Touch of Elune
Basically the legendary healer meta proc in a slightly weaker form. Neat, but not overly useful if it's stuck with the current Regrowth/Touch restriction.
Will of Malfurion
Interesting and potentially very powerful. One second of extra post-haste duration is equivalent to five seconds worth of pre-haste duration, so if you have at least three Rejuvenations active this turns Genesis from a long-term HPS loss to a HPS gain. This talent will make Genesis worth casting any time you have 3+ rejuvs that won't overheal, along with obviously increasing its burst potential a lot.
Might of Malorne
Situationally useful, but those situations will probably be rare. You could use it to "munch" HoTs that are about to expire anyway, but that would be pretty clunky and just overheal most of the time. The main use would be as an emergency heal, but it's going to be a long-term HPS loss much of the time if used that way, and if you really need to cast emergency heals that often, the real problem is probably a lack of overall HPS. For any situation when this would be good, Will of Malfurion would probably be better.
Diplomacy is just war by other means.
Every OP class causes enormous amount of whining on forums. Whining leads to nerfs.
Anyone who believes that his character is getting a spell that will give him significant advantage over other classes is wrong.
Every time feral did competitive dps it was nerfed. Every time feral was in top3 aoe it was nerfed. And this expansion won't be any different.
In best case the ability will get deminishing returns based on number of monsters, in worst case rake dps will be nerfed down to the point when it will be almost no reason to use it on single target.
I hope (and I'm pretty sure) that this spell won't see live in the way it currently is, it will bring us nothing but trouble.
In the cases where armor doesn't affect it... just don't take the talent. Simple as that. There's the handy talent Shield Barrier just to the side of it that fills your desires for that. Examples for that ability would be Snapping Bite. Blood rage is iffy, 10s you can easily avoid being 1-shot by it in which case just healing with FR is perfectly fine, 25s you might want shield barrier.
I'm also not thrilled at all to have shield barrier as a talent. But that's just me not being excited about having another class's ability replace one of my own as a talent option. I'm also not that excited about a talent that's just +armor, it strikes me as something we should just have as a spec passive, especially if it has as big of an impact as it would with current #s.
The 6 is a 3!
Anyway just read that : "Goodbye hit and expertise. Goodbye dodge and parry. Goodbye reforging."
the way we tank is forever gone now, gdbye dodge whore bear, let's see what they come up with now for AM.
but, i understand u with "I'm also not thrilled at all to have shield barrier as a talent. But that's just me not being excited about having another class's ability replace one of my own as a talent option. I'm also not that excited about a talent that's just +armor", i feel the exact same. But now that dodge is out of the way -I don't rly know how to feel abt that- we'd just wait and see how the new bears will function.
Also, "Primary stats... your gear changes when you change spec. If you have leggings on for your holy set, they will switch to strength when you go to ret. This is huge."
Also, "set bonuses will be gone."
From the sound of things, especially if there's less emphasis on tanks avoiding attacks in general, armor could be a very powerful stat for all tanks. With how the level 100 talents have been introduced for Guardians, I think it's clear that if Guardians are still going to be designed around high armor and avoiding attacks while a boss mechanic negates both, we will actually have a method of being able to deal with such situations. I'd be more concerned about Gladiator Stance going live!... that was sarcasm, btw.
Everything should be taken with a grain of salt, at this point in time... or maybe a salt lick. I'm more concerned about the approaching meltdown and drama in guilds concerning the Mystic difficulty, but that's another thread.
Here's hoping feral rotation will be simplified, so that i can use my level 90 bonus for a Tauren druid.
Also these talents are subject to change and hopefully they will. What kind of a stupid braindead joke is sunfall? Sounds like moonbeam or wrathfire who knows.
My main concern tbh for balance is aoe gets addressed. no one enjoys channeling hurricane for 8 sec to channel another and its frustrating when mobs move out of it as well.
Even more important is all stats being balanced now that we can't customize it with reforging. mastery is lacking haste caps out etc. Tbh i wish haste would go and then you'd get set cast times (help for low gear levels)
Last edited by Aboubacar; 2013-11-10 at 04:34 AM.
Pretty much everything Ahanss said.
The armor talent is really broken right now, although it's impossible to evaluate since we don't even have formulae for armor DR in the next expansion yet.
Everything will get ironed out over the course of beta. There's going to be less mechanical changes this time around, and with only one heroic raid size to worry about it will be much easier to accurately balance each of the tank classes.
As for the talents I kinda like them. SR one is really boring but if it gives less of a DPS boost than the others it's good to keep the scrubs from asking for a simpler rotation. Moonfire is nice if it's worth keeping up even in melee, and thrash is broken but a good start. Lets see how they'll be tuned.
I actually quite like the idea of Sunfall, I've wanted a Starfall analogue for Solar Eclipse for some time. In a way, it helps with the AoE problem in small groups and if we're lucky, we might get the splash damage back since it could be balanced for both Eclipses, rather than Starfall having to be hamstrung since it's one Eclipse mode only.
Chances are, SD will give something like 30% extra dodge and 20% extra armor, or our mastery reworked to increase our active mitigation, and SD giving us 50% extra armor, or something similar. In addition, I believe that all tanks will be given a baseline amount of dodge/parry, rolled into 1 stat, avoidance- Paladins, DKs, and Warriors will have 30% avoidance, Druids, 20% avoidance, and Monks, 35-40% avoidance baseline.
Finally, I expect to see crit+haste become more valuable for paladins, dks, and warriors. For Paladins and DKs, I would expect Crit to have a chance to give Paladins extra holy power whenever they generate it, and either have a chance for DKs to generate extra RP (Doubt this), increase the chance for T75 talents to proc (Possible), OR to have a chance to double the size of their blood shield. For Warriors, either they will generate extra rage from melee hits, OR haste will significantly reduce their GCD (Lets say 25% haste will give them a 1 sec GCD). I personally think it'll be extra rage from melee hits.