tag:blogger.com,1999:blog-3232240169123589462.post5741753418740794412..comments2023-12-13T05:38:56.001-06:00Comments on Gray Matter: Raid Stacking in WotLKGraylohttp://www.blogger.com/profile/12928540421337175942noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-3232240169123589462.post-38372826815817292212008-08-29T14:28:00.000-05:002008-08-29T14:28:00.000-05:00First off, I completely agree that this affects DP...First off, I completely agree that this affects DPS much more then it affects tanks or healers. Sure different types of tanks or healers are more suited to some encounters over other, but ultimately their role is in such demand that they aren't going to lose a raid spot. This is not true for DPS.<BR/><BR/>I don't think this is necessarily bad for all hybrids either. Spriests and Paladins will still be mana batterys, which will still be highly desirable. Elemental shaman also have some nice abilities.<BR/><BR/>The problem really comes down to moonkin in particular. I will go into this more in my next post, but for must of our buffs, another class provides a better option.<BR/><BR/>Moonkin Aura: Elemental Oath is currently target based instead of an aura. Therefore you can't out range elemental oath.<BR/><BR/>Imp FF - It costs us a GCD to cast and does no damage. Misery will be put up by Spriests using their normal DPS rotation.<BR/><BR/>Earth and Moon - Some are saying that CoE provides more utility and dps due to the resistance reductions also included in the curse.<BR/><BR/>Insect Swarm - I don't know much about Scorpid Sting, but IS is a fairly minor buff as it is and most high end moonkin don't use it now.<BR/><BR/>Imp Moonkin Aura - Fairly equal to Swift Retrobution, if you are choosing between a ret pally and a moonkin for this aura which are you going to choose? I've already shown how the other moonkin buffs can be overcome and a Ret Pally is also a mana battery. I think it is easy to see which one is going to be choosen.<BR/><BR/>As I see it, right now we have only two unique abilities to bring to a raid.<BR/><BR/>1. Thorns - it is better in WotLK but not awesome.<BR/><BR/>2. Hurricane Slow affect - Will help keep a tank alive, but will probably be only situationally useful.<BR/><BR/>I'm not saying we Moonkin are doomed. A lot of things can, have, and will change. Look at Warlocks. This change is a HUGE nerf for them. A Nerfed improved Shadow Bolt. No more Shadow Weaving from Spriest. That is at least a 10% reduction in DPS for them.<BR/><BR/>With the little info we have right now, moonkin are not in a good spot. Even if they are improved, what fun will it be? Why be a moonkin when I can do many of the same things as another class.<BR/><BR/>It is a slippery slope that blizzard is getting itself into and I don't think they understand the consequences.Graylohttps://www.blogger.com/profile/12928540421337175942noreply@blogger.comtag:blogger.com,1999:blog-3232240169123589462.post-41164127150574216702008-08-29T13:14:00.000-05:002008-08-29T13:14:00.000-05:00The problem I see with this changes, is that pract...The problem I see with this changes, is that practically all classes bring good utility to raid, making hybrid classes less valuable, given that their utility is not unique anymore.<BR/><BR/>Given these changes, pure dps classes such as mages and warlocks, provide great utility, great dps and on top of that, have their own unique uses in raids, they have their own nice role, such as tanking in fights in Grull/SSC. Hunters have aggro management and kiting, things that are very important in fighths like Vash and Hyjal.<BR/><BR/>So, where does this leave hybrid dps classes now that their unique contributions to a raid are not unique anymore?<BR/><BR/>What can a moonkin, a shadow priest, or a retribution paladin can provide to a fight that only they can do? What are their niche roles?<BR/><BR/>I think its OK to try to balance class/spec utility and dps, but most importantly is to make significant improvements in the playstyle of each spec, making the game more fun and less monotonous; and in this area is where I think balance druids, shadow priests and retribution paladins are being left out. They should provide more than just static utility and dps.<BR/><BR/>I think these changes don't affect healers and tanks as much as dps, because each healer has its own unique healing style, and each tank has its own advantages, depending on the dynamics of each fight. However, hybrid dps classes are very affected by these changes.<BR/><BR/>For example, there should be more fights where a boss polymorphs its target, where a Moonkin Offtank could be useful.<BR/><BR/>As a Balance Druid, I'm worried with the current state of beta. Balance new abilities just increase dps, but don't improve the playstyle of the spec.<BR/><BR/>An example of improving the playstle is to change Typhoon to: "Summons a typhoon for 3 seconds, knocking back enemies who come near it 5 yards and causes damage to them. Party and raid members inside the typhoon area take 10% reduced damage.". This would make the spell useful for splash damage, and could also help a Paly in AoE tanking. It would also be a great defense against melee in PvP.Anonymousnoreply@blogger.com