2 in emerald sanctum (its like onyxia for t2)
6 in karazhan halls
You're grossly misinformed about the issue. Totems are part of the Shaman's kit that have parity with a number of Paladin's effects which can be utilized in every trash pull in group content, while those same Shaman effects are infeasible to utilize since it requires 6 seconds to set them up before you can even begin to contribute to damage or healing. What this means is that the support tools in a Shaman's kit are unused until a boss encounter, which is an oversight in game design: Providing support options that aren't used not because they aren't good, but because it's infeasible to make use of them.Aegaellian wrote: ↑Thu Aug 10, 2023 5:47 amThe Totem change for Shamans sounds like exactly the kind of "QoL" change that paladins got that made them busted in PvP, did the devs think about that? Totems were designed as something you pre-place before an encounter to set up area denial, not something you poop out 3 of for free while you're in combat already. The fact that they apparently don't even share cd with each other is pretty suspect.
and how many seconds do these antics shave from a boss fight on average?Balake wrote: ↑Fri Aug 04, 2023 5:00 pmMost druid healers don't have faerie fire on their bars, and prefer afking on low heal fights than contributing with their number 1 strongest utility.
Paladins and shamans can swap to an on-hit weapon and swing away, help stack an annihilator or keep up a nightfall.
Priests dish out some ok damage albeit with very bad mana efficiency. They can also respec to holy + shadow weaving spec and keep up the debuff if there are no spriests.
If you're genuinely curious, faerie fire generally takes boss armor from 1321 to 816. That's a 6% increase in physical damage taken.
so the raid will do 3% more damage to the boss on average? if the raid struggles to kill the boss it wont matter, and if it has boss on farm i doubt itd shave off 5 seconds from the fight. sometimes the juice just aint worth the squeeze manBalake wrote: ↑Mon Aug 14, 2023 3:27 pmIf you're genuinely curious, faerie fire generally takes boss armor from 1321 to 816. That's a 6% increase in physical damage taken.
That's one instant cast that increases the damage of all your warriors, rogues, and hunters by 6% for 40 seconds. If you have 15 physical dps in your raid, that's like adding a whole other player dps to your 40 man raid by just using one spell every 40 seconds.
Why should I press any buttons, my own individual dps is not the one that makes the difference between a kill or not.
Shaman111 wrote: ↑Mon Aug 14, 2023 3:36 pmso the raid will do 3% more damage to the boss on average? if the raid struggles to kill the boss it wont matter, and if it has boss on farm i doubt itd shave off 5 seconds from the fight. sometimes the juice just aint worth the squeeze man
Maybe a next melee type ability that is cooldown based like Holy Strike but deals physical damage. You could call it earth strike and add a quest to get it at like level 10.
I enjoyed this post even though i barely understood itTiffas wrote: ↑Tue Aug 22, 2023 8:51 amDont know who this people, who write "wow! new classes - great!". Maybe its a totaly newcomers or your employees. But I read it several times and did not see a single sane change that many were waiting for. If in end-game PVE content, after MC (yes im raiding BWL,AQ40 and Naxx), u have only some glitches and bugs, then in PVP content (and i know that many peoples are come in vanilla or vanilla+ especially fr that) u have a catastrophical disbalance at many things.
Everyone who is not a fan of palladins know what they doing in PVP and why the class with great hp, armor, heal, class with ''freedom" and buble, class who can stun u fr 6 sec and after stun u again and get full hp fr one click dont have 'heroic strike" which does dmg like pyroblast with 10 sec CD and "holy hemorhage" without energy in vanilla... because its totally anigilate the delicate balance. And all yells - "nerf support heal-tanking class". But ok - maybe one of the developers thought "hmm and what about mages with 2k-3k hp? They can get oneshot with 10 yards range stun and that holy-melle-pyroblast... Well we'll give them a blink which removes the stun once in 15 sec! Great job! =))". U serrious? And what about other classes? - "What classes? Im playing the pally since Shadow lands - im very skilled" that developer said... After that you looked towards another support-class "oh maybe bears in vanilla are to weak... they must have something to survive after few Patchwerk or Loatheb crits... Yeah we did it again! Balance! =))". And what do u think about fury-wariors or rogues? "Im playing the pally since Shadow lands - im very skilled" said that developer again... And after that he thinking - "hmm im playng palladin and have holy-molly-pyroblast, maybe bears wanna have it too? Ok lets give them 350 ap... no,no - feral ap from hunters polearm! Maybe after they get some crossbows... Done!".
Of course everyone knows that now you have a lot of technical work on the server. Needed new realm (in my opinion, everyone needs it even more than an addon) , new 128mb RAM , because palladins cant cast HOJ in melee etc... But I will never believe that a person who at least once come at AV would like to see such class changes + resilence (u named it anti-crit). if this is true, then I, like many longtime players just leave that server, because after u get t1-t2-t3 u wanna see how it feels with other players... And I'm not going to wait another couple of years for you to take the holy-melle-pyroblast from the paladins and give it to rogues or priests or warriors. And maybe a few couple of years when you understand that vanilla players hate PVPitems with resilence.
Forsaken Paladins would be so much better and more lore friendly.