1. #1

    [MoP] talent suggestion

    Hello.
    I created and reworked some talents.

    http://mop-talent-grid-maker.appspot...&gridId=143002

    Keep in mind that duration, cooldown, percentage etc are just numbers. They can be changed to balance. So dont tell me "30% is too high, change this for 20% !", my talent tree is a scheme and I dont want necessary have these talents with exact details, numbers etc ... Instead, please tell me if my ideas are funs and usefuls for the class and better or worse than blizz talents.

    Thank you.

  2. #2
    Deleted
    Quote Originally Posted by Raghnar View Post
    Hello.
    I created and reworked some talents.

    http://mop-talent-grid-maker.appspot...&gridId=143002

    Keep in mind that duration, cooldown, percentage etc are just numbers. They can be changed to balance. So dont tell me "30% is too high, change this for 20% !", my talent tree is a scheme and I dont want necessary have these talents with exact details, numbers etc ... Instead, please tell me if my ideas are funs and usefuls for the class and better or worse than blizz talents.

    Thank you.
    Tier 1 - Guardian of the Ancestors seems okay, essentially it puts three absorb shields on you that each have to be broken before you can be hit again. Seems interesting. I like this talent.

    Astral Shift would need a number nerf, its like Dispersion on crack. You can still do all your DPS with this up - theres no ability in the game like that and its vastly too strong. I know you said ignore numbers but it has to be pointed out. The DoT idea though is neat and could work.

    Tier 2 - Uncounterable, no cooldown, no min/max range blink is kind of overpowered.

    Tier 3 - Totemic Wolf seems very underpowered and if anything kind of annoying, having your totems move whenever you go into Ghostwolf form would be frustrating as it would mean when you put things like Capacitor Totem or Earthbind Totem down you're not allowed into Ghostwolf form or they will move away from your enemy.

    Totemic Restoration is the only one with any kind of benefit for PvE so would instantly be the best choice so that needs to be changed.

    Totemic Threat is vastly too powerful. Again you said ignore numbers but 6 second stun to destroy a totem that does a 5 second stun? Yeah okay. All threat you generate goes to your totems? That has no benefit in PvE because threat is a non-issue so all it would benefit is soloing content, and that would just be frustrating if mobs always went and killed your totems on every single pull.

    Tier 4 - EM is vastly too strong for Enhance and too strong for Ele as well in PvP - the whole basis of the Shock mechanic is they share cooldowns.

    Primal Trance is just a much better version of current beta EM in that its 30% damage instead of 30% haste for Ele and Resto, and for Enhance its a massive DPS boost.

    Ancestral Swiftness is left in the dust as a junk talent in this tier now with these 2 incredibly strong talents next to it.

    Tier 5 - Conductivity is even stronger than it is on the beta. Even if numbers are nerfed to make it not broken like on beta, its now lost its sacrifice for healing and it just free healing on a ~40% uptime. Its way to strong and you'd need to massively nerf Healing Rain for Elemental and Enhance to compensate for it being up all the time with this, and even so its still the clear choice in the tier

    Tier 6 - Totembringer is an interesting idea, but seems lackluster for Resto and seems to encourage the use of utility totems in an Elemental Shamans DPS rotation just to make it so they have bonus 'Searing Totems' down. Unless the numbers of it were to weak to make it worth it in which case its useless for Elemental in PvE.

    Primal Elementalist removes the totem from the Elementals I think is the change? Okay, can see that happening I guess.

    Totemic Ascendance has the same problem Totembringer does. It seems to encourage the use of utility totems that may well not have any use in PvE (only Healing Stream Totem would work every fight) to gain a DPS boost. It seems heavily weighted towards a PvP shaman.

    Overview - I like some of the ideas, especially Guardian of the Ancestors and the DoT part of Astral Shift, but others seem heavily weighted towards either Enhance or PvP. I would guess thats because you play an Enhance Shaman, but these definitely need some work. Some neat ideas though.
    Last edited by mmoc63fa3da953; 2012-05-08 at 12:45 PM.

  3. #3
    Thank you for your constructive comment Undefetter.


    Overview - I like some of the ideas, especially Guardian of the Ancestors and the DoT part of Astral Shift, but others seem heavily weighted towards either Enhance or PvP. I would guess thats because you play an Enhance Shaman, but these definitely need some work. Some neat ideas though.
    In fact my main spe is resto and I really search to balance and not have an OP class. For these reasons my talents should be more or less balanced for the resto sham but I cannot assure that for other specs because I dont play them for VHL contents.

