Spec out of Bombs (Alpha)

It’s not there on the 11.2.5 Hero talents. I believe it gone now. I looking at Icyviens and Wowhead, and only found it in the alpha build of TWW.

yes, that’s what I said, the alpha sentinel tree :smiley:

It’s coming later. Then they took my advice.

uh…sure :smiley:

Are you trying to imply it’s just a causal connection that I suggested to bring back Death Chakram and now Blizzard is adding Moonlight Chakram, which use same animations? Clearly they must of read my suggestion and used it.

Hunters did get Wildfire bombs 8 years ago, but before that? Explosives being “the thing they’re known for?”

In Legion when Survival went melee there was exploding trap and a single talent called Dragonsfire Trap or something which was thrown similar to current bombs iirc but completely optional and competing with two other talents. So, that takes us back almost 10 years. I guess that leaves Exploding Shot for 5 or so years before that from WotlK? I’m not sure I’d say that one talent which was yet again optional was spec defining.

It’s okay if you like the exploding theme and it’s okay if others don’t. That’s why I’m asking for options.

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yes? explosive shot resets with lock and load? the thing that both black arrow and traps looped into and provided the single noteworthy gameplay aspect of ranged survival?

sure, I’m not saying you can’t, I’m saying it’s a bit odd to think the one thing consistent across all iterations of survival doesn’t fit and it’s a bit odd to thing they’d offer some sort of choice option away from that.

do you think it’d be reasonable to ask for a retribution option that fought with a bow and fel magic? or a demonology warlock that had a petless option that instead used cold magic?

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If we have glaive throws we shoukd be able to dual weild glaives as well.

Not saying im against it. Just saying i want to dual weild glaives. One handed swords are a nice middleground tho

I hope they add a tinker class and revamp the whole survival theme… if there is a theme

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The single-target DoT that didn’t explode and whose complexity would have been identically emulated by having Arcane Shot likewise apply a 6s DoT after a proc?

Or, you know, Barbed Shot. Because the only differences between it and Barbed Shot is that…

  • one starts with the two charges instead of one and grants one charge at a time instead of two (but with no ICD to allow you to take your time in spending it — i.e., forcing more intense reactiveness);
  • Barbed Shot’s DoT was actually of some interest/involvement, while the most RSV’s ever saw was target-swapping if there were fewer than 2 GCDs til one’s natural ES CD refreshed (later removed to allow Explosive Shot to be spammed exactly like LnLed Arcane Shot);
  • RSV LnL was only up 67% of the time, but via an on-CD with too long of an effect to offer any real concentration of the effect, that made it likewise basically passive, whereas Barbed Shot potentially had to be reacted to always.

It was never functionally explosive, and BM has since done everything RSV’s core mechanics have uniquely done save… except better.

But, again, Explosive Shot was only ever “Explosive” in name alone; there were no interactions with its Fire damage that didn’t extend to all non-Physical damage. It was, in effect, no different from the Shadow or Nature damage DoTs around it. Nothing exploded. It was just a 6s ST DoT.

And it changed nothing in the rotation / APL; it was just “Because you used your on-CD CD on CD [duh]… RNG has granted you an extra 2 charges of {rotational CD} that have always been used over your ST filler anyways (to the point you could just macro them together or later button-glide ES->ArS), against which there were likewise zero priority conflicts anyways.”

Meanwhile, all other SV effects were across all traps, never unique to Explosive Trap specifically. There were unique venom traps (Snake Trap), yes, but not unique explosive ones.

The first time explosives did anything palpable uniquely for Survival was Legion, because Explosive Trap was annoying but your Focus was no longer manually rebuildable and so you’d have downtime anyways atop a damage bonus for letting it arm, and then far less awkwardly in BfA through the addition of Wildfire Bomb with some actual unique gameplay aspects (targeted ranged cone that required both positionining and target selection, upgradable for a second charge, bonus effects, etc.).

No, but here he’s essentially asking for a Ret Paladin that doesn’t randomly summon holographic fire swords out of the ground. That’s hardly the same.

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Yes, the thing that was an explosive themed munition and provided the single gameplay loop of the spec :stuck_out_tongue:

I mean, we can get this reductive about everything if we want to

Which is a very weird thing to ask in such a high fantasy setting. If they want a grounded fantasy experience, WOW is not the setting for them

No, it’s really not. The majority of Rets I played with around the arrival of Legion found Blade of Justice/Wrath odd (‘whatever’, but nonetheless odd) when it was introduced, just as some found Wildfire Bomb a bit odd in BfA.

  • Let’s take an example from another game that’s arguably even more high-fantasy, XIV. When Dark Knights gained wings over their 2-minute nuke they quite reasonably said “Purple-blue or no, why tf do we have this Paladin / White Mage crap on Dark Knight?” Similarly, WoW Paladins didn’t see themselves as generally creating physical constructs out of magic.

Meanwhile, there was nothing about Paladins that suggests that they should be GW2 Holomancers, and yet that visual theme was pushed into Retribution as a reskinned Exorcism (a skill that had been part of Paladin since WC2), without even the option of a glyph to change it back at that time.

Not really. Not so long as there are no categorical synergies (e.g., something modifying Fire damage, specifically, in Explosive Shot’s case) or effects reminiscent of the skill’s namesake (like an Explosive Shot… actually exploding, instead of randomly bleeding one’s enemy).

  • A Bleed means something on SV because of Bloodseeker.
  • Venoms / Nature damage used to mean something in that they could be spread, were accelerable, amplified by Nature damage modifiers, and previously because they could be detonated.
  • Fire would mean something palpable if you could interact with it via oil or vice versa or the like, but now at least means a tiny bit in that there’s a talent affecting Fire damage specifically (the bare minimum for ‘reason for X to exist in a given form’).

Old Explosive Shot did none of that. Nothing at all would have changed had it been called Barbed Shot instead at the time.

It therefore gets damn hard to use the old non-exploding “Explosive Shot” as proof that Survival has always been centered on explosives rather than just that it’s used to getting thematic leftovers and auxiliary elements.