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Winter's Chill and Imp Scorch.Follow

#1 Aug 28 2008 at 11:48 PM Rating: Good
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For those of you who haven't read the story on the main page, I suggest you go read it now. Here's a link. I'll highlight the points I wish to discuss.

Quote:
As Ghostcrawler has been posting recently, we've decided to make a change in the way we allow buffs and debuffs to stack exclusively in a raid. For the most part, what this change means is that many buffs and debuffs which were previously allowed to stack together no longer can, and that many buffs and debuffs which only a single talent specialization could bring can now be brought by multiple different specializations.

<Snip>

There are thirty or so different categories buffs and debuffs fit into, and I will list each category and which spells/talents are in that category.

Spell Critical Strike Chance Debuff: Improved Scorch, Winter's Chill


Quote:
I will also list the changes to abilities which exhibit new behavior regardless of the exclusive categories. The changes usually mean the old behavior was removed and replaced by the new behavior. Numbers listed are for maximally-talented versions. Here is that changelist:

Improved Scorch: Increases spell critical strike chance against the target.
Winter's Chill: Also increases spell critical strike chance against the target.


So, this removes any possible need to cross spec a mage to get both WC and Imp Scorch. IMO a good thing, but it equates to a utility hit for us(though everyone seems to be taking a hit to their synergy as well). Though, considering they look to be non-school specific now, that may actually make them a net increase.

The second thing I'm curious about, is how do you feel about the change to Imp Scorch? Used to be a damage increase, now it's a crit increase. Assuming numbers stay the same(10%), better in your opinion? Worse?

And before anyone emoplodes, read the entire article. We're not the only ones getting changes like this. For instance, Imp Shadowbolt and Shadowweaving(Lock and Spriest abilities) are now self only damage increases, removing a lot of the synergy between the two.
#2 Aug 29 2008 at 12:15 AM Rating: Good
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So, I was slumming about on the Oboards, and I found this.

Mystiq of Chimera on Durotan wrote:
There are so many positives to these changes that I cannot list them all without scanning all the classes. The biggest thing is it drastically simplifies DPS scaling by changing class buffs into expected buffs rather than enhancements. This way, any class' DPS can be normalized around the buff being there, strengthening previously useless buffs that have been changed to benefit only the player (Expose Armor) and fix kludges that have been implemented that affected an entire class (Improved Scorch). A glaring problem that I'm sure Blizzard didn't realize until recently (when they finally began looking at class utility) is that making Scorch increase raid damage by 10% must nerf Mage DPS by a small amount and stacking it with Winter's Chill is a very large DPS increase from one class, pigeonholing Mages into speccing into both if they are the only Mage in a raid. Making it work just like Winter's Chill and making it not stack makes them simply a debuff Fire or Frost Mages bring.

Changing Shadow Weaving and Improved Shadowbolt to self only raises Warlock DPS outside of a raid and uncouples them, bringing them out of "crazy land" of multipliers.


I tend towards agreeing with him(her?).
#3 Aug 29 2008 at 7:24 AM Rating: Decent
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First thought is, why would anyone take a Shadow Priest on a raid now if you have other options. They have lower DPS and their mana regen got widened to raid but it's effectiveness nerf'd. Our WE fully talented and inscribed will do much better. They also buffed mana regen abilities for hunters and pallies. Hopefully this make more spots for mages in raids to replace Shadow Priests.

2nd thought:

Changing it from increasing crit from increasing dmg seems like a nerf to me. It probably isn't, but that was always a must have in my fire builds and pvp fire builds, now I don't know.
#4 Aug 29 2008 at 8:27 AM Rating: Good
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mgjr wrote:
First thought is, why would anyone take a Shadow Priest on a raid now if you have other options. They have lower DPS and their mana regen got widened to raid but it's effectiveness nerf'd. Our WE fully talented and inscribed will do much better. They also buffed mana regen abilities for hunters and pallies. Hopefully this make more spots for mages in raids to replace Shadow Priests.


