Devs have long stated red is the raid damage dealer. And ultimately, again, damage vs slightly less damage at slightly reduced range but moving, is a boring decision. Blue is redundant. If you have...
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Devs have long stated red is the raid damage dealer. And ultimately, again, damage vs slightly less damage at slightly reduced range but moving, is a boring decision. Blue is redundant. If you have...
No, the intention is for blue to do roughly equal damage for red. The gameplay distinction is that now blue will mix in some hit and run melee stuff in order to maximise its damage.
It’s ranged...
The aim of Option 1 is to have it compete with red for damage.
...could Barb replace Dazing Blow instead then? Just feels like Low Cut is an odd choice to replace.
For reference I believe this gives us the following:
Scourging Blow - 8s CD - Damage
Rupture Artery - 20s CD - Damage
Blindside - 18s CD - Interrupt
Dazing Blow - 20s CD - Corruption Removal/CC...
Playstyle.
You can either be the melee/ranged hybrid spec that needs to stay relatively close to perform its optimal DPS (with the option of ignoring all the melee stuff and being as effective as...
Is Burn Hot still in its current position in red?
I don't think it makes sense for blue to be able to pick up reds DPS cooldown, especially considering they'd only ever be able to pick it up when...
Anyhow, to get back to comments on this.
Fast Draw and Quick Draw need to be tweaked. You've got red hunters sitting at around -60% inductions (varies a bit depending on raid sets and traceries)...
As mentioned they're still kicking around the replacement. Bit misleading though, since third shot is a 12s cooldown.
He's adding melee modifiers to existing traits in addition to the ranged...
Besides the removal of Barrage (something they're still kicking ideas around) these changes are mostly just additive to what is already there. i.e. you could play precisely as you are with basically...
Just to highlight that end bit, feel like the rework should make at least a small attempt to actually give rHunter some inductions. Quickshot may be tagged as an induction skill but it executes...
So if I dropped the trap in front of a group of enemies and they ran into it, wouldn't only the first trigger it on themselves and the rest ignore it?
Could we get a little clarity on the functionality of this? I.e. do you have to land the trap on all targets to apply it or does the first target to enter trigger an AoE pulse applying the trap to...
Bowmaster
Honestly this is a no-go. Right now red can use ranged attacks on the move, it's just strictly only able to do focus skills which is perfectly fine. If you wanna nudge a little more...
No.
You can definitely push for yellow to be remoulded into a fully functional support spec and I can 100% support that take. But you can't do it at the expense of blue. Blue is a popular spec,...
OnnMM talked significantly more about the Cappy stuff before that rework than Orion has about Guards in the forums, it just didn't take place in the forums.
Would be cool if this is what Cataclysmic Shout was repurposed into. I.e. give Unfettered Aggression the damage/animation of cataclysmic shout whilst it applies your damage buff. Cataclysmic Shout...
Battle Fury is the name of the Brawler capstone so probably wanna go with something else. Seems decent, albeit still a bit generic. I assume it'd get some tracery to reduce the CD?
With 20s...
Problem is that really sucks (also Beorning struggling with AoE aggro? That thing has an infinite target taunt and multiple AoE taunts...). It's really not fun to be playing a tank that struggles to...
I'm a little confused by the "AoE Tank" distinction; shouldn't all tanks be competent at tanking in AoE scenarios? Whenever a tank legitimately struggles in AoE you just...wind up having a miserable...
Option 3 does seem to be the dankest option given.
No thanks.
Outside of protection of the deathless (a really dumb item) and those random books from Dunland epics (also terrible) this is fairly new. The vast majority of on-use stuff has been either gear or...
What's the logic behind having these items increase player power without occupying a gear slot again?
Nah. Either remove outright or disable in group instances. Thanks.