You don't benefit from movement increasing effects either as long as there is an effect on you.
You don't benefit from movement increasing effects either as long as there is an effect on you.
Well this is good, atleast now we can run away from rogues, warriors and ret pallys rather than just dieing. ;D
ret never ever slowed u....
in groups then, sigh, fanny.
Judgement Of Justice. Unleashes the energy of a Seal spell to judge an enemy for 20 sec, preventing them from fleeing and limiting their movement speed. Refer to individual Seals for additional Judgement effect. Only one Judgement per Paladin can be active at any one time.Originally Posted by TiBuRoN
This is also the only effect that stays with a druid when they shift I do believe.
It just nullifies boosts, so TiBuRoN was right. It's not a slow.Originally Posted by Unholyground
Well it is a slow, a slowing mechanic so no one can escape you. if you use it on someone mounted, they are now going regular run speed, if you use it on a sprinting Rogue they are now going normal run speed, if you use it on another paladin with pursuit of justice, they are now normal run speed. I call that a slow. Cause they are no longer going faster than you.Originally Posted by CookieEater
Sorry to disappoint, but what -you- consider a 'slowing' effect and what's programmed in as a slow differ. Frost Shock lowers all movement speed. SoJ merely restores you to your base speed. Consider it a soft purge that only affects movement abilities.Originally Posted by Unholyground
JoJ will have the same affect on shaman in 3.2 that it currently does. It will prevent you from benefitting from any movement increasing effects (most likely ghostwolf in this case).Originally Posted by Unholyground
JoJ is sort of the mirror image to this new ghostwolf. JoJ caps you at 100% movement speed, GW makes it so you cannot be brought below 100% movement speed.
This actually helps our mana a tad. Stop saying it doesn't.
Easier to run away = More time/chances to drink.
Still we go oom just as fast as before but we can get it back up a bit better. Mana Tide is still crap tho. Should be more like 30% of your HP. 10% is ~2-2.2k for nearly all of the arena resto shamans, and that is still a 1 or 2 hit...
warriors felt the same way about juggernaut... I'm pretty confident that it will go through.Originally Posted by Vio
70 Warlock - The Scryers
80 Hunter - Gorefiend
80 Druid - Gorefiend
80 Death knight - Gorefiend
80 Shaman - Gorefiend
80 Mage - Gorefiend
And what happened to Juggernaut then? Yes, it got nerfed. Just can't think a way how this PTR GW could be nerfed without making a big change or nerfing it so that it wouldn't be destroyed.Originally Posted by Rathok
fix'dOriginally Posted by Vio
Honestly this is a huge buff for pvp. I would have been happy if they did something as simple as making it undispellable. But this is much more than I ever expected to happen with the ability.
Your post saying "wouldn't remain destroyed" means what?
I said that I can't think anything how this PTR GW could be nerfed without destroying it. Your answer means that you feel that PTR GW is useless / not working / not helping. How is PTR GW "remaining destroyed"?
blizzard stated they wanted to give shamen more movement i think elemental was borught up in the subject with a highlight. The fact playing elemental was feeling alot like a turrent rooted to the ground "atempting" to fire of ranged spells. Infact if i remember correctly they even wanted to bring up the movement to the elemeshaman at same time bringing up the dmg while doing it.
As i see it for a lot of classes/speccs dmg + movement is more or less mandatory with in the build.
For shaman its a tradeoff either move or cast(heal/dmg) never do both.
GW change is really neet. The shaman cant do anything else but move while in it (not counting the tiny heal with glyph).
Im really looking forward to this change
(dosent really count for enhancement)