That's the thing...shadow priests as they currently exist have lower DPS. I really think WotLK ones will be DPS machines like everyone else. And actually, shadow priests that do 1k DPS now will be putting out the same regen on someone that has 10k mana as before. So they'll actually be doing about the same. The only thing is the survival hunters(I'd rather have BM, tbh) and Retadins. Not to mention Misery can only be overwritten by a debuff Moonkins can do(they're now the buff machines) that weakens the moonkin's DPS when it's in the rotation.

mgjr wrote:
Changing it from increasing crit from increasing dmg seems like a nerf to me. It probably isn't, but that was always a must have in my fire builds and pvp fire builds, now I don't know.


Considering it's a debuff that only mages can put up(either frost or fire mages), it means we have a unique bit of raid synergy.
#5 Aug 29 2008 at 12:13 PM Rating: Good
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At first I was very pessimistic about the change. It essentially encourages only one mage slot per raid.

But then I got to thinking harder on it. Really they want to limit the amount of "slotting" required in raids in the first place, so while there may only be one "required" slot for a mage, there are 15 other slots that are free-for-all, where you can put good quality players in rather than having to leave good players on the sideline because of a "have to have" debuff.

Obviously the change to Imp Scorch is going to negatively affect Fire DPS based on current beta talents, but I'm inclined to think that Blizzard knows this and will adjust the talents for the PTR release to buff the base damage. The most important thing is not to look at that blue post and try to apply it to current game or even current beta. These changes are part of the PTR build, which we haven't seen yet.
#6 Aug 29 2008 at 2:38 PM Rating: Good
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Hmmm...I like the notion that we'll be able to cast scorch once for full effect for it's duration, rather than 5 times, assuming we get the glyph.

Don't particularly like trading +damage for +crit in PVE, though. +Damage works every time I nuke something. +Crit means a better chance to nuke something really hard, but doesn't work every time. Also means my big crits will get smaller, because I won't have the damage buff from scorch. Another problem I see is as a PoM Pyro mage, geared decently enough to be packing just over 1K +damage and about 26% crit as it is, more crits in pve ain't necessarily a good thing. If you try to ride the aggro line as close as you can, more crits mean more chance of a damage spike that pulls aggro, and may lead to a wipe.

On the plus side, for PVP, more crits is a great thing, even at the cost of losing some +damage. If I manage to fire off a string of crits, I have at least a snowball's chance in hell of taking out a comparably geared lock, or stopping those damn rogues from going all stabbity on me.

Edited, Aug 29th 2008 6:35pm by Kahbueme
#7 Aug 30 2008 at 3:46 PM Rating: Good
I'm not a huge fan of it as I believe I will probably be crit-capped as it is. That + burnout can lead to some problems. Raid buffed I am around 42% crit. + 10% I am over cap (50% iirc) so that + gems/gear could really fudge with how things work... that + how hot streak will work, the lack of salvation, etc, I pray that we will be able to shed threat pretty easily other than critting for 6k a few times right off the bat.
#8 Aug 30 2008 at 5:07 PM Rating: Good
Is winter's chill any good at low lvl's, say around the 40's? I have a lvl 43 mage and I recently took the 5 points out of Winter's Chill and put them into Permafrost & Imp CoC (I know thats a total of 6 points, but I restructured the build to put that last point into imp CoC). With Imp CoC I am getting close to 700dmg when it crits, which is right up there when my Frostbolt crits, so I was wondering if Winter's Chill was really worth it at this lvl. Sorry to intervene on such a high lvl post, but my question is somewhat related to the subject. Thanks for bearing with me!
#9 Aug 30 2008 at 6:56 PM Rating: Good
PigeonMan wrote:
Is winter's chill any good at low lvl's, say around the 40's? I have a lvl 43 mage and I recently took the 5 points out of Winter's Chill and put them into Permafrost & Imp CoC (I know thats a total of 6 points, but I restructured the build to put that last point into imp CoC). With Imp CoC I am getting close to 700dmg when it crits, which is right up there when my Frostbolt crits, so I was wondering if Winter's Chill was really worth it at this lvl. Sorry to intervene on such a high lvl post, but my question is somewhat related to the subject. Thanks for bearing with me!


