You clearly have no idea what you are talking about then. Unless of course you're trying to claim that all the theorycrafters for shadow priest is doing it wrong.
Source for you, which you probably wont bother reading, so I'll make it simple for you.6 Weapon ilevels give a percentage increase of 2.52% for the gear template they used. While Torment the weak gives a 2.35%. As I said, nearly 6ilevel of value
https://howtopriest.com/viewtopic.php?f=120&t=10503
Last edited by Valette; 2017-09-13 at 05:20 PM.
I quite enjoy, you don't speak for everyone. Everyone in my guild thinks it's a good idea, only the min/maxers really care and we'll probably see another annoying whine post from Exorsus after Antorus is done, but who cares, that's less than 1% of the player base, the rest of us are enjoying it.
Even better, as a healer you can get dps only "talents" in your relic tree and as a dps, you can get healer only "talents". This system is pure garbage, idk how it made it to live.
Ofc there is ones that only heal or only do damage, but that doesn't mean they're only FOR healers or only FOR dps,
Dps have traits that are defensive or healing on their weapon, it doesn't all need to be damage.
But I can see how there could be annoyance, as it adds more rng. But they can't just turn that off, they haven't made enough healing traits for that. Healers would have much less options than dps, and then you have to make a bunch of tanking ones.
Having those traits heavily devalues the Crucible path they're in, which is silly. It's bad enough that you're only guaranteed 1 "throughput" trait in the final tier(which includes some absolute joke traits that are barely even DPS increases). All traits should just do both, like the majority already do, having single-role ones is silly.
Last edited by Tradu; 2017-09-13 at 05:44 PM.
What spec do you play? What sims can you point to that back up this claim?
I'm going to call bullshit. I think you are greatly exaggerating the impact.
There is another thing you are logically wrong about: there is not a realistic scenario where player A has the best relics possible and player B has the worst relics possible. Relics within the same ilvl range get melted all the time, so if player B has shit relics, he will continue to get chance after chance for upgrades. Past this week (some ppl may be stuck with some pretty bad luck for the short-term with the crucible having just opened) nobody who is raiding is going to be rocking the worst relics possible. Even this week it is pretty much impossible. Why would someone even have a relic with a bad primary trait socketed in the first place? The real comparison is between the best and middle of the pack. I do not believe that difference is any greater than have the RNG gear drop differences ever been in the past.
The relic trait is never changed. However, traits in the Crucible changes randomly. You can have 3 identical relics and it might pop 3 totally different sets of Crucible traits. But you won't know until you preview the individual relics. Once you do, they are bound to you and any trade timer is removed.
From the Wowhead guide
After your first tier, you have two options, one random Void trait to the left, or one random Light trait to the right. As you can see in the UI, your tier 2 choices impact which tier 3 traits you can pick, so keep that in mind when choosing.
You cannot change the path of a relic after selecting it. The only way is to replace it with a different relic, which creates a new random tree of traits.
For the final tier, there are three options of traits present on relics normally. Those options are random, but can't be the same trait given by the relic. Also they aren't limited to traits that give throughput, they can be utility traits, as long as they can appear in relics.