Galenmoon wrote:
Only if they'll make paladin's inherent speed from talents daze them when hit :P
Difference is, Paladin abilities and Hunter abilities don't go as fast as our travel form now, so if we made it so a paladin would be dazed, it would be beating him with a nerf-bat so hard he couldn't walk.
Literally.
A paladin's abilities (I think, the points in retribution anyway,) are on 24/7, so if we made it so he got dazed when he hit - nobody would have a paladin. It would make no sense. The aura is only for mounted speed, and it's only 20%. Not very big of an upgrade.
What about a tank who got dazed every time he got hit? Even if it's a 25m raid boss?
What about a healer who catches a stray mob, and needs to bring it to the tank?
Or a ret pally who scores a crit on a mob that just joined the party, should he be dazed because he had the misfortune (or crappy tanking,) to get hit?
LockeColeMA wrote:
They should do the speed increase, but make it like aspect of the cheetah; you get dazed if hit. Shifting could still break the snare, but it would limit its usefulness in BGs.
With slight limitations- if you get dazed, you have an internal cooldown before you can get dazed again. Say, if you get dazed for 15 seconds, and you can only get dazed every 25 seconds. Gives a druid a 10 second leeway, so that s/he can jump out of form and hit himself with a HoT.
If you switch form, you'll stay dazed for the full duration, to keep from jumping out of form and back again to get away. Stuff like that is a bit too cheap, and will have the nerds raging on the O-Boards.