AE capping, should this be universally applied in TBC?

Allegedly (I don’t actually know for sure) Consecration and Flame Strike, in addition to a few other multi damage abilities, are not on the AE cap list like for example “Blizzard” is capped on damage.

Would it be bad to AE cap all abilities that can hit multiple targets? May actually be a positive thing for the game overall. Really the only people who would object are players who want to AE farm, and AE grind, and that kinda play sorta spoils thing any way. AE damage capping would not harm the ability for a paladin to AE tank, it would instead just reduce the amount of threat the paladin produced in AE situations requiring DPS to be smarter.

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#nochangesTBCmakespaladinsfeelloved

But, seriously, AoE grinding mobs in plaugelands is 95% of the reason I resubbed. Love it so much.

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I agree – let’s nerf Paladins in TBC because Mages in Vanilla.

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Its good to learn from mistakes.

I think paladins are fine Pollens are never going to get to the point that mages were doing in classic we’re never going to see a video were paladins are pulling 2 to 300 mops.

Let alone we’re never going to see paladins Soloing ZG.

Or Things of that nature I then paladins are going to be fine then you guys are overreacting just a little bit will they be good and yes will they be come the new kings of AOE yes.

But they’re never UN to be to the level that majors were in classic it’s just not going to happen.

Plain and simple

Paladins need it for AoE threat, I don’t see that happening.

Imagine Felmyst where your holy waters, consecrations, flamestrikes all deal 10 damage per mob while Seed of Corruption is blowing up for 1200.

If the purpose of this proposal was to ‘nerf boosting’, instead of nerfing Paladins because Mages, you would be proposing that the XP gain from having a higher-level in the party doing all the killing be changed. Thus, having a high level friend run you through dungeons for the purposes of completing quests or farming a specific drop would be largely unchanged (if the intention is to farm a specific drop, it might be a better change).

And if Blizzard did nerf Paladins because Mages then you’d have to nerf Warriors because Whirlwind and Ravager and … uh… Retaliation every 30 minutes, or something.

I think its capped in the same way that arcane explosion is. If it was not capped, then it would indeed be if all AE’s were limited making a net Zero effect.

Has an AE limit due to a numerical target cap of 4, but I see what you’re doin.

So it’s a mage, warlock, hunter, priest nerf that is specifically targeted at mages but the other classes were just innocent bystanders?

The goal here is destroying AE speed and solo cheesing, just as blizzard intended. I’m just pointing out where a couple things managed to slip through the cracks.

Paladin ae is 10% scaling with spellpower which is super low. Its slow af, uses a ton of mana and is not a flexible ability.
Hunter volley and explosive trap scale with spell power which you don’t get with a hunter unless you have 400 IQ and you stole all the mage loot just for a meme - they also have long cooldowns.
Priest ae? I mean it does 0 threat but it scales just about as poorly as a paladin and it ooms you in 3-4 casts.
Warlock ae has no additional utility like blizzard does and hellfire kills you which makes it hard to solo things without a switched on healer and that isn’t exactly being solo.

Mage ae consists of: Rain of Fire, Blizzard, Cone of Cold, Frost Nova, Flamestrike, Fire Nova, Arcane Explosion. While the channels require you to stand still, its aided by the mobility of blink and the added utility from the slows/roots of the frost skills and the addition of a fast mana recharge skill is icing on the cake. The actual ae damage efficiency and speed of all the other classes pales in comparison to the mage.

None of the other classes have good let alone exceptional ae damage paired with actual synchronised utility (Yes, its a mage nerf)

According to the wiki from actual TBC.

**https://wowwiki-archive.fandom.com/wiki/Consecration?oldid=1633256**

Its a lot better than 10%.

The only thing you’re overlooking is this.

Paladins are designed and made to AOE tank. It would be like stripping the ST threat off bears or the Cooldowns off warriors.

I get it, You don’t want to see a repeat of Classic’s AOE dungeon farms or boosting and thats a laudable goal, but ignores the fact that theres better and easier ways to remove the ability to abuse dungeons for gains.

Everyone here has memories of how “easy” heroic dungeons were while overlooking the fact that some trash was absolutely horrific to tank, or that they were steamrolling some them in full kara gear after 6 months of farming.They always neglect to remember they did it in tier 5 equiv or better gear.

The reason why I bring this up is I tanked them in stuff all gear while building my reputation as a solid dependable tank. Theres a 2 pack of unCCable naga’s 2 packs before the first boss in SP that will completely rock your tank if you’re not uncritible. The Succubus + felguard combo of arcatraz will destroy even the best geared tanks if you pull 2 at a time, Theres 2 eredar that if you mispull in arc that will wipe the group more or less instantly.

We don’t need to adjust dungeons in anyway shape or form, Tanks are going to get eaten alive in Heroics as they’re tuned for 2.4.3. Nerfing AOE threat won’t achieve what you want, it will only frustrate people who rolled a pally to tank.

Consecration deals 95.24% of bonus spell damage, distributed evenly among 8 seconds.* Yes I do mean 10% as in 1/8 of the bonus due to 1 second ticks.
Rank 5 consecration does 384 damage over 8 seconds and with t2 you would have roughly 250 spell power which is 48 base damage per tick and 25 bonus, leading to a whopping 25 damage increase per tick.
All for a 565 mana cost which is 1.12 damage per mana spent and thats about 1/7 of your total mana and also requiring the target to remain inside the radius for the full duration.

The damage is actually poxy as all heck, but your threat bonuses from holy damage make every point of damage more important than the damage output.

These are uncapped because they occupy debuff slots IIRC, so they are the equivalent of putting up Corruption of 18 targets at once. I’m not sure this is an easy fix for them even if they wanted to cap the damage.

That’s pretty much the fun of being a Protection Paladin outside of raids.

Conc doesn’t hit targets, it hits the ground. Once that happens it’s a separate effect that hits mobs, not the cast. Cast puts the effect on the ground, the effect does the damage.

I understand, you guys want easy mode everything, it makes sense.

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There are videos from TBC 14 years ago of paladins pulling 300 mobs.

I actually don’t remember getting Rain of Fire in TBC; or in any other expansion for that matter. I understand you are trying to defend and want your “uberness” for the next expansion, but you don’t need to overexaggerate to make your point. One of the Mage specialties is SUPPOSED to be AoE damage, by design. I am totally OK with getting the nerf as I agree it is needed to stop people from exploiting the game, but I would feel much better if Blizzard made subsequent changes as well to make sure NO class can exploit the game in TBC.

Thanks.

Nah, don’t even care about AOE caps in classic or TBC.

Most of classics problem wasn’t from uncapped aoe, but from terrain exploits and lack of resource generation in the world because people cried about turning off layers.