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New Shammy Changes

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Jaycub
Posts: 3130

Re: New Shammy Changes

Post#101 » Sat Oct 22, 2016 6:00 pm

>mechanic now only grants them move cast and cast time reduction?

I'm not sure I fully understand how it works now tbh, with mechanic I hit someone with BE for 195 damage and healed someone else for 1039. Without mechanic on the same offensive and defensive target I hit him for 325, and healed for 487.

http://www.mediafire.com/view/untnl1b2s ... -56-52.png


In order of patch notes
Spoiler:
1.
Bonuses for lifetap build up cast abilities:
+ These abilities can be cast while moving.
+ These abilities have a 20% reduced chance to be defended.
+ The healing value of I'll Take That! and Balance Essence is 350% of the damage dealt.

2.
Penalty for self lifetaps removed.
Empowered Balance Essence and I'll Take That now heal for 175% of their base damage (total of 525 at rank 40) plus 150% of damage actually dealt, instead of 350% of damage actually dealt.

3.
The tactics "Expanded Control" and "Waaagh! Frenzy" will now additionally cause Balance Essence and I'll Take That! to heal 2 additional targets within 20ft of the first target for 75% of the pre-overheal value of the heal.

4.
I'll Take That! and Balance Essence will now heal for 250% of their base damage instead of 175% (plus the existing 150% of the damage that was dealt.)
So you are removing 175% of base damage heal component when it's empowered?
Last edited by Jaycub on Sat Oct 22, 2016 6:08 pm, edited 1 time in total.
<Lords of the Locker Room> <Old School>

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Azarael
Posts: 5332

Re: New Shammy Changes

Post#102 » Sat Oct 22, 2016 6:08 pm

Sigimund wrote:Is the intent for there to be a third playstyle which is primarily Vaul/Green and where the lifetap is always the better choice of heal in any situation where leech targets are available? Or is the intention that there are two playstyles and lifetaps supplement them?

I'm not lobbying for anything with this post but I am curious.
First. I view combinations as Mork/Green (as close to classic as it gets), Green/Mork, Gork/Mork (puddle) and Gork/Green.
Jaycub wrote:>mechanic now only grants them move cast and cast time reduction?

I'm not sure I fully understand how it works now tbh, with mechanic I hit someone with BE for 195 damage and healed someone else for 1039. Without mechanic on the same offensive and defensive target I hit him for 325, and healed for 487.
Next update. I forgot to add that the mechanic will still level up the ability and transfer stats, so a DPS Shaman casting I'TT! off no mechanic with no points in Green and no Willpower won't do that much with it.

Regarding your edit, I'll be explicit.

The following adjustments from the empowered version of I'TT and BE will always be present regardless of mechanic points:

- 20% strikethrough
- Healing for x% of the base damage and y% of the damage dealt
- Cannot critically hit
- Does not scale with Intelligence

The following new adjustments will be present regardless of mechanic points:

- Heal component scales with Willpower
- Can critically heal
- Can proc heal procs
- Affected by heal modifiers

The following bonuses will remain linked to the mechanic:

- Move-cast
- Reduced cast time
- Leveling up to your Career Rank if the ability's level is below it
- Using your item stat bonus, if higher than your Intelligence or WIllpower
Last edited by Azarael on Sat Oct 22, 2016 6:11 pm, edited 1 time in total.

bloodi
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Posts: 1725

Re: New Shammy Changes

Post#103 » Sat Oct 22, 2016 6:15 pm

Jaycub wrote:>mechanic now only grants them move cast and cast time reduction?

I'm not sure I fully understand how it works now tbh?
Now for it to have increased healing values, you need to have isha/gork points.

When the new changes come in, they will always have the increased healing value but will lose the ability to not be healdebuffed, when they are benefitting from isha/mork they will also be able to be casted while on the move.

