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Re: Shaman builds, RR, etc.
Posted: Sun Oct 02, 2016 4:25 pm
by Ghostweed
@Aza shamy changes
Sorry Aza, but u have just killed a Shaman class! Cast time reductIon through class mechanic build up is a fundamental thing for shamy. It promotes thinking and planning, after the change u can just smash buttons as the mechanic build up doesnt mean anything. I STRONGLY DISAGREE with this change!
Good thing is a life tap change - i do not remember a single event when did i use it or when i spent points in da green tree. Aza u said that u want to make hybrids good and u made 2h wp a bit op in certain situations and Im ok with that. Do the same with Da Green tree which is rly bad and stick with that with all the respect.
Dont take away our class we love!
Re: Shaman builds, RR, etc.
Posted: Sun Oct 02, 2016 5:05 pm
by footpatrol2
I don't think a lot of people know that fury of da green/Energy of vaul does not spend mechnic points nor is it directional. This I believe is how it was originally. I don't know for sure thou. I'd like to see video proof that it wasn't though before it gets changed to what people assume it does.
Put your off-spec points into mork tree and you have a off healer that is decent at single target spike healing with fury of da green/energy of vaul. Ya its a little random but fury of da green/Energy of vaul is the largest spike heal you can provide for extremely small amount of AP and conducted on the move if you maintain your mechanic at 5. Since Fury of da green/Energy of Vaul isn't directional you can cast it while kiting/running away if you can maintain your mechanic points at 5. You can kite Really good like that with instant casts fury of da green/Energy of vaul every 5 sec and not burning your mechanic as long as you still focus your mork tree spells and only blow mechanic for killing blows.
Since I don't think a lot of people know this, they think da green/Vaul is bad. It is not really that bad. If you take a whisper wind group or chop fasta group with Energy of vaul/Fury of da green Those spells become spammable as long as you can keep Whisper winds up or chop fasta up and maintain your healing mechanic at 5. I believe this is the original design intent. Again racial synergy.
I think making fury of da green, I'll take that/ AM equivalent able to be cast while moving is a good thing. I think playing around with the vamp healing stuff as in increasing the percentage's could be a good way to make da green/vaul be more attractive. But being able to instant cast via mechanic is too important to the class and is fundamental to have it taken away.
I don't think the other changes would help the class that much.
Re: Shaman builds, RR, etc.
Posted: Sun Oct 02, 2016 5:09 pm
by bloodi
Let me get this straight, in those changes they are granting you an equivalent to the WP/Dok group heal via spending 1, one, uno, of your mechanic points and you are all saying this is a nerf.
Jesus christ guys.
Re: Shaman builds, RR, etc.
Posted: Sun Oct 02, 2016 7:10 pm
by Ghostweed
bloodi wrote:Let me get this straight, in those changes they are granting you an equivalent to the WP/Dok group heal via spending 1, one, uno, of your mechanic points and you are all saying this is a nerf.
Jesus christ guys.
Wot? Are u kiddin me or u never played Shaman?
Man shaman is a robe char. If u stand still u are dead.
This change buff only 1 skill, thats it! It buffs heal shamy and nerfs dps/hybrid. It is a rly bad change! It dumbs down the char and the gameplay! Nomore burst dps/heals, just generic spam aoe ****.
In serious fight u dont even have a time for tgat buffed 1s aoe heal. And where do i get those prefight build points??? At current state i can kite, dot/hot and then INSTA aoe heal (or BB with tough debuff) on the run. Mechanic which forces me to stand still is a nerf!
Re: Shaman builds, RR, etc.
Posted: Sun Oct 02, 2016 7:16 pm
by bloodi
You seriously need to read what Aza wrote, why the changes, what they are and how they are going to be implemented.
No kidding, if you took 2 minutes reading you would understand why you are just talking nonsense.
Re: Shaman builds, RR, etc.
Posted: Sun Oct 02, 2016 7:27 pm
by Ghostweed
I had actually read that several times - no point of arguing with u as u proved several times that u are stubborn as u keep offending ppl and not the argument. Also u never had shamy as a main.
Those changes are super bad, feel free to implement those and wait for the shitstorm.
Re: Shaman builds, RR, etc.
Posted: Sun Oct 02, 2016 7:40 pm
by bloodi
Ghostweed wrote:I had actually read that several times - no point of arguing with u as u proved several times that u are stubborn as u keep offending ppl and not the argument. Also u never had shamy as a main.
So you read it several times but somehow missed this:
Azarael wrote:This is not available for general use on live, and is currently assigned to a toggle command. If I were to make the changeset available for general testing / use, I would assign it to an item which would allow players to toggle.
It wont even affect you if you dont use the item and toogle it but the shaman class is now ruined.
Lmao.
Re: Shaman builds, RR, etc.
Posted: Mon Oct 03, 2016 6:14 am
by Nabaro
Azarael wrote:
For lifetap cast time abilities:
...
- Stat contribution is removed.
...
That's not cool. In the future this will become a problem. Can leave at least 15-25%?
Re: Shaman builds, RR, etc.
Posted: Tue Oct 04, 2016 3:28 pm
by Azarael
It is hilarious to see how some people in this topic have no idea what they are talking about.
I will leave it to the members of the community who have live-tested (on RoR itself) the new mechanic to tell you exactly how it handles.
And if you're wondering why I deliberately restricted it to certain members of the community? Some of the people I've seen posting in this topic. Subtle testing will continue to be the main method of experimentation for this reason.
Re: Shaman builds, RR, etc.
Posted: Tue Oct 04, 2016 3:31 pm
by bloodi
Azarael wrote:.....
Where is my special treatment aza.