    Astral Shift would need a number nerf, its like Dispersion on crack. You can still do all your DPS with this up - theres no ability in the game like that and its vastly too strong. I know you said ignore numbers but it has to be pointed out. The DoT idea though is neat and could work.
    Yeah maybe the physical part mut be nerfed or maybe I have to add a reducing damage done, but my goal here was to bring something more unique than the present AS.

    Tier 2 - Uncounterable, no cooldown, no min/max range blink is kind of overpowered.
    Maybe add an internal CD ? Keep in mind that you continue to take damage and that you can just move (on the other hand if you are rooted you can continue to cast spell and heal if you dont use the talent, so it is not OP IMO).

    Tier 3 - Totemic Wolf seems very underpowered and if anything kind of annoying, having your totems move whenever you go into Ghostwolf form would be frustrating as it would mean when you put things like Capacitor Totem or Earthbind Totem down you're not allowed into Ghostwolf form or they will move away from your enemy.
    Yeah I agree it is tactically hard to use. On the first time I had also in mind that the Totemic Projection could also teleport yourself while un GW, but it seemed OP.

    Totemic Threat is vastly too powerful. Again you said ignore numbers but 6 second stun to destroy a totem that does a 5 second stun? Yeah okay.
    It is just a "dont touch to my totems" warning. It is maybe OP in 1v1 but i dont think it is in teams. Also, as I said, numbers are just numbers

    All threat you generate goes to your totems? That has no benefit in PvE because threat is a non-issue so all it would benefit is soloing content, and that would just be frustrating if mobs always went and killed your totems on every single pull.
    It never happens that you are attacked by adds (that can be stunned in addition) in PvE ? Keep in mind that I also said that all totems have 20% health of you and that it is the totem with the shortest cooldown (for exemple searing totem) that is targeted. Ok it is very situationnal, but honnestly is it worst than the blizz talents ? I thought it is situationnal ok but at least fun.

    Tier 4 - EM is vastly too strong for Enhance and too strong for Ele as well in PvP - the whole basis of the Shock mechanic is they share cooldowns.
    It is your opinion. As I said, I am not a dps main spec so I dont know if you are wrong or not, but when I go to the forums I see many comments arguing for the non-sharing CD of shocks like in WoW vanilla because they seem to be very weak in MoP and today.

    Primal Trance is just a much better version of current beta EM in that its 30% damage instead of 30% haste for Ele and Resto, and for Enhance its a massive DPS boost.
    At least it is useful for all spec, on contrary to EM, no ?

    Tier 5 - Conductivity is even stronger than it is on the beta. Even if numbers are nerfed to make it not broken like on beta, its now lost its sacrifice for healing and it just free healing on a ~40% uptime. Its way to strong and you'd need to massively nerf Healing Rain for Elemental and Enhance to compensate for it being up all the time with this, and even so its still the clear choice in the tier
    I saw comments telling that conductivity is totally underpowered compared to the totem. I heard just resto use it in some cases.
    So I wanted to boost it and to grant the possibility to the dps spec to use it without loosing DPS.

    Tier 6 - Totembringer is an interesting idea, but seems lackluster for Resto
    As a resto sham, i dont agree with you. An instant aoe heal is good because our main spells are not very reactives. And the bonus duration for our main totems is very comfortable.

    seems to encourage the use of utility totems in an Elemental Shamans DPS rotation just to make it so they have bonus 'Searing Totems' down. Unless the numbers of it were to weak to make it worth it in which case its useless for Elemental in PvE.
    I dont desagree. I dont know enough the ele spec to suggest something they lack and that have a relation with totems.

    Totemic Ascendance has the same problem Totembringer does. It seems to encourage the use of utility totems that may well not have any use in PvE (only Healing Stream Totem would work every fight) to gain a DPS boost.
    I dont think that. If you summon the tremor totem and if it dont dispel any fear it is useless. On the contrary the talent force you to use intellegently your totems. And the talent shouldnt be OP because you cannot reduces the CD of Ascendance more than 60s.

    Any other comments ?

  4. #4
    Quote Originally Posted by Undefetter View Post
    Tier 1 - Guardian of the Ancestors seems okay, essentially it puts three absorb shields on you that each have to be broken before you can be hit again. Seems interesting. I like this talent.

