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#52 Feb 08 2011 at 11:14 AM Rating: Good
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And wow, you just said frost mages HARD COUNTER ferals now? Dude...


I'm not sure he's wrong. Sure, the Druid can move at 130% speed normally, but they can't break any but one of those roots. And Mages can toss one out every 8 seconds or so, not counting Ring of Frost, during which the Druid cannot get close to them.

Add in Cold Snap, Shattered Barrier, Blink, Spell Steal, Time Warp, Ice Block (which drops bleeds and makes them immune for 10 seconds, so they'll have 2 roots available as soon as it breaks.)

Even assuming the Druid can get some uptime on the Mage, they're just doing way less damage in all that time.

I don't see any way to really counter any of it. You can dash every 3-5 minutes (and with another smaller one if you are Worgen). Sure, you do run at 130% speed when in cat form. But it doesn't seem to me like that's a huge consolation. The mage is firing instant spells, which means they are running away nonstop. So it is not clear to me that a Druid is guaranteed much of any uptime, considering the Mage only needs an 8 second window (averaged) to get another root on you.

[EDIT]

The Druid can use Cyclone to get back into range, yes, but by the time the Mage lands, they WILL have another root off CD.

I just don't see any way for a Druid to get anything but completely mediocre uptime.

[EDIT]

I'll admit I forgot Feral Charge, which will increase uptime. But that's not helping when Barrier is up.

Now, I have to admit, having mained a Mage in Wrath, part of me smiles with vindictive pleasure at the idea of a Druid having to suffer through EVERY LITTLE BIT of my CC.

But that's probably not the constructive line of though. Probably.

:(

Edited, Feb 8th 2011 12:35pm by idiggory
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#53 Feb 08 2011 at 11:25 AM Rating: Excellent
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mikelolol wrote:
My main issue was with the hard counter comment. Ferals have hard countered mages since the dawn of time, this one change does not negate that.


It does. It really does. I suggest you read up on it.

mikelol wrote:
You have 5pts up, instant cyclone available [...] cyclone after shattered barrier, trinket nova, barkskin and tank deep freeze damage, shadowstep and jump back on target, recyclone when rooted again, when rooted out of range fake cast heals to bait a CS and minimize damage taken (time spent cancelling frostbolt to cast counterspell, only to miss wastes precious time that you are rooted). Back in form, back on target.


Is there a name for this private little world of yours? Smiley: dubious

First of all, where do I get five combo points from? I don't have Premeditation and I don't get two combo points from Ravage unless it crits. If Ravage does crit, it'll break Ice Barrier and I'll be rooted with two combo points, which doesn't provide an instant Cyclone.

Second, I trinket one Nova, he uses another (Elemental's, for instance). Now what? I bait a Counterspell and hard-cast 3-second heals through his Frostbolt/Ice Lance spam? Seriously?

Thirdly, you seem to be under the impression that Feral Druids do a lot of damage when they powershift snares. I'll let you in on a trade secret here: we don't. Smiley: wink In fact, powershifting makes us vulnerable to Polymorph, which we can't break out of once in it.

Edit: And for the record, I'm not saying Ferals aren't imbalanced right now. They are. It's not our mobility's fault, however. That mechanic has been in the game since Vanilla launch (or the beta even). The issue is our Mastery, but in their idiocy, Blizzard refuses to change their new lovechild and would rather break a class completely before admitting it.

Edited, Feb 8th 2011 6:32pm by Mazra
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#54 Feb 08 2011 at 12:12 PM Rating: Good
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Mazra wrote:
Also, that last part I quoted annoyed me. Felt like an unprovoked slap in the face, hence my aggressive response. You know I heart you, Pold. Even if it's tough love.
Lately it's all I've noticed you posting. Doesn't mean it's all you've been posting, just all I've noticed. Smiley: tongue


To be fair, I've spent some time browsing the Oboards lately, so I've been seeing a lot of whining. It's enough that seeing any complaints about mages bothers me lately.
#55 Feb 08 2011 at 1:33 PM Rating: Good
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You should visit the Hunter, Rogue and Druid forums more. Smiley: frown

And I even made a couple of posts in the Feedback Forum.
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#56 Feb 08 2011 at 1:42 PM Rating: Decent
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Mazra wrote:
mikelolol wrote:
My main issue was with the hard counter comment. Ferals have hard countered mages since the dawn of time, this one change does not negate that.


