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How does PvP feel to you after THE RESIL HOTFIX?Follow

#1 Oct 17 2010 at 6:30 PM Rating: Decent
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1,912 posts
Ok so here's my NEW impression after the hotfix...

(I decided to create a new thread because it's a whole other set of rules now, it might get confusing if posts from both completely distinct scenarios get mixed).

Warrior:

On the warrior I was going as prot, maxing survivability to put defense/offense barely into balance, and the change shot my defense-offense balance from barely balanced to overkill defensive. So my formerly balanced prot warrior had become a walking fortress, yes a fortress!! but one with no guns, just walls.

It was not unplayable. I still could play a support role by putting bleeds on rogues and spearheading attacks attracting most attention to my weak but durable prot warrior while the casters behind me blasted trough everything completely unharmed.

Note about Vengeance: The AP buff has a constant decay that remains active during combat, so I haven't seen it get above 700 at any time. I think it averages at about 500 AP.

I'll have to give the DPS specs another chance, I think.

Disc Priest/ Holy Paladin:

First, let me explain the whole logic of it. They had balanced the whole healing-damage-resil thing based on huge HP pools and slightly higher damage. But the hotfix didn't increase HP, it increased resil instead. (Bad move bliz, you could have asked me, I would have done your math).

It was pretty evident that this buff to resil would make healing overpowered. And what would you expect me to do when I figure out something is overpowered? That's right! Abuse it. (I want the game to be balanced, but for as long as it isn't, I'm taking sides with the winners).

Both Disc Priest and Holy Paladin proved to be unstoppable machines of keeping people alive. With enough resil, the damage 4 melee can do to a mage, a single Priest can undo with relative ease. The Paladin is not far behind at all, but the Paladin's spells suffered more changes so it takes a bit getting used to.

The Paladin seems much more durable than the priest due to the bubble and the automatic self healing. It's bugged too, but I only abuse imbalance, I don't exploit bugs.

The Priest seemed a little less durable, or just a bit trickier to keep alive. However there's a catch, in the current environment with overpowered heals, if the enemy boat floats on heals, it takes manaburns to sink it. Priest does, Paladin doesn't.

What really disapointed me with the priest is that Fade is not working on pets. I don't know if this is an intended change or just a bug. I hope it's just a bug, I mean, Vanish, Invis and Feign will deaggro pets, Fade should too.

Warlock:

Overpowered, they said... I don't know right now if the damage is imbalanced compared to the damage of other DPS. I do know that compared to the power of heals in a high resil environment, it's quite dim.

Overall, it works the same way it always has with the exception that if there's a healer around healing some guy, 4 warlocks are not enough to kill him. But then again that is exactly what makes warlock a pretty strong contender under the current situation, the ability to repeatedly fear, silence, stun, and generally disrupt the healer is priceless.

The mana drain is not so usable because the big blue beam attracts everyone's attention and is bound to get you stopped (by a rain of rogues and DKs..), as opposed to mana burns which are much much more discrete.

Overall, the commanding forces in BGs are now:
- Heals vs the limited ability to neutralize healers.
- Heals.

Edited, Oct 17th 2010 8:58pm by xorq
#2 Oct 17 2010 at 7:03 PM Rating: Good
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1,609 posts
1497 res and rising on my holy pally. I feel like a tiny god. I kited at least 6 enemies round and round and up and over one of the AV bunkers for half the game, and they just kept trying to finish me off. Light of dawn is good when they start silencing and ccing, it can be cast while silenced and locked out.

Holy pally has similar offense now to a disc priest, with spammable exorcism. I can easily solo multiple dps class players at once though other healers don't have to be very good to survive my onslaught (avenging wrath, glyphed divine purpose, sp trinket. Holy shock and exorcism rotation drops someone insanely fast).

Stuff i'm expecting to be nerfed: Protector of the Innocent (free 5k-ish selfheal any time you cast a heal on anyone) blessed life (taking damage gives you holy power with a 2 second ICD). Resilience in general. 3 or 4 people can theoretically kill me but they need to co-ordinate stuns and silences, i don't need to cast so no chance to lock me out.


Edited, Oct 17th 2010 9:04pm by ArtemisEnteri
#3 Oct 17 2010 at 7:19 PM Rating: Decent
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1,912 posts
Quote:
Stuff i'm expecting to be nerfed: Protector of the Innocent (free 5k-ish selfheal any time you cast a heal on anyone) blessed life (taking damage gives you holy power with a 2 second ICD). Resilience in general. 3 or 4 people can theoretically kill me but they need to co-ordinate stuns and silences, i don't need to cast so no chance to lock me out.


They are probably not imbalanced for level 80 with Cata HP pools and Cata resil effectiveness.

We're just seeing them imbalanced because we're using them under slightly buffed WOTLK HP pools and with WOTLK resil effectiveness.

What I think they should have done was add HP to resil instead of damage reduction, that way they would make the PvP environment more similar to the intended balanced environment.
#4 Oct 17 2010 at 8:28 PM Rating: Excellent
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4,074 posts
Sometimes Holy, sometimes Disc, 1380 resil (with mah shiny new mace), and making them hold their blankies tightly while crying for their mommies.

Honestly, I was reasonably, but not excessively, hard to kill before the patch. Afterward I felt really vulnerable. Now I'm harder to kill than I was before. I expect further adjustments.
#5 Oct 17 2010 at 8:37 PM Rating: Decent
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13,048 posts
I tried bumping my resil up to 1500.

I couldn't die.

I also couldn't kill anyone.

I got bored and went back to my all-out Agi gemming.

I like big numbers.
#6 Oct 18 2010 at 8:28 PM Rating: Good
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1,609 posts
Getting nerfed to 60%: http://www.arenajunkies.com/showthread.php?t=211044

The new cap will be 1714 resilience, if the res buff is going from 50% to 25%, which while still high allows some actual offensive gemming. 60% damage reduction is still enormous.
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