good, no warrior changes... for now
This makes me a happy PvE kitty, a rather disturbed by the OPness PvP kitty, and a "meh, okay" PvE healadin.Hope this all turns out right.
I'm assuming the nerf to Multi-Shot is done because SV aoe is too overpowered now.If so, wouldn't it make more sense to build this nerf into ?Something like: Targets hit by your Multi-Shot are also afflicted by your Serpent Sting equal to 6 sec of its total duration. But reduces damage from Multi-Shot itself by 10%.Cause i can't imagine it's because MM and BM aoe became too powerfull.
Ha. Gotta laugh at Druids.Pretty happy no changes to Rogues at the moment, though kinda wish Sub was brought up a bit. I enjoyed playing it for V&T HC, and would like to play it some more in raids.
I play a holy paladin, and I've got to say, this looks like a buff to me! Granted, at present in my mostly 353 and 359 set with a couple of 346 blues, this mana change would hurt me kinda badly, but this won't be until 4.2. There will quickly be gear available that will increase my mana pool/regen enough to negate this effect, but! Dropping the CD of Holy Radiance to 20 seconds? I like! And the mana cost of that isn't going up, either.Less enthused by the change to Astral Showers, though. I liked keeping that effect up by moving, either between trash pulls or in PvP. I'll have to consider whether to keep that talent in my balance build now. However, all the other druid changes, I'm happy with, as someone who plays all 4 druid specs.Also, I thought the hunter trap thing was one of their hard-to-fix problems (like the 16-slot backpack...) that they couldn't spare the resources to change any time soon?
Paladins should not skip the line where heal crits got buffed. Makes our mastery much more viable, same with crit. Larger divine light crits = much larger shields.Also, what is the difference between Resurgence and Improved Water Shield?
Thank you :P
I personally hope they rework the Mana Tide Totem change. I understand that the ability is perhaps overpowered in a caster heavy group or raid but maybe make it 200% for the group, 300% for the shaman to keep it viable. I doubt the change from Improved Water Shields to Resurgence will cover the difference in a truly mana intensive fight. Then again with the increased effectiveness of critical heals it might be even.
I thought Blizz was going to reverse the stupid full-speed rogue stealth. Guess we'll have to live with that one.
Additional notes:- Holy palas will now oom on first trash pull in any HC dungeonThanks for the bat on every healing spell while mastery IS STILL USELESS