http://i5.minus.com/iT9gBOC94PbmU.jpgNON SINE DIIS ANIMOSUS INFANS
And before you think that "oh, if you only have 2 casters, then the raid doesn't need spell haste" - but then remember that all healers (up to 3) also benefit from it.
I don't know if it is lag, but I tried the proper way to use KJC*cough*, that is starting a spell and then move to avoid stacks. It did not work. Or do be more precise it only worked when I was started moving near the end of the cast. It seems like lag but I mention here just to have it in our mind. I will try it again tonight.
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Something a bit off topic with locks, but relevant to 5.2 and since I read only this and DKs forums, I decided to post it here. I tried the dailies in the new hub. The place is very very contained in some places and I really think it will be very bad when patch goes live. We were like 20 people of both factions (it was on Brill EU, PvE. Imagine if it were PvP) and things were not comfortable. Anyway... The other observation is a bit objective. Yet another troll place with the same troll figures and the same raptors etc. This is getting a bit old.
As much as I do argue for at least one additional spec to bring spell haste, I really am arguing for it more as a quality-of-life thing than a necessity. If you're in a casual to semi-casual raid guild, well, they've said 10-player encounters are not balanced around an assumption every single raid buff is available. If you're in a hardcore raid guild, you will bring every raid buff by any means necessary.
Again, don't get me wrong ... even though I'm not in a hardcore raid guild (semi-hardcore/semi-casual at best), I think it would be nice if those folks had a slightly-easier time ensuring their perfect raid comp, but those are the guilds where players have multiple raid-ready alts and have probably at least 13-15 total players so they can tailor their group comps as necessary. For the more-casual guilds, missing one or even two raid buffs is not going to make or break anything (in the long-term ... specific first kills, maybe)
At least give us an alternative means of getting the haste buff. Drums or scroll for example.
My opionon: Every Boss was doable with every Setup in 10 man. Sure.. Some classes was very nice at some fights!
I think at Gara'jal: druid's!!, shadowpriests and warlocks.. that was insane.
I think this tier was balanced perfectly. Everything was doable with the players you got. No alt rerolls was needed.
pve pve pve pve pve....
Infracted for spam.
Last edited by xskarma; 2013-01-12 at 05:18 PM.
Pongeur predicted a < 0.5% dps increase for this tier, assuming that ALL regenerated shards would have its full use. Assuming that this bonus is a complete waste under 20%, I would say a 0.3~0.4 dps increase would be more precise. The felflame bonus was a 0.5~0.7 (on encounters with a long felflame travel time you could gain 1 or 2 extra enhanced felflame). So this is probably the worst 2P bonus for affliction ever.
On PTR it's working the same for channeled spells, but very diferently for "normal" spells:
You can chain cast spells while moving and never get snared unless you either jump, or "change direction" mid cast.
To explain a bit better, lets say your movement keys are WASD, you can for example circle strafe right pressing D while panning with your mouse and chain cast incinerates all day long, however, if you decide to change direction and start circle strafe to the left (pressing A) mid cast, the snare will kick in.
Jumping mid cast always triggers the snare.
---------- Post added 2013-01-12 at 12:02 PM ----------
Seriously, that fight is trivialized when you have a disc priest (which we didn't have one). The second our mage geared up his alt priest for that specific fight we killed it in like 10-15 attempts.
Going back to the conversation about using Soul Fire in Meta; currently its worth it to cast SF in Meta during the last few seconds of DS if you have the Fury for it. Basically, 6 seconds left on DS, and you have 400 Fury. Why not blow all of that Fury on SF in the next 6 seconds? The other option is to ToC, and finish DS with 200 Fury, which is a huge waste.
I have a bit of a unique point of view when it comes to the new Demonology. I came from playing a Fury Warrior for all of Dragon Soul. Fury was all about DPR (Damage per Rage), whereas being a caster is all about DPET. Demonology in its current form is about both. If you played a Fury Warrior before Blood Thirst was changed to generate rage, think of Demonic Fury the same way you thought of your Rage back then. You want to finish all of your procs and CD phases with 0 rage, spend some time building it up, and then blow it all on your next proc/CD.
This line of thinking (Using our MC procs for burning through Fury near the end of DS) is going to go away because of the extra Fury SF is going to generate. We will never want to waste MC procs for more damage when we could use them for more Fury for a higher Meta uptime. In Decimation phase, we have unlimited MC procs, so we can use them whenever we want.
Another Fury Warrior line of thinking that holds true for the current Demo model: If you don't finish a fight with 0 Demonic Fury and close to 0 Mana, you didn't do as much damage as you could have.
On live, PvP Power grants 0% healing to Balance, Feral, Windwalker, Retribution, Shadow, Enhancement and Elemental. In the next 5.2 build, this number will be 25% (or half of what a healing spec gets). We agree that PvP healing feels too weak for these hybrid classes. We also don't think Shadow really needs this buff, so we will likely offset it in other ways.
Wondering if this is going to affect our pvp self healing. I'm assuming not, since our heals are flat percentages, so their size depends on your current health pool. However a large reason for hybrids doing shit healing is they gain nothing from pvp power and the heals they have are further reduced by battle fatigue (30%). Seems with this change we will remain the same and not receive the 25% buff and still be gimped by battle fatigue, have they over looked this or is it intended???
Currently in the pvp enviroment hybrids push out just as much damage as the pures, now they are buffing their healing on the grounds of it being to weak(survival) but us the cloth wearing punchbag class that we are for melee ain't gonna benefit at all from this change.
Fair or not?
Last edited by villie; 2013-01-12 at 11:52 PM.
Shadow priest healing combined with their natural survivability seems out of control, I've been in a fair few games where the priest may as well have been a healer and dps all in one.
it seems they are considering adding blood pact into dark intent, it isnt haste, but ill take it.