Have you seen some of the posts here on this forum regarding druids ?
“If you get to endgame then all you do is heal”
Druids are usually used on light hitting bosses and magic damage bosses so parry haste won’t be an issue there as their high armor and stam will account for it.
no that’s you bud - what spec r u gonna run on Classic hmm?
dude, I literally said to wait and see how the Torch played on the beta - that’s far from stating 100% categorically that this is how it was going to be
^^^100% this^^^
very true my friend
And this brings us back to the whole “why bring someone that can’t do their intended job all the time” argument.
Their intended job is to tank bosses they excel at and dps or heal on fights they don’t. This is the same thing that happens with any other off tank.
Except that “any other off tank” is a fury warrior, because you have them and they are capable.
And now we are back to making a handful of fights harder to make one fight easier. The difference between feral and fury dps is pretty big, especially if the druid isn’t a min/maxing tryhard. You also bring enough healers for the raid. Having a tank/dps heal because they can’t tank/dps doesn’t make them any more useful. This is min/maxing with more min than max.
Looking forward to launch because I know there will be progressive updates on this build playing out
Except the difference in dps isn’t enough to make the fight harder unless you’re ending the fight (fury warrior version) with your healers OoM and your tank at 1% hp.
I.e. during progression.
To be fair, a large part of the problem is the massive simplification that has occurred.
No one invents new builds because every possible build has already been considered. The sharply limited choices make it feasible to just brute force and compare every single possible option.
(I don’t remember offhand how many talent rows there are, let’s say ten. You choose one out of three, ten times. This gives 3^10 possible combinations, or 59, 049. Now try to run the same calculation for the Vanilla trees.)
you posted:
" No one invents new builds because every possible build has already been considered."
Do you see the irony yet ?
No.
I have no idea what you’re trying to point out by taking a sentence out of context like that.
There are multiple orders of magnitude more possible builds in Vanilla than there are in BFA, which is part of the problem fueling lack of innovation. Do you prefer that phrasing?
To be fair, these aren’t really new builds. They are just using a different weapon. SP retadins existed in vanilla.
OK BIG NEWS FROM THE BETA TODAY GUYS!!!
Seal of Righteousness’ damage does NOT vary with melee haste buffs - which proves our theory about SPELLADIN once and for all - SoR’s damage does not go down when you activate MCP’s +50% melee haste buff:
https://cdn.discordapp.com/attachments/576772414315429899/587454787092742168/Without_Buff.jpg
https://cdn.discordapp.com/attachments/576772414315429899/587454750199382016/With_Buff.jpg
https://streamable.com/bi3xa
- MCP_SoR
Similarly, Seal of Command’s damage does not fluctuate with MCP’s melee haste buff either - which means that its 70% weapon damage as Holy damage as well as its 7ppm proc rate based on swing speed remains static as of the 2.0 speed, not the 1.33 hasted speed:
https://streamable.com/fb15d
- Without MCP_SoC
https://streamable.com/9fvx8
- With MCP_SoC
If that’s how your progression fights end up, then you do you.
So basically, the core idea of spelladin is working in the beta?
I’m guessing torch is a no go as it is then as well?
The point is that progression fights aren’t farming runs. You wipe during progression. Casual guilds will even wipe in MC, early MC at that. The news on parry is another part of a growing list of things that will make classic raiding more difficult than pservers.
I’m not saying you can’t progress with bad dps, I’m saying it’s a handicap. If you choose to play with that handicap so be it. Just stop getting mad at people who don’t want to.
This is a valid point. So should we look at Spelladins like this:
Spelladins must do at least 227DPS in preBiS/DM gear to be viable.
I based this on Rag, who has 1.1 million health. If you have 27 damage dealers in your raid, in order to kill him before the sons come out (3 minutes), each of those DPS need to average 227 DPS.
That’s where I’m at mentally on Spell and traditional Ret - if they can do that, are they viable enough?
As far as the numbers go, traditional AP ret should pull that off with spelladin doing more.
I don’t want should! I want simulated data! Hop to it, use that chili breath on rag!