It does. It really does. I suggest you read up on it.

mikelol wrote:
You have 5pts up, instant cyclone available [...] cyclone after shattered barrier, trinket nova, barkskin and tank deep freeze damage, shadowstep and jump back on target, recyclone when rooted again, when rooted out of range fake cast heals to bait a CS and minimize damage taken (time spent cancelling frostbolt to cast counterspell, only to miss wastes precious time that you are rooted). Back in form, back on target.


Is there a name for this private little world of yours? Smiley: dubious

First of all, where do I get five combo points from? I don't have Premeditation and I don't get two combo points from Ravage unless it crits. If Ravage does crit, it'll break Ice Barrier and I'll be rooted with two combo points, which doesn't provide an instant Cyclone.

Second, I trinket one Nova, he uses another (Elemental's, for instance). Now what? I bait a Counterspell and hard-cast 3-second heals through his Frostbolt/Ice Lance spam? Seriously?

Thirdly, you seem to be under the impression that Feral Druids do a lot of damage when they powershift snares. I'll let you in on a trade secret here: we don't. Smiley: wink In fact, powershifting makes us vulnerable to Polymorph, which we can't break out of once in it.

Edit: And for the record, I'm not saying Ferals aren't imbalanced right now. They are. It's not our mobility's fault, however. That mechanic has been in the game since Vanilla launch (or the beta even). The issue is our Mastery, but in their idiocy, Blizzard refuses to change their new lovechild and would rather break a class completely before admitting it.

Edited, Feb 8th 2011 6:32pm by Mazra


There are a million things that can happen in a PVP battle this endless back and forth wont really go anywhere I'm just giving you ideas.

You act like shifting out to heal while you're in a root is sooooo stupid but what else are you going to do? I know I'll see a million ferals just SIT THERE for an 8 second root literally doing nothing but sitting in cat taking damage doing absolutely no casting. At least you can pop out, root, juke a CS, cyclone or heal a bit rather then doing NOTHING. All of those things help a bit, sitting in cat for a full duration root is worthless. So your pick really.

Getting polymorphed really wont happen I assume your shapeshifts are keybound and there is about a microsecond where you are actually in caster. You see the mage casting polymorph so its not like its going to happen, and even if it does your root expires and it heals you to full. Not the end of the world.

I admit its a hard fight now. The more I think about it, the more I think you are more then partially right, but I still wont go so far as to say hard counter. Oh well guess I'm just arguing semantics now.

Mages need nerfs to some of their wide array of roots and snares I think they have too many. I think they did get their damage nerfed except during procs, that seems like a Blizzard thing to do and I kind of agree with it, reward the smarter ones who watch for procs and unload during them, but nerf overall damage. I might be reading it wrong but I think they took a 15% frost damage nerf but a 15% ice lance buff only while FoF is active which is at most 2 ice lances, but usually one charge is used on a deep freeze. Still there could have been more nerfs there imo. Then again nobody really got massive nerfs imo, holy pallies which I play, also I consider OP as does everyone else. Besides some mana efficiency nerfs I really felt we got nothing, in fact we even get rebuke now (a melee interupt) which I consider a buff. Ferals got a glyph nerf and a mobility nerf but nothing I consider crippling. It hurts you MOST in 1v1 against frost mages when you dont have a dispeller/healer on your back but they dont even balance around 1v1 anyways. Put me on your team (holy pally) and you will still wreck any mage team with my dispells and freedom, I used to do heavy amounts of 2v2 with a feral, hundreds of games played, they pair well. Balance is generally made around team game anyways.
#57 Feb 08 2011 at 2:19 PM Rating: Good
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Ummm... how big is the patch for everyone else?

Because my launcher is telling me it's 4.3 GBs.
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#58 Feb 08 2011 at 2:24 PM Rating: Good
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The problem with 2v2's is that no one would want to bring along a Feral instead of, say, a Death Knight.

Death Knights will have better mobility (anti-snare, anti-stun, anti-magic) and thus better DPS. Ferals will need non-stop babysitting, like a Warrior, except we can't unload the kind of burst a Warrior can.

Maybe Druids won't get obliterated, but they'll fall low enough to not get picked anymore. Why run with a sub-par class when you can run with someone who isn't a sitting duck if they get rooted?

Of course, there'll always be the minority of excellent players who will keep doing well, even against a Frost Mage, but the vast, vast majority of Ferals will just get roflstomped now.

