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4-10-2009 @ 2:09AM
I think this "nerf" to mana regen is somewhat redundant. It doesn't solve the problem with giving classes ways to massively regen mana during combat. Annoying example? Divine Plea. 25% mana over 15 seconds (with a 1 minute cooldown), but cuts your healing (via healing spells) in half. Paladins have always been the "never run out of mana" healing class. Even better, this is a level 71 CLASS skill. What do shamans get? Mana Tide Totem, a 31pt resto talent that gives us back 24% (or 28% with glyph) mana every five minutes. It's crap like this that make me glad I don't have to heal anymore.@Xenoiaos:Are you just sitting there playing with yourself while HB is on cooldown? And no, my Oblit crits do more damage than HB does. Multiple mobs, sure. Single target? Playing Blood Strikes right, I can Oblit 2x and get a nice chunk of damage while you're still waiting for HB to get off cool.
4-10-2009 @ 2:42AM
I'm a Frost Tank/DPS so I'm constantly blowing the cooldowns on my runes. 90% of the time HB is only used when it proc's as it otherwise knocks my Rotation out of sequence. If the proc rate had been increased during the move to Obliterate I'd consider wasting the runes on. My Icy Touch does 100 less damage for half the rune requirement allowing me to use Plague Strike after it. While not putting out as much damage as IT, The combined damage from both outdoes Obliterate in both normal hits and crits. Sure there is the GC to consider but I'll glady wait (and already do) to pump out the extra damage. Of course then there is the 3.1 changes to consider and the 15% less damage from Imp. Icy Touch but unless the buff to Plague Strike is a trivial one at best I sincerely doubt that I'd end up doing less damage with the two combined then Obliterate.
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