Eh, i'd rather have one that works. These are fine, though they might need a number adjustment.
Like you said, the rng factor is gonna go down as we gain crit, because of ss procs. And honestly I'm even afraid it'll make us too good, because one of our main weaknesses will be erased by the last tier. I'm picturing those times when you get several ss procs in a row and you just unload an insane amount of dps, even on the move; and that is just too good not to be nerfed (like ss procs going from 30% to 15%). And then we'll be back to the current state.
In my opinion you guys missread the ptr-notes and missunderstand in which direction blizzard wants us owlkin to move..
At the moment in 5.1. we are currently extremely (if not overpowered) bursty at the start of a fight. After that we are super luck-dependet to get again (after 3 mins) the chance to stand still, burst the hell out of us besides the fact that it is exclusively hard to time lunar with the cds..
So for now: this is the only way to play boomkin on a decent level.
Blizzards wants to change that with buffing sotf (imo besides the fact that it is only one cast less in sola - think of the more starfalls), lowering burst-potential by a few percent so that we get A CHOICE, which way we want to play owlkin. And i think this plan sounds good theorytical and myb practical aswell? We will see.
If we get roundabout 2-4% for each piece bonus then in my opinion this is fine aswell too ;-) + the higher itemlvl will this work like every tier-set.
Nothing to complain about and dont cry about the "the weak owlkin" we are making fine and think blizzards does fine atleast with boomys with a few exceptions like mushrooms and solar-singletarget-dmg..
Just my opinion
And you're right about the fact that we dont have any control on RNG, we aren't on the same level of Elemental Shamans (Spiritwalker's Grace + Glyph of Lightning Bolt are great) or Hunters or Warlocks (thanks to KJC) but we can rely on Lunar Shower and Shrooms for short movement and if you consider the possible Starsurge procs we aren't in the worst position among ranged classes after all.
EDIT - Anyway I'm not saying I'm a fan of these bonuses, I would really like a spell like Scorch that could increment our lunar/solar power by +10 or any other way to keep casting while in movement but that's all we can do at the moment.
Last edited by Mazerk; 2013-01-11 at 02:06 PM.
Except that nature's grace is one of our biggest problems currently. Both have been mentioned but I'll put it one post. Movement AND aoe are way too dependent on nature's grace. If anything this bonus should be a bit bigger, or something else has got to give. So our bonus is useless if we have to camp solar for aoe... I guess it is kinda balanced but if they're balancing it purely for single target fights our already weak movement and aoe dps will suffer even more. Maybe that's ok.. I dunno, not every class/spec has to excel at everything I suppose.
Next subject: I don't really understand nature's vigil nerf. If you're talking about burst in pvp, a lot of classes do it better and with zero casting... basically all melee have incredible uptime on us as well as ridiculous burst that we can't really stop, whereas our burst is based on procs and casting (the dots themselves don't do all that much even with CA and lunar shower spam, at least it does not equal to their instants) Warlocks also do ridiculous burst without needing to cast and so do mages (most take nether tempest and spam brain freeze procs and have protection for casting frostbolt with instant roots). Shadow priests have insane self peels and defenses... The list goes on...
In pve if we're talking about burst, bm hunters and arcane mages (two specs that come to mind, I'm sure there are others) can equal or pass our so called overpowered burst and then sustain better than us as well and have better movement aoe. We don't have to be stronger than them, but I'm just pointing out that our burst is not broken atm. If it's only being nerfed because of feral pvp then that's a bad way to nerf it imo. Nerfing feral cooldown stacking, maybe with berserk not stacking with nv/incarnation would be a possible solution, either that or change berserk itself or something in feral spec maybe even ravage... This is still assuming it's being nerfed because of feral tho, and unfortunately we haven't gotten any replies about why this is being nerfed for us. I have made too many posts trying to find out and I am a little too discouraged to try again.
Anyway, maybe things will be shifting to SotF/HotW, but why not make both viable? It would be nice to have more than one play style and this works pretty nicely and has its own strengths and weaknesses. I'm gonna try the ptr tomorrow and get some actual experience with the NV nerf and SotF (small) buff.
Back on topic of the 4set bonus,
It doesn't really scream excitement and there's no real lust for it. Just an added buff tied to nature's grace. I'd rather have something fun or some sort of proc over a bland static NG buff.
just my 2c
This week on my weekly podcast show, here, is Subway coffee better than regular coffee? ehhhh
If I recall correctly they stated they intended the first tier to have 'easy' setbonuses because people had to relearn parts of the class already. We're now at the second tier and bonuses are even duller than in T14.
Also the starfire buff again makes lunar eclipse that much more better than solar for singletarget. My mistake, can't read, still:
Last edited by Miraclous; 2013-01-11 at 09:28 PM.
---------- Post added 2013-01-11 at 11:17 AM ----------
Movement DPS will be microscopically better than it was this tier, and even smaller the final tier (the value of Crit will go down as you get more and more, Int gems will be used instead of Crit gems). It's not going to be anything close to the Sucks > Balanced > Overpowered pattern that you describe for tier by tier.
Last edited by Stommped; 2013-01-11 at 05:21 PM.
I think the SS proc will need to be modified because it's definitely not scaling fine with crit and multi target fights. I could see an improvement by adding a charge to the proc in order to not lose any.
In my recent Empress kill which is a heavy multi dot fight, i casted 130 starsurges but got 191 SS proc. This is something i wanted to check before the fight so i was focusing mainly on using my SS proc ASAP and try not to lose any.
How is this going to be in T15 and T16 once i'll have more crit? It might be fine for single target fight but SS proc scale poorly once you add more mobs to dot because you are just not able to use them all.
Somehow if we could have charges tied to the SS proc them it might solve this issue, it might even solve the movement part since we will be able to hold on the charges if we know we'll have to movement shortly.
I don't really know how many charges would be "balance" but it's definitely something that would help i think
Blizz should just make SotF lengthen our eclipse by one cast/reduce our number outside eclipse by the same amount instead of just skipping part of the non-eclipse. That might add some more appeal to a pretty crappy talent.