Not sure exactly what you're going for but a blue post said pallies are getting new healing spells, and for this reason.Originally Posted by Nikkaszal
Not sure exactly what you're going for but a blue post said pallies are getting new healing spells, and for this reason.Originally Posted by Nikkaszal
Isn't tranquility an AoE heal centered around the druid itself? Not sure, never had a tree.
I'm talking about something you target specifically for healing. So instead of tranq's large-radius gradual heal, I'm talking a small-scale channelled heal along the lines of an AoE Penance. So when for example all the casters in group 3 are being hit by something, you target where group 3 is and heal them up.
EDIT: So I mean the heal targets a patch of ground. If people stay in the patch, they get healed. If they move out, the healing stops. I likened it to Penance so you can get decent usage out of it with a high-heal short channel than a low-healing long channel.
(This signature was removed for violation of the Avatar & Signature Guidelines)
DK- some sort of armor(bubble) I guess
-your X-Attack have a X-Chance to add a extra rune for X-amount of sec (could be nice to)
Hunter- pet customisation!!!1 we have waited and now gief wolfie with rocket on back!!!1 :>
Pala- more healing spells tbh :<
-50%ret nerf!
warrior- some sort of shield throw I think whould suit about now!
- and ofc gief back leap!
Shaman- Lavaburstx2!!! (maybe not... no more insta kills plx)
>.< thats exactly his pointOriginally Posted by Blartt
You sir, hereby awards the "I'm a jerk Coin" from looting Captain Sarcasm.Originally Posted by ComputerNerd
I kinda think that the hunters move Explosive shot should do aoe damage instead of a tick. Only basing that off of the fact that the icon shows an arrow with a stick of dynamite on it, but gameplay wise I could understand why they don't, like hunters need more aoe than multi-shot and volley.
If curiosity killed the cat, why can't speculation kill you?
I agree. I generally think WoW needs more "splash" damage, low numbers like 10% off melee swings and other stuff, because it adds pressure and makes it so people dont want to bundle up so much in pvp. Makes you have to play smarter. Just my opinion.Originally Posted by IplayHorde
*in a cone in front, like the swing would hit other people, that idea, not aoe on melee attacks*
This is actually exactly what explosive shot originally did, but survival needed more single target damage and volley was fine for aoe so it didn't last.Originally Posted by IplayHorde
Honestly, give spells from the RTS games to their class counterparts.
like searing arrows to hunters and Earthquake to shamans.
Gear = Skill, didn't you guys get the memo?
I'd Like to see DK auras back.
Blood Aura: All party or raid members within 45 yards of the Death Knight are healed by X% of the damage they deal.
Forst Aura: Increases the spell resistance of all party and raid members within 45 yards by X%.
Unholy Aura: All party or raid members within 45 yards of the Death Knight move X% faster. This effect does not stack with other movement improving effects.
Sadly if they do bring it back there will be more people ragging on DK tanks...again.
Naus' Armoury - Armoury
You do not know how disappointed I was when I figured out it wasn't like this..Originally Posted by Shiira
Originally Posted by Sirsimeon
Dk auras are never coming back in their original forms, especially not unholy aura.
Same with me and I'm not even a hunter. If dks can have a ghoul army hunters should have a pet army.Originally Posted by JSeilaS
if only they had beastmaster spells.Originally Posted by Shiira
i think itd be hilarious to look over and see a hunter with their regular pet, a bear, a quillboar, a hawk and a stampede of rhinos, thunder lizards and kodos charging behind them
Gear = Skill, didn't you guys get the memo?
You know I was also thining how the recent change with parry.
With Hunter's deterance do you think they're just gonna change deterance or is it just gonna be a "not as good as before" because of the mitigation change in parry.
If curiosity killed the cat, why can't speculation kill you?
Arcane Mages must absolutely receive some sort of spell that relates to their current amount of mana. Some sort of spell or cooldown that increases Arcane damage the lower your mana is, and decreases the more you have.
The idea, of course, is to present an interesting DPS choice where the player is tied between wanting more of his resource to continue the fight, or to blow through mana to maximize DPS and risk being incapable of recovering enough to effectively DPS. Skilled players would be able to reach the absolute limit and maximize on the DPS returns, while unskilled players will either go too far (losing overall DPS in the long run) or not far enough (missing out on potential DPS from this spell/cooldown).
Would add a high dimension of skill to the spec, and separate the good players from the less-skilled ones.
so... you're asking for a drain mana or gain mana back when casting or something>? because that sounds alot like the arcane mages you're describing right when wotlk came out.Originally Posted by LoftyTheMetroid
If curiosity killed the cat, why can't speculation kill you?
I know i said this thread is more about "probable" implements and not other people's ideas, but a "Call of the Herd" or "Call of the Wild" summoning x random beasts to fight (basically a wilderness version of AotD) would be really neat.Originally Posted by Teestala
If by "skill," you mean "gimmicky," then yes.Originally Posted by LoftyTheMetroid
Snark aside, the design of the spell encourages the already mindless AB3+ cycle for short fights because of quick mana dump to reach a good benefit threshold and stacking damage multipliers. Furthermore, Arcane's goal in longer fights is already "end the encounter with an empty mana pool." The ability you have described would simply be another button to push for a spec that already punishes inappropriate mana management. Finally, it sounds like an even more situational TtW.
As an afterthought, since Cataclysm will have Intellect providing spell power, the mechanic of the spell encourages having a smaller mana pool, which is a counterintuitive design choice.
Edit: If mana was a resource system that is more easily replenished in terms of percentage fluctuations, the spell might have some depth. As it stands it works as a reverse Execute. If anything, the "do more damage when you have less resources" system works better on DKs as a mechanic.
What? No, I don't think so...?Originally Posted by IplayHorde
You don't gain or lose large amounts of mana from the spell or cooldown, it just increases your DPS by an amount relative to your current amount of mana.
For example, a cooldown that increases Arcane damage by X% for 10 seconds, where X is larger the closer your mana is to zero (say, its maximum threshold is reached at or below 5% of your total mana).
Or, a spell that does crap damage when your mana is at 25% or higher (and should not be a part of your rotation when your mana is higher than that), but does exponentially more damage the closer your total mana is to zero. Perhaps throw in a high mana cost, or reduction to mana regen upon use, and it forces Arcane Mages into a game of "Chicken" to see how far you can push your mana and still be able to recover and return to a normal rotation, only to try pushing it again ~2 minutes later during your next Evocation cycle (the Arcane Mage's "macro-level" rotation).