I wouldn't say it's a terrible change, more like, "Not really needed but welcome anyways." This'll definitely shake things up a bit stat-wise, but it's a buff, plain and simple.
Heavy Repurcussions is still going to be the best talent for 100, IMO (at least for most situations). I don't think it's as bad as you think.
It won't change stat priorities, though. It's still going to be Haste and Mastery on top. If this change goes through, it will be really easy to hit 100% uptime on Shield Block, and if it's easy to do that, SB might as well just be passive. HR extending the uptime on something with 100% uptime is useless. It won't save us any rage now that IP eats all our available rage unless we've pooled more than 50 with Vengeance: IP up or 60 without (though those numbers are based on Vengeance being broken).
This would force everyone into Anger Management for the defensive benefit. AM is quite strong. It's fairly easy to get Shield Wall from a 4 min CD to a 2.5 min CD and Last Stand from a 3 min CD to a 1.5 min CD consistently. But HR is a lot more fun than AM.
Last edited by Beardyface; 2016-07-06 at 04:43 PM.
I don't like it either. Playing well means using available resources intelligently. It's fun to weave things like Demo Shout between Shield Blocks, and choose opportunities to let it refresh. Going back to the early days of hitting Shield Block on cooldown sounds boring, and any gain in power is often matched by a loss of power somewhere else. I don't want to get reduced baseline survivability next patch because always-on Shield Block ends up being too good.
yep still dont know why they changed this cooldown on SB, it wasnt really needed and the haste cap was kinda ok.
It only appears in the wowhead article not on mmo news tho.
Your numbers are off. Charges recharge one at a time, so if you have a 12 second cooldown, you'll have 18 seconds of SB uptime, then have to wait 6 seconds for your next charge. And after that you've got 50% uptime.
1st 6 sec: SB up, 1 charge remaining
2nd 6 sec: SB up, 0 charges remaining
3rd 6 sec: SB up, 0 charges remaining
4th 6 sec: SB down
5th 6 sec: SB up, 0 charges remaining
6th 6 sec: SB down
etc.
How's the solo play? Old raids/out grinding etc.
Confirmed. Blarf.
Can also confirm that Vengeance is fixed and works like you would expect. 10 Rage V:IP absorbs the same amount as a 20 rage non V:IP, and a 30 Rage V: IP absorbs the same amount as a 60 rage non V:IP. With V:IP up, IP won't consume more than 30 rage.
That combined with being able to become unhittable with very low haste is going to result in us always taking Ultimatum/Vengeance/Heavy Repercussions. Since Never Surrender, Bounding Stride and Shockwave are nearly "always picks," our only choice is going to be in Tier 15.
That's really sad. Nice job , blizzard. As usual, you get close and then fuck it all to hell.
The silver lining is that the talents they just locked us into are fun, so there's that, I guess.
Last edited by Beardyface; 2016-07-07 at 03:33 AM.
Something funny going on with Into The Fray. Just did a few dungeons, and I wasn't receiving the buff at all a good percentage of the time, and at other times it varied between additive haste (as expected) and multiplicative on haste rating.. I'm not sure what the hell to make of it. Can anyone else test it out? Maybe my character is just bugged.
Well, I find being able to become unhittable in an active manner quite awesome (because, it's no longer just getting to some stat cap as it was the case back in CT). You'll now have to remain active to gather the Rage and can't just macro Shield Block as that would result in a big resource waste while off tanking or not taking melee damage.
In short, SB management will be diminished slightly compared to live, but IP's will increase immensely compared to SBar. At the very least, gameplay difficulty will remain pretty similar, and will most likely increase. Face it, managing the current version of IP is much more engaging than the live version of Shield Block.
Also, this gameplay discussion can become very pointless as a lot of it is too biased by personal preferences.
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The only thing we still need improvement on right now is the RFDT model, that's it.
It's still negatively dependent on ilvl and such, and that remains stupid.
Last edited by mmocd210ee9388; 2016-07-07 at 02:26 PM.