Haven't seen EoE proc flame tongue either, yes
Haven't seen EoE proc flame tongue either, yes
____________________________________________
Myrddin,Stormforged, EU-Ravencrest____________________________________________
Can anyone check how does Enh benefit from Burning Wrath (SP aura). Thanks in advance.
They don't benefit from any spellpower on items or buffs. It's only 55% of their attack power. The only way to gain spell power is by getting more agility or strength. Agility provides 2 Attack Power vs Strength's 1 Attack Power.
If that is true it sux. Not good if you have 2 buffs and don't benefit from 1 of them.
Just imagining lvling enh shaman when he gets to lvl 40 and get the SP aura... "Oooo this looks nice. Too bad that I have no use of it at all."
Also I can't find either melee/ranged haste for Enh or spell haste for Ele. I guess they are not added yet. At least I hope they are not removed.
Last edited by mmocc1abe21e18; 2012-03-25 at 12:02 PM.
Yes, I have been wondering that, too ... seems that they aren't implemented ... and yes that we do not benefit from our own buffs is so silly it makes me want to puke ... who comes up with this kind of stuff? The AP and the Str/Agi buff are gone ... Grace of Air is kind of nice though
____________________________________________
Myrddin,Stormforged, EU-Ravencrest____________________________________________
Even without the 15% movement speed we are easily the most mobile caster DPS in the game (Elemental), Enhance gets Sprint not bound to their wolves, and Resto never really needed the 15% movement speed, especially with Earthgrab Totem and Capacitor Totem being given to them too. I don't think I'll miss it beyond having to use the boot enchant instead of the talent.
I may just be naive, but which classes actually kept their run speed buff? I didn't see any that had them still.
Edit: Doh, Banzubie beat me to it :P
The 15% move speed doesn't matter. If regular move speed isn't enough, you're a GCD away from +30%. That's no different than popping a Sprint or Blink or what have you.
Only a few classes are retaining passive move speed boosts anyway.
DKs - Unholy Presence, still costs a GCD to swap to it, only 15%
Druids - Talented 15% passive
Hunters - GCD to engage Aspect of the Cheetah, which dazes you if hit
Paladins - 10% talented, temporary boost up to 40% based on Holy Power
Priests - 25% talented, but lost on taking any damage or dispelled
Rogues - 20%, only applies when Stealthed
Shaman - 30%, costs a GCD to swap to it, can't cast while using
Warlock - 50%, but costs 5% of health per second, talented
Mages and Warriors seem to not have any passive boosts, but have a bunch of active tools like Blink and Charge.
If anything, I'd say Ghost Wolf is a strong contender compared to the rest of those, for passive move speed boost. There's very little cost; it doesn't require a talent and only costs a GCD. The run speed is only beaten by two specs; Paladins with fully-stacked Holy Power which WILL decay and thus can't be maintained, and Warlocks who are losing a ton of health in exchange. We have no limits on when/how it can be used, unlike Hunters, Priests, and Rogues, who for the most part can't use it in a fight. The only one I would say is perhaps slightly better would be Death Knights, and only if their spec mandates using Unholy Presence as their default spec; if they're having to swap to UP, it's worse.
Really, this is an incredibly silly thing to complain about, since it's a strong ability in and of itself, especially since I haven't factored in the glyph yet.
I am interested to see how haste will work for Enhance. As it is now I don't see any changes to the way we would work with it. Ret Paladins, the other melee that hates haste, seems to be getting changed. The talent that made haste work for them seems to be getting a really nice change overall. It now reduces the cooldown on most of their major abilities plus reducing the global cooldown. For us haste still only increases melee attack speed and the benefits of that such as imbues and MSW. I would like to see us get the same treatment somehow reducing the cooldown on our strikes as well.