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  1. #141

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  4. #144
    Field Marshal
    Join Date
    Mar 2011
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    I'm going to assume the nerf to the prot Paladin 2 pc is in response to the buff to the Judgement of Truth, plus the 10% extra attack power to melee classes, assuming that it affects tanks, their damage would go up a nice amount.Seal of Truth's Judgement now deals an additional 20% damage for each application of Censure on the target.That's double of what it was, so it's probably not a nerf as such, seeing as Judgement got buffed. Let's hope your tank uses Seal of Truth, not Insight. Might push the Judgement glyph too for the extra damage.

  5. #145
    Quote Originally Posted by Mordakanen View Post
    I'm going to assume the nerf to the prot Paladin 2 pc is in response to the buff to the Judgement of Truth, plus the 10% extra attack power to melee classes, assuming that it affects tanks, their damage would go up a nice amount.Seal of Truth's Judgement now deals an additional 20% damage for each application of Censure on the target.That's double of what it was, so it's probably not a nerf as such, seeing as Judgement got buffed. Let's hope your tank uses Seal of Truth, not Insight. Might push the Judgement glyph too for the extra damage.
    That would likely be the exact reason that the nerf to the bonus was made, cause Judgement (of Truth anyways) just got buffed a fair bit.

    The AP bonus is Melee AP (so basically all AP users except Hunters), so yes, Tanks do get it, since we do use Melee AP.

    And yeah, for both Ret and Prot, that Judgement glyph is starting to look better... now let's see if they decide to de-couple Hammer of Wrath from executre-range, or make it's damage far better after it's crit nerf.

  6. #146
    High Overlord
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    is it just me, or are mage's going to be even more OP with the 2/4p bonuses?

  7. #147
    Keyboard Turner DruidKnight's Avatar
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    Canada, nova scotia
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    Quote Originally Posted by Mnevis View Post
    Pff you say that like you're unaware that even with the buffs Elemental's gotten this summer, Balance is a far better spec, in both utility and damage. We're currently rerolling our hunter for h-Rag cause Moonkin is the most useful spec around for that fight. (see: Paragon bringing 3 to kill 10man).
    I am pretty sure that if he plays a boomkin he is well aware of this. This is something you might not be aware of. The reason for this was only for the burst aoe/typhoon pushback. Many guilds stack mages when they require a quicker kill. Boomkins only offer (Eclipse Mushrooms) for aoe so it was just an advantage to beating the mechanics of the fight. Boomkins are far from overpowered. Consider this: Without mushrooms our dots would require 4 sec cast time. each cast 1sec with 1 sec gcd. 4 secs for each mob and since the insect swarm is much weaker in lunar. This is only half the dps it should be. A fight that requires movement.

    Say we just refreshed our dots in solar. Both insect swarm and sunfire are up on the target. The instant starsurge will most likely not be used even if moving. You never want to refresh dots outside of eclipse. Like i said before solar is the strong point and refreshing insect swarm dots in lunar is still done but only if the effect from the solar dots have timed out. Playing a moonkin in a raid is alot like playing a game of chest. You have to plan your moves ahead of time to get the max. dps you possibly can. RNG can royally screw you in many cases because of the balance mechanics of the class.

  8. #148
    Grunt
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    Loving the tanks 4 set bonus'!

  9. #149
    2pc is ew for warriors!

  10. #150
    Quote Originally Posted by Kjell View Post
    Wow. Arcane Power's cd is 90 sec with the talent. The set bouns reduces the cooldown by 70 sec after 10 casts. THe cooldown now is 20 sec. And the duration of Arcane Power is 15 sec.
    "Each stack of Stolen Time also reduces the cooldown of Arcane Power by 7 sec, Combustion by 4 sec, and Icy Veins by 6 sec."

    Maybe I'm reading this wrong, but it seems to me that you'd reduce it by 7sec, then 14sec, then 21sec since you gain stacks of Stolen Time with every cast... Sooo it'd be what, 5 casts? Or is it that every time you get a new stack of Stolen Time it reduces the CD on AP by 7sec? I mean, assuming you get to 10 stacks, you wouldn't be able to reduce the CD anymore if it only worked off of new stack additions. Although that could totally be possible.

    I guess it's a stronger case to argue it for Fire and Frost specs since the CDs on those wouldn't be up by the time you got 10 stacks. So it'd really be a sad 4pc for those specs since you'd reduce your CDs by a much lower % than you would for Arcane. Assuming of course you don't reduce the CDs anymore once you reach 10 stacks since you wouldn't be adding new stacks, but refreshing them? I dunno, I guess refreshing the 10th stack would technically be adding a new stack.

    I could just be reading it wrong though.

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