    Astral Shift would need a number nerf, its like Dispersion on crack. You can still do all your DPS with this up - theres no ability in the game like that and its vastly too strong. I know you said ignore numbers but it has to be pointed out. The DoT idea though is neat and could work.
    I think the duration is a bit long, and might need a drawback to it (such as dispersion or bubble). There is a drawback with spells though so might be ok just some fine tuning.

    Quote Originally Posted by Undefetter View Post
    Tier 2 - Uncounterable, no cooldown, no min/max range blink is kind of overpowered.
    Well your still taking damage while in that root/stun so it has its disadvantages compared to blink or teleport.

    Quote Originally Posted by Undefetter View Post
    Tier 3 - Totemic Wolf seems very underpowered and if anything kind of annoying, having your totems move whenever you go into Ghostwolf form would be frustrating as it would mean when you put things like Capacitor Totem or Earthbind Totem down you're not allowed into Ghostwolf form or they will move away from your enemy.
    Yeah see some problems with this as well.

    Quote Originally Posted by Undefetter View Post
    Totemic Restoration is the only one with any kind of benefit for PvE so would instantly be the best choice so that needs to be changed.
    Basically the reverse argument of what many have been saying in favor of PvE talents and using it as a basis for why things are fine for PvP.

    Quote Originally Posted by Undefetter View Post
    Totemic Threat is vastly too powerful. Again you said ignore numbers but 6 second stun to destroy a totem that does a 5 second stun? Yeah okay. All threat you generate goes to your totems? That has no benefit in PvE because threat is a non-issue so all it would benefit is soloing content, and that would just be frustrating if mobs always went and killed your totems on every single pull.
    Yeah 6 seconds is way to long and if it dr's stuns there can be potential drawbacks.

    Quote Originally Posted by Undefetter View Post
    Tier 4 - EM is vastly too strong for Enhance and too strong for Ele as well in PvP - the whole basis of the Shock mechanic is they share cooldowns.
    As a cooldown I think it could be balanced, but 20 seconds seems a bit long, maybe 8 seconds.

    Quote Originally Posted by Undefetter View Post
    Primal Trance is just a much better version of current beta EM in that its 30% damage instead of 30% haste for Ele and Resto, and for Enhance its a massive DPS boost.
    I seem to recall enh not really liking the +hase factor of EM (I don't play enh, but have seen others bring up the issue). A revision like this might make it more desirable to them.

    Quote Originally Posted by Undefetter View Post
    Ancestral Swiftness is left in the dust as a junk talent in this tier now with these 2 incredibly strong talents next to it.
    Yeah, they would have to change or buff it up or become competitive or it would go against their design of being choices.

    Quote Originally Posted by Undefetter View Post
    Overview - I like some of the ideas, especially Guardian of the Ancestors and the DoT part of Astral Shift, but others seem heavily weighted towards either Enhance or PvP. I would guess thats because you play an Enhance Shaman, but these definitely need some work. Some neat ideas though.
    Most talents have a heavy PvP bias as is. Not saying some are worthless in a PvE scenario, but almost all trees have this focus on PvP.

  5. #5
    I love it when people make up really creative ideas.

    Some of your ideas seem okay.

  6. #6
    These ideas are really brilliant. They don't seem game breaking at all (expect for just a few, and how they make it an obvious "PICK ME" over the other). IMHO these got me more thrilled then what we have right now, because most of the skills we have get way bigger draw backs then other classes. You can do the "x" class have this over "y" class or it's still beta or look at your class as a whole. etc etc etc (which is true).

    But I remember first seeing Astral shift and how it reduced damage by like 40% but cut's your damage by half and I said to myself "What? Paladins have a full immune and get damage cut in half, but we get 40%!"(thank god they fixed it). Like honestly the stuff blizzard is trying to give us now isn't that depressing but just needs a small push forward and stop all these stupid drawbacks they have(ionno because sometime's it just feels like it overwhelms the skill and turn's it more into a burden to take). But then again all these things just need to be tested at Lv.90 to really decide anything.

  7. #7
    Thank you Blitond iadamson and seishin to support me ^^

    Yeah see some problems with this as well.
    Maybe teleport the totems when you leave your GW form without using a spell ? (in clear when you use the GW spell to leave the GW form)

    IMHO these got me more thrilled then what we have right now, because most of the skills we have get way bigger draw backs then other classes.
    I agree. In fact the problem today is that the talents dont feel unique for the shamans and are not very balanced for each spec compared to other classes (like the druid).

