If being the worst mini game melee spec is my cost for being the most clapper pve melee spec in the actual game, I’ll take it.
I won’t and it doesn’t have to be that way. In fact it’s not that way. That’s why there are PvP modifiers.
Otherwise it would be the worst in both aspects. So your PvE nonsense comment has nothing to do with PvP. We are asking them to fix it in PvP.
I don’t know if this was directed at me, but I agree with you.
PvE is fine, and frankly sometimes people don’t like simple rotations in PvE, like Fury Shaman, because it becomes monotonous.
But, PvP is the opposite. It becomes monotonous when you’re spread too thin because you have too many abilities to synergize, while maintaining survivability, to be effective.
Some call that complexity, when it’s really dysfunction.
Is not that it doesn’t work, it only works to a certain rating if you will. Good players will kill the totem immediately while not so experienced players will kill themselves. So in reality, it doesn’t work well, waste of talent past certain rating.
that also a reality of HOW you play your totems…
If you put your 2 totems down and wait for your oponent to come and fight … it wont work…
if you place them while someone is bursting you , even if they realize and kill your totem , you interrupted their dps window on you , and EVERY 39 sec you got this chance to interrupt the burst of someone.
Also hiding your totems on 1 side of the pillar and position yourself on the other side of the pillar , kind of protect your totems and your opponent might forget or not see your totem that your still in range,
But yes putting down the 2 totems at start of the fight and be like ok common and fight with me , won’t work.
Just did 300 mil damage in a blitz 17 kills enhance slaps only issue needs to be a tad more tanky for the big team fight and they need a mortal strike and 2 charges of feral charge on a 15 sec cd
Dmg wise we feel ok with the buffs. Definitely still not on the highest end but feels viable at least.
Defensively, something is still left to be desired. Bc enh is melee it needs to be a bit tankier than our shaman counterparts but that doesn’t really feel like the case. Whether it’s in our spec tree or pvp talents, it feels like we need just a bit more defensively. Also, our healing doesn’t feel as great as I was hoping it would. Pre patch and lvling it felt really strong but a max lvl it just feels ok. Maybe it’s bc there’s fury warriors everywhere and I perpetually have 100 stack of slaughterhouse. In arenas, dampening just makes it feel like wasted globals. In bgs it’s ok but one thing I would ask for is buffs to chain heal. I’ve been trying to be better at maximizing my stormweaver stacks and so when I have one and don’t need it for myself I try to press chain heal just to help out the team. It feels and looks cool but man does it do nothing. Might be a good way to give us more value in bgb
Mobility is tough. Rn it feels worse than ever with all the slows and micro cc. feral lunge needs to be improved. It’s the worst gap closer in the game
when they got rid of the cooldown reduction talent on gust of wind/spirit walk, it got baked into gust of wind but not spirit walk. It should be a 45s cooldown
windrush totem or spirit walk need to be true freedoms. Removing snares is meaningless when it’s just reapplied .5s later
and sorta like what they did with earth grab and windrush, I think spirit walk and gust of winds should be separated so we can have the option to take both.
They just need to remove the dead zone on it and it’d be good Imo
I agree with everything you wrote.
I feel like with the exception of ghost wolf, which is truly awesome, most of our other utilities and defensives seem like poor knock offs of stronger abilities that other classes have.
For example, Gust of Wind is truly great and we really needed it. But it’s nowhere near as good as Mage’s Shimmer.
I took Spirit Walk under the assumption that it broke hard cc, but it’s a talent just for snares.
I know everyone is sick of hearing it, but we are nothing compared to how we were in classic. There mobility wasn’t a big issue because ghost wolf, earthbind, and frost shock allowed us to snare and control the pace of combat or escape.
Now, even though we use similar tactics, every class has mechanics to remove cc or snares and ghost wolf doesn’t help when you are hard cced.
I do think much could be solved by making us tankier and hopefully not via another ability on 1.5 to 2 minute cd. I am just so sick of getting more 2 minute CD moves to track.
Astral Shift is amazing, but it’s also necessary for us to just remain competitive. I think we should have a PvP talent, like Shamanism, that lowers the CD.
For Stone Bulwark totem we should just have a shield buff without a totem. I have no problem with offensive totems (lava, earthbind, lightning capacitor), but I hate having an important defensive buff, like shield linked to a totem. Poison cleanse and healing totems, sure stay as totems.