[WoW] Battle for Azeroth - Page 322
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BfA Community Links: GP : https://www.worldofwarcraft.com/invite/KKMpKPSlgd?region=EU&faction=Horde TLEUH : https://www.worldofwarcraft.com/invite/v9x5bAF3jD?region=EU&faction=Horde TLEUA : https://www.worldofwarcraft.com/invite/ALwgJnC5Wo?region=EU&faction=Alliance TLNAH : https://www.worldofwarcraft.com/invite/vPrmjJxiVnJ?region=US&faction=Horde TLNAA : https://www.worldofwarcraft.com/invite/YeZj7P0SXLn?region=US&faction=Alliance Bnet: Bnet - https://blizzard.com/invite/amvLM0EubJv On November 03 2016 06:57 GTR wrote: I've created a Google Form/Spreadsheet for people to help add eachother. Hopefully this will makes things easier for us to find people for Mythic+ runs and what not as opposed to sifting through 150+ pages of discussion. Form Spreadsheet If a moderator could add this as a moderator note at the top it'd be appreciated. | ||
Cyro
United Kingdom20154 Posts
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Alventenie
United States2147 Posts
On June 28 2017 05:34 Warri wrote: What issues do brewmasters have? Please dont say ISB cap.... As others have stated, the spec itself plays pretty meh now. Numbers are good, but they were good before too. Just every tank out there was over shadowed by bear so none of the tanks looked good by comparison. And as much as people say don't say ISB cap, it removes a lot of planning a raid can do that is unique to a BrM. Before by getting a high uptime on ISB you could then purify a larger chunk in an intense part of the fight. Like for M botanist, you would forego purifying early in the fight, resulting in taking more damage over time since you aren't mitigating any of it, to save up ISB to then purify all the time in phase 3. This might be something people will call cheesing, but I liked the option of a unique tank to be able to do that. With the ISB cap at 24s, you can't really do that anymore and you remove a lot of options that a BrM can bring to a raid. We lack raid utility already, and the one thing we do well is soak damage, which we have always done well. Changes to the rotation as well have made it less fluid. 3s fixed blackout strike where as the rest of your abilities scale with haste can cause pauses in the rotation. Our numbers right now are pretty good, and I don't feel that we are in a bad position by any means. This is mostly because of how well we do against physical damage with our high dodge and Tomb having mostly physical fights. I think having an ISB cap of around 45-50s would be best case scenario, allowing you to focus at times in a fight to have a bunch of purifies without worry of ISB falling off and you dying quickly thereafter. Right now the playstyle is just maintain ISB, and purify when you have extra charges. We will see how the mythic race goes to see how the tank spread is. 7.2.5 definitely has the best spread of tank balance since Legion launch, so hopefully we see the DH/DK/Warriors out there performing well. | ||
Cyro
United Kingdom20154 Posts
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Stancel
Singapore15360 Posts
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Noocta
France12574 Posts
No goo under the eels after they die Tornado walls have holes naturally No Hydra shot, at all. | ||
arb
Noobville17915 Posts
On June 29 2017 11:55 Noocta wrote: Dear god, I just did the first wing of LFR. Cant believe how much they removed from Mistress Sassz'ine lol No goo under the eels after they die Tornado walls have holes naturally No Hydra shot, at all. lfr is 90% tank and spank so.. | ||
Alventenie
United States2147 Posts
On June 29 2017 11:55 Noocta wrote: Dear god, I just did the first wing of LFR. Cant believe how much they removed from Mistress Sassz'ine lol No goo under the eels after they die Tornado walls have holes naturally No Hydra shot, at all. On Normal there is no Hydra shot (That I remember) and the Tornado has holes in it. Only difference is that goo spawns on normal even though it is not needed. I am curious as to what LFR Kil'jaeden is going to look like. | ||
Gorsameth
Netherlands20753 Posts
On June 29 2017 17:09 Alventenie wrote: On Normal there is no Hydra shot (That I remember) and the Tornado has holes in it. Only difference is that goo spawns on normal even though it is not needed. I am curious as to what LFR Kil'jaeden is going to look like. Our normal run last week didn't have holes Oo. and there is Hydra shot but only 1 instead of 3 at the same time. | ||
Stancel
Singapore15360 Posts
fuck those jellyfish though and easy mount farm, if you care about that sort of thing | ||
Noocta
France12574 Posts
On June 29 2017 17:52 Gorsameth wrote: Our normal run last week didn't have holes Oo. and there is Hydra shot but only 1 instead of 3 at the same time. They changed the boss in normals to remove the holes ( was probably only intended for LFR ) Also yeah, one hydrashot in Normal. | ||
Cyro
United Kingdom20154 Posts
what year is it :D | ||
Leopoldshark
United States176 Posts
Got new talent ring on my DK. Is it worth breaking Service of Gorefiend/Shackles of Bryndaor combo to use the ring? And if so, which other leg should I use with it? | ||
Cyro
United Kingdom20154 Posts
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lestye
United States4098 Posts
On June 30 2017 07:47 Cyro wrote: what year is it :D Man, I'm not sure if its possible with the current design of classes, especially with how many classes have cleaves on top of everything, but I would love it if we could get some type of dungeon content that was slower and relied on those CC initiations like back in Cata/BC/Vanilla. | ||
Warri
Germany3208 Posts
On June 30 2017 15:04 lestye wrote: Man, I'm not sure if its possible with the current design of classes, especially with how many classes have cleaves on top of everything, but I would love it if we could get some type of dungeon content that was slower and relied on those CC initiations like back in Cata/BC/Vanilla. Problem is, youre running on a clock. If you cc even one mob, that effectively makes two groups out of one unless you pull him into the next group or break cc early. Also those cced mobs still get affected by bolstering and whats worse they spawn those shitty explosive orbs, so you also have to drag mobs away from them first, which can be hard with casters. | ||
Cyro
United Kingdom20154 Posts
Problem is, youre running on a clock. And that clock is extremely long now - this run had 1/3'rd of of the timer left despite only ever pulling 1 pack at a time and CCing like this as required to stay safe after dieing 15 times in the first quarter Also those cced mobs still get affected by bolstering and whats worse they spawn those shitty explosive orbs, so you also have to drag mobs away from them first, which can be hard with casters. Bolster would be annoying but it's only 30 yards and linear scaling now, if a few casters bolster then it's fine - pulling and killing 10 dudes at the same time in one clump and then taking them all down at the same time would probably be even harder. Explosive orbs only spawn if you pull the mob before you CC so that part is fine. | ||
Warri
Germany3208 Posts
And if that clock is extremely long youre running a key way too low... | ||
Cyro
United Kingdom20154 Posts
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Noocta
France12574 Posts
But yeah, HoV has some pretty insane pulls this week. | ||
lestye
United States4098 Posts
On June 30 2017 21:02 Warri wrote: Problem is, youre running on a clock. If you cc even one mob, that effectively makes two groups out of one unless you pull him into the next group or break cc early. Also those cced mobs still get affected by bolstering and whats worse they spawn those shitty explosive orbs, so you also have to drag mobs away from them first, which can be hard with casters. Yeah, I wasn't speaking in conjunction with Mythic+ difficulty I was more speaking to just regular dungeon design of the past. | ||
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