Which only further disproves your "people who keep attacking are idiots". They need to keep attacking, its the only way to go. Unfortunately, rogue self heals mean sacrificing a lot of DPS and virtually all your combo moves that are actually used to take down another character.
Ie, with Thorns in its previous state, a druid could stand there with thorns and occasionally pop a heal on himself and no matter what a rogue did, he wouldn't be able to kill him. (Too much damage incoming, and self-heals use up all your offensive combos, meaning they're white-damaging and using combo-building abilities which don't deal that much damage on their own, which the druid's rejuv's are easily mitigating). I'm not saying it should be easy for rogues to kill druids (I don't even play a rogue). Just saying it shouldn't be tremendously difficult.
This way, at least both players have a fighting chance instead of a stalemate.
Originally Posted by Windan
I like these changes, means I can avoid all those icky mana talents for a bit Also means Moonfire is crazy awesome now.
I was wondering why I my rotation lasted so much longer compared to how it was on Beta... It definitely helped!
Imo they could have changed thorns to last 5 seconds instead of reducing the damage.
I would appreciate a button which would force melee off you for a few seconds.
5 seconds would be enough to 30k his face!
Balance... that's what the spec is called yo.
I'm not a Balance Druid, but shouldn't people be angry that they nerfed Starfire by shortening the cast time (and thereby the spellpower coeff?)
PvP isen't balanced around 1v1... it can be spellstolen, the moonkin can be cced it can be purged... it's not impossible to get off... and with another healer it's not that hard to pop a cd and just nuke us anyway... i agree that when we had solar eclipse it did a tad too much dmg.. but otherwise it was fine.. remove the glyph and the solareclipse affiliation and it would be fine.
Originally Posted by fizzbob7
imo new glyph of thorns:
increases damage by 100% (back to how it was) but reduces duration by 50% (so 10 sec every 45 sec) considering it requires a glyph, i think that's decent.
Originally Posted by Blizzard Entertainment
The ap part is bullshit as well.. seeing as you can only cast it in casterform, and since there's no str/ap on feral gear, and caster form doesn't get ap from agi, you will have like 500 ap max.
I just realized, to get the same damage out of thorns that you get now, an enemy needs to hit you 3 times, so I guess that it isn't that bad, and it still seems to be designed to screw rogues :P
first they said every CC cast time will be 2 seconds
+ haste ...* Cyclone now has a 1.7 sec cast time, down from 2 sec.
Originally Posted by Boubouille
Balance Druid / current raid character
Tempest - eu Blackmoore
German 13 hr / week 25 man raiding Guild
nerf armor + thorns =moonkins become very vulnerable to any melee class . Thx you blizzard , we are feeling your love <3
Sunfyre | @FoGSunfyre
While a single cast might do less damage, over time it adds up to the same. For example, a 1.5s cast spell has half the spell power coefficient of a 3.0s cast spell. But because you can cast the 1.5s cast spell twice in the same timespan, you end up with the same amount of damage added by spell power over the 3 seconds.
The only 'nerf' to Starfire would have been that the shortened cast time slightly reduced the damage per mana, were it not that they also reduced the mana cost.
EIther way, we're getting a huge DPS increase with Moonfury including Starsurge.
---------- Post added 2010-10-13 at 11:55 AM ----------
Doing the new Thorns calculation, my thorns will still hit for like 800. If I did it with my DFO proc'd and such, it'd hit for over 1k. That's before Solar Eclipse. It's still a decent amount of damage.
Sunfyre | @FoGSunfyre