Recent changes in the PTR removes the secondary mitigation/healing effect that would have been the result of Starsurge procs lowering the CD on Lunar Beam due to Hero Talent: Lunation.
Now the tierset acts a modest DPS increase without any additional mitigation or healing effects. Maybe the interaction with Lunation was too OP but I feel like this coming season is off to a bad start for Guardian druids…
Are you kidding me? The additional CDR on Lunar Beam meant it had virtually 100% uptime, that was humongous before nerf. Not saying it shouldnt have been nerf but now the tierset is just a boring, flat slight dps increase
i believe thats the intention, i dont think any of the tnak tiers have any defensive values. and having 100% uptime on lunarbeam is insane dont you think
Not saying it should be 100% uptime (it currently sits at about 30% uptime) but, balanced correctly, it’d be a more interesting if S3 tiersets offered secondary benefits that include damage reduction
I naively thought that that was the original intention behind S3’s tank tierset tooltips
i get that but looking at all of them, almost all of them have no obvious/clear defensive gain except for defensive buffs due to spec function. akak more damage means more healing for vdh
S3 tier set was actually somewhat inspired from a players standpoint. But in typical blizzard fashion, fun detected - fun removed.
Swear to God they are out of ideas - lame, uninspired set abilities that add little value, no cool interactions and some basic bs dps or random def proc when you don’t need it.
Like seriously guys - can we please get fresh bodies into the blizz think tank and come up with some actual ideas???
They ma deliberately be making the tier set bonuses very bland and uninspired to the variety caused by hero talents a chance to shine.
Both have a similar purpose. To allow us to explore different ways to play the base set of abilities of our class and spec. My question is, with the next expansion are going to have hte same hero talents revamped, enitrely new hero concepts, or maybe keep the two we have and add two more.
I’ve been wondering about bear DOTC in M+, it’s highest completed key is 13, compared to 20+ completed by every other tank hero spec. That’s insane disparity.
But I cannot find any info on what kind of talents are run by DOTC in M+. Does anyone have any idea?
What does it make to much worse compared to Elune’s Chosen?
On paper it should have enough shielding from Ursoc’s Fury and Ravege/Raze, plus mitigation from Dreadful Wounds.
Tanks tiersets seem to be all over the place, Shado Pan and Lightsmith were doing big damage for example, but I guess balancing is still being done. Their defensive benefits mostly come from some random stat bonuses or healing procs and are very minor.
The only outlier seems to be Colossus Prot Warrior, which gets big self healing in big pulls.
Elune’s Chosen gets some additional random arcane damage, which translates to some additional healing via Elune’s Favored. Seems to be inline with other tanks to be honest.
Cooldown reduction would have been a lot cooler, rather than removing it, they should balance it.
i mean the issue is mostly people not caring to play dotc in keys. not that it cant perform in keys. ec is just easier and better and most bear players dont really go out of their comfort zones.
Because it sucks to lose lunar beam. EC is way superior in self-healing and agro control, while the current season ravager is so bad that you typically troll if you play DoTC in m+. Even in the next season, you will be able to keep ravager debuff up to 80% uptime, it’s still weaker and unreliable when compared to lunar beam.
Talent point economy is another downside of DoTC. Because of Raze, you have 1 talent point less than EC.
The only downside of lunar beam is its negative priority dmg. But when you play bear, you already accept that you can’t push the highest keys. So survivability and agro control are more important in this case.
Ive been using the new 4 set for the last day and I have to say, it’s pretty disappointing. On top of the fact the splitting effect is bugged, the Gathering Moonlight buff only lasts 20 seconds. With unlucky procs and run times between packs in m+, the buff rarely stacks to above 2. Sometimes you get luck during Incarn and see 6 or 7, but thats so rare. I propose either making Gathering Moonlight last until the next lunar beam (and cap the stacks to 10 or something) or double the duration.
They just need to undo the change to the PTR so that procs reduce the beam’s CD again. I don’t know what’s so OP about that, if you compare the sets of tanks like the warrior or monk.