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Korzul

Member Since 25 Jan 2010
Online Last Active Today, 08:51 PM
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Posts I've Made

In Topic: Exotic Munitions

29 October 2014 - 02:47 AM

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Also keep in mind that barrage procs these. Binding -> barrage on two melees with the frozen or incindiary ammo does a shit ton of damage since barrage hits like 20 times or something.

Barrage doesn't proc them, it's only autoshots that do.

In Topic: Exotic Munitions

29 October 2014 - 12:44 AM

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2. Does the dot do decent dmg if you aren't survival?

3. If you ARE survival does the dot get better?

4. Does the incendiary ammo actually explode for a decent amount?

Poison Ammo makes up around 4-5% of your dps as marks. Given you'll be pulling say 15-20k uninterrupted dps in pvp you're looking at 750-850ish dps from the poison ammo.
The ammunitions DO scale with surv mastery, yet it's never going to be game changing damage no matter how much haste and mastery you stack.
Incendiary would have to "splash" to a second target 2 out of every 3 autos to give it more overall dps than poison (eg not worth it in pvp, also probably breaks cc and it's less single target).
Frozen ammo does around 400 dps so you're losing 2.5% overall dps, however the slow is INTENSELY annoying for a lot of melee classes and it lets you happily use conc on something else for easier traps.

As dilly said, if your partner can keep something perma slowed then poison is better, if the snare from Frozen ammo is going to help you kite/keep your positioning better/incoming damage lower then the snare more than offsets the minor damage loss from using frozen.

In Topic: Tremor Totem Rework Idea

26 October 2014 - 07:38 PM

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tremor is fine

New tremors more fun tbh, fears breaking very easilly atm and pre tremoring fears etc is at least rewarding. Once people start using it to secure some time to land heals (the 10 sec duration is nice) then i doubt many shamans will complain about it.

Plus if they're going to actually make some changes to shamans i'd rather they spent the time on the more important issues rather than tremor again.

Always kinda amused me watching priests bitch about it though, given we've been stuck with hex for so long seeing people complain they can't aoe cc an entire fucking team by themselves using an instant ability... yeah that must suck so bad :ph34r: .

Oh and if they're going to do a rework:
Projection baseline.
Cap charge time reduced to 3 secs (remove glyph).
Put another shit talent noone will use in projections place.
Make UF increase riptides HOT portion again properly.
Give us a single ability to use whilst stunned/silenced (jk dwarf master race be stoneforming all your shizzles).
Etc.

In Topic: Beta PvP Dmg: +33% (Oct 24th change)

24 October 2014 - 06:28 PM

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Yes, they removed unintentional 25% resilience that's been active all along on beta

No, when they hot fixed in the 25% resil on live it made it to beta. As a result the game went from being quite well paced to everything being practically unkillable.
it's definitely NOT been there the entire time, it was added in the last 2 weeks and is largely the reason trying to test anything on beta since then has been irrelevant.

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one of the biggest current PvP concern in WoD is overpowered healing.
Not sure if this is a troll or not, pre 6.0.2 patch shit on beta was dying very fast. Like 4-5 secs from 100-0 fast. As a result it was incredibly easy to tunnel anything that had to actually casts (e.g healers) to the ground.
In fact i'd say healing was somewhat balanced, the thing that sends it over the edge is when you get a dps class with ridiculous self healing.
Trying to keep a rogue/spriest/mage/hunter/war etc up through 2 dps is a LOT different from trying to keep up a dk. I've seen locks drain life spam themselves going UP in health because "shit sorry guys we used out lockout on the healer" vs double dps etc.
If you nerf healing because they added FAR too much off healing to dps specs again then you're gimping all the actual healing specs. Leaving them facing an impossible task to keep their team alive and basically shit on the impact they have on the outcome of a game, or forcing them to queue with off heals if they want to play games that last longer than a couple of mins.

In short, apart from r druids it was already very easy to lockout and nullify actual healing specs in 3's, There were plenty of examples of stupidly strong off heals from dps specs though which just skew peoples opinion.

In Topic: 6.0.3: A Gladiator’s guide to Gladiator Stance

22 October 2014 - 07:05 PM

Come on you missed the best macro :>

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/use 13
/cast Bloodbath
/cast Shield Charge
/cast Shield Slam
/cast Heroic strike



Just bull rush/shield slam/hindering and turn off that big ol' brain of yours as you mash this +revenge +devastate.
Surprisingly effective!

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