Umm, not really. I mean each spell that is hitting the mob can/should be adding a stack of winter's chill increasing the chance to crit against it... although they should be dying in 2 or 3 spells anyway (especially if frostbite procs = shatter crit of a frostbolt/fireblast [until icelance]).
#10 Aug 30 2008 at 9:00 PM Rating: Good
Quote:
Umm, not really. I mean each spell that is hitting the mob can/should be adding a stack of winter's chill increasing the chance to crit against it... although they should be dying in 2 or 3 spells anyway (especially if frostbite procs = shatter crit of a frostbolt/fireblast [until icelance]).


Thanks for the info. I was thinking about it and the stack just sucks, all things considered. It just made more sense to go with Imp Cone of Cold.

I have another question, its about "Shattered Barrier", when the tooltip says destroyed, does that mean by physical dmg or me clicking the barrier off myself?

I apologize for the nub questions, but I'm just learning about the mage. I've always been a warrior and wanted to try something new/different, plus my friend is lvling another toon to 70, so I thought I would too! He's farther along than I am due to time issues. (can't play the game when ur sitting in the middle of an ocean on a ship...well some day I will be able too!) So, thanks again for the help.

I'd rate up but I lost my "scholar" title a long time ago when I had a debate with Mentalfrog and got sub default bombed...w/e, I've changed since then.
#11 Aug 30 2008 at 10:00 PM Rating: Good
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About the lack of Salvation.

My understanding is that the 30% from salv is being added to tanks right off the bat.

Bear Form, Defensive Stance, and Righteous Fury will have their old talented threat increases added to the base ability AND an additional 30%.

I could be mistaken as I haven't been following Beta terribly closely except for a couple of classes, but as I understand it that's how Blizz is fixing the necessity of Salvation.
#12 Aug 31 2008 at 3:59 AM Rating: Good
Ahh good to know about the salv/threat gen.

@ Pigeon. I think that it is when it is destroyed (through damage -- in other words it breaking), although I could be wrong.
#13 Aug 31 2008 at 9:44 AM Rating: Good
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Anobix the Wise wrote:
Ahh good to know about the salv/threat gen.

@ Pigeon. I think that it is when it is destroyed (through damage -- in other words it breaking), although I could be wrong.


Probably true, though it may also work when dispelled too.
#14 Aug 31 2008 at 8:51 PM Rating: Good
So as I continue to speculate about it, it seems that if we have two mages, as I may have thought about ealier. Have one go frost, one go fire, the frost one will pick up winter's chill, the fire one can skip the points and just get talents to buff his frostfirebolt stuff.
#15 Sep 04 2008 at 1:15 PM Rating: Decent
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The change from damage to crit is a direct and indirect nerf. First damage is there every time, crits are at the mercy of the RNG. Second as was mentioned above, if you are riding the aggro boundary having too much crit can become problematic. Your alternatives are either leave a bigger margin, or dump aggro more frequently, either way you leave DPS on the table.

As for making DPS more generic goes. I think that whether this is good or bad now depends on how well blizzard anticipates the utility decision process of the RL. If they manage to achieve balance so that classes are equally represented in raids this is a good thing, if not it will be bad for the classes who come in second. At this point in the release cycle WotLK has way to far to go to make any kind of prediction.

Edited, Sep 4th 2008 5:11pm by MrFredII
#16 Sep 06 2008 at 1:42 PM Rating: Excellent
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MrFredII wrote:
The change from damage to crit is a direct and indirect nerf. First damage is there every time, crits are at the mercy of the RNG. Second as was mentioned above, if you are riding the aggro boundary having too much crit can become problematic. Your alternatives are either leave a bigger margin, or dump aggro more frequently, either way you leave DPS on the table.

As for making DPS more generic goes. I think that whether this is good or bad now depends on how well blizzard anticipates the utility decision process of the RL. If they manage to achieve balance so that classes are equally represented in raids this is a good thing, if not it will be bad for the classes who come in second. At this point in the release cycle WotLK has way to far to go to make any kind of prediction.

Edited, Sep 4th 2008 5:11pm by MrFredII


RNG means little in raid DPS. Chances normalize to their expected rate when applied many times over a long period. If you have a 10% tooltip crit rate, after a 6-minute boss fight, I'd expect you to have a crit rate anywhere from 8.5% to 11.5% for that fight at least/most, not a 4% or 16% crit rate.

