Someone obviously didnt bother to properly read the changes. And to let you know - FunnelEssence isnt much worth at all currently, as there are way better ways to keep solo targets alive.Snapsen wrote: At least the AM get 50% ap cost reduction, basicly everytime they cast a groupheal - shaman don't so again they will go dry in no time.
Then the all mighty funnel essence, which makes the AM super strong in terms of healing compared to a shaman.
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New Shammy Changes
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- noisestorm
- Posts: 1727
Re: New Shammy Changes
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Re: New Shammy Changes
Yes, you can play shaman without spamming HoTs, in fact you have to do it against a KotBS who slots a triple shatter tactic, because using HoTs in that case makes you heal less and makes them deal more damage. Everyone who has played more than 1 scenario as a shaman against a KotBS with triple shatter knows that or is incapable of learning from experience. Every order group is running a KotBS. What does shaman offer over other healers when his HoTs are gone? The answer when you sum it up is never enough to justify a shaman in a 6 man over either a healing zealot or a DoK. So yes you can play differently, but you may as well just play a different class, that brings more when you play in that different way.
Anyways hopefully as Aza stated his intention that stuff is getting removed next patch so we don't have to talk about it anymore.
Before I move on to try and give feedback on the mechanic changes there is one more thing that bothers me about Shaman/AM - Shrug it Off/Magical Infusion. I bet it has been taken apart how it works differently here than on live. I would just like to say that in it's current implementation it has gone down from a premium burst healing skill to a skill that is barely worth a mastery point. Due to server lag, whatever else targets just die before it even goes of even if it's used the correct way as the target moves from above the 20% threshold to below it. So it becomes an unreliable 55 AP sink (that can ge shattered). If that skill could be changed/coded differently to be more reliable/simple it would go a long way to making Shamans/AMs more viable. Basically DoK/WP right now provide the bigger chunk of group healing and hots. The secondary healers role is to provide burst healing. Right now the Shaman/AM are a massive fail at that part of their secondary role compared to Zealot/RP.
Anyways hopefully as Aza stated his intention that stuff is getting removed next patch so we don't have to talk about it anymore.
Before I move on to try and give feedback on the mechanic changes there is one more thing that bothers me about Shaman/AM - Shrug it Off/Magical Infusion. I bet it has been taken apart how it works differently here than on live. I would just like to say that in it's current implementation it has gone down from a premium burst healing skill to a skill that is barely worth a mastery point. Due to server lag, whatever else targets just die before it even goes of even if it's used the correct way as the target moves from above the 20% threshold to below it. So it becomes an unreliable 55 AP sink (that can ge shattered). If that skill could be changed/coded differently to be more reliable/simple it would go a long way to making Shamans/AMs more viable. Basically DoK/WP right now provide the bigger chunk of group healing and hots. The secondary healers role is to provide burst healing. Right now the Shaman/AM are a massive fail at that part of their secondary role compared to Zealot/RP.
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Re: New Shammy Changes
I do want to say that I recognize considerable thought and effort went into making these changes and I appreciate everyone's effort in trying to improve this undervalued class.
Regarding ITT: (1) Perhaps the damage can be restored to normal while giving a 250% bonus for all OR (2) increase the damage to 125% and leave life tap at 150% for all. This does make 1v1 Shammy fights tougher (but there are so few DPS Shammies in the game, this just isn't going to have any effect in high Tiers for Keeps, BOs or SCs), yet it allows for the ITT ability to have some front line usage. The extraordinary mitigation of resists, toughness, detaunt, guard, block and bubbles heavily hampers ITT front line usage so I favor option (2). However, it is still not a reliable way to heal someone if they are in distress and this bonus only works IF the Waaagh is built for it, so its not exactly spammable and continuous. It requires interrupting a flow to build Waaagh again. The new changes look great on paper, but the defensive mechanics of the game still override ITT and leave it questionable for healing.
The loss of an insta Group Heal is huge and something has to make up for it. We need to remember that Insta means "on the run" too, so all abilities that could formerly be made "Insta" due to Waaagh build up are gone now. That’s quite a blow across the board for both damage and heals. I don't have a solution yet that fits this test/experiment.
Regarding ITT: (1) Perhaps the damage can be restored to normal while giving a 250% bonus for all OR (2) increase the damage to 125% and leave life tap at 150% for all. This does make 1v1 Shammy fights tougher (but there are so few DPS Shammies in the game, this just isn't going to have any effect in high Tiers for Keeps, BOs or SCs), yet it allows for the ITT ability to have some front line usage. The extraordinary mitigation of resists, toughness, detaunt, guard, block and bubbles heavily hampers ITT front line usage so I favor option (2). However, it is still not a reliable way to heal someone if they are in distress and this bonus only works IF the Waaagh is built for it, so its not exactly spammable and continuous. It requires interrupting a flow to build Waaagh again. The new changes look great on paper, but the defensive mechanics of the game still override ITT and leave it questionable for healing.
The loss of an insta Group Heal is huge and something has to make up for it. We need to remember that Insta means "on the run" too, so all abilities that could formerly be made "Insta" due to Waaagh build up are gone now. That’s quite a blow across the board for both damage and heals. I don't have a solution yet that fits this test/experiment.
