This thread is for the sole discussion of CC and survivability in Mists of Pandaria. This does not mean that you can't use other fields that are off-topic to contribute, but don't make them the main goal of this thread. There will be "OmAGADZ WE NEED/DONT NEED X,Y AND Z". Use arguments and back up your opinions.
COMPARISON OF CC AND SURVIVABILITY BETWEEN ALL CASTER CLASSES
DISCLAIMER: This is a series of grids meant to compare all caster classes in the following categories: CC, gap-openers, passive/short CD defense and active defensive CDs. A description of each ability is present, along with a count of each classes' number of spells that fall into the mentioned categories, while taking into consideration glyphs, specs and talents.
NOT ALL ABILITIES ARE LISTED. The purpose of these grids are to compare the classes in a 3v3 competitive scenario. Therefore, only abilities that are considered viable in a 3v3 situation are present. Not only are these abilities not listed, but they are also removed from any variable and CD counting average since they will not be chosen in the first place.
For example: Tier 1 of the warlock talents contain Dark Regeneration, Soul Leech, and Harvest Life. The last two are not considered viable for 3v3, therefor, the warlock doesn't really make a choice between the 3 talents, because Dark Regeneration will always be the winner. As a result, in my sum of "at the cost of x possible utility spells", I will not count Soul Leech nor Harvest Life.
The data presented is not accurate seeing as I neither play all of these classes competitively nor do I have a very objective view of the game (as you've noticed if you've seen my posts). However, the information present within this post should be sufficient for fair comparison.
Comparison is shown in number, and NOT in value of abilities. Posters may therefor judge each ability's value so that I can proceed with a grid containing each spell's worth.
I'd really appreciate it if you'd focus on comparison instead of nit-picking typos and small menial errors that wouldn't make much of a difference. Thanks for taking the time to read!
Glossary:
*=Talent tier related
*2= different Talent tier related
*3=another different Talent tier related
^=Spec related
#=Pet related
■=Categories
■=Important averages/summaries
■=Warlock
■=Mage
■=Druid
■=Priest
■=Shaman
Not everything is said explicitly, you will have to read through the lines for some sums and counts.
For example, when listing the number of passive defensive abilities a warlock has and the cost of them, a maximum of 6 can be obtained at the cost of 3 possible utility spells. This means that through talent, glyph, spec and/or pet choice, the warlock may have 6 different passive or short CD defensive abilities. In this case, a Destro or Demo warlock with Ember Tap/DA, using an imp for Cauterize Master and Singe Magic, along with Soul Link, Curse of Enfeeblement, Twilight Ward and Fel Armor is the maximum achievable. In order to have all of these, the warlock must give up on 1 CC (Spell-lock, whiplash, disarm or axe toss), 1 active defensive ability (Soul Link instead of Sac. Pact/Dark Bargain) and Burning Embers/Demonic Fury [due to switching mid combat and losing it all]). As a result, I would list the following:Maximum amount of passive defense: 6 (at the cost of 3 possible utility spells) - 7 for Demo and Destro in exchange of major resource (Ember Tap, DA)
You can view the grids directly through this post, or view the following link (which has an easier navigation): https://docs.google.com/file/d/0BwMe...I3Q3p4d2M/edit
---------- Post added 2012-09-15 at 01:26 PM ----------
Comparison of CC abilities:
---------- Post added 2012-09-15 at 01:27 PM ----------
Comparison of Gap-openers:
---------- Post added 2012-09-15 at 01:28 PM ----------
Comparison of Passive survivability/Short defensive CDs:
---------- Post added 2012-09-15 at 01:28 PM ----------
Comparison of Active Defensive CDs:
---------- Post added 2012-09-15 at 01:29 PM ----------
All in all Comparison:
Now, we start comparing. It is clear that the new model has much less CC. This is specifically problematic for Destruction which now relies even more on hardcasting right now. Although Death Coil is now on a shorter cooldown and Howl can be instant. The lack of all three makes certain CC scenarios impossible. Furthermore, Shadowfury is on a 30 second CD which causes it to be clunky since it cannot be in line with other DRs.
Having two pet CCs available, a terrific niche which promotes smart play, is now impossible for Destruction seeing as FoX can only resurect a pet at a very high ember cost.
We cannot forget that curse of Ex and Conflag's snares have been buffed. However, conflagrate serves so many purposes right now that it becomes very clunky to use it simply for a slow. Having a 50% snare and a 70% available on different cooldowns leave room for much more flexibility.
We also know that people prefer taking Shadowfury most of the time. Why is that? Because it's on a different DR and is a great gap opener and chance for freecast. Nerfing it will thus not result in people choosing the other two talents, unless shadowfury becomes utterly useless.
Therefor, I propose the following: Give each spec sort of an improved CC, sort of like in Cataclysm.
Destruction gets Shadowfury (on a 20 second cooldown), Affliction gets instant Howl, and Demonology can get an improved Death Coil (like Mortal Coil).
The current CC tier would then have talents such as: Shadowflame (70% slow), a ranged Howl with reticule at the cost of 0.5-1 second cast time increase, and maybe a passive that renders the target immune to silence and interrupt effects for 15 seconds after being struck by an interrupt effect that doesn't lock out your schools. This would be amazing and once again promote smart play, on both your and your enemy's part. It would also reduce the amount of blank casts used that Blizzard has pointed out to be a bit degrading in PVP.
As for Blood Fear, it is a very annoying talent for both the warlock and opponent. It reduces the skill cap and limits CC. Since there's been an increasing amount of immunities against Fear, which many warlocks complain about, I propose the following change: The first 4 seconds of your fear ignore any immunities, a part from diminishing returns. (Maybe even Dispels? ) I think it would be an attractive change. I would personally take it.
Survivability discussion coming soon.