Great :( they about to absolutely kill warriors next phase smfh. BLizzard about to do the typical fix a problem where there is none. If you normalized rage you are going to kill us warriors and you will have zero warriors left playing.
The shadow priest thing is an easy fix:Change the Mind Sear rune so that it adds the affect of Mind Sear to the Mind Flay cast.That would make Mind Flay (with Mind Sear baked in) the AoE filler and Mind Spike the single target filler.
Rogue:- Needs something against spells (cloak of shadows) in SoD style, it might be too powerful in its original version but rogue needs some way to get out of dots.- Tanking feels really unrewarding when it comes to 2+ targets; shuriken is a great idea but it both needs the damage and threat %'s dramatically increased considering it has 30 energy cost, I would also like the idea of generating energy based on mitigation that you have done in the tank version (you are super limited in skills to generate aggro)- Would love to see Fan of Knives in the game.- The new datamined poisions should not have charges, overall, I think it is time to remove the charges concept entirely.
Sword Rogue: Right now there is only one usable Leg rune which is Envenom. Also Chest offers basically only one option for Sword Rogues, which is Deadly Brew. These two runes already synergize very well with the Assassination tree for rogues.But a Sword Rogue is obviously specced into Combat right?So what does Combat/Sword Rogue have that the other specs dont. For one its Blade Flurry, and AOE is what rogue is missing HEAVILY.Buff Blade Flurry, have it hit more targets, lower cooldown, maybe even introduce the toggle for reduce ST dmg.Sword Specialization, every time u hit a target with a sword your next eviscerate deals 5% more dmg. Force Sword rogues to actually use two swords and not a dagger offhand.Weapon Expertise, every consecutive hit(non miss/parry/dodge) regenerates 1 Energy. Youre a swords rogue, you mastered them and should get rewards for that.Adrenaline Rush. Attacks also deal 25% more damage / cooldown gets reduced by 1 second for every combo point spent / Also gives your party 15% more haste/reduce gcd!Maybe Carnage needs a buffs. If Combat/Swords Rogue is the only spec that can put two bleeds on a target it should read something like: 20% increased damage PER bleed on the target.Between the eyes does 4x dmg when target cant be stunned. Quick Draw doubles combo point generation for 3 seconds.Maybe all this spec needs is a good Sword. An item that drops from a Molten Core boss. Something that gives armor pen maybe, i heard its strong. Theres a reason they got daggers in TBC, because vanilla didnt offer a lot for rogues.A good Sword Rogue also needs to be a good Combat Rogue. A lot of options to improve this spec, and not just "moar damage" on Saber Slash.
Make affliction lock more viable by somehow allowing curse of agony be stand alone from other curses i.e. rune or talent (improved curse of agony, amplfy curse, or by having majority talents in that tree) that lets you apply curse of agony and one other curse to a target. This would add a much needed dot is never used in pvp as debuff curses are just so strong in raid/group situations.
give holy paladins a rune that makes consecrate heal but reduces its damage and mana cost
wrt spriest, i like having mind spike as an ability i press once or twice before MB depending on crit/space in rotation, but having it be the main filler is boring me to tears, MF should be main filler and channeling it for it's full duration should be the most efficient damage but that isnt always possible because of rotation and movement/engaging with mechanics. optimizing when i can plant my feet for a whole MF while MB is on CD and my other dots are up is whats fun about spriest single target rotation for me
afflie warlocks where. rune of dark pact: your dark packt gives 2 times more mana than life tap and gives you and your pet spell power equal 25% of your intellect for 10seconds. your pet gains mana equall 3% of your damage for 10 seconds
Mages starve mana, min-maxing drinking between pulls is not fun, Josh help us.
It’s like people forget about Holy Radiance for Holy Paladin. This spell was amazing. Bring it in. Lower mana cost, shorter CD, and faster cast speed. Or create a similar gameplay as the glimmer mechanic. Modify to work for Size and go nuts. Please do not introduce holy power mechanics. Light of Dawn would be okay.
In terms of Holy Paladins.Either Holy Prism or Tyr's Deliverance would compliment the current push to put holy paladins in melee range. I dont think Holy Radiance would work and Light of Dawn required holy power, unless its an instant with a mana cost and cooldown. However I dont think these still bring as much to the table as other healers currently do. Divine Plea that effects the raid would be ideal to be more in line with Shamanistic Rage, except remove the negative healing component.Something new perhaps, similar or in line with Healing Rain or Efflorescence; Holy Ground, Consecration now heals your allies instead of dealing damage. Consecration mana cost is reduced by 50%.
For Holy Paladin, I'd prefer a smart heal of sorts to compete with existing healers, Holy Radiance would work for that.Outside of that a glimmer playstyle would be fun, perhaps giving holy shock a 2nd charge with it.
