bodhisattva wrote:
AstarintheDruid wrote:
someproteinguy wrote:
Moonkissed wrote:
Have they said anything about the role that Glyphs will be playing in the new expansion?
All I've heard so far is that they're thinking of getting rid of prime glyphs.
There was mention of a Paladin glyph, for example, that would make it easier to keep up
Inquisition in exchange for less bonus damage. I'm not sure if that's coming in with 4.3, if it's for MoP, or if it was just an idea they were tossing around at a dev meeting.
It's an interesting idea. For people that struggle with keeping track of several DoTs, buffs, procs, and debuffs, reduce the number of things they have to keep track of in exchange for lower potential DPS. For what I think is a substantial number of players, it should have a net increase in DPS.
Everytime they have tried this type of half handed patch to a cumbersom mechanic it has gone over resoundingly poorly.
Sacred Shield, FoL HoT to give holy paladins a hot, I could name 5 more for paladins alone. Why not fix a broken mechanic to be something that works and enhances rotation in a way that doesn't annoy the person playing the class. Why should players have to deal with what is obviously a painful mechanic
I haven't played Ret at 85, in fact I've hardly touched my paladin since it hit 85. I have played Feral since BC, all the way through
John-$&^%ing-Madden. 12 sec Mangle debuff, 15-sec Rake, max 30ish second Savage Roar (and it had to be up first to affect bleeds), 22ish second Rip, Tiger's Fury on a 30 second CD, Berserk on 3 min CD and stacking with Hysteria, so trying to get the Blood DK to give it to you at the right time, Shred being positional and substantially better than Mangle, and weaving in Ferocious Bite when you had extra CP... also DoTs being clipped if you didn't let them get the last tick in...
Point being, I enjoyed Feral when it had a crazy priority list. I also acknowledge it's not for everyone. Off the top of my head, three glyphs to simplify Feral DPS for people that didn't like the complexity (based on WotLK-era Feral)...
Shred - Shed damage reduced by 10%, and now has no positional requirement.
Mangle - Mangle debuff now lasts 60 seconds, but unly increases bleed damage and Shred damage by 25% (down from 30%).
Savage Roar - Savage Roar now lasts 60 seconds and is refreshed by Ferocious Bite, but only increases Physical damage by 25% (down from 30%).
For me, that would be infinitely preferable to the nerf-train that's hit Feral DPS.