Specialpatrol wrote:I'm amazed at how a patch, that's mostly about significant changes to AM/Shammie mechanics, gets flooded with (mostly) Marauder-tears. That root is very strong - and is more or less an "I win" mechanic, when used by melee trains.
And the change has now also been rolled back, so no need to cry anymore.
A topic will be made in the balance forum. I look forward to hearing how those roots were not OP.
Specialpatrol wrote:Concerning the more significant class changes, I would like to have clarified exactly what these entail:
"+ The effects of an ability on other players will use a bonus stat contribution which is derived from a factor of your total bonus stats from items, if this is higher than the ability's normal scaling stat.
~ Reduced stat contribution works as normal."
- Does this mean that an ability scale off whatever stat you have the highest number in? And no matter if it's a dps or a healing ability?
It scales with a factor of the item stat bonus you have to the 8 core stats if that value is higher than your Intelligence or Willpower bonus and if the spell consumes a mechanic point.
Specialpatrol wrote:"+ The effects of an ability on other players will use your Career Rank instead of your Mastery Level."
- What's the reasoning behind this change? Will it not simply make all AMs/Shammies on par, ability-wise, no matter what and how they spec?
No. You have a native spec, which is the one that you are proficient in without having to use the mechanic, and which you can ignore the mechanic to play, just as before. Only spells which consume mechanic points become empowered. This is the mechanic's primary reward - allowing you to cast spells of other masteries with power if and only if you are able to expend mechanic points on them, allowing for things like healers dumping burst or alternating damage / heal or lifesteal/heal for higher efficiency compared to casting without points.
Specialpatrol wrote:And finally, why was stat contribution removed from lifetaps? And will that effectively make them hit and heal like a wet noodle? Wouldn't it correspond to removing str contribution from WP/DoK lifetap, as well as from, say, Choppas and Slayers?
This was done to normalize them. Any mechanic gaining stat contribution is affected by Toughness, and with a 350% modifier to heal, this would result in lifetaps whose value varied too wildly.
The base damage on I'll Take That! and Balance Essence at rank 40 is 299, which we will say is 300, leading to a maximum potential heal of 1050 assuming no damage reduction effects and zero of the relevant resist.
Please bear in mind that the changes listed above, bonuses and reductions, apply
only to spells when they consume a mechanic point. I'TT! and Balance Essence, when cast without consuming mechanic points, are the same as they were in Age of Reckoning - static 2s cast with stat contribution pulling 150% of damage dealt as heal.