The thing you seem to be missing is that it won't actually "buff us".
Damage change:
We will still be putting out the exact same pressure/damage we do now, just it will be focused on a single target rather than three. This would not cause the enemy healer to be under more pressure or even have to heal more, however it would actually give us a fighting chance to contribute to a kill in team-play, and actually stand a chance 1v1(they happen a lot; teammate dies in arena, trying to kill EFC before he reaches his team-mates, trying to defend a base vs a solo attacker, getting jumped by <insert stealth class here>)
Ramp up change:
this is a quality of life change, to put out our "normal" damage, we have to cast haunt and two shadow bolts on the target before we even think about dotting it up, that is 6.5 seconds of uninterrupted casting. If you asked any other class to stand still and turret for that long before they started their damage rotation there would be an uproar of fury on the forums and it would be reverted in minutes, but we're supposed to just live with it.
Dispelling change:
This one may be a damage buff, but it's needed. Currently dispelling is a no-brainer, You see a lock dotting you up, you spam dispel.
You could argue "oh he could spam UA" but no, remember game is balanced around 3v3, so you WILL have someone on you to interrupt every single cast you make.
currently it would be akin to disarming a rogue every time he has 3+combo points.
Not sure if I mentioned this in the OP too, but It's extremely frustrating having to buff Soul Link, Armour and DI every time we die -.- Especially when you end up just DI'ing your pet because no one viable is close.

MMO-Champion
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