Early as this is I expect it to get revamped some.
Early as this is I expect it to get revamped some.
Never play leapfrog with a unicorn.
It's not so much that I think the damage increase will be huge, it's more that they are rendering an entire aspect of spriest pointless. Once you reach a point where you always have 3 orbs up the orbs don't matter anymore. Like I said before they might as well just get rid of orbs and buff MB to do the damage it does with 3 orbs.
The point about terrain and the "special" apparitions is sort of what I was getting at and at the basis of my nervousness about that 4pc. Pretty much that unless they do something either mechanicwise or just nerf'ing the proc chance on apparitions we are going to always have 3 orbs up, which I don't think they are intending, and honestly both of those solutions seem awful to me.
orbs give 30% additional MB damage.
tier 11 set bonus gives 25% bonus. You could consider that an equivalent to adding 2.5 orbs. Except that this buff stacks with the buff of the orbs, very valuable.
Now there is the matter of the DOT bonus... which is harder to quantify without someone that can actually test this in a model.
Again I say, this buff is very questionable, OP? no, I dont think it is at all...
Anyone have data on their average orb value per MB used on C/D in current content? That would give us a fairly definitive answer to this, if we presumed that we averaged 2orbs, than this would roughly equate to a 10% buff to MB and dots, but not MF. Then you could calculate the % of DPS from dots and MB, and determine the actual bonus this provides.
This test wouldnt be perfect, because orb generation is directly related to haste, so Tier 13 should see us more orbs on average.
---------- Post added 2011-09-25 at 03:49 AM ----------
12% chance for each pain tick. At haste softcap SWP gives a tick every 2.25sec, at 12%, that should result in an apparition every 18.75seconds...
With that said, the idea that we might have full orbs every time all the time is false. Infact, this buff will only come into play once every 3rd MB based on this calculation. Multitarget fights change the game dramatically, if we have 3 targets, we could get it down to about 6 sec per apparition.
How you got 1.5sec.... thats.... difficult to believe, unless you hit the lottery or RNG that fight, not likely.
If you dotted all 3 dogs, and ran around the whole fight for the movement bonus, you could get it down to maybe 4sec? lol yeah, 1.5sec is not plausible whatsoever. If you have logs of this, I think you must be misreading them.
Anyway, just thinking out loud here, getting less and less inspired by this set bonus as it goes. DPS buff for the shortest 25% of a boss fight, and a potential loss on the 4pc bonus from what we have now.
Last edited by Constantino; 2011-09-25 at 05:52 AM.
The big thing that I see is that our MB scales not only from number of orbs, but also off of our Int, and Mastery, and crit so efficiently. With the them all going to be rising in stat weights the amount they add to MB becomes just that much more drastic. Its most noticeable in a fight say like Heroic Domo versus normal where you are given a 100% bonus. It is reliant yes on a rng of which provided which number, but its still three values multiplied three times, versus one or two. The bigger the base number, the bigger a jump in damage you'll experience. It was most glaring to me in that with my 4pc MB crits on heroic domo fluctuated so much. 1 orb crit was around 80, 2 was 140k, but 3 jumped me up to 220k+. I'm not counting wings into this, those were numbers I saw just on average popping up and what was shown on recount and WoL's.
I like the bonuses, a bit puzzled about masochism. Still the bonuses shouldn't be set bonuses, they should be permanent fixes to the class while allowing masochism work under these conditions. 3 orbs would be too much for a permanent solution, maybe make it 1 orb. Still, these seem like a lazy fix for our issues. I prefer straightforward damage increasing set bonuses such as tier 12.
wow blizzard actually listened what you wrote in the forum, every1 were complaining about shadow orbs at the start of the fight, and there you go... I'm happy for you guys!
I already have to use a cancel aura macro with my sw:d in order to get it to damage me for mana return. This bonus needs to change.
2p: This will actually be realy helpful while progressing on content even though the change to our over all dps won't be that high. New prio with Shadow word death before starting to fil with mind flay pre 25% anyone?
4p: Worst I've seen in ages. SAs? That's just even more rng than it is now. SF? That's retarded, we will gain the bonus every 5th hit from our SF (1,5s hit speed and a 6,5s cd + 1s cast time) and that's just wasted.
I'm just wondering with this change will there be a incorporation of SW: Death into our non-execute rotation
I seriously urge people who are thinking of the wasted orbs we are going to have to think about the thing that really matters. With 4pc, we will have DIRECT CONTROL over orbs we generate via cooldown, SF. This is what we have been asking for the entire expansion. Apparition part of the 4pc can be restated like this: Chance to spawn orbs are increased.
Still, I believe orb generation should be fixed. It shouldn't be a part of a tier set bonus. Tier set bonuses should be exciting and damage boosting. While these bonuses boost damage in a way, that trait of them is secondary. The primary things achieved through the bonuses are purely quality of life and class mechanics improvement - which in my opinion shouldn't be through tier sets.
Still, as I stated above, I do NOT believe these fixes should be through tier set bonuses, and are terrible damage boosters for direct usage of the spells. - We agree on that part.
Last edited by Jervaise; 2011-09-25 at 08:20 AM.
Hmm... with 2p masochism will be totally useless unless they change it.
Overall... I think I like these bonuses.