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(Mythic) origins of balance

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Sulorie
Posts: 7460

Re: (Mythic) origins of balance

Post#21 » Tue Mar 01, 2016 1:25 pm

roadkillrobin wrote:
Sulorie wrote:No serious shaman would make a moral pump build, because their tactics are just supbar for this matter. Unless you think it is ok to waste 2 tactic slots for 300 moral every 10 sec.

That said, it is pretty obvious that Mythic had race synergies in mind, when you take a look at the Highelves or Dwarfs.
Frsrt off, Shamans only have 2 tactics for healing. The rest are pretty bad.
Then your missing some more racial synnergy here aswell. Chop Fasta + Ere We Go, You have 2 Shamans giving 300 morale every 5 sec. Pre Hot, Ere We Go, Grouheal, Ere We Go, Groupheal, Ere We Go Groupheal.
On a class with more useful tactics than tactic slots you waste 2 slots for moral gain!? It isn't even useful for most healers, as you have to spend 2+ gcd to actually get the moral by casting direct damage spells.
I already see 3-4 healing tactics on shaman with additional defensive/mobility tactics. Your shaman must be really gimped to squeeze those into the 2 remaining slots.
Dying is no option.

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roadkillrobin
Posts: 2773

Re: (Mythic) origins of balance

Post#22 » Tue Mar 01, 2016 1:50 pm

Goblins defensive tactic doesn't stack with the normal detaunt as far as i know. Making it pretty much obsolete. Run Away is garbage in large scale combat. Not done yet is only usefull if someone gets focused in small scale. Dicipline is not worth a tactic slot. So we got Extra Special Mushroom and Restorotive Burst left wich have synnergy with one and another. RVR is about the morale dumps. So why not spec for it? Ere we Go also have synnergy with Sticky Feetz wich is actually good in RVR unlike moast other Shaman abillties. Should also stack with Big Swing if im not mistaken. Also its not about the Shaman Morale its for dps and tanks getting to m3-4
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Nameless
Posts: 1397

Re: (Mythic) origins of balance

Post#23 » Tue Mar 01, 2016 2:07 pm

wazad behind you stack with st detaunt/aoe detaunt so it is kinda must have at orvr esp since you dont waste gcd to cast it. You list some tactics but forgot insta ress that is kinda important at wb scale fights. It is like signature tool that shamanies bring to that scale fights. Not done yet is a must esp when all the moral bombing that is available at t4.
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Gobtar
Posts: 799

Re: (Mythic) origins of balance

Post#24 » Tue Mar 01, 2016 3:09 pm

In WOH, each class had the a racial buff that would increase if more of the same race where in that party. I have had fun running flavorful groups in the past... a 6 goblin party was the most successful (4 SH, 2 Shamans). I have also seen dwarf parties work together with some success.
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roadkillrobin
Posts: 2773

Re: (Mythic) origins of balance

Post#25 » Tue Mar 01, 2016 3:25 pm

Insta ress in RoR is really bad, 50% stat reduction makes i redundant.
How does WDBY stack??? Is it up to 66%??? Coz if it is, it's not really worth it imo.
Not Done Yet is really bad coz if you need to use it then healers just do a bad job.
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Sulorie
Posts: 7460

Re: (Mythic) origins of balance

Post#26 » Tue Mar 01, 2016 4:55 pm

Because more healing is not required, as nobody is going to die for the whole fight. Makes sense man, makes sense.
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Nameless
Posts: 1397

Re: (Mythic) origins of balance

Post#27 » Tue Mar 01, 2016 5:31 pm

it is not about healing, when u take spike dmg that you cant mitigate /aka morals/ you can reach the sweet spot under 25% when 1 gheal could be the difference between life and death. So esp at orvr when the aoe dmg is not so concentrated aint done yet is pretty good /imo must use tactic at all time/