Destro: [Agony] Qwack Shammy 80+, Krakkenn Chosen 79 and Mincer Choppa 70+
Order: [Kill Team] Krakken Knight 80+
Order: [Kill Team] Krakken Knight 80+
Re: New Shammy Changes
We need more time for testing, please be enough whining. So I have mixed feelings, I can now assists little damage. But I did not heal better. Still have ap problem. Still can't burst heal if I have heal points. I can not reset them quickly, so it would be nice to have a skill which changes the points positions(Gork in Mork or re), with some CD.
Re: New Shammy Changes
From a full heal shaman perspective:
I tried to incorporate I'll Take That into my heal rotation between each healing spell. The mechanic bonuses gained either way didn't compensate for how bad I'll Take That is on a heal shaman compared to if I was healing only.
Bleed fer Me is still decent even when healing only and the extra mechanic point gained from casting it is now better, but it still suffers from a high disrupt rate due to low int on a heal shaman.
Often I'd get stuck with too many Gork (heal) 'Waaagh' points that I couldn't get rid of because I'll Take That wasn't effective enough to keep people healed by using it several times in a row.
Overall if I had to go into a competitive 6v6 on my Shaman speced fully heal right now with either the old or the new mechanic, I would take the old one.
I tried to incorporate I'll Take That into my heal rotation between each healing spell. The mechanic bonuses gained either way didn't compensate for how bad I'll Take That is on a heal shaman compared to if I was healing only.
Bleed fer Me is still decent even when healing only and the extra mechanic point gained from casting it is now better, but it still suffers from a high disrupt rate due to low int on a heal shaman.
Often I'd get stuck with too many Gork (heal) 'Waaagh' points that I couldn't get rid of because I'll Take That wasn't effective enough to keep people healed by using it several times in a row.
Overall if I had to go into a competitive 6v6 on my Shaman speced fully heal right now with either the old or the new mechanic, I would take the old one.
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Re: New Shammy Changes
As someone who Loves Duelz, **** the 1v1 crowd. We already make arbitrary rules to lvl the playing field for it, and every single solo roamer is a ganker at heart, so meh.
From my Guild AMs, they agree with the OP a bit. It helps the dps a bit, but the inability to drop your full stack can be irritating. And healers agree that it very rarely helps them in any meaningful way. But it can be fun as ****!
From my Guild AMs, they agree with the OP a bit. It helps the dps a bit, but the inability to drop your full stack can be irritating. And healers agree that it very rarely helps them in any meaningful way. But it can be fun as ****!
Re: New Shammy Changes
I'd much rather see a cast on the move group heal for this class than any of this to compensate for slowest group heals + lack of group aoe hot + cloth
Same ol problem when you kite party dies
Same ol problem when you kite party dies
A reasonable RvR system that could make the majority happy http://imgur.com/HL6cgl7
Re: New Shammy Changes
heal aoe on the move is rather broken if you can do it all the times.
you can do that with 5 pt but you need 5 offensive skill, still if it takes more than 2 sec then your are alredy heal less than what you suppose to do. Also ap consume it's crazy.
engi/magus changes are alredy improve their performance these shammy/am changes are changing the core of the meccanic and it fell more as an alternative rather than a fix to the meccanic, still the loss of cast time reduction it's too big. But can't have one with out the full cleanse of points when an opposite skill it's used. otherwise you would just ista spam on the move aoe heals with a 25% bonus .
you can do that with 5 pt but you need 5 offensive skill, still if it takes more than 2 sec then your are alredy heal less than what you suppose to do. Also ap consume it's crazy.
engi/magus changes are alredy improve their performance these shammy/am changes are changing the core of the meccanic and it fell more as an alternative rather than a fix to the meccanic, still the loss of cast time reduction it's too big. But can't have one with out the full cleanse of points when an opposite skill it's used. otherwise you would just ista spam on the move aoe heals with a 25% bonus .

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Re: New Shammy Changes
Ive said it before and I going to say it again:
Any change that force shamy into static caster is baddue to the cloth armor and close to none CC. No insta cast = death and no lifetaf aint going to save it.
Yes, u can push out more dps for even less survivability. Yes u can gheal more if u stand still. But u cannot moral pump through insta Da big Waagh anymore, u cannot insta cast BB fused with Hurst it dont it and switch the tide on the run, u canot insts res w/o tactic anymore, no insta gheal/big heal ,u cannot switch mork/gork on the fly. = less planning, more gheal spamming..i say its nerf :-/
Any change that force shamy into static caster is baddue to the cloth armor and close to none CC. No insta cast = death and no lifetaf aint going to save it.
Yes, u can push out more dps for even less survivability. Yes u can gheal more if u stand still. But u cannot moral pump through insta Da big Waagh anymore, u cannot insta cast BB fused with Hurst it dont it and switch the tide on the run, u canot insts res w/o tactic anymore, no insta gheal/big heal ,u cannot switch mork/gork on the fly. = less planning, more gheal spamming..i say its nerf :-/
Gorrgfang da Shaman & Gokrok da Black Orc
Re: New Shammy Changes
What the man above said. Its a nerf that greatly changes the way this class is moving around.Ghostweed wrote:Ive said it before and I going to say it again:
Any change that force shamy into static caster is baddue to the cloth armor and close to none CC. No insta cast = death and no lifetaf aint going to save it.
Yes, u can push out more dps for even less survivability. Yes u can gheal more if u stand still. But u cannot moral pump through insta Da big Waagh anymore, u cannot insta cast BB fused with Hurst it dont it and switch the tide on the run, u canot insts res w/o tactic anymore, no insta gheal/big heal ,u cannot switch mork/gork on the fly. = less planning, more gheal spamming..i say its nerf :-/
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