You mean that you're leaving haste AS IS for prot, but removing GrandCrusader from proc'ing off of CS/HotR and changing that to dodge/parry? Or do you mean that you're removing Sanctity of Battle for prot, and giving us the above change as the "fix"? Your wording was a little ambiguous, and it makes a HUGE difference about the angry prot pally mob forming or not.
The tooltip for PW:S on the PTR was recently updated to show it shielding for 40% more than on live. However, the actual numbers for PW:S on the PTR do not reflect the 40% buff. Can you confirm if this is just a tooltip error or if there is an intended buff to PW:S in the pipeline?
Level 90 Hunter Talent - Powershot
Yes you have stated that you are trying to rebuild it, and I am positive that it will be great if you can get it to work properly, but there is no indication that it will be fixed by 5.2
Not 30% DR. I made the same mistake by reading it too fast. Read it again, and pay attention this time. It's a flat damage reduction (aka a number such as 3000, 2746, etc.) based on spell power, capped on a maximum 30% reduction. So if a hit would deal X damage, it deals X minus that number, but it cannot reduce the overall damage by more than 30%.
Level 90 Hunter Talent - Powershot
Yes you have stated that you are trying to rebuild it, and I am positive that it will be great if you can get it to work properly, but there is no indication that it will be fixed by 5.2
Until a time comes when I say "Sorry, we were not able to get it to work," then you can safely assume our plans have not changed.
Will the 'always hit' apply to moving targets as well or is it just for stationary targets?
Leeching poison not getting that change or just forgot to list it?
Will they still be getting reduced by Battle Fatigue, or are those conversions set to ignore it as well?
I feel like there's a huge disconnect here between the way we play and the way you guys play. The issue with this set bonus isn't the way the orbs are dropped, it's that extra energy is very rarely something we ever need.
Battle Fatigue is gone on the PTR, that's why a ton of feedback about some hybrids heals in the ptr are false. Just saying that this is a cause of some incorrect feedback, and make PVP on the ptr quite frustrating to test.
I don't care so much about Shattering throw (mostly a PVP thing), or Cleave (I don't mind if it's useless much much HS is for us), but Whirlwind, Sweeping Strikes, and Thunderclap all really need to be looked at.
GC currently (on live) Vampiric Touch don't return mana when hit shielded targets, is this intent?
Also, dispelling VT causes it to diminish return itself and Psychic Horror intended as well? I think it devaluate the dispel protection.
the Rogue Assassination ability Venomous Wounds does not currently proc off of absorptions effects;
Combined with removing the snare, it's a really stupid change that solves none of the issues it was meant to and creates others. It's worse than no change, it's active destruction.
No more embers on SB killing blows (and it only refunds 1 ember period for the very last SB you used if killed in 5 sec).
- if you get blanket silenced and a melee attacks you (rogue's garrote comes to mind), they don't get feared, and you still lose the blood horror buff. So I spend health and a cd for no effect at all.
- if a warrior spell reflects, he can successfully reflect blood horror back at the warlock.
If there are no enhancement buffs after this then they are truly biased.
Currently to maximize DPS Enhance is casting Lightning Bolt before reaching 5 stacks of Maelstorm quite often. This is cause Lightning Bolt does the same amount of damage regardless of how many stacks of Maelstrom you have. As a melee spec I find having to 'stutter step' in order to get casts off is really akward. I was thinking that if Maelstrom Weapon increased the potency of your spells with each stack kind of like how the Healing Storm glyph operates for healing then it would be more favorable to cast an instant spell at 5 stacks as opposed to hard casting prior to the 5th stack.
That said, HTT swings wildly in the other direction for Restoration due to both Purification and Mastery scaling.
Any thought on removing preparation all together and lowering the remaining rogue cooldowns. The recent cloak change makes gameplay feel smoother and I'm really digging it.
If both just do damage, whichever does more wins, which apparently will be Truth.
I'm fine with switching a seal to snare if I have to, but being forced to spend a talent point for the same mechanic handed to EVERY SINGLE MELEE with zero tradeoff besides maybe a GCD is really irritating.
Can you tell us when you'll start doing PvE adjustments?
Eye of Kilrogg glyph no longer allows you to place your Demonic Circle if the location is out of line-of-sight. Then to make matters worse, it places it at your current player location instead of giving a LoS error, thereby making it even more difficult to replace a soon to expire Demonic Circle that may appear to be in LoS, but actually isn't. Eye of Kilrogg can't even be used in RBGs, yet this was somehow necessary.
A very simple bug to fix that only requires the Meteor to check for the Glider buff or similar things before activating
Rapture now reduces the cost of Power Word: Shield by 25% and provides mana equal to 150% (was 200%) of the Priest's Spirit, but no longer benefits from Spirit provided by short-duration bonuses.
Really..... a Mana Nerf?????
Is there a reason why Subtlety's Slice and Dice can be refreshed with a weaker (aka shorter) version when Combat's can't (you get the 'more powerful spell active' error)?
