Misery and company
Yes, this may be the third post I've made in a few days that mentions the Shadow Priest talent Misery. You got a problem with that? Previously on "Eliah talks about Misery:" Misery gets nerfed in the beta from +1/2/3/4/5% spell damage, where it is now, down to +1/2/3% spell hit. Eliah complains that this makes it either required or useless. OK, now that you're all caught up, let's move forward.
In the comments on my last post, several people made the helpful observation that Misery isn't the only debuff that gives +spell hit against the mob. Balance Druids' Improved Faerie Fire is now going to give the same effect of +1/2/3% spell hit (the +melee/ranged hit is getting removed). And of course, in the new raid buff/debuff system, these effects will not stack. So you only need one Shadow priest or one Balance druid to give that +3% spell hit.
Assuming characters in your raid are randomly distributed among the 30 specs, and with two out of 30 specs able to provide the debuff, you'll have a 50% chance to get it in a 10-man raid and an 82% chance to get it in a 25-man. Of course, Shadow priests and Balance druids aren't really as prevalent as other specs in most raids, especially Balance druids, but we have no idea which specs will be flavor-of-the-month in Naxxramas 2, so we'll just leave it at that.
If you're going to a 10-man, then, you might assume that there's a 50% chance that 3% spell hit is going to be provided for you, one way or the other. Is this enough of a probability to be willing to gear for less spell hit? In my opinion, it is not. And sure, you could maintain multiple sets of gear, for varying levels of spell hit provided by your party, but that just gets to be a pain.
I have a few suggested fixes for this issue.
- Make Improved Faerie Fire part of the base Faerie Fire spell. That way, it's available to all Druids, and your chance to get it raises to 76%/97% for 10/25-man raids respectively, which is probably enough to gear for.
- Give both Improved Faerie Fire and Misery +melee and ranged hit as well. IFF actually used to have this, but it was removed. As far as I know there are currently (in beta) no melee hit chance increasing debuffs. This would make Misery and IFF useful even if all your casters are already at cap; melee DPSers can (almost) always use more hit.
Either one of these would solve the problem, in my opinion, and I don't think adding melee hit would be overpowered. If they baselined +spell hit on Faerie Fire, they could then change the IFF talent back to adding melee and ranged hit, so Balance druids would still bring something special to the raid.
Filed under: Druid, Priest, Raiding, Talents, Buffs, Wrath of the Lich King






Reader Comments (Page 1 of 3)
Andy Sep 2nd 2008 6:24PM
Er, aren't melee and spell hit being used off of the same mechanic on gear (as are spell and melee crit)? Why wouldn't they move toward that with debuffs as well?
Shadowisp Sep 2nd 2008 6:34PM
The hardest part is Misery doesnt proc on Mind Sear... so I get to choose Hit Cap... or miss by 3%... or dot everything before Mind Sear.
@#$% Blizz, this is silly.
darian Sep 2nd 2008 7:08PM
Not to rain on your QQ, but the number of AoE pulls where mobs require full hit gear is 0 unless you're raiding at level 69.
Pzychotix Sep 2nd 2008 8:54PM
God forbid you miss out on +3% hit chance and go as low as 96% hit chance.
God forbid.
DavidC Sep 2nd 2008 6:38PM
Do you even understand "why" they are doing what they are doing?
Obviously not, cause your making suggestions that would defeat the purpose.
ie: If you modified the talents of 2 classes to serve the "entire raid" (melee & dps) then every raid will "require" one of those two class/spec's to be present.
Sorry, every hard 10 man has to have a druid or priest cause everyone is short 3% hit. Everyone ...
Let Blizzard do their jobs ... they are infinitely better at it then bloggers are.
Dave Sep 2nd 2008 7:51PM
wow.... you realy have no life or inteligence to come here like this. They give us info there was no reason for you to turn in to bich ....
Aero Sep 2nd 2008 6:55PM
@DavidC
Spell hit is a terrible buff because most of the time casters are hit capped. It's about the first stat you make sure you top off. So it will never be mandatory to have in raids. The only way to make it an attractive buff is to add it to melee/range, since that's where people who actually need hit reside in i.e. rogues, shamans, tanks, and TG warriors.
And there already exists a mandatory class for raids -> shamans. Bloodlust/heroism is more "required" than any hit buff.
John Sep 2nd 2008 7:03PM
Are you shitting me? By adding melee hit suddenly one of those two are required?
I'm so grateful you're not on their development teams because your logic is highly lacking. By your logic, every raid includes a boomkin and an elemental shaman.
There's nothing wrong with independent critique of Blizzard's changes. They implement changes at the suggestion of players (whether they be bloggers or not). By being such a fanboi, you're just enabling bad changes.
darian Sep 2nd 2008 7:12PM
Re: Aero
The point of having the buff be redundant is so that casters can actually gear around it. Previously only Elemental Shaman had a spell hit buff, and the number of people in a raid who could benefit from it was severely limited. As such everyone simply geared for the hit cap. The Misery/FF change makes the buff far, far more reliable and accessible, so casters will be able to gear differently.
