- Fists of Fury: is a weird little thing where people can dance around it and gets casts off sometimes, and it's way too common in my opinion that you and someone stun each other "at the same time", but because FoF is a channel, they're stunned for 1 sec for the tick, while you're sitting the whole 4 or 5 seconds.
- Healing Elixers: I'm just butthurt about them, don't know what else to say - every time I take diffuse magic, I wish I'd taken healing elixers, and vice versa. I'm mostly sticking with diffuse for RBGs these days because I love that feeling when a Chaos Bolt hits me for 25K.
- Movement: rolls are harder to use than most other gap closers and openers. The fact that you can get snared w/e mid-roll sucks, and aiming a roll isn't as easy as hitting charge, shadow-step, deathgrip, all of which get you exactly where you want to go on those classes. A straight out speed increase (feather, BoS, cat sprint, w/e) also means that you don't overshoot an edge or waste your move on geometry.
- Skill shots: Monks have so much utility/mobility, but a higher % of that comes from skill shots than for most classes I think, so bad players are going to be really bad. I don't know other classes well enough to know how much above the norm it is. On my rogue, for instance, the only one I can think of is distract, which has a huge radius. On a monk, skill shots come in the form of:
- Healing Spheres - predict one person's anticipated movements.
- Roll targeting - estimate your roll/jump distance, predict opponent's movement, has travel time.
- Flying Serpent Kick targeting - predict opponent's movement, has travel time.
- Charging Ox Wave targeting - predict opponent's movement (has travel time? Not sure, don't use it).
- Spinning Blossom root targeting - predict screen position fairly precisely, at least travel time doesn't count for target lock from what I can tell.
- I miss being able to pre-feint damage on my rogue, or green-bubble when stunned in MW spec. WW in cc sucks. I'd definitely use a glyph to be able to port or at least pot while stunned.
- sort of complex mechanics to figure out as tradeoffs. SEF is super interesting in terms of figuring out your constant dmg, burst dmg, healer interrupts, aoe damage, and clone-stepping, which is great cause it's interesting, and not so great because you have to bed pretty good to use them optimally (I'm not). Monk porting requires more forethought (imo) than warlock porting simply because you have to know your own cooldown timing for figuring out when you can port if you want to be able to put it in the same place, or if not, know where you're going to put it next, and you're also marginally vulnerable to CC when you're using it.
I love playing the monk, those are just some of the downsides that are bugging me at the moment. I don't feel like I have downsides when playing a rogue - On the rogue I blame myself 100% for not being high rated. On my monk though, I still blame myself, but it's more like 90% me, 10% class. Maybe rogue is just a great class and monks are average.
it's called being egotistic and wanting to be a part of a circle jerk
It's the mentality that makes the Wow Pvp community so hard to get into
I'm not sure about that - I'm only a member because I've never even broken 1700, and probably never will.
So, when the change happened, I thought it was pretty cool that I could post in the rogue forums. But now that I've read through the rogue forums for the past few weeks and seen what the discussions have devolved into, I'm almost wishing my posting rights would be revoked so that the other non-junkies' posting rights would be revoked also.
I'm not all the way to wanting that, but it's pretty close. It's awesome seeing the forums more active, and having more great posts to read than before, but it comes with the cost of a lot more of the shite posts to go with the good ones.
If damage on 14,000 armor, to use a clothie as an example, has about 25% reduction to a melee hit and a hit = 1 damage, then...
damage done with 0 armor is about 1 / (1 - 25%) = 1.33.
Using that same picture, if we reduce armor by 70% (old find weakness), they're down to 4200 armor. According to the graph, that's about a 9% reduction to a melee hit, so damage done = 1.33 * 0.91 = 1.21 damage
Using that same picture, if we reduce armor by 50% (new find weakness), they're down to 7000 armor. According to the graph, that's about a 13% reduction to a melee hit, so damage done = 1.33 * 0.87 = 1.16 damage
No FW = 1 damage
New FW = 1.16 damage
Old FW = 1.21 damage
In other words, if I've understood the math correctly, our burst due to changing from the old Find Weakness to the new Find Weakness has only decreased by 0.05 / 1.21 = 4%
And if my math is wrong, maybe that's why people like me weren't allowed to post on these forums before this week