Oh well, I guess they'll figure out their mistake around patch 4.1.
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#59 Feb 08 2011 at 2:33 PM Rating: Good
It's definitely not 4.3 gigs... I actually didn't look, I just started the download. My laptop downloaded it in about 10 minutes, my pc in 5.
#60 Feb 08 2011 at 2:35 PM Rating: Good
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Mazra wrote:
You should visit the Hunter, Rogue and Druid forums more. Smiley: frown
I don't have any high level Hunters, Rogues or Druids, though. I do hit the DK forum once in a while, since that's going to be my second 85, and the paladin forum since that'll likely be my 3rd.
#61 Feb 08 2011 at 2:41 PM Rating: Good
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It's definitely not 4.3 gigs... I actually didn't look, I just started the download. My laptop downloaded it in about 10 minutes, my pc in 5.


I'm just gonna assume that this is some residual data that the launcher just didn't feel the need to DL when I left it running for hours and hours the other day...

I'm about halfway to available. It's only going at 233 kb/s, and I don't know why--All the ports are open and forwarded. :/
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#62 Feb 08 2011 at 2:46 PM Rating: Good
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Mazra wrote:
The problem with 2v2's is that no one would want to bring along a Feral instead of, say, a Death Knight.

Death Knights will have better mobility (anti-snare, anti-stun, anti-magic) and thus better DPS. Ferals will need non-stop babysitting, like a Warrior, except we can't unload the kind of burst a Warrior can.

Maybe Druids won't get obliterated, but they'll fall low enough to not get picked anymore. Why run with a sub-par class when you can run with someone who isn't a sitting duck if they get rooted?

Of course, there'll always be the minority of excellent players who will keep doing well, even against a Frost Mage, but the vast, vast majority of Ferals will just get roflstomped now.

Oh well, I guess they'll figure out their mistake around patch 4.1.

DKs don't have an anti-snare ability. Anti-stun, anti-magic, yes; but not anti-snare. Ferals have better mobility by far than DKs.

Also consider that ferals have better CC than DKs and warriors, too.
#63 Feb 08 2011 at 3:00 PM Rating: Good
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I'm assuming he was thinking of On a Pale Horse. It doesn't give resistance or immunity to snares, no, but it does reduce their duration by 30% with 2 points.

How common it is to take OaPH in a PvP build, I have no idea.
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#64 Feb 08 2011 at 3:25 PM Rating: Good
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Overlord Theophany wrote:
DKs don't have an anti-snare ability. Anti-stun, anti-magic, yes; but not anti-snare. Ferals have better mobility by far than DKs.

Also consider that ferals have better CC than DKs and warriors, too.


Quote:
Chilblains now also causes Chains of Ice to root the target for 1.5/3 seconds.
Quote:
Death’s Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.


Though I'm not sure how many go that deep into Frost for DK PvP.

Chillblains + Hungering Cold + Howling Blast (glyphed) sound better than Roots and Cyclone. If only for the ranged AOE snare that is Chillblains + Howling Blast (glyphed).

But if Death Knights go Unholy for PvP, I'd say you're right about the CC.

Edited, Feb 8th 2011 10:30pm by Mazra
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#65 Feb 08 2011 at 3:39 PM Rating: Decent
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Mazra wrote:
Overlord Theophany wrote:
DKs don't have an anti-snare ability. Anti-stun, anti-magic, yes; but not anti-snare. Ferals have better mobility by far than DKs.

Also consider that ferals have better CC than DKs and warriors, too.


Quote:
Chilblains now also causes Chains of Ice to root the target for 1.5/3 seconds.
Quote:
Death’s Advance (new talent): While both Unholy Runes are depleted, movement-impairing effects cannot reduce the death knight below 75/100% of normal movement speed.


Though I'm not sure how many go that deep into Frost for DK PvP.

Chillblains + Hungering Cold + Howling Blast (glyphed) sound better than Roots and Cyclone. If only for the ranged AOE snare that is Chillblains + Howling Blast (glyphed).

But if Death Knights go Unholy for PvP, I'd say you're right about the CC.

Edited, Feb 8th 2011 10:30pm by Mazra

Most DKs will not be frost for PvP, especially with Death's Advance.

Also, Death's Advance does nothing for roots, so essentially druids can spend some mana and go at 130% speed where DKs still get a snare applied and only go 100% run speed when they've used both unholy runes.

Granted, it's a great talent for DK mobility, but it's not like druids are all of a sudden the least mobile class in the game. Rogues are easily less mobile than druids, as are warriors and enhancement shamans.
#66 Feb 08 2011 at 3:56 PM Rating: Good
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Well, yeah, if we can get out of the roots. Like I said before, movement speed while rooted is zero.
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#67 Feb 08 2011 at 4:17 PM Rating: Decent
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Mazra wrote:
Well, yeah, if we can get out of the roots. Like I said before, movement speed while rooted is zero.

But DKs can still be rooted as well, it's not like they have a magical talent that gets them out of roots.