Same thing with crit and aggro. Crits only provide a problem with aggro generation at the beginning of a fight, and your TPS rate becomes steadier and steadier as time goes on. You just need your average TPS to be slightly lower than the tank's.
#17 Sep 07 2008 at 5:56 PM Rating: Default
i'm personally quite grateful for the the improved water elemental. it is mages who, from W3, should have been given the role of raid mana battery. i've always been quite miffed that mages never got a mana aura but priests were given an invaluable dps role. i also declare it high time that shadow synergy be nerfed, and not a moment too soon. with salvation being folded into tank threat generation, i'm not worried about the crit increase at all. all this together means that frost is now a viable and valuable raid spec.

it has been publicly stated that just because northrend and the lich king's hideout are winter-themed doesn't mean we should fear another molten core situation where a particular school of damage will be rendered useless. i maintain a skeptical hopefulness.

about the more general problem of buff stacking... raids as a whole are getting a lot less interesting. as classes get more more homogeneous, the question stops being "what does my class bring to the raid?" than "what kind of gear do i have?". in essence, players are no longer capable of bringing a valuable and unique role, they are merely excluded from content based solely on the amount of time they've played. and with blizzard's apparent drive to make the game for children, there remains few serious challenges left save pvp. what of those of us who would prefer to have an entertaining and varied pve experience?

this is a symptom of blizzard's developers being lazy. they don't want to have to work for their money, so instead they make everyone the same to save themselves the trouble of inter-class balance and the complexity of designing raid encounters.

i'm entirely against the buff-stacking changes even if it does improve everyone's function. i do think auras and totems should have always been raid-wide buffs (and im not just saying that because i have a resto druid), but if my buff cancels someone else's, then why not just bring a lot of whichever class is the most powerful at that moment? hybrids are taking over because specialists (mages, warriors, rogues, warlocks) no longer have a unique class role to justify their existance.

it's been trending that way for a while i suppose. at first, dps was cheap and a dime a dozen. good tanks were impossible to find, but you only needed one or two per raid. which made tanks THAT much MORE rare. despite certain classes failing to show up in frequent raid rosters, those same classes were topping the charts in pvp because that's all they could do even if they were best at it.

i don't want my gameplay to be restricted just because i chose to play a mage years ago. i adore my mage. i wouldn't stop playing her for all the gold in china. but i also like to pve. why should i have to give up one or the other? i want my unique buff slot back please. i want a reason to be a mage beyond my personal attachment to my character. because as much as i love my mage, the raid leaders don't care. and neither, apparently, do the developers.

Edited, Sep 7th 2008 9:55pm by LaFey
#18 Sep 08 2008 at 1:23 AM Rating: Excellent
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I'm a bit dissapointed to the changes with buff stacking as I like the synergy that different classes can bring to the raid. At the same time I don't think it's necessarily a bad thing overall.

Currently we have a situation where:
a) certain classes may be brought to a raid based purely on the buffs they bring rather than individual performance (e.g. a crap geared/played elemental shaman being taken over a well geared/played mage simply because their totems boost the whole group more than mages individual dps would add).
b) those same classes cannot perform in terms of damage dealt because it would be unbalanced with the benefits they bring to the group.

This change lets Blizzard normalise output from all dps classes a bit better, so that they can all be competitive, rather than some lacking behind and relying on their group benefits for a raid spot (at least I think that's the theory).

Whilst +dmg from scorch and +crit from frost would have been nice (and given synergy from extra mages), I think there are some benefits to the change. Firstly, mages are the only class (curently in wrath) who can debuff increased crit chance. If scorch had stayed as +dmg then it would have been equivelent to CoE and worse than the DK and Moonkin debuff (10% rather than 13%). Even if it had stayed at 15% and only for fire spells it remains only a marginally useful debuff in terms of raid wise synergy (as it only boosts fire locks and mages).

Regarding dps ouotput, I hope that it is fairly even across the classes (which as far as I'm aware isn't quite the case at the moment). If I'm going to be a dps in Wrath then I'd prefer to have my output based on the effort I put into my character, rather than due to a scaling/design issue which means I could never reach the potential output of another class.

Luckily my guild isn't the min-maxing type so I think as a whole the change will be a beneficial one for us as a range of classes will be able to boost the raid.
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