At least thats whay i got from it. Also keep in mind that right now Energy of vaul/Fury of da green are able to keep up things like BW/sorc through focus and healdebuffs as long as there is a guard on them, he goes from nothing to 100% in a single cast and for the 5 secs its on cd you can use empowered heals to do the job.

Edit: Aaaand i was wrong.
Last edited by bloodi on Sat Oct 22, 2016 6:17 pm, edited 2 times in total.

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Jaycub
Posts: 3130

Re: New Shammy Changes

Post#104 » Sat Oct 22, 2016 6:16 pm

It also might help a lot with experimental changes, specifically drastic ones like AM/Shaman if you include a build and general playstyle suggestions to help players know exactly what you want to be tested in a feedback thread of sorts.

Should help you get much more/better feedback as well. And will allow you to get focused feedback on specific changes like the expanded contol/waaaagh frenzy AoE changes. Could ask for instance people to run a heal build but work this tactic into their spec and see how well it works as a healing alternative.

Otherwise I think a lot of people will carry on mostly with the build(s) they were running before and might miss the whole point of changes.
<Lords of the Locker Room> <Old School>

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Azarael
Posts: 5332

Re: New Shammy Changes

Post#105 » Sat Oct 22, 2016 6:22 pm

Well, I don't think there's much room for variation as the changes currently go. To get the best out of the changes in the next patch, I feel the spec should be 13 lifetap (with EoV/FodG) with AoE tactic for ST lifetaps and Resto Burst, to take advantage of critical heals coming off the AoE lifetaps. Beyond that, it's up to you. I regard Funnel Essence as a dead slot on AM because at this point a single BE will outdo its entire heal and am nervous about the potential for giving everything on one spec by moving the AoE lifetap to 9 pts so that DSU can be taken in combination with it on Shaman. I won't even go into Magical Infusion and Shrug It Off.

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Jaycub
Posts: 3130

Re: New Shammy Changes

Post#106 » Sat Oct 22, 2016 6:26 pm

Moving the lifetap to 9pts would be the biggest buff since the mechanic change, and might be the thing that could bring AM/Shaman to the forefront.

Honestly I would just do it on the grounds it would be more widely tested by everyone as speccing for it becomes easier, if it by some miracle turns out to be totally broken it can be tweaked or changed back to 13 points. At least it will be more thoroughly tested this way.
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Azarael
Posts: 5332

Re: New Shammy Changes

Post#107 » Sat Oct 22, 2016 6:27 pm

If that should still be worth testing after the changes in the next patch (which may go both ways), then we need to decide where the silence is going to go.

Also, for convenience reasons (as it's a mastery placement change), any move must affect classic AM/Shaman as well.

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Jaycub
Posts: 3130

Re: New Shammy Changes

Post#108 » Sat Oct 22, 2016 6:30 pm

I liked the idea of making the toughness debuffs 13 point abilities and absorbing the cone AoE debuffs as core abilities :^)
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bloodi
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Re: New Shammy Changes

Post#109 » Sat Oct 22, 2016 6:32 pm

The only reason to go up Isha/mork is the Gtaoe snare at the moment, problem is while Am can easily run this http://waronlinebuilder.org/#career=am; ... 8:;0:0:0:0:. Shamans have a healdebuff that is quite underwhelming when compared to the AM one.

So maybe, shammies could do with fury of da green at 9 point Vaul while Ams would stay the same, would kinda be in line with the trend of shammies being better healers but worse at dps that has been going on for a while.

If not, at least give them Arcing power, there is no shammie equivalent and even if it sucks, it helps a bit, sometimes, not really, it doesnt do anything worth the slot or the point.

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Azarael
Posts: 5332

Re: New Shammy Changes

Post#110 » Sat Oct 22, 2016 6:37 pm

On Toughness debuffs: we could make them ape Encouraged Aim, with a suitable cooldown (i.e. targets more likely to be crit.) That removes the Toughness clash, with the new clash for effect against KotBS and BG. Shaman has the advantage of You'z Squishy not being affected by that god damn group cleanse.

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