New Shammy Changes

We want to hear your thoughts and ideas.
Forum rules
Before posting on this forum, be sure to read the Terms of Use

In this section you can give feedback and share your opinions on what should be changed for the Return of Reckoning Project. Before posting please make sure you read the Rules and Posting Guidelines to increase the efficiency of this forum.
User avatar
Tesq
Posts: 5713

Re: New Shammy Changes

Post#171 » Sun Nov 06, 2016 4:38 pm

Kallah wrote:
Jarobor wrote:New mechanics doesn't affect Ey Quit Bleedin HoT - is it working as intended?
Also, skill to clear/switch waaagh (similar to BO/SM) should be introduced, as previous speakers pointed.

As for Sham's - simplest way to make them needed healer in WB/6 man - is to switch cleanses abilities between SHM and DoK - even if SHM get new cleanse (even group one), he will be second (or 3rd) choice for healer in party/wb - because Dok/WP still will be more reliable and better. Ofc, it would be DOK/WP nerf, with huge whining ;) so it wont happen.
Right now shammy, in terms of healing, is as good as doks/WPs. Yes, we have a lack of "utility" compared with the others healers. But our healing numbers have received a huge boost.
you have a snare pot and damages boost for the all group, which are both offensive damages multiplers and 1 is also a def cc (with no immunity)
Image

Ads
Daknallbomb
Posts: 1781

Re: New Shammy Changes

Post#172 » Sun Nov 06, 2016 4:58 pm

As heal without int The " dmg buff" is used by 3 ppl cause of two healer in grp and Make about 100 Bonus dmg... Wow what a buff..
Tinkabell 40/41 Magus Whaagit 40/41 SH Whaagot 40/54 BO Daknallfrosch 40/72shammy

Who is online

Users browsing this forum: No registered users and 10 guests