New Shammy Changes
Posted: Fri Oct 07, 2016 11:17 pm
I spent today testing the new changes with all three trees in SCs (Will review grouping in ORvR at another time). It appears to be an attempt to bring a balanced style of Damage/Heals to the class largely via life taps and Waaagh mechanics. There are some good things and bad things to examine. Nothing tested is really game changing though. There is give and take. Lets look at the Pros first:
Pros:
The damage bonus for instas with an iterative Waagh decline is very good, especially for Bunch of Waaagh.
If you cast several heals, you can then hit a 2s damage ability at 1.2s several times in a row.
Ill take that and Fury Green can be cast on the run if Waaagh available.
The AP bonus is noticeable and reasonable.
Mixed Bag:
Ill Take That does 350% more heal for another party member but half on self AND it does less damage (about 25%). If you pick a very soft target like a pet or a forward unguarded Caster this can work for others. Where it fails is trying to use this on front line targets like tanks or guarded targets. The damage reduction is severe enough to make it pointless now. Its very situational.
The 80 ft. range on Fury Green has always made this ability tricky. If you stay back and use it on the front line its marginal at best. If you move forward and practically kiss their front line to get good soft targets in their back, it often ends in your death. The new changes do help a little for this.
Con:
Formerly, a Shammy could do a full damage rotation and have Heal Waaagh built to 5 which would allow for an insta-cast of Group Heal or Bigger, Better. Can't now. This is a BIG negative.
Once a heal Waaagh is built up 5 times from a common damage rotation, you can't eliminate it quickly and start a build on the other side. You have to cast 9 heals in a row to rebuild your Damage Waagh.
Bug?
I did not observe Cleanse having a reduced cooldown on other players.
Overall
For pure healing there is not much help here. When things are really tight, you don't take time to do a little damage to an opponent if your team is about to die . This Waaagh mechanic now has a Tit for Tat feel. As in it seems necessary to do 1 Damage, then 1 Heal in order to get the most out of this change. The problem with that approach is it busts rotations. However, while approaching targets, healing your team 5 times otw, then unloading a 4-5 damage rotation works extremely well. Yet the game seldom cooperates for a precise 5 heal rotation then a 5 damage rotation. Sometimes your team doesn't need heals and you are stuck with a 5 stack heal Waagh that you will have to manually grind down at some point with unneeded heals. Or sit still and do nothing for Waaagh to expire.
Conclusion:
Mixed. Losing an insta-Group Heal off of a damage rotation is a big con. Losing Ill Take That for personal use is ruff (its likely too weak for self now) and is a noticeable con. Gaining an iterative damage bonus for hitting instas if Waaagh is up is a solid "pro". The AP buff is nice, but only marginally noticeable. Waaagh is definitely trickier now, yielding only a mixed result.
My SC numbers for the same precise builds using the new changes verse using the old way (did both ways a number of times) were the same. I did see a few insta spikes that were slightly higher than normal, but is this worth losing an insta-Group Heal? TBD. There is definitely more to juggle now without a significant overall increase.
Recommendation:
Allow the Waaagh state to retain its usual cast-time reduction. The loss of insta casts due to full Waaagh is really painful.
OR
Just keep the old code but, if the aim is to increase a more balanced style, one easy way without all these new changes would be to eliminate the heal debuff from Divine Fury. That would take my DPS Shammy Group Heals from 703 to 879, not huge, but some help. That would allow Heal Spec Shammies to slot Divine Fury and occasionally do a little damage while everyone is healthy. That would leave everyone's playstyle intact without all the new juggling for a questionable return.
Pros:
The damage bonus for instas with an iterative Waagh decline is very good, especially for Bunch of Waaagh.
If you cast several heals, you can then hit a 2s damage ability at 1.2s several times in a row.
Ill take that and Fury Green can be cast on the run if Waaagh available.
The AP bonus is noticeable and reasonable.
Mixed Bag:
Ill Take That does 350% more heal for another party member but half on self AND it does less damage (about 25%). If you pick a very soft target like a pet or a forward unguarded Caster this can work for others. Where it fails is trying to use this on front line targets like tanks or guarded targets. The damage reduction is severe enough to make it pointless now. Its very situational.
The 80 ft. range on Fury Green has always made this ability tricky. If you stay back and use it on the front line its marginal at best. If you move forward and practically kiss their front line to get good soft targets in their back, it often ends in your death. The new changes do help a little for this.
Con:
Formerly, a Shammy could do a full damage rotation and have Heal Waaagh built to 5 which would allow for an insta-cast of Group Heal or Bigger, Better. Can't now. This is a BIG negative.
Once a heal Waaagh is built up 5 times from a common damage rotation, you can't eliminate it quickly and start a build on the other side. You have to cast 9 heals in a row to rebuild your Damage Waagh.
Bug?
I did not observe Cleanse having a reduced cooldown on other players.
Overall
For pure healing there is not much help here. When things are really tight, you don't take time to do a little damage to an opponent if your team is about to die . This Waaagh mechanic now has a Tit for Tat feel. As in it seems necessary to do 1 Damage, then 1 Heal in order to get the most out of this change. The problem with that approach is it busts rotations. However, while approaching targets, healing your team 5 times otw, then unloading a 4-5 damage rotation works extremely well. Yet the game seldom cooperates for a precise 5 heal rotation then a 5 damage rotation. Sometimes your team doesn't need heals and you are stuck with a 5 stack heal Waagh that you will have to manually grind down at some point with unneeded heals. Or sit still and do nothing for Waaagh to expire.
Conclusion:
Mixed. Losing an insta-Group Heal off of a damage rotation is a big con. Losing Ill Take That for personal use is ruff (its likely too weak for self now) and is a noticeable con. Gaining an iterative damage bonus for hitting instas if Waaagh is up is a solid "pro". The AP buff is nice, but only marginally noticeable. Waaagh is definitely trickier now, yielding only a mixed result.
My SC numbers for the same precise builds using the new changes verse using the old way (did both ways a number of times) were the same. I did see a few insta spikes that were slightly higher than normal, but is this worth losing an insta-Group Heal? TBD. There is definitely more to juggle now without a significant overall increase.
Recommendation:
Allow the Waaagh state to retain its usual cast-time reduction. The loss of insta casts due to full Waaagh is really painful.
OR
Just keep the old code but, if the aim is to increase a more balanced style, one easy way without all these new changes would be to eliminate the heal debuff from Divine Fury. That would take my DPS Shammy Group Heals from 703 to 879, not huge, but some help. That would allow Heal Spec Shammies to slot Divine Fury and occasionally do a little damage while everyone is healthy. That would leave everyone's playstyle intact without all the new juggling for a questionable return.