Druids have been spoiled for a long time. I agree that just removing the ability to shift out of roots without putting a cooldown in place that allows them to remove roots on a moderately long cooldown isn't a good idea, but being able to shift out of literally everything that keeps them off their target is a little too powerful in arena.
#68 Feb 08 2011 at 4:30 PM Rating: Excellent
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I think I said this before, but it probably bears (roflpun) repeating here. Druids breaking snares makes more sense in a Vanilla world. We've probably just received to many buffs over the years to make it viable to keep our root-breaking around and keep PvP balanced.

Take away cyclone, skull bash, and make roots unusable indoors again, and we're back to a place where being hard to CC/snare makes sense; as we couldn't really snare/CC anyone ourselves back then. Of course then we're back to being "rogues without any of the utility spells" in PvE; which I don't think many people really liked much.
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#69 Feb 08 2011 at 5:00 PM Rating: Good
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Derailing from the druid/mage debate a moment here . .

Quote:

Death Knight (Forums / Cataclysm Talent Calculator / Skills/Talents)
* The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.

Blood

* Bone Shield now has 4 charges, up from 3.
* Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target.
* If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
* Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
* Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.
* Scarlet Fever now applies via Blood Plague, rather than Blood Boil.
* Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap’s cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active.


My bloodtank is already topping the damage/dps meters 9/10 runs while self-healing a ton.

More bone shield, more free blood boils, more stacks of blood shield, 55%+ more HS, double DS damage . . .

Just awesome. Who needs a group, right?
#70 Feb 08 2011 at 5:19 PM Rating: Excellent
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My download was only around 35MB today, nothing major, new fishing icon, and when I got on a vehicle my actual toolbar buttons changed until I was off the vehicle. Maybe it's done that for a while and I just noticed as this was my first vehicle quest in a while.
#71 Feb 08 2011 at 5:19 PM Rating: Excellent
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Wait a minute, did they just buff Death Knight AOE? Smiley: sly

Something's wrong. I can still only use Thrash every six seconds.

I'm running on the fumes. Rage is over. No more Druid QQ, I promise.

Edited, Feb 9th 2011 12:27am by Mazra
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#72 Feb 08 2011 at 8:13 PM Rating: Good
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It's still about time that Bears got some tanking utility though. It's been keeping me from rolling a Druid for years.
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#73 Feb 08 2011 at 8:21 PM Rating: Good
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PHD is gonna be godly now for 3v3. If the DK can reliably break snares with deaths advance i could use cleanse to break roots and keep freedom on the MM hunter. Oh and rebuke for holy paladins, haha. It's not like i'll be charging into the middle of the arena to interrupt, but mages who blink after me round pillars and such, it will be great to avoid a lot of cc like that. Cyclone too.
#74 Feb 08 2011 at 11:11 PM Rating: Good
As an aside to all the class mechanic changes, there's also this little tidbit for people who were complaining that they couldn't go back for the Argent Tournament with their goblins/worgens before:

patch notes wrote:
Goblin characters can now participate in the Argent Tournament via the Orgrimmar delegation
....
Worgen characters can now participate in the Argent Tournament via the Darnassus delegation

#75 Feb 09 2011 at 12:57 AM Rating: Good
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Pantherfern wrote:
Derailing from the druid/mage debate a moment here . .

Quote:

Death Knight (Forums / Cataclysm Talent Calculator / Skills/Talents)
* The spell hit bonus previously given by Virulence (Unholy) has been rolled into the Runic Focus passive effect that all death knights possess.

Blood

* Bone Shield now has 4 charges, up from 3.
* Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target.
* If Death Strike is used while a Blood Shield is already active, the new absorb will stack with the old one instead of replacing it.
* Heart Strike now deals 175% weapon damage plus 15% per disease, up from 120% plus 10% per disease.
* Improved Death Strike now increases the damage of Death Strike by 30/60/90%, up from 15/30/45%.
* Scarlet Fever now applies via Blood Plague, rather than Blood Boil.
* Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap’s cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active.


My bloodtank is already topping the damage/dps meters 9/10 runs while self-healing a ton.

More bone shield, more free blood boils, more stacks of blood shield, 55%+ more HS, double DS damage . . .

Just awesome. Who needs a group, right?
I've been looking forward to these changes. Can't wait to try em out.
#76 Feb 09 2011 at 8:46 AM Rating: Decent
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Haven't played my DK much to really know how tanking and Unholy DPS has changed (probably do that tonight), but the changes to Fire Mage spells has been a Godsend. No more Scorch Weaving in order to keep up mana in just heroics.
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