldn't otherwise mindblast are our open gcd in between mindblast's normal cooldown and voidbolt coming off cd... so, yeah.
That is not dead which can eternal lie.
And with strange aeons even death may die.
To be honest the reduction really isnt that good. I would prefer increasing the cd much more. But interrupts are not the biggest problem of spriest. We just take far too much damage from melees.
I don't see the intention behind the pure shadow change.. it is worthless if dispersing outside of voidform. This is a dps increase mechanic in a defensive talent row. And Void shield is still the best talent. Sometimes i feel blizzard is completly disconnected from the spec and they don't seem to play the spec at all.
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I feel you man. I have been watching a few 2s and 3s on youtube of dual melee, and shadow simple explodes under focus. One melee makes the life a freaking hell, two melee is mission impossible. And doesn't matter which melee is, even enhancement is doing a shiton of damage on us right now.
That's a lot of eyeballs.
"Falling from heaven is not as painful as surviving the impact."
DPS Loss - my guild on Proudmoore
The Old Guard - my guild on Earthen Ring
Revenant - my guild on Echo Isles
I have a feeling that barring some changes melee cleaves are going to be incredibly dominating to start legion to the point of absurdity.
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https://www.warcraftlogs.com/reports/hq3bNBKPQva9JzRL/
Here's a log for someone doing the CMs