The return of party/raid buffs is nice, but in its current state we are so limited for the party buffs in a mythic plus settings, almost monopoly.
Example:
Magic damage buff: DH, Mage
Physical damage buff :Monk, Warrior
I understand that apart from damage buffs, there exist other utility which makes one class or other useful. But looking from a Mplus perspective, damage is sort of the basis before other utility comes into play. It doesn’t matter for ‘majority of the player’ … but being gutted 5-10% party damage just because you aren’t running an ideal setup is quite significant?
At the end of the day, you might have a group of friends that are semi-competitive, and wish to push key but are not MDI/top of the crop level. But that does not stop you from pushing a 15, then work towards the 20, and eventually as high as possible. Chances are, 5 of you don’t roll a good comp with the buffs covered.
Can we spread the damage buffs a little wider?? I honestly have not realize the impact until I start inviting a mage to my party, and suddenly the other casters pumps so much harder than before?
Mage, in many way is a true outlier. Arcane Intellect + Time Warp & having the best damage profile in the game. By no means asking to gut mage, but when we decide to bring back class buff, have we considered spreading them more evenly, or having less reliant on specific class? Rogue shroud, is still one of the best utility existing in mplus even with the current settings.
Guess those classes have a lot of value huh? Invite them to your groups if you think they’re mandatory 
Pretty sure that was a class identity thing and intended
Damage bonus is nice - but every class brings something unique to the table - and damage is only one of the many different group advantages you can bring!
It should require lots of thought when you put together a dungeon group. Many players are tunnel vision On io or ilvl - so sometimes they have bland groups with out bringing class variety they truly need to succeed
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Ironically of the 4 classes you listed only mage is considered meta and it has nothing at all to do with arcane int.
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Thank god for battle shout. It was the only reason warriors were getting into raids when the xpac started lmao
It should be that way. Every class in the game doesn’t need a buff, they offer other things.
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I feel like the spread of critical skills (Battle Rez, Hero/Lust) and party buffs (Battle Shout, Arcane Intellect, 5% Magic/Physical Damage) ensures that everyone brings something to the table…except rogues.
The funny thing is…you can just use an invis pot and do the same thing. Shroud is probably the easiest to live without
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It costs a potion cooldown, but I guess since most people probably aren’t using a potion every 5 minutes in a dungeon it’s not a big deal. Or someone having their potion be on cooldown.
They have enrage remove as well.
Rogues still have their great immunity soak potential which can be strong in raids depending on the fight.
Maybe if they want to give rogues another good utility they could have smokebomb come back for PvE where it was a raid damage reduction cooldown similar to anti-magic zone.
Not true my friend.
It is 2/4, both DH and Mage are in all the top keys, granted the it’s a spell damage meta.
(boomy/mage/sp)
The only DH exceptions are tomobear, nerftank (warrior) and equifoxmonk (monk).
And equifoxmonk’s group use a hunter to make use of the physical damage buff.
I understand that both DH and Mage were not picked because of these buffs solely. But upon locking down to these 2 class, the group builds around them therein? So it’s more beneficial to go magic comp, than randomly inviting a hunter per say?
Damage is not balanced, and it is impossible to balance due to the inherent difference in (1) profile and (2) encounter.
But considering these % damage modifiers. Some class requires other to reach its full potential, but yet their full potential may or may not be higher??
For example, elemental shaman. Their builder fire/lightning spells are magic. Their spender earthshock/earthquake are physical. So technically, they require Mage/Dh/Monk to do maximum potential damage. And yet, their maximum potential damage is not near the top. Their damage profile is also unfavored, with earthquakes being an inferior starfall that requires tank to keep mobs within.
I am not asking for a perfect balance, but these seems to me glaring design issues.
Mage is the greatest offender being the class that is best in damage (uncapped flamestrike as well) and yet provides AI & timewarp (minus ring of frost/db/spellsteal etc.).
There needs to be pro/con for each class/spec and not winner takes all. Rogue, imo is in a pretty good spot current tier, they are no longer top damage/utility provider at the same time.
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You’re right about DH, was thinking havoc since it was focused on dps.
I’m all for party buffs but them being monopolised feels really bad in forming party.
The only way to get Int buff is to invite a mage, and mage only fits one roll i.e. caster dps.
At least for monk. You can bring either a ww or a brew tank. Same for bshout and dh magic buff… Doesn’t mean its great to seal a good 5 percent damage behind a single class.
In this double range one melee meta. Not having a mage is about a 3 percent total damage lost to the party. Feels bad as a non mage caster.