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Shaman Discussion, more

Discuss Black Orc, Squig Herder, Choppa, and Shaman.
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Sulorie
Posts: 7461

Re: Shaman Discussion, more

Post#141 » Wed Feb 17, 2016 5:34 pm

Or make those casts based on intel, strength or willpower, whatever is higher. Same goes for all CC skills.
A problem all healspec healers face, while rp/zeal mitigate the problem with their toggle buff.
Dying is no option.

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Gobtar
Posts: 799

Re: Shaman Discussion, more

Post#142 » Wed Feb 17, 2016 5:37 pm

Sulorie wrote:Or make those casts based on intel, strength or willpower, whatever is higher. Same goes for all CC skills.
A problem all healspec healers face, while rp/zeal mitigate the problem with their toggle buff.
Changing the mechanic to mitgate the Multi Attribute Dependancy might help as well.
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Qwack
Posts: 165

Re: Shaman Discussion, more

Post#143 » Wed Feb 17, 2016 5:40 pm

Penril wrote:
Gobtar wrote: This is all theoryhammer at this point, but point of the matter is that you need to make concessions for Shaman/AMs/Zealots where you dont have to as much for RPs/WPs/DoKs.
Does that mean that Shaman/AM/Zealot are bad? Or does that mean that WP/Dok backline healing needs to be toned down?

That is probably the first question we need to answer.

This is definitely a Top-Down design question that needs to be addressed. In considering the overall health of the game, its very important that the population of healers do not decline after balances are released. I do not play WP/DoK so I have no bias for them, but I think its important to NOT nerf them. It would better for the entire game to buff Cloth healers rather than lower WP/DoKs and potentially increase the healer population rather than alienate the present armored healers.

From a coding point of view it would be much easier to buff Cloth healers rather than nerf WP/DoKs AND raise Cloth healers AND try to balance it all. Being a very long time coder myself (even working on gaming projects in the late 80's, can you say old fart?) I am very keen on keeping any coding efforts to a minimum while getting the most out of few changes.
Destro: [Agony] Qwack Shammy 80+, Krakkenn Chosen 79 and Mincer Choppa 70+
Order: [Kill Team] Krakken Knight 80+

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Shadowgurke
Posts: 618

Re: Shaman Discussion, more

Post#144 » Wed Feb 17, 2016 5:48 pm

Qwack wrote:
The quickest fix would be to reduce its cost. I could see 20-25 AP being reasonable. Changing the nature of what can defend it might involve more coding.
iirc changing AP cost is not possible so far.
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Qwack
Posts: 165

Re: Shaman Discussion, more

Post#145 » Wed Feb 17, 2016 6:10 pm

Shadowgurke wrote:
Qwack wrote:
The quickest fix would be to reduce its cost. I could see 20-25 AP being reasonable. Changing the nature of what can defend it might involve more coding.
iirc changing AP cost is not possible so far.
Interesting and surprising. Without reviewing the source code I can only go on how a typical programming structure would look like. One would typically find Formats and hard values assigned to a global variable in a callable library. That global variable would then be used throughout the environment for equations, labels and such. But hey, who would suspect Mythic of coding something efficiently? I am speaking in terms of total scratch coding and not just manipulating an engine.
Destro: [Agony] Qwack Shammy 80+, Krakkenn Chosen 79 and Mincer Choppa 70+
Order: [Kill Team] Krakken Knight 80+

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TenTonHammer
Posts: 3806

Re: Shaman Discussion, more

Post#146 » Wed Feb 17, 2016 6:36 pm

One way to pseudo give it a smaller ap cost is that it immediatly gives back some ap (not drained from offensive target) so that the over all cost of cast is smaller followed by the amount drained from target

A potential work around fix till the client can be modified ?
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Sigimund
Posts: 658

Re: Shaman Discussion, more

Post#147 » Wed Feb 17, 2016 6:43 pm

That would be a good solution. Or first tick at 0 seconds, whichever is more workable for the devs.

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Kurama
Posts: 154

Re: Shaman Discussion, more

Post#148 » Wed Feb 17, 2016 8:51 pm

Gobtar wrote:you need to make concessions for Shaman/AMs/Zealots where you dont have to as much for RPs/WPs/DoKs.
Why are RPs better than zealots?
DOK 8x
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WP 8x
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magter3001
Posts: 1284

Re: Shaman Discussion, more

Post#149 » Wed Feb 17, 2016 9:10 pm

Kurama wrote:
Gobtar wrote:you need to make concessions for Shaman/AMs/Zealots where you dont have to as much for RPs/WPs/DoKs.
Why are RPs better than zealots?
Due to Slayers being the meta game and zealots not being able to cleanse anything of theirs while Runies can cleanse ailments which are meta for many destro classes. ;)
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Gobtar
Posts: 799

Re: Shaman Discussion, more

Post#150 » Wed Feb 17, 2016 9:15 pm

Kurama wrote:
Gobtar wrote:you need to make concessions for Shaman/AMs/Zealots where you dont have to as much for RPs/WPs/DoKs.
Why are RPs better than zealots?
They are more survivable; they can cleanse more relevant debuffs (Marauders, SHs, BWs, WEs, Choppas) While the Zealot cannot cleanse their mirrors. SWs, WLs, Slayers, and WHs have extremely potent 'ailements' making the Zealot Dok combo much more stressful than the WP+RP synergy.

-Notably spammable heal debuff (SW), armour debuff (WL), Shattered Limbs + ID (Slayer), Double Heal-debuff + BAL (WH). The Runepriest only has to worry about BGs, which they can kite alot easier than the above DPS.

Also BGs are widely considered the worst Destro tank, and thus not as common, much of the ime in order to apply the heal-debuff the BG has to overextend to apply the heal debuff.

Rune Priests have access to a racial armour tactic that adds to their durability.

Rune Priests benefit from their AP "Ritual" while zealots do not, meaning a RP with Restroative Burst and AP Master Rune can actually gain AP from spamming flash heal.
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