I don't think anything drastic should be changed, maybe Psychic Horror's resource cost removed and Dispersion to have a 1 minute cooldown instead of 2 minutes, but that's about it. Shadow Priest is the only 'casting' caster that's left, and that kind of casting model is exactly what Warlords of Draenor is taking us back to. Buffing anything other than small defensives such as what I listed would be redundant.
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Boomkins when played well are quite strong, they're just really under represented because no one wants to put enough time into it to be good at playing one. Their only problem is their off-heals are too strong, much like Shadow's used to be.
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Holy, Frost, Nature, Fire and Shadow aren't mitigated by Armor, only Physical damage is, which comes from Bleeds, Auto-attacks, WPN damage attacks... so mostly Windwalkers/Rogues/Warriors/Ferals
I don't see the changes doing much for boomkins. Maybe shadow priests will see a little more play because they have a good amount of utility and are not as depended on procs.
People would cry even if they gave you 80% dr from armor. Something > nothing.
One thing inner fire puts shadow over 50% reduction. And d stance and blood presence sitting have been a problem all mop they've really needed to be fixed but so have a lot of things in mop we can only hope wod goes better.
Yea its not crazy awesome buff but what did you think they were going to do in a hotfix? Big changes at this point are are not going to happen with them working on wod and massively changing everything again. At this point in every expansion the effort they put into live goes to its lowest.
Last edited by Wow; 2014-01-10 at 06:33 PM.
Crowd control (interrupts, etc.) are being adjusted, melee are getting less gap closers, ranged are getting less gap increasers, less instant casting, more casting, etc.
No direct source, but the if you've read every single bit of information regarding the expansion since Blizzcon, you'd understand that that's what they're implying, and actually trying to achieve.
I've seen Blues even admit that there's too many aspects such as instant casts, interrupts and crowd control in the game and that it's a problem. They've even said buffing anything (like giving SPriests an instant casts e.g.) at the moment would just further add to the problem of what they're going to be fixing in the expansion.
Last edited by Nuditea; 2014-01-10 at 05:53 PM.
A life spent making mistakes is not only more honorable, but more useful than a life spent doing nothing.-George Bernard Shaw
I was pretty down on this buff, but after queueing some 5s around 2100 MMR I can tell you there is a noticeable difference. I would YOLO in to the group (never go full YOLO) and tank openers without disperse. Not the biggest buff in the world, but I did notice it. Mages are much easier to kill than shadow priests atm I think if you are facing a lot of physical damage.
It's quite ridiculous.
Arms Warrior, item level 513: 35k armor. Plate wearer.
Shadow Priest, inner fire + shadowform, item level 503: 44k armor. Glyph of Inner Fire: 55k armor. On a clothie.
Welcome to World of Backwards!
Exactly, but you are looking to deep into my comment. But the point really is that most special attacks have magical damage in it, If you look at it there are just a few classes attack really.. also stuff hits thru armor.
Magical damage on spriest is obviously 15% more with the nerf.. I never though that was the way to go for spriest pvp armor doesn't do allot.
If I did this right, this means the following happened (522 gear):
Boom Armor: 40.08% (old) -> 45.54% (new)
Bear Form (no change --- non-guardian): 47.91% -> 47.91% (same, just for comparison purposes - but this also has a health boost which adds a small effective damage reduction depending on how much health you lose while in bear)
Spriest SForm+Inner Fire (no glyph): 46.11% (old) -> 51.68% (new)
Spriest SForm+Inner Fire (with glyph): 50.39% (old) -> 55.94% (new)
Bleeds are physical damage, though I could be wrong... Physical damage is always mitigated by armor, this could be an exception.
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I'm still waiting for Dispersion to be reduced to a 1 minute cooldown and Psychic Horror to have its Shadow Orb resource cost removed. Seems logical.
But there's also no telling how overpowered that might be if the Warrior were to be toned down. Welcome to the horribly tuned meta-system that is WoW PvP.
Bleeds go through armor. If I get bitten through the armor and it pierces my skin the armor does not do shit.
Oh nice, I had to read it again but I had a laugh.
The problem with boomkin is that we do not have own survival cd, the other druid or even other specs have their own cds. Boomkin needs their own disperse or etc. Also the playstyle/rotation is horrible. Burst is either too dependant on starsurge or not good ic damage. If you can stand around wrath/starfire is okay but nothing special, but if you can not do that damage it is horrible. Boomkins also could maybe have a coundter dispel dot mechanic. It takes to much effort to dot everything to see someone just easily dispel it, not nothing strong but something to make someone think about doing it( maybe get a starsurge proc?). Also mushroom spell needs to be changed, it is the most useless damage spell their is. Yes it can slow but it takes too much gcds for it to happen.
Time...line? Time isn't made out of lines. It is made out of circles. That is why clocks are round. ~ Caboose
Well I suppose the nerf to cast-time slows will help boomies and spriest a bit as well, but yeah, these buffs are weak and not well-aimed at the real problems. Boomkin truly is the most awkward spec in the entire game, such levels of complexity have been gone from most other specs for 2+expansion.
For starters, Solar and Lunar eclipse should be stances or short cooldowns, the current way of switching between them is awful in many cases. The 15% haste bonus after an eclipse only makes things even more complicated if you want to maximize dps in complex situations. Doing the worst damage in the game one minute and getting chain procs of starsurges the next is also pretty awful. Perhaps starsurges should be weaker but we should be allowed to store up to 3 of them to use when desired. The level 100 talents are very promising and both the Sunfall talent and the constant eclipse one should greatly reduce awkwardness.
Ummm shadow casts as much as affliction. Fel flame is either A) wrecking a lock's mana or B) Not enough damage to warrant in pvp to begin with. Recasting corruption or agony does nothing and is comparable to sw: p and DP. VT is UA. Haunt is MB. MG is MF. You wanna count fel flame? I'll count SW: D and halo. Destruction also has to cast. Only instant spells worth casting are conflag which only has 2 charges on a cd, RoF which is a huge mana drain, fel flame(see RoF), and shadowburn only usable sub 20% hp. None of those ever give cause to destruction not casting. So yeah warlocks 100% do cast as much as shadow priests do in pvp.
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The only reason psH has orb cost is the devs were lazy. They should have made a brand new cc for shadow and put that on shadow orb cost and kept PsH on a 0 cost other than mana. But no lets just be lazy and put an existing spell on shadow orbs... oh wait DP existed tooooo... yeah just plain lazy.