  8. #8
    Guardian of the Anciencts: The idea is nice, putting more spirit-flavour in there. The mechanic would need some work though as in how the ancestor's are consumed. If breaking the 15% line will automatically start damaging the second ancestor, you may as well say: "you summon a group of ancestors guarding you for 45% of your total live.
    This talent would be a ~70k absorb every 30 seconds assuming you have around 150k life (current pvp hp numbers I think). May be a little to much (I know numbers need tweaking, this is feedback in that direction).

    Astral Shift: Sounds a little op. It is almost as strong as a bubble, with no penalty. A damage/healing penalty, or a weaker effect (50% maybe) would be more appropriate.

    Spirit of the Wolf: THIS talent I really like. It is something truly new to the shaman class and shows a lot of creativity. It is a very cool talent that allows you to reappear in a safe location after a stun, or, as enh, allows you to, for example, chase a healer while his mates clobber you and after the stun is gone you are away from them and on their healer's toes. It, again, brings a little extra spirit-flavour into the shaman class, makes Ghost Wolf into something more and above else is not over powered. It is situational and its other options are quite as interesting. I could see myself taking this, even if occasssionally only because Frozen Power is also nice.

    Totemic Wolf: I dont know if the talent would work that well. For starters, being able to use totems while being GW doesn't sound all that strong (after all you can plant them and then quickly GW again) and could probably even be baseline (I mean we can plant totems while hexed, so it's not that far fedged). And the thing about relocating totems may not always be practical.

    Let's say you plant a totem (earthbind) and throw it towards a pillar as resto. Then you have to toss a quick heal and (because the talent only affects totems) break your GW. You GW again and earthbind is at your location. The new totems are more about tactical placement again, not about being near you like buff totems.

    Totemic Restoration: You merged two talents, with one of them heavily buffed. It is far to strong really. Make it 5 minutes cooldown, and give the cooldown reduction a nerf for the ability to refresh cooldowns. 5 Minutes cooldown to fresh 3 minute or lower cd totems, and if a totem is destroyed, its cooldown may be lessened by up to 30% in proportion to the left over duration. May be to strong still, but lessened the OP-ness a little.

    Totemic Threat: I dont think there'll be all that much threat issues in pvp, so I doubt the usefulness of that. If there were issues though, it would likely be OP. not generating any threat permanently, because your totems suck it all up? Come on! As for the 6 sec stun on destroyed totems.
    OP! A 6 second stun on a 6 second cd? I ,mean, really?! This would make attacking totems out of the questions at all time, which I dont think is the intent of totems. Yes, people ask for buffs to their survivability, because people have to decide wether or not it would be worthwile destroying totem x in situation y, but saying: "you cant destroy any totems because you get stunned 6 seconds" is just ridiculous.

    Give it a 30 second cooldown and make it an active ability on your next placed totem, then it could work.

    Elemental Mastery: It is a temporary "fix" of the heavy elemental pvp restrictions when it comes to being able to snare without deriving you of extreme damage (fulmination/keeping up FS for lvb crit and Lava Surge procs). As such it is bad. In pve I think it is fine juggling two shocks depending on situation, an exceptable skill hurdle to overcome if you wanna be successful. In pvp it is just a burden, esp for elemental, which makes it a baseline requirement to separate FrS from the other two, maybe remove FrS damage to "compensate".
    And a temporary version of old Shield Specialisation (which was among the most boring talents and never token by enh) defeats the notion of giving enh more options to choose from in that tier. I dont think your version of EM will provide more dps gain to enh than the current blizz version.

    Primal Trance: Roundabout way of saying: You deal 30% more healing and damage for 12 seconds. Tbh, in effect it sounds not more exciting then current EM. EoE sounds more interesting. Also Ascendence already does that in a sense (even has the same cooldown) which would mean you couldn't pop them at the same time, since you cant "double ignore" armor. Only your WF/UE:WF would see a benefit if you used Primal trance during Ascendence.

