I wasnt literally implying i was the only one. I was saying that based on the responses in the thread, everyone seems to forget you can just stack haste and its just easy damage on a short cast. Most responses seem to say its acceptable because of its cast time, when it has a variable cast time.
Yes, but when you sacrifice other stats for haste, youâre losing the value from those stats. % damage does not, which is the issue at hand here. If it was at a fixed 4 second cast time Iâd say it would be acceptable.
that really depends on the class. i wouldnât lose out because zombie explosion is a flat 10% damage. so under high haste i can just spam more of them faster.
not really, the time spent casting gpb is going to allow the same amount of heals. but also, zombies rarely hit in nice timed order, nor are they the only damage im outputting. also i can grip someone into a group of zombies for instant burst.
Heâs not arguing that itâs more damage overall. Heâs arguing that burst is more difficult to recover from versus sustained damage, which is absolutely true.
if you are talking actual burst though. that 40k isnât killing anyone, so a mage either needs to stack that 40k with something else or go back to casting gpb again, which gives the healer time to heal. the same amount of time to heal as taking 10k per second would take. by the time a mage gets their second gpb off, the target has been healed back up to the same level of health they would have if they were taking 10k damage per second.
If greater pyro is such a problem and itâs so good to stack mages, why are there only 5 of mages in the top 100 of rated BGs?
Seems like most of the player complaining possess lack of PvP awareness to stop greater pyros. I have not been hit by a single greater pyro since I can remember.
In fact, I love it when mages cast it on my because I wait til they are almost done and silence them, outrange them or LOS and they just wasted a whole long cast doing nothing.
No, my man. This isnât the 1v1 forum. You canât assess an abilityâs impact in a highly specific, controlled scenario thatâs irrelevant to team-play.
If youâve ever played a healer or even watched another healer play, you understand that damage spikes are harder to heal through than consistent damage.
When youâre healing a team fight, working to top off multiple players and all of a sudden one of them drops into the danger zone out of no where, you notice that. Itâs much tougher to get that player back to safety than one whoâs just taking high, but consistent damage over time. Itâs far easier to react to.
no it isnât. you may panic more or feel like its more effort, but mathematically its the same. you have to output X HPS to keep a player topped off over a certain amount of time.