Holy Paladin - While holy has not received any new shiny spell, lets work on the kit they have to make unused spell or ability used before adding more to the kit. 1. Have judgment of light do an aoe heal to the party. 2. Have judgement of wisdom restore mana to the party. 3. The judgement rune on belt makes the above judges usable on friendly targets 4. Holy shock, maybe purifying power rune lowers the mana cost of shock and increases the healing on it. Prot Paladin - Not in a bad spot at, just needs some tweaks to not feel like ret 1. Hand of Reck makes one crit immune or maybe add crit immune to blessing of sanc 2. change talents that state you have to be crit in order for this to work to just when you take damage 3. Make block value great, Aegis can have a sheath like effect based on AP or strength - this allows one to stack str to hold threat off these big dps pumpers but still retain block value instead of stacking block value gear and having low threat 4. Im sure it is coming but where is the shield wallRet Paladin - Threat cause compared to dps done is insane. Also ret is missing a button and feels weird without it. that button should be divine storm 1. Threat reduction add to 2h spec 2. Normalize divine storm if we are going to be playing a fast 2h style 3. please no seal twisting 4. More below that helps change ret paladinOverall Paladin - Paladin has a good kit but not a good SoD kit. There are many abilities not used that can be improved. There are aspect of the kit that have not been built upon yet where some creativity can make it exciting. 1. Make exorcism baseline so they we can actually use the great utility spells that are much wanted.2. Seals - SoM needs to be move to another slot ( this allows ret to have divine storm) and that slot can be all about the seals. Holy paladins really dont use them and prot and ret are using the same one. As a prot paladin i dont want my ret using a global to debuff but i cant judge my debuff for a while since ret threat is so high. Holy paladins dont really was their time doing this and if they do the debuff often falls off. I rather not have more seals added when many of them atm and most dont get used. a. Combine Seal of light and seal wisdom which synergies with the the above holy changes b. Combine SotR and SotC c. Combine SoM and SoC (fix the bug with SoM proccing AoW but make it so that spell attack such as SoC and judgement of SoC proc AoW, same SotR/JotR) ( the holy paladin change for SoW will help with raid mana for the incoming nerf to mana return for SoM but still have mana return for ally so ally have something along the lines of Shamanistic Rage) d. Have SoJ reduce movements to baseline, or have a chain of ice effect or increase movement speed.3. Auras - a great thing to make interesting where we can add some creative effects to them. the resist aura is where we can make some really creative interactions. Such as fire aura, if i am using fire aura im going against a mob that does fire damage, so have the aura do effect of the opposing element a. combine Devo and ret aura b. Conc aura - increases spell haste by X% or reduces mana cost of spells of by X% c. Fire aura - enemies in range are slow X% d. Frost Aura - enemies in range take increased fire damage e. Shadow aura - enemies in range take holy damage every 5 sec f. Sanc aura - party members attack speed is increased by x% or attack damage is increased by X%4. Blessing - a stable of paladins and one of the major reason you want more than one paladin. a great place for a rune slot a. Might - adds a WF effect (This helps with ally not needing druid in every group who are very hard to come by. without a feral all melee are gimped and alot builds dont work as well putting more strain on the fights and the raid. This allows ally to have 2 WF classes like horde has) b. Wisdom - chance on heal to increase cast speed or reduce mana cost of next heal. Chance on spell to increase next damaging spell to deal x% more damage. c. Salvation - 1% of threat is transfer is transfer to the target with the highest threat d. Light - when healed x% of heal is converted to a shield or a x% damage reduction e. Sanc - can make crit immune, increases block chance or block value based on str or ap. 5. Make exorcism base line
melee hunters: need a rune that makes stings usable in melee range only. give them a rune that makes mongoose bite a worthwile button to press, it deals too little damage to even consider, and make counterattack usable after dodging, to synergize with aspect of the monkey and catlike reflexes.
DruidTreant Rune: Spawn a treant that will cast what you have socketed in the waist rune. Eclipse causes the treants to cast a weaker Wrath twice and Starfire repeating until dead. Nourish causes them to cast Regrowth on targets without Regrowth HoT, then casts Nourish. If Gore is socketed then the treants will melee and have a chance to cause Gore. Treants last 20 seconds and are instant to cast in any form. Cooldown is 10 seconds.HunterMisdirect Rune: Changes Distracting Shot to Misdirection. Able to cast on a friendly ally to transfer caused threat to them. If Beast Mastery rune is selected and is cast on the Hunter's pet, the pet will gain damage taken reduction while the Hunter loses damage. This would allow their pet to tank and the Hunter to generate threat for the pet. Lasts 20 seconds. Normal cooldown is 1 minute, but if cast on Hunter pet its cooldown is reduced to 20 seconds. If the pet dies with this effect, the pet will lunge at the hunter and deal 90% of the hunter's maximum health before it dies.Wyvern Mastery Rune: Changes Wyvern to have no minimum range, and has a 10 second cooldown, but does not put the target to sleep. Targets take 100% more damage from traps.MageBattlemage Rune: Changes all casted spells into melee attacks. When these melee spell attacks deal damage, half of the damage done is added to the Battlemage Shield. This shield will absorb half of the damage taken. Maximum pool is equal to the maximum health of the mage.PaladinExcorism Rune: Causes your casted healing spells to become damaging spells. Healing is reduced by 25%, but 75% of spell healing is converted to spell damage.PriestMind Flaying Rune: Causes your Mind Spike and Mind Blast to gain a stack of Mind Flaying. At 5 stacks your next Mind Flay will become instant and will channel without needing to channel.Abolish Disease: Move curing to Discipline tree.Vampiric Touch: Causes terror for 2 seconds when dispelled to the dispeller.Void Plague Rune: (changed to) Causes your Shadow Word: Pain to become a disease and deal 100% more damage. Less buttons is usually better.RogueThrower Rune: Causes your attacks to deal 10% less damage, but they become ranged attack abilities. Rogues are just in a very good spot right now.ShamanTotemic Calling Rune: Increase healing, restoring, or damaging totems by 100%. Socketed to the same slot as Totemic Following.Totemic Following Rune: Causes non-healing, restoring, or damaging totems to follow the Shaman as a stacked totem.WarlockHand of Gul'dan Rune: Every 5 seconds your next Shadowbolt, Incinerate, or Searing Pain will spawn an Imp that will assist your demon's target. These imps last 20 seconds.Demonic Gateway Rune: We all know what this is. Maybe Demonic Circle instead. Maybe swap places with your demon pet?WarriorMotivation Rune: reduce your damage done by 50%. Shouts will cause effected allies to heal based on actions. This will cause your taunt to change to Incentivize which will cause the target to get healed in a more than Shouts. The April Fools joke almost got me, because this was an idea I've had for a long while.