    Conductivity:
    -Elemental: You basically dps normally, proc a Healing Rain, continue dpsing and proc extra healing. Basically you removed the "having to cast Healing Rain" part. I understand that losing a cast in the process is a dps loss, but:
    a) It should be a decision for you to use it. Having no control about it because it procs defeats that.
    b) Having to cast a healing spell as a non healer is supposed to add that "hybrid feeling". You are free to use it or leave it, but if you chose it, having to actually cast it should be a given. You could lessen the impact in adding something like "your first lightning spells after casting Healing Rain will be instant" or simply make HR instant like you did for enh, but actually having to spend that gcd, but I think the point of the talent is to mix in Lightning Bolt for resto and Healing Rain for enh/ele, so that should stay.
    -Enhancement: It sounds good in that it focuses on making HR more pleasant to use (it being instant, not requiring the sacrifice of 5 MSW charges and not requiring the positioning, something not really needed for a melee to have so also fine). You added Lightning Shield and Stormstrike in the equation, which sounds reasonable (others have suggested something along those lines already to make this talent more interesting for enh to use).
    Concerning the CH thing at the end I think it would be overkill. Already having HR down and healing through damage spells, it's enough.

    Totembringer: Remove the cooldown. It is really op in that it is a ranged (1), aoe (2), 5 second (3) stun (4), that also damages (5) and heals allies (6).
    The "drawback" is that you have to collect it to get a strong passive effect up to the next use. All in all to strong a ability, even as a ultimate talent.
    Plus if you use it in conjunction with (according to your model) baseline Totemic Projection to throw the still baseline Capacitor totem.

    So you would essentially throw a huge log towards a group of enemies, damaging/stunning them for 5 seconds, then placing your CPT and at the end of it they are stunned again :-/ .

    The passive effects however are interesting. Having four little dps totems as elemental sounds interesting. The enhance version is among those things we need baseline though (a finisher/end phase ability), so I would rather see something else (like a new melee Strike that is used with the great totem). I am not all to familiar with healing, so dunno about resto version.
    As for the great totem on your back thing: It would be cool if its look would depend on your race. It would look retarded, smashing an enemy with a tauren totem pole as a troll female for example.

    Totemic Ascendence: It is hard to understand how it is supposed to work. Does that mean that those totems' effects trigger w/o them being actively placed?
    Also Grounding Totem only works once, so I dont understand the "each time Groudning redirects a spell" part either.
    This effect can be only trigger five times by Ascendence cooldown" makes no sense either. Do you mean actual Ascendence her,e or Totemic Ascendence? And does that mean that during ascendence, we will have to place grounding? Very confusing and I cant imagine it being a worthwhile lvl 90 talent in any case. Elemental Blast sounds boring, but I wouldn't replace it with this talent as it is.
    Last edited by Omanley; 2012-05-09 at 10:57 AM.
    Quote Originally Posted by Angoth
    I'm sorry that Blizzard won't just gift wrap awesome in a cup and let you drink your fill.

  9. #9
    I don't want to talk about individual talents he's done, but rather to draw out a few common themes from these talents and similar topics:

    - Direct Damage -> DoT transformation = interesting. Just like stagger for monks, and I think it would be cool to have a talent that does something like that - e.g. Astral Shift, reduces all damage taken by 25% and 50% of the remaining damage done is now applied over 12 seconds. Kind of like a cheat death, but that you have to activate. Even if it was "you take 50% reduced damage for 6 seconds, then the same amount of damage again over 18 seconds" it would be an interesting choice - you'd always end up taking the same amount of damage, but not all at once.
    - More stuff to do in Ghost Wolf - while transporting totems to you when you shift isn't the answer, dropping totems in ghost wolf sounds good to me - yeah it's only 1.5s of extra speed, but that's better than nothing. I feel that GW has so much potential as a tool, and yet it's only used for a bit of movement speed increase. Allowing Spirit Walk to be used in Ghost Wolf is good, and I think that more utility should be used in Ghost Wolf. Obviously nothing rotational (or even damaging really) but just gives us some more options in PVP.
    - Interesting talent mechanics, I'm thinking specifically cooldowns here, but it could apply to other talents. Elemental Mastery is just a haste cooldown. Ancestral Swiftness is an instant cast+passive haste buff. Echo of the Elements is interesting though. My problem's not with the haste, per se, it's with the formulaic cooldowns. Ascendance is quality, more of that.