Stephen Sep 2nd 2008 7:40PM
@David. I'm guessing you haven't had a chance to play around in the beta yet. There is a ton of spell hit itemized into the cloth gear dropping on the beta server. I can't speak for Druids or Shaman, but cloth spellcasters don't need it in the current build. No one who is testing the raids has had any trouble yet getting spell hit capped. The gear designers are not on the same page as the class designers with this talent change. The priest class is just a mess right now. It's playable, but it's not terribly fun compared to most of the other classes.
Heilig Sep 2nd 2008 9:23PM
@darian
You're absolutely right. What's more, the buff will now be raid-wide. Blizzard's stated intent in doing this to the buffs is to make it where you can get every buff with 10-15 people so that you can just bring in friends or redundant classes who are good players for the other 10 people without worrying about their buffs. EVERY 25 man raid WILL have at least one of these buffs or they're doing something wrong. As such, gearing around it being there is not only expected, it's silly NOT to. If you don't need that extra 100ish spell hit (~3% at 80), then you can replace that stat with crit or spell damage. That's pretty significant.
Faar Sep 3rd 2008 1:36AM
David,
Perhaps it's you who's not thought things through properly.
Blizzard's stated goal is to improve the game by reducing "cookie-cuttery". To accomplish this goal, they are spreading around unique class abilities that give utility to a raid to more classes/specs (such as shadow priest mana battery ability), as well as making many party-only abilities affect the entire raid (auras, totems etc).
However in several noted cases, utility skills that used to affect the entire raid are killed off, entirely. This completely contradicts their previously stated goal, and does not make the game more fun, particulary for players of the affected classes/specs. This means the change is counter-productive, and that you are in error.
GreatLich Sep 2nd 2008 6:40PM
I can see why they changed this. I guess with the changes to buff stacking they felt they needed a second class to give a similar buff to +spellhit.
Conversely, with the unification of melee and spellhit the removal of the melee component feels odd.
Is the change to misery all bad? I think not, it's obviously no buff to the spec. But from what I've seen this does make shadow priests one of the few remaining specs that can talent for more than 3% +hit (I could be wrong here, if so enlighten me) Which eases gear constraints on the priest itself, perhaps allowing him to more easily switch between different specs. Since disc/holy have different gear-needs, specifically no need for hit.
th4tba5t4rd Sep 2nd 2008 6:54PM
You are wrong there. Misery as a 5% increase in spelldamage taken is the best scaling ability a Shadow priests has, bar none. The removal of it just cuts a Shadow Priest's DPS by another 5%, with the reduction of VT returns on top of the Shadow Priest nerfs from TBC, we're left with nothing worth bringing as things stand right now.
On a lighter note. There is a Blue post on the Beta forums about giving Mind Flay a chance to crit. Because Mind Flay damage is a valuable part of my rotation and the spell damage coefficient is AMAZING. Wait, I just Flay while things are on Cool down. And the Coeff is 0.49 :-/ and I can only crit for a maximum of 150% of the normal damage. Oh well, it will make it into an exact copy of Arcane Missles and you always see Mages spamming Arcane Missles in raids! Right? I mean.... -_-
Yeah
Pzychotix Sep 2nd 2008 8:59PM
God forbid they balance things increasing your DPS scaling and decrease the insane number of overpowered raid buffs getting thrown around.
God forbid they wait for people to actually start experiencing level 80 raids to do DPS balancing.
God forbid shadow priests do minor DPS in a BETA.
popeguilty Sep 2nd 2008 11:05PM
We used to be able to talent for 10% spell hit, and that's down to 6%, so yes, this is a nerf.
john ford Sep 2nd 2008 6:46PM
Can we take a break from whining about the huge PvE nerf, to consider something else? Like PvP?
I'm not sure, but after having played about with the talent tree one thing sticks out at me: the tree is much less cluttered. Talent points spread out much more easily and there are no hard choices. The points we gain from the new Misery can go into Imp:SF or Imp:ST.
Another thing: that tops us off at 6% possible spell hit through talents, doesn't that pretty much reduce the possibility of anybody but a Warlock resisting our spells to zero? Might be useful for PvP.
th4tba5t4rd Sep 2nd 2008 6:59PM
PvErs are talking, take the PvP to the kiddie table.
PvP follows the PvE game. Shadow PvP has gotten some nice buffs from what Blizz has shown. Also, you seem to be missing the fact that planning on the 3% to hit from Misery means that you will be under the cap for anything that does not already have one of your DoTs on it. Which in turn lowers the chance of GETTING one of your DoTs on it.
Pzychotix Sep 2nd 2008 9:01PM
OH SNAP. 96% chance to hit on your dots is COMPLETELY TERRIBLE. What will you ever do if you miss the first DoT you put on a 5 minute raid boss?
WHAT WILL YOU DO?
Andrew Welch Sep 3rd 2008 4:05AM
Pzychotix what will YOU do if your tank's taunt ability is Resisted?
Or your mage's Polymorph spell is Resisted?
Or your warlock's fear/banish spell is Resisted?