Beta Theorycraft Feedback Posts
by, 22-06-2012 at 09:21 AM (2875 Views)
My primary concern for Elemental is having shocks on a shared cooldown still. It takes away from the "what's the best cooldown ability I have now" game to make you have to think about dot times, shield charge counts and the shared shock cooldown on top of everything else (which with the slightly longer 6 second cooldown will be a bit less forgiving). Removing this shared cooldown would be a nice Quality of Life boost for all Shaman.
I'd also like to ask about the design intent behind the 250% crit bonus for Elemental. Is the intent to make up for the fact that just over one third of our damage isn't affected by crit chance at all? If so, would you consider using the new Warlock mechanic of using crit rating to increase the damage of Lava Burst?
Ok, this is the Math Post. Please be aware that I have yet to confirm any of this in my spreadsheet with a proper dungeon/heroic dungeon or raid gear setup, which may influence numbers slightly.
For Elemental, the real issue in Talents is the level 90 talents (Level 60 are fairly even but EM comes out on top due to the ability to stack it with Ascendance). Unleashed Fury is just over twice as powerful as either of the other two talents (12.16% dps upgrade vs 5.51% for Primal Elementalist and 4.57% for Elemental Blast). I did a little bit of tweaking and worked out that the 25% damage bonus for LB and LvB would need to be reduced to 10% to bring it into line with the other talents.
A further comment on Primal Elementalist though. The function of Empower is to provide the Elemental some use when it would otherwise prove useless, yes? If so, that's not really doing that much, because the DPS gain from having PE with using only Immolate & Empower is a shocking 0.83%.
Unleash Elements is a sad inclusion in the rotation again, unless it's intention is to be a "on the move" action. To be honest, I think we have the mobile DPS stuff a little bit messed up. It would be much preferable to do something like spam Earth Shock, much in the same way that Moonkin spam Scorch. Of course, to do this would require an overhaul of how shock spells work to begin with, but I think most of us would love to see this happen (at this stage of the beta I realize it's probably a bit much to ask, but a boy can dream.)
Anyway, enough of that movement side track for the moment. Unleash Elements only ever saw any use in Cataclysm as a "You're moving and have a free GCD? Use this!" ability. In Mists, it will continue to function mainly in this manner, offering a minor 1.49% dps bonus when used in a purely stationary rotation.
One of the interesting findings of my work so far has been around the Earth Shock vs Flame Shock use dilemma. In Cata it's currently a fine line between a single FS DoT tick and a LS charge, so play this juggling act trying to avoid wasting either.
In Mists, that's not the case. Without a number of the passive talents buffing it, Flame Shock is a lot weaker than it used to be (another reason why the cooldown, shared or otherwise, is something of a relic) which means that with about 11% haste I can be recasting Flame Shock anywhere up to 11 seconds before it expires and be coming out better off if it means I don't waste a single LS charge. (The actual values are ~1900 for a FS tick vs ~5800 for a LS charge.) This is another reason why the shared cooldown makes no sense, as I'm sacrificing damage I've already generated to make sure I don't waste damage. Combine this with the Tier 14 4 piece bonus of generating 2 Lightning Shield charges per Rolling Thunder proc and this picture will become even more ridiculous.
The new glyphs are actually fairly decent, in line with the "not a bonus but a trade-off" mentality. However, Telluric Currents is a wee bit too overpowered if we're supposed to be playing the "mana management game" like good little mana based casters. If we use it to trade off the one GCD we'd spend every 2 minutes or so on regenerating mana via Thunderstorm, it actually works out to be a slightly higher DPS bonus than the other (positive) dps glyphs (0.57% vs Fire Elemental @ 0.53% & Flame Shock @ 0.39% in a 6.5 minute fight)
If you guys have the time, would you mind confirming for me how Overload works with Chain Lightning, and how this behaves with the glyph.
I'm assuming that the overload chance (X) is divided by 3 and applied to each CL hit (ie: each hit gets X/3, which means the chance of a single CL overload is (1-X/3)^3).
What I'm not sure of is whether the glyph applies X/3 to all 5 hits, so the chance at least on would be (1-X/3)^5, or it goes to (1-X/5)^5 instead.
sourceOriginally Posted by Ghostcrawler
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