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Haste and DoTs in Cataclysm

We don't think slight variation on hot durations will mess anyone up. Slight variation on dot durations might mess you up a little bit (in terms of having a very predictable rotation), but since you can just refresh those spells without clipping, that seems okay too.

Meanwhile, we think there is benefit in the damage per tick not changing. Channeled spells are a little trickier to solve. While they technically work like dots, they feel more like nukes to players using them, so changing the duration may feel awkward on those. You may not care about a slight duration change on say Blizzard but you might on Mind Flay when you want to go directly from a channel to another spell.

We may end up letting channeled spells just cast faster and finish sooner. We don't want to lower the durations continually with increased haste on hots and dots because it can turn into a real dps or hps loss depending on the situation. Try the Glyph of Rapid Rejuv. It can be useful on some fights but a real pain on others.

Tight dps rotations could likewise get screwed up by dots with short durations.
We might lower the cooldown on some of those spells. Alternatively a spell like Wild Growth could stand to have its cooldown raised. The idea of having a single use on some of those spells might work too.
  Cataclysm Official Announcments


Cataclysm Developers Q&A

Badge System Changes in Cataclysm

Mana regen in Cataclysm

Disepl Mechanics in Cataclysm.

Rage Normalisation
in Cataclysm.


Haste and DoTs/Channeled Spells in Cataclysfm


Additional Cataclysm
Articles:


Cataclysm Class Changes Announcments

Cataclysm Guide




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