  10. #10
    Spirit of the Wolf: THIS talent I really like. It is something truly new to the shaman class and shows a lot of creativity. It is a very cool talent that allows you to reappear in a safe location after a stun, or, as enh, allows you to, for example, chase a healer while his mates clobber you and after the stun is gone you are away from them and on their healer's toes. It, again, brings a little extra spirit-flavour into the shaman class, makes Ghost Wolf into something more and above else is not over powered. It is situational and its other options are quite as interesting. I could see myself taking this, even if occasssionally only because Frozen Power is also nice.
    It is exactly what I wanted to bring. Happy you love it.

    Totemic Restoration: You merged two talents, with one of them heavily buffed.
    Its depend of your spec. For ele and enh it is buffed but I dont think it is OP, for the resto it is heavily nerfed.

    Come on! As for the 6 sec stun on destroyed totems.
    OP! A 6 second stun on a 6 second cd? I ,mean, really?! This would make attacking totems out of the questions at all time, which I dont think is the intent of totems. Yes, people ask for buffs to their survivability, because people have to decide wether or not it would be worthwile destroying totem x in situation y, but saying: "you cant destroy any totems because you get stunned 6 seconds" is just ridiculous.
    ... autoquote :
    Keep in mind that duration, cooldown, percentage etc are just numbers. They can be changed to balance. So dont tell me "30% is too high, change this for 20% !", my talent tree is a scheme


    Elemental Mastery: It is a temporary "fix" of the heavy elemental pvp restrictions when it comes to being able to snare without deriving you of extreme damage (fulmination/keeping up FS for lvb crit and Lava Surge procs). As such it is bad. In pve I think it is fine juggling two shocks depending on situation, an exceptable skill hurdle to overcome if you wanna be successful. In pvp it is just a burden, esp for elemental, which makes it a baseline requirement to separate FrS from the other two, maybe remove FrS damage to "compensate".
    And a temporary version of old Shield Specialisation (which was among the most boring talents and never token by enh) defeats the notion of giving enh more options to choose from in that tier. I dont think your version of EM will provide more dps gain to enh than the current blizz version.
    I think the fact that your shocks are unbind 1/3 of the time for ele and enh could be fun. The shield part is especially good for resto because they dont use shock ; a little mana regen and an half-burst on the tank should be cool. The lightning shield is present just for the "logic".

    Primal Trance: Roundabout way of saying: You deal 30% more healing and damage for 12 seconds.
    Its depend of the armor of the target. So it is good for heavily armored ennemies and allies.

    EoE sounds more interesting.
    For a healer, it is terribly boring. We dont like random effect.
    And even for dps, it is just a crit with animation.

    Basically you removed the "having to cast Healing Rain" part. I understand that losing a cast in the process is a dps loss, but:
    a) It should be a decision for you to use it. Having no control about it because it procs defeats that.
    It is because the dps have to take a decision and will loose dps that they will never use it. My solution is not perfect I agree, but at least it is a viable option for the dps specs.
    Totembringer: Remove the cooldown. It is really op in that it is a ranged (1), aoe (2), 5 second (3) stun (4), that also damages (5) and heals allies (6) [...] So you would essentially throw a huge log towards a group of enemies, damaging/stunning them for 5 seconds, then placing your CPT and at the end of it they are stunned again :-/ .
    Same autoquote as before ^^

    Totemic Ascendence: It is hard to understand how it is supposed to work. Does that mean that those totems' effects trigger w/o them being actively placed?
    Also Grounding Totem only works once, so I dont understand the "each time Groudning redirects a spell" part either.
    This effect can be only trigger five times by Ascendence cooldown" makes no sense either. Do you mean actual Ascendence her,e or Totemic Ascendence? And does that mean that during ascendence, we will have to place grounding? Very confusing and I cant imagine it being a worthwhile lvl 90 talent in any case. Elemental Blast sounds boring, but I wouldn't replace it with this talent as it is.
    It works like that :
    You summon your grounding totem :
    a) If your totem doesnt redirect a spell, nothing happens.
    b) If your totem redirects a spell, the CD of Ascendance is decreased by 12s.
    Same story for other totems.
    This effect (CD of Ascendance decreased by 12s) can just happen 5 times until you use Ascendance so finally if you use correctly your totems Ascendance has a 2min CD instead of 3 (because 5-12=60s=1min and 3-1=2min).
    And keep in mind it is just numbers that can be changed for balancing !

