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Member Since 12 Feb 2012
Offline Last Active Feb 28 2015 12:23 AM

Posts I've Made

In Topic: Flameglow needs a nerf.

24 February 2015 - 07:19 AM

P.S when I said feint should maybe be something like a 30 second CD instead of able to be spammed, I also meant that it would be usable during stuns. This way rogues don't just either die 100-0 in stuns or almost never die at all otherwise, a very boring style. You have the chance to force long games with high pressure on him and his team and making him use it outside of stuns or CD's, or if he uses it poorly, you can swap to him and have 20 seconds of full dmg taken assuming no wall etc. I would not mind it personally on my rogue.

I'd like to see flame glow just replaced with temp shield again with decently strong healing numbers and maybe 5% dmg reduction base or something.

In Topic: Flameglow needs a nerf.

24 February 2015 - 03:36 AM

Just tested, and I guess I was told some wrong info, feint does reduce ice novas dmg by 30%+50% so it's something like 65% in PvP. I think feint should be a cool down of like 25 seconds or something in order to make killing rogues 100-0 in a stun less attractive but also make dpsing them with raw dmg more attractive, can even force their feint w/o stun then stun them when feints over later etc.

In Topic: [Fire] What does it need to be "viable" in arena currently?

24 February 2015 - 03:12 AM

View PostSadstory1337, on 23 February 2015 - 11:59 PM, said:

Ok I play with 'livin' the highest fire mage in the world currently. (we reached up to almost 2.9 as fireplay this season)
And what we as a team miss is a viable and reliable stun.  stun-> sheep or fear or clone or silence.
Also what fucks us up is the DR of dragon's breath. Which makes it very annoying to play RMD/WMD/FIREPLAY.
Dragon's Breath DR's with Psychic Scream, Fear, Cyclone, Intimidating Shout and Blind.
The damage that a fire mage can do is actually fine, The mechanics are fine 2. Either give dragon's breath a seperate DR or give fire mages a stun (combustion stun ????? so they can reliably get there cc chain)
Dragon's Breathed people run around a little (because it's a disorient(like scatter)) which makes it hard to ring players because they might randomly move out of it.

Yeah just thought maybe ignite combust numbers might be low from crit being cut in half in PvP. So maybe combust having a 3 sec stun again would be ideal?

In Topic: Just use this macro, please

23 February 2015 - 11:47 PM

[harm]  modifier seems to work for on use trinket as well, so you don't press ice nova on a spec guys or a hunter feint and pop on use with out actually using ice nova wasting a lot of its duration at times. (priest specs guys as you go to ice nove and he is able to sit it for 4 seconds, when he comes out you decide it is too late to swap him now as CC wont last long enough, but now your on use ticking away.

This of course is only people who choose to use ice nova and on use on a macro, personally it's worth it to remove the complication of judging when to use on use and macro it to orb/ice nova, as I typically would only ice nova people[even moreso next patch i cant stop cast with it, like a deep poly ring] for damage looking to score cds or a kill.

In Topic: Flameglow needs a nerf.

23 February 2015 - 11:37 PM

View PostAzureflames, on 18 February 2015 - 04:27 AM, said:

Pretty sure the 30% reduction to all, stacks with the 50% aoe reduction giving 65% reduction against AOE abilities like Ice Nova. My flameglow is closer to 2k reduction.

The vast majority of comps I see are some kind of melee cleave or hunter + melee, Warlock+warrior(sometimes rogue), or mage/rogue(spriest, rarely warrior). None of those comps are particularly close to 30% mitigation from flameglow but maybe I can take a look at my recount after games and try to find the highest ones.

Afaik feint does not reduce the damage on ice nova. Only will it do so in the case that the rogue is not a direct target of the ice nova, but the direct target of it is near him. It deals direct damage not counted as AoE which is the high numbers you see, and a second portion, as AoE if nearby targets. Feint only reduces the second.