90% is more than fine. And the cooldown reduction is great as well.
90% is more than fine. And the cooldown reduction is great as well.
But....
I liked having to watch my aggro to make sure my Soulshatter was not used at the wrong moment..
Dawwwwwww
At work, will look later. I remember the reasoning being to stop tanks slacking off once they built a threat lead.
And I agree, 90% is more than adequate, especially when depending on spec, 15-30% of your dps is coming from your pet anyway. Even if you don't stop DPSing, the decay on it will mean it's not building at the same rate as the tank so long as they keep tpsing.
You can tell WoW changed the MMO for good when players started complaining about the amount of time they sink, into a time sink.
I think you're referring to these posts:
- Ghostcrawler 1
- Ghostcrawler 2
- Ghostcrawler 3
As I understood Ghostcrawler in his third post (on my list above), decay would kick in rather slowly - something like a 5 sec rule, where you need to stand still doing nothing for 5 sec to make your threat decay. As long as you're damaging the mob every 5 sec, there won't be any decay.
In other words: If this is ever implemented, it will be a non-issue for DPS.
You guys are missing the bigger picture here. You do realize there is a HUUUGE difference between 90% aggro wipe and 100% wipe, right?
100% wipe would make it more like a Shadowmeld/Invis/FD, it would reset your threat and cause the mobs to ignore you completely. The application would be for example: if you were an Aff, you would soul swap your dots off, take pet off and/or dismiss pet (it's instant for Locks), soul shatter and live through a wipe.
Or if you're soloing something and you have to get through a difficult pack, you can aoe fear them/rocket boots through, once you get to the other side you'd soul shatter and reset the aggro.
"It's not what we don't know that gets us into trouble; it's what we know for sure that just ain't so." ~ Mark Twain
"The time you enjoy wasting is not wasted time" ~ Jesus of Nazareth
"把它放在我的屁股,爸爸" ~ Dalai Lama
That's the ones. I don't think there would be a five second rule, as that would be rather excessive as basically autoattacks would maintain the threat lead. What it does mean is that if your tank is concentrating, and continuing to build threat, they will still build and maintain a decent lead, and with Vengeance keep it. It probably wont make much difference for DPS, but it will mean easing off the gas, either by slowing DPS, or switching to an add will have a lot more effect than it does now.
This is probably the exact abusive reason why they wont cut it to 100%.Originally Posted by Sengura
90% on a shorter cooldown is a huge improvement, though it does make me wonder why they have to keep buffing shatter so much.
Warlocks always say the put out too much threat compared to other classes, and we always get told we are speaking rubbish.
Maybe for once this change will be enough to convince a few people.
I think it would be a cool mechanic for long boss fights. Use up 2 shards, soulburn + soul shatter out of combat and hope you can get off a soul harvest before a random boss aoe mechanic puts you back into combat.
Wouldn't be too OP considering we'd have to spend 9s 'evocating' back up and lose DPS during that time. Could also be used during boss transitions, etc.
But honestly, the reason why I want it the most is because I don't like dying in dungeons. It's my favorite part of playing my Hunter. I know it's selfish, but w/e, I tried.
"It's not what we don't know that gets us into trouble; it's what we know for sure that just ain't so." ~ Mark Twain
"The time you enjoy wasting is not wasted time" ~ Jesus of Nazareth
"把它放在我的屁股,爸爸" ~ Dalai Lama
A complete threat drop (100%) is not the same thing as dropping out of combat. When you're in a group, try standing there doing nothing. Then, have your group mates wipe, with only you still alive. The mobs will not ignore you, but rather come after you, even though you have zero threat on them.
(Yes, I do realize that hunters get dropped out of combat, too. But those are still two different things, and a warlock 100% threat drop doesn't necessarily need to work that way.)
Last edited by blizzy; 2010-09-15 at 09:18 PM.
Rather than 100% aggro dump, I'd take a skill that reduces generated threat for 10-15 secs. Soulshatter won't help much if you have to hold back while building threat.
This. Hunters have feign death. Rogues have vanish. Mages have invis.
Even if it's a 3 second fade time, they still have a 100% threat drop.
Any class that can heal, can heal himself through the barrage of attacks, and kill them all at the same time.
Any class that can tank, can eat the barrage of attacks, and kill them all at the same time.
Warlocks... Get roflstomped and die.
THAT is the problem. Every other pure DPS class has a 100% aggro drop. Tanks can survive through the hits. Healers can heal themselves through the hits. (Don't go complaining that an enhance shaman can't survive or w/e, they have dual spec, so could EASILY change spec and be able to heal. Warlocks can't just change to a healer or tank spec)
Warlocks are the only class that has virtually NO survivability when soloing old dungeons.
I agree with the OP. We should be able to have Soulburn+Soulshatter=100% aggro drop.
Click for LK/Cata main's armory (this toon has the correct achievements earned- more than my Worgen)
^ Click for current main's armory ^