Crawthz, on 05 February 2013 - 07:49 PM, said:
If 5.2 doesn't change the gamestyle from 2-3 globals killing you(Powershot + Warrior's Swifty), I will prefer Ice Barrier for that job.
If it does change it into shadowcleave/lsd2 kinda dot-style game, then it's overpowered.
My initial thoughts were that you could drop down big hits down with this if the spell was to have say 100% spell power efficiency. Like 100k->80k and from small hits like 10k->7k, 1k->700 and so on. Now it's useless against big hits basically.
If you look at Recount much, you'll notice that while, yes, there are times where you get hit for over 60k, the vast majority of attacks hit for under 20k. With the current numbers, Flameglow is going to be OP. I also think it doesn't fit with the Mage class flavor very well... It feels like more of a Warlock thing. Warlocks have always been tankier, Mages have relied on mobility and CC to survive.
affix, on 05 February 2013 - 08:14 PM, said:
It's really not very good. One is barrier is what, 65k unbuffed? That means that you need to take about 16 shattered ice lances in a row with Flameglow on to equal the mitigation of ONE ice barrier.
It's unlikely it will ever be a good option at a 20% coefficient. Even at 50% it probably wouldn't be great. It doesn't do enough to save us at times when we're taking massive spike damage. 4k off of a 80k frostfire bolt or 100k devouring plague isn't even noticeable. Almost completely absorbing it, though, makes a huge difference. Ice Barrier being cooldown based also means it's effective even when not being trained, as when you get swapped to you can absorb two barriers worth in a row.
The "-30% to white damage or dots is strong" argument doesn't make sense because ice barrier absorbs ALL of that damage when it's up. the only comparison that makes sense is ice barrier vs. flameglow, and ice barrier seems clearly better on paper. The only real upsides are that you don't have to ever cast it (no more 'should I block or cast ice barrier this GCD? oops dead), and it can't be dispelled. Other than that, the straight mitigation and burst-absorption of barrier seems way better.
Have a look at Recount. Most of the hits you take, even when dying in a burst, are small hits. I would guess that there have been very few times this expansion where you've died in less than 16 total hits. It happens, but it's much more rare than you think. There's a tendency to only remember the most salient things, like 80k hits, and forget about the other 20 5k DoT ticks/autoattacks that actually contributed more to your death than the 80k.
Flameglow also makes it harder to gain pressure at all on a Mage. It'll keep you topped more.
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stoked for tier 1 blazing speed that doesn't replace blink! speedy gonzales mage spec inc
In my opinion, this is a terrible change for the game. The game needs mobility chilled out all around, not more insane mobility.
Edited by Nadagast, 05 February 2013 - 08:25 PM.