Could you guys PLEASE look at Death Knights final tier talents as they are now they are absolutely USELESS in a raid situation Remorseless Winter is an AoE cc that obviously dosent work on a raid boss there immune then there's gorefiends grasp an AoE deathgrip obviously useless in a raid encounter as they are immune to its affects as well then there's Desecrated Ground? i forget the last ones name but boss loss of control mechanics can not be broken by any ability. PLEASE look them over and give one of them something useful to raid boss encounter i feel left out of all the cool level 90 talents.
I don't get the justice change either because at first GC didn't want to buff sustain because it meant buffing burst so now he plans to buff burst which will buff burst even more!?
Sweeping Strikes, Cleave, Thunderclap, Whirlwind, and Talented attacks. All vying for a place in AoE.
Look at it this way, you say that 90% or Locks are using sac and that's why it needs to be nerfed, but really the vast majority of those people are playing with Sac becasue they DON"T WANT TO USE A PET.
Do you consider this change to make progression PVE ret's reinstitute seal twisting as mandatory? Or is the debuff going to be mutually exclusive to Censure? Also, "melee attacks" in this case mean CS/HotR, Judgement, and white attacks only, correct? I guess I'm just concerned with how this plays into min/max PVE, esp considering the fact that seals are still on the GCD.
Also, is there still a passive damage component associated with SOJ, like the current 16% weapon damage as holy on Live? Or is this new Justice Debuff the only form of damage associate with the seal?
Can you share the proc rate for us? is judgment 100% chance to generate a proc?
Will I be able to prevent the application of Judgment stacks with AMS?
And do i need to state how rediculous this is for combat? its got to the point where the rogues in my guild thought about not popping ar and sb together for combat because of the rediculous nature of our energy situation and that inherently hurts our long term dps because sb wont benefit from the 2-3 cycles/finishers we use during the AR. I Hope all of what i have said makes some sense to you, im not whining here, im simply pointing out a fundemental issue with the 4 piece.
What exactly is the intention? Justice for pvp. Truth for pve? Truth for cds or something?
I believe he said it will last 15 seconds and stack exactly how Censure does now. If that is the case we should be able to swap between two targets in that 15 second time span. However, since the stacks will get consumed it will be more difficult to keep them up on more than one target.
Scorch was our only way to obtain at least some mobility before it became castable while moving (yes some of us actually PvP'd as fire before this change). Before that, and at least for me, my only option to chase somebody besides keeping living bomb up was spamming icelance and tbh, I never liked it.
Any chance shadow priest PvE damage and off-healing concerns will be addressed before 5.2 goes live? Part 1 of the thread is full of them. Part 2 just became PTR world of paladincraft.
Maybe make a separate paladin thread before having to close this one too?
Your data is full of PVE Ret paladins. PVP paladins use FoJ in arenas.
Can Hunters please see some adjustments on our end talents to make more than Glaive Toss worth taking for raids? Barrage is very limited and Powershot is useless and never taken in raids, doing less than half the DPS of Glaive Toss.
Recent datamining has shown Invocation being nerfed to reduce our natural mana regen by 100%, up from 50%.
A lot of Warlocks are wondering why our AOE spells are getting reduced so dramatically?
i assumed this was suppose to spread the snare from warbringer to other targets also
never actually seen it in any official patch notes.. was this an error on their part or is bugged currently on the ptr?
Soo, in short you just nerfed us ele shamans so we can swich targets easly?
Rogue 4 piece is COMPLETELY useless for combat. We already energy cap during Ad Rush, so giving us more energy during Shadow Blades does nothing, as de-coupling Ad Rush/Shadow Blades appears to be a DPS loss even with the 4 piece. I thought the goal was to boost combat single target damage in 5.2. Guess not.
Go back to the start, start with the principle of "Basic rotation is MS->OP->OP->X" and "Sometimes you will prioritize Slam over OP when you are running high on rage", and figure out how to make it work from there. As it is, always having OP always taking priority over all the other fillers leaves the rotation feeling too cramped and awkward, and takes all rage management out of the rotation, leaving us with no choices except hitting HS when we can't spend enough rage with the default rotation.
Do you not have the ability in-house to test this?
Here's the followup question then. Will this disable the AR glyph? That brings Combat to a .5s GCD with the glyph if they're stacked.
Could you possibly speak on this subject? It feels like the tier is designed exclusively for Holy, and that makes me sad.We've been searching for some hard numbers (key phrase there) on secondary stat values for Disc with the 5.2 changes, but so far we can't find much discussion out there beyond "Well, I guess we might want more crit so PoH will give DA again." If you know of any we might not have seen (another key phrase there), let us know.
This will make us mistweaver only use jab in combo with TP or we will loss so much mana.
I question why Rogues are getting 0.7 GCD consideration while Feral is stuck weaving 1.5sec GCD heals into their DPS rotation.
Why is the PPM different by spec considering that realPPM is supposed to give every class/spec roughly the same proc rate already?
Can you at least clarify how Rune of Re-Origination would work? Wording on the trinket is not very clear.
