Apr 9th 2010 4:02AM Well, if Blizzard were to keep Combat Potency in the Combat tree and Focused Attacks in Assassination as "ways to get more energy" then...
- Assassination would want more crits for the extra 2 energy per crit
- Combat would want more melee haste so their offhand hits more quickly for more chances at 15 energy
I'm not sure it's soon enough to say whether the bonuses are ideal or not, as we have to see the talents that go along with them in order to grasp what might be out of place.
Feb 6th 2010 6:47PM Clearcasting is because it'll proc off of Fire Nova AND effect the mana cost of Fire Nova, so overall it provides more mana (through spell cost reductions) than another point in Stormstrike.
The only thing I would alter is adding that the "rotation" section is really referring to an ability priority system, making sure to inform the audience that those abilities are listed in order of importance, and you shouldn't push Stormstrike if a 5xMaelstrom is available, or so on. Leaving that out could potentially hurt a starting Enhancement Shaman when they realize you lose damage if you try to play it as a "rotation".
Perhaps adding in an "ES if SS is up" comparison would be good for a more advanced play posting, because many Shaman's Stormstrike-affected Earth Shock will hit harder than a 1/1 hit/crit Stormstrike, especially since most will be working toward t9 4pc set, or will have it already.
Overall, not a bad starting place for a new Enhancement, but some clarification in parts would be wonderful.
Aug 10th 2008 4:11PM A Paladin cannot do that, there are not enough abilities in a Paladin's arsenal to kill five players in 12 seconds. (If each spell could one-shot a player, then it is possible. However, the abilities cannot)
That statement is over-exaggerated and almost farcical.
Aug 10th 2008 8:35AM Er, when I say "refreshed the seal" I mean "refreshed the debuff".
Also, a 7 second swing time in Divine Shield is based on a 3.5 weapon speed, which should be pretty average.
Aug 10th 2008 8:28AM I think one of the most important things you said in the post is:
"nobody really has resilience"
It is true that Retribution's burst damage was way too high when Art of War allowed for those giant judgement of command crits. This was changed.
Judgement of Justice was also bugged, where it'd do damage whenever you refreshed the seal. As far as I know, that has been changed as well.
In the "overpowered" story, that seems incredibly unlikely even given how Ret's damage is at the moment, and is probably rather over-stated.
Bubbling like that will increase the swing timer by 100%, so you'll only swing once every 7 seconds, Judgement is on an 8 second timer, Crusader Strike is 6 seconds, and Divine Storm on a 10.
Assuming full-health enemies, you aren't going to kill them all in the space of a bubble, there aren't enough abilities to do that within 12 seconds, (unless each ability can one-shot another player) let alone in the time it takes a Priest to Mass Dispel the bubble.
Last expansion, people were grumbling about Ret's damage being too much versus level 60 players, and it probably was, considering no resilience.
I'd like to see how it ends up at 80, in actual PvP gear.
Maybe it won't be as "OP" then. Nyeh?
Aug 7th 2008 8:21AM So far, I've not missed a five-player instance at the appropriate level yet, except on my alts.
Though I haven't cleared Dire Maul North any way *but* a tribute run...
Jul 18th 2008 3:44AM With current PvP gear and the new Improved Hammer of Justice, you're looking at a 20 second cooldown on Hammer of Justice.
Now I know that's no spell interrupt, but I have to say that's pretty big.
Jun 29th 2008 8:26PM I didn't catch the slime part the first read-through, but you don't *have* to position yourself on the opposite side of it as your prey.
I would imagine there'd be a clue to that as well, maybe a gurgling sound.
If there isn't one, then there ought to be one in place.
Jun 29th 2008 7:50PM I highly doubt that any team that just pew-pews and heals without thought of their position and whether a pillar will pop in front of their line of sight could really be considered the "better" team.
Now at the outset of the new arena maps, I'm sure there will be a learning curve (just like trying to figure out how to play arenas in general) and that may continue to pose an obstacle to those unwilling to try and adapt; akin to the people that acted like NPCs when confronted with pillars in the current arena maps.
I also feel saying "random" is not the right word at all, the pillars in the Orgrimmar arena will have spinning wheels to alert players when they go up (a blindness/alertness check), and adding a lot of line of sight in Dalaran will just make people have to think before and while they're shooting maybe? Hardly random.
Short version: Might be new at first, take responsibility and learn to take advantage of the new dynamics.
Jun 25th 2008 4:12PM Why is it that people *still* have it in their heads that you convert a character at level 55 into a Death Knight?
You just have to level one character to level 55 and then you get the option to create a *new* Death Knight character on your account.
It's creating a completely new character, not converting, not anything but making a new and separate level 55 Death Knight character.
The Death Knight can be made on any other realm you wish, the only restriction is if you have Alliance on a PvP server, you can't make a Horde Death Knight on that server or vice versa (same restriction as is currently in place for creating a new character on PvP realms).
For emphasis - Your Death Knight is a NEW CHARACTER.