It’s still quite useful for spiteful and can be done from range while you have to be in melee for our fear. There are plenty of situations where shining force is more covenient (assuming mobs would stay in place when feared)
I’m not disagreeing with the idea btw. That would be an ok replacement. But still 2-3 talents instead of 1… feels a bit bad…
With the class tree already having Psychic Voice reducing CD of fear, having that note be an option for another fear modifier like Petrified fits well… most likely you would already take Psychic Voice in most builds atm just because its nice to have. So using another talent point for Petrified is not really something I think is a problem since you would most likely gotten Psychic Voice anyway.
Psychic scream has a target cap of 5. You routinely have 5+ mobs in a pull but a few of them are casting dangerous or important spells.
I cannot tell you the number of times I have pressed psychic scream in melee to interrupt an important cast, and it’s feared 5 random mobs in the pull instead of the one casting.
Dunno. I’m not a big fan for pve. Its usage depends on dongeons design and if you have room to fear so mobs don’t run into each others. I feel I would mostly avoid it when I can personnally
True, the way I go about it is if the mob in want is on the edge, I try to position myself within its range and avoid the others as much as possible. Then if its in the middle, that’s for Silence / Psychic Horror.
Maybe I am the outlier because I tend to be within Melee range and/or ahead of the group when doing DPS. That way I can grip someone like the healer behind the group and pre place feathers to set up a speed boost to next group.
I had to force this style of play because we lacked any movement capabilities for so long that I just got in the happen of stutter stepping and keeping ahead of the group as much as possible.
It’s common to have expended both of those on equally important casts, not to mention the cast might not be able to be silenced.
It looks to be a problem with Void Tendrils in dragonflight too, especially because back in MoP / WoD that spell didn’t have a target cap at all. The biggest use Tendrils would have is to help a tank reset their stacks of Necrotic, if I can only root 5 mobs in an 8+ mob pull, that’s not going to let him reset. Unlike binding shot or Ursol’s vortex which serve the same purpose but stop everything.
To be Fair… I think Void Tendrils is more for PvP. I loved it in PvP lol.
It can have uses in PvE but I see that similar to Frost nova… if you root a melee and its too far from tank… he might whack another melee doing AOE on top of him and kill him if it hits hard enough lol.
So even if Void Tendril’s were not target capped and didn’t break on damage… it would be bad for other non tank melee lol.
That’s not the point. There are MULTIPLE mass roots and kite control effects across multiple classes that hit everything, and the point of them is to get the tank away from the mobs so he can live / reset stacks. You root 5 mobs, the other 5 keep hitting your tank and he can’t reset / dies.
I imagine that if you can mass root with Void tendrils… then you have a HIGH likelihood of getting hit in the face and dying since you need to be in melee to root them all.
That is very risky imo. More so when the tank moves out… if he moves just 1 sec before you do… uh oh lol.
Frankly, this sounds like content and scenarios you don’t have experience in. I will say it plainly, how you think this plays out is not how it plays out.
To be specific, rooted mobs who have aggro on the tank no longer hit random melee if the tank isn’t in range. It hasn’t been this way for a long time.
I mean… I guess its just a habit of mine to “make sure” to get everyone roots, I go into the middle lol. I don’t want any stragglers because I was not close enough.
Well it got to a point where the risk and challenge was posed by the mobs themselves and tanks literally need breathers beyond certain key levels to even survive the pulls they’re doing, also you cannot just stand 20 yards away from a trash pack as a tank, you’ll lose threat very quickly.
The tank threat modifier got nuked after legion to make sure tanks had to actually tank stuff to keep threat on it. Now it’s a careful balance of cycling mitigation cds and coordinating with your group when you can get space, then start dealing damage again before you lose aggro.
Blood DK is a bit overtuned, but other tanks end up playing like that in high keys.
Just the idea that I can Petrify mobs with fear AND its doesn’t break on damage as easily allows me to just dot dot dot proc proc proc and Mind Sear spend. In theory anyway… Also in PVP Sheer terror is amazing.