What's the rate for specs not mentioned in the list for the Capacitive Primal Diamond? Examples include Blood DKs, Prot Warriors/Paladins.
Why does the trinket note that it can stack if the RPPM isn't high enough to allow it to in the first place?
Can the Capacitive Primal Diamond cause a critical strike?
One concern from Mistweavers when dealing with Capacitive Primal Diamond is that the Conductive proc would affect Eminence.
Is this RealPPM calculated differently due to being on crit rather than being on hit? Does it account for a characters crit chance in the 1 RPPM or is it just a 1 RPPM that procs on a crit?
Tiger's Palm will restore 2% mana at all times. Is the possible use of Tiger's Palm to dump extra Chi (generated by Soothing Mists during down time, or Power Strikes, for example) in exchange for mana intended? Or are you planning to tie the mana regen mechanic to Muscle Memory to prevent this?
Could you clarify on what trinkets you're talking about specifically? To me "stacking agi trinket" would seem to be describing Renataki's Soul Charm yet the context of the statement seems to indicate you're talking about Talisman of Bloodlust / Primordius' Talisman of Rage / Gaze of the Twins.
For Disc priests, will Atonement count as 'helpful spell'? In cata this was the case for some trinkets early on, but not in DS.
Ghostcrawler, is it intended that abilities like denounce or roar of sacrifice prevent Lava burst from critting even though it clearly states "always deal a critical strike."?
Chaos bolt which has the always critical isn't affected by this. The nerf to lava burst damage means while these effects are up we do next to no damage with it even worse than lava burst not critting before.
Hopefully this is just an oversight.
Esentially, this makes it worth roughly ~half of a generic trinket of similar ilvl, because the proc isn't adding any itemization, unlike every other trinket in existence. If there were agility specs that had huge discrepancies in secondary stat weights (i.e. best stat is 3x+ the average value of the worst two stats) then maybe someone could find some use for it, but, as far as I know, community theorycrafting indicates that this is not the case.
Will the mastery provide a straight up boost to healing too or is it still a 20% buff to absorbs + x% per point of master and y% boost to your healing?
The lack of hunter acknowledgement in this patch is astounding
The reason Jab Jab Uplift ultimately came to be was because of it's reliability. Part of it was mana efficiency, but most of it comes down to it's the only on-gcd guaranteed chi generation.
Also please buff offensive penance to 40 yards with the glyph of holy fire. It's the only thing that is still 30.
With the buffs to penance and the increased focus on Atonement, are you at all worried about seeing guilds stacking Disc priests simply because of their dps?
It doesn't help much, either since it doesn't fix their scaling.
Testing has shown that our Single Target DPS is dropping on the ptr with your current changes, nerfing a middle of the pack to back of the bunch class seems like there must be a vendetta.
Holy gets it's much higher than .08 mastery when it doesn't crit always. We're doing slightly better than them on crits (and only slightly), but the crit % makes it not only really low, but very random and unreliable. Years of healers preferring haste over crit for reliability in healing should factor in here somewhere I'd think.
Also, does this make disc the first spec to have a dual mastery or have we seen this before?
The DA is 160k and the heal is 200k for a 360k heal. The DA is also only 160k so it's less likely to hit the max bubble size cap.
As someone mentioned before, because you've shifted such a huge portion of our crit heals into an absorb, we're now even more susceptible to dispels in PvP. Making DA undispellable is a pretty big hammer, so I understand that you're reluctant to do this, but there must be some middle ground.
Ghostcrawler, all this disc priest information... I love you. Please run away with me where we can live out our lives in peace together.
I appreciate the gesture, but i think this still has a problem. Chiefly that PI and Hero don't stack, both being haste buffs.
Blue please clarify if mastery will effect Spirit Shell.
Moving Sudden Death back to White swings might be the solution to fixing this problem, but even than it's looking optimal even during CS to use the two stacks of Overpower to reduce Mortal Strike's Cooldown.
When it feels too expensive though, switch to Jab Jab Tiger Palm or just swap to actual heals.
A bug that's been there since PI was put into the game? Wow...
I assume it is still going to be calculated as the expected value of the heal cast outside of SS including crits and any resulting aegis? In that sense it is indirectly affected by mastery as mastery buffs the base value of the heal as well as the aegis portion of the crit.
Could you explain why Balance Druid dots function differently with respect to Crit than every other class' dots? Currently Crit updates dynamically for Balance Druids whereas other classes get snapshot values.
When Smite healing mastery is useless…
While implementing support for this, I was wondering about a few things:
- Does the damage from this scale with SV mastery? (Assuming yes)
- Do pet attacks proc it? (Assuming no)
- Do dot based abilities proc it on initial application? Do they proc it on ticks? (Assuming yes and no based on the wording, but this is of particular interest to SV with explosive shot and BA)
- Can the lightning strike proc wild quiver?
Does Slice and Dice count as haste for the real PPM system?
Is that a 10% proc chance on just mastery (retaining the 20% we previously had on swing) or 10% on swing and 10% on mastery?
Did I miss a 50% atonement healing nerf somewhere?