No idea how to comment your insta ress scenario when we speak about orvr wb scale fight? Leave ppl to release and run the whole way back to their wb?
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roadkillrobin
Posts: 2773

Re: (Mythic) origins of balance

Post#28 » Tue Mar 01, 2016 5:40 pm

When you play wb vs wb, you either all dies or noone dies....thats pretty much what happens 90% of the time. If a single person dies. it usually coz he overextended, was afk or got ST focused. You don't need insta ress to get him up.
The only tactic that gives Shaman more healing is Dicipline. And it's not very much. For small scale/gankin i wouldn't use the morale setup tho. GC/ESM/RB/RA is the best one for that.
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Marsares
Posts: 368

Re: (Mythic) origins of balance

Post#29 » Tue Mar 01, 2016 5:58 pm

Happy to join on my WL or deftard SM if you're ever going to do a high elf premade.
Karak-Norn /// Asildur - RR100 WL /// Marsares - RR95 AM /// Nirnaeth - RR64 SW

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footpatrol2
Posts: 1093

Re: (Mythic) origins of balance

Post#30 » Tue Mar 01, 2016 8:26 pm

So the racial groups are about redundancy. In a 6 man it is not as strong but once you get to 12 man they become very strong and in my opinion can compete. Maybe they can't compete against the 5% min/max grps out there. But they can compete with a lot even still in its current conditions since the game was based on this type of play.

In order to figure out balance I would build around 2 tanks 2 healers 1 Mdps 1 Rdps.

Super quick at a glance 12 man overview of greenskins.

12 man greenskins
4 Black orcs, 4 shamans, 2 squig herders, 2 choppas.
This gives you access to 4 sticky feetz, Potentially 2 AoE snares from Da Boss BO's and 2 Squig goo morale 2's from SH.

Thats a total of 8 AOE snares... 8 AoE snares... That is very powerful.

4 AoE snares which are on a 20 sec cooldown (sticky feetz), 2 of which are almost spammable coming from the BO's, and 2 of which are from the morale 2 ability of SH so 1 min cooldown. AND you have goblins with high movement tactics...

What are the damage types that greenskinz do? physical, Elemental, Corporal.
For physcial you have Wot armor? from BO, and What Blocka SH (armor debuff)
For corporal you have Waaagh corp resist debuff.
For elemental you have Sticky feetz, Scuse me.

Your getting a max toughness buff 100ft from savin me hide which is also providing a 20% magic dmg reduction from a BO thats da toughest 20 sec duration. This BO should be constantly using Savin me hide to keep up the 20% magic reduction damage up. Your getting a AoE Toughness debuff max if a shaman is full in Da Green.

You can cycle wit BO's Quit yar squibblin for a constant 10% parry/dodge or Walk it off for a constant toughness boost. If you want to blow your morales early on BO's and not do a morale push or not do a morale push early.
Your getting a Max AoE str debuff from Da' Boss with AoE snare. Max AoE str/intel/ballistics debuff from Da green Shaman.
If you don't want 2 Da boss BO or 2 Da toughest you can drop one for a BO da Brawler for max level stat steal which has 2 good stat steal appliers. 3 hit combo and da big un. IF two da brawlers are used your basically ensuring that all stats are lowered by max effect to anything that gets near them. But getting random individual buffs to the groups.
Getting a AoE weaponskill buff to your melee train with follow my lead with no choppin me lead tactic.
AoE armor buff to your melee train with we'z Bigger.
Damage and morale pumps with Ere we go.Can take Ere we go again tactic to really kick it up in offspec.
Potentially 4 instant rez's. Can tactic for instant rez that High elves can't.
Access to a dozen of AoE knockbacks which make AoE snares more powerful.
Ap Battery with Get em from BO which can be staggered for max effect.
If running 2 Stabbin SH you can cycle Bad gas for melee protection/offensive. (admittedly might not be woth it. But could be depending.)

The list goes on and on. I didn't even really get into the choppa's either.

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