    Astral Shift, reduces all damage taken by 25% and 50% of the remaining damage done is now applied over 12 seconds.
    Interesting. However, if we respect the roleplay and the spell of W3, AS should just mitigate physical damages. This is why on my suggestion magic damages are not really mitigated but transformed. Although, blizz didnt respect this with the current talent.
    Last edited by Raghnar; 2012-05-09 at 07:17 PM.

  11. #11
    Quote Originally Posted by Raghnar View Post
    Its depend of your spec. For ele and enh it is buffed but I dont think it is OP, for the resto it is heavily nerfed.
    Ah, I see. You reduced it to lower than 3 minute cooldown totems, not including Healing Tide Totem. Wouldn't call it a heavy nerf though, Looking at how the old cd finisher was an 8 minute cooldown. HTT will probably not be taken in pvp and Conductivity may be taken instead of HTT.

    ... autoquote :
    I know you said that, but first I wanted to point it as feedback, second it's not only about the stun duration, but mostly how the mechanic works.
    Having it proc from every destroyed totem is not about numbers, but design. And making it an actual on use ability will be much better than having it a proc also. If you put a cd on it to not have it OP, you want to be able to control which totem will be protected, right?

    I think the fact that your shocks are unbind 1/3 of the time for ele and enh could be fun. The shield part is especially good for resto because they dont use shock ; a little mana regen and an half-burst on the tank should be cool. The lightning shield is present just for the "logic".
    I think it will be overcomplicated and unneeded for ele/enh in pvp, especially with the increased FS dot duration.
    The only area in which it will be a problem is pvp, specifically for ele, and there it's mainly about FrS being tied to the other two.
    As for the secondary effect: At least it is in the form of a cooldown, not a passive like old Shield Specialisation. But the effect is boring anyways.

    Its depend of the armor of the target. So it is good for heavily armored ennemies and allies.
    I am no game designer, but I think it will be really hard to code for your spells to do different damage depending on targets armour. There's not much interesting about a dmg cooldown designed to be really effective against high armour ones. A flat dmg modifier is essentially be the same, and that's boring.

    For a healer, it is terribly boring. We dont like random effect.
    And even for dps, it is just a crit with animation.
    EoE is random, yes. But that randomness can save a live. I dont get how random stuff is boring though. Random means unexpected. If something is to be expected, there's not much excitement to it, right? I guess we have different view on boring/exciting .

    It is because the dps have to take a decision and will loose dps that they will never use it. My solution is not perfect I agree, but at least it is a viable option for the dps specs.
    I think in MoP we are moving away from absolute min/maxing. At chimerion, I helped out raidheal with Healing Rain. MoP talents move into a direction, where utility, off heal and the like can be vital at times to ensure success. Professional guilds will utilize those (at least at the beginning).
    If you want to heal, you have to at least use up a gcd. Instant cast okay, but gcd it should cost at the least. Enh was largely okay dunno if you noticed.
    Oh and yeah I was among those enhancers in tbc who totem twisted (not for me, but for the raid).

    Same autoquote as before ^^
    Again it is not about numbers but the overall design. The passive effects alone are plenty. The on use effect is totally overkill by itself and its just half of the talent. You added not a single drawback which shows a lack of thought, especially considering the 6 sec stun every destroyed totem just a view tier above plus capacitor. It is not the numbers, but the lay-out. If you think about a new talent, think about the rest of our arsenal we have. How would it compliment our other stuff, do we need it, are there comparable abilities on other classes? If yes how are they designed? and so on...

    This is just some constructive critique, nothing meant badly.


    It works like that :
    You summon your grounding totem :
    a) If your totem doesnt redirect a spell, nothing happens.
    b) If your totem redirects a spell, the CD of Ascendance is decreased by 12s.
    Same story for other totems.
    This effect (CD of Ascendance decreased by 12s) can just happen 5 times until you use Ascendance so finally if you use correctly your totems Ascendance has a 2min CD instead of 3 (because 5-12=60s=1min and 3-1=2min).
    And keep in mind it is just numbers that can be changed for balancing !
    Aaaah, so it's like that. The basic idea is good, but you could reword it much shorter..
    Each time any of your baseline totems with a cooldown successfully fulfills its intent, you will get the Totemic Ascedency effect, reducing the cooldown of your Ascendence ability by 12 seconds. Stacks up to five times and will be consumed by your next Ascendence.
    Quote Originally Posted by Angoth
    I'm sorry that Blizzard won't just gift wrap awesome in a cup and let you drink your fill.

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