I agree with the Havoc DH statement. With momentum uptime you have to play really really well to be a truly great player and make the most of your damage windows. I'd say its the highest skill cap dps mechanic in the game hands down
I agree with the Havoc DH statement. With momentum uptime you have to play really really well to be a truly great player and make the most of your damage windows. I'd say its the highest skill cap dps mechanic in the game hands down
I think you won't lose 50k dps just by screwing TKC, missing one pack of imp would result in 100k less dmg for a single TKC, And since in ST situation you can't TKC with 3 packs of demons on(DS+Imp+Imp) what you could do is cast TKC on 1 Imp+ 1 DS, which is super hard to miss (Doomguard+Service is hard to miss either).
The hardest thing on Demo is probably shadowflame, you only have 2 seconds window to correctly use it and it could be easily messed up (shard cap, etc.)
definitely mm hunter
SV hunter and frost DK feel fine and easy, I leveled a new SV 1-100 right before the invasions, so it was fresh in my mind, so easy. Frost took a minute to get used to the changes, feels fine. I switch from resto to feral and I really feel like leveling a new feral just so I can learn all of that bullshit.
I would say Survival. It's very tricky to account for everything you need to maintain, keeping your focus at a good number without capping while also taking into account Mongoose Bite pooling. If I had to say one thing against it being the most "difficult" it's that in my opinion it flows really well so it's not quite as hard as a clunky spec might be in that regard.
Honorable mention goes to WW monks, though. I've been having a surprising amount of fun and learning time figuring out how best to keep combo maintained with things like Blackout procs screwing up your flow.
Probably subtlety (shadow dance is hotkey overload and UI nightmare) and feral (dot snapping is really unintuitive and stupid and causes lots of extra work in order to stay up-to-par with other dps).
Some others are quite punishing if you fuck up once (survival, demo, surrender to madness shadow) but not THAT difficult to execute otherwise.
Though to be honest, since all specs are simple enough for an outsider to understand in a relatively short timeframe, none of them are excessively difficult. It's just a bid sad that the slightly-more-difficult specs get outclassed by the simpler to play specs all the time (every hunter is marksman, every warlock destruction, every rogue combat or assassination, and in general almost all dps are fire mages anyway).
Originally Posted by Boubouille
Nothing even comes remotely close to Shadow Priest, I am ofc referring to Surrender to Madnes, as Priests not using it are about as useful as a healer trying to dps.
For me, in this order
1- Feral
2- Demo
3- Surv
They are very punishing
None. It's a range from easy to braindead.
Feral running Lunar Inspiration, Savage Roar, Jagged Wounds and Blood Talons for sure. There are a lot of balls to juggle with energy and combo points and making sure Rip and Roar don't fall off at the same time, you're quite energy-starved so don't have much fuck-up room if you let something drop, and really need to make sure the right abilities are buffed with BT. As the only spec in the game that still snapshots it's dots (I believe), it's not very intuitive for players coming across to Feral from other classes.
was pala, yet?
bump. 100% accurate. I spec'd into having the talent that changes the dmg reduction and dodge chance CD grant immunity and move speed, just to help alleviate some of the extra shit I walk in through displacing. Its fun though I prefer this playstyle. Ret and Arms etc can be boring to stand still and attack.