In the legion days there was also an interaction where if two players got flame wreath and their wreath’s crossed, then explosions! really fun for heavy melee groups or groups were people wanted to cuddle. I don’t know if that is still the case.
While I’m addressing my concerns with this mechanic, it’s also pretty difficult to interrupt as a bear tank during FW, because Skull Bash has a charge mechanic built in: https://www.wowhead.com/spell=106839/skull-bash
We wiped at least once because melee got FW, I interrupted Arcane Missiles, and (despite being in melee range already) charged about 0.25 feet making us all go boom.
This is a problem that seems to need to be addressed.
The is intentional. Another issue with this ability is how hard it ticks. In 15’s it’s doing like 27k damage per tick on 2 players at a time while other mechanics are running too. It’s fine when those players knock out some defensives, but if it goes on that player again it’s either we kill him before that happens or we wipe. This is fine on lower keys and fort weeks but higher tyr weeks this is going to be a major issue.
Would you really rather have a 15 second interrupt that charges or a 1 min aoe silence? The charge in every other instance is a bonus to the bear interrupt. There’s sometimes where I wish it would be ranged like a DH or a DK but never would I want my kick to have a 1m cd.
You’ve got Divine toll, avenger’s shield, plus a kick. All 3. I’m aware that solar beam is better than skull bash when you have both, but I highly doubt we’d ever get all the above for pvp reasons.
Let’s just say I’ve been thinking of dropping rebuke in df.
But either way, the comparison that was apples to apples is not avengers shield. Forget it exists because there isn’t a drood equivalent. It’s rebuke or Divine toll. Divine toll all day, ranged and aoe. This is why I’d choose solar beam.
Their point is the fact that we have both Rebuke, and Avenger’s Shield (with resets), on top of Divine Toll right now gives you a massive luxury that you can’t just “ignore”.
If we JUST had a massive cooldown spell and were stuck spending the remaining time hoping your damage dealers would help you out, Paladins would be in a very different place right now. Hell, we’ve just finished 3 seasons with Mistcaller having Patty Cake on a ~20 second cooldown. It’s not like you would have made the choice to just eat CC for big chunks of the fight. Most mobs also do important spells around the 8-15 second cooldown, to either rotate interrupts or get them on cooldown, and it’s often/significantly a tank’s job to add to that, because damage dealers (at least good ones) will already be interrupting other things on cooldown as well.
We even had a time before Paladins had Rebuke. It sucked. We lobbied to get it. It’s even more important in the current version of the game lol.
I do think it makes sense that Skull Bash shouldn’t trigger Flame Wreath. It’s not really an effect meant to have this sort of supposed “drawback”. And it’s PvE, not PvP, it’s not like there’s some “abuse potential” or whatever if it doesn’t.
No, I totally get that. What I meant was that there’s no exploitable advantage in making a change for Flame Wreath that would unfairly affect any other portion of the game by supposedly making Skull Bash too good or whatever. It was nothing you said, I was just mentioning that there’s no concern on that front.
Most of this thread comes down to not things setting it off but healers probably not playing the game. If a player bleeds out and dies to the flame wreath dot it will cause it to explode regardless if nobody moved into or out of FW.
Ok good to know. I managed to get in a group that downed him first time, made sure they had no locks and people were dropping their Bron stacks to be safe. Had 3 sets go off with 0 issues so has to be something unintentional happening with some classes I think.
I timed this on a 12 last night on my hunter in what you would probably consider the nightmare comp for this. We had a BM hunter (2 pets), Surv hunter (me, 1 pet + Bron), Enh shaman (2+ pets I think?), resto druid and bm monk (Bron). We wiped to this 3 times. First time wreath went on me and the BM hunter, blew up instantly. Second pull it went on the enh shaman and the resto druid and the resto druid got hit with the fire spell cast almost immediately after it and he died almost instantly and we blew up again. 3rd time we said screw it, blew lust and killed the boss so fast that we could kick pretty much everything and I don’t even recall a wreath going out on that attempt. We still timed it with a few minutes to spare because that was the only problem we had and the spawn is so close.
I’m not really sure how demo locks are getting through this boss, but the best I can even think is to just burn it as fast as you can and pop defensives through wreaths so there are no more than 1 set. I don’t see this working on keys higher than 20 though, even once we get these last bits of ilvl. Somethings definitely gotta be done about this boss. The bugs with pets really gotta get fixed and I’d love for the ticking damage to get reduced by even as little as 10% just because I’d hate to see how much this is doing in high keys.
Had flame wreath go off over and over with all players alive & no one moving. After the 5th time it happened, we think it was the kyrian soulbind guy, brahn, triggering it. Flame wreath exploded whenever he showed up. Pretty sure thats not working as intended.
We died 3x to this last night. It’s definitely pets/ companions spawning etc. Bron, imps, hunter pets etc. It’s hard to tell but we were in discord together and did not move so we figured out its pets/companions