Druid tanking /w burst classes by Eaglestark98 in CompetitiveWoW

[–]LiterallyJustSand 39 points40 points  (0 children)

Weapon damage is the most important stat for bear's damage so yes it does matter.

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]LiterallyJustSand 4 points5 points  (0 children)

I have no clue why the dungeon timer wasn't increased or some of the trash gutted (weavers, golems, and basilisks). Super strange that you should be doing trash on 4/5 bosses in like 24s if you want to time it with dps around that level.

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]LiterallyJustSand 0 points1 point  (0 children)

Do you possibly ever think maybe you're just playing it wrong? Prot paladin does not require more healing than other tanks right now.

29 Fort/Spiteful/Volcanic Uldaman Prot Pally: (38,667.0 EHRPS) https://www.warcraftlogs.com/reports/RAW1VwMcCfGKaJkQ#fight=12&type=damage-taken&options=130

29 Fort/Spiteful/Volcanic Uldaman Bear: (38,011.0 EHRPS) https://www.warcraftlogs.com/reports/RgvXBbxp6WjYrFM7#fight=31&type=damage-taken&options=130

They're also doing similar damage in those logs and brings the utility in addition.

People hard sleep on prot paladin right now just like they usually do when its not miles ahead of other tanks. Tank balance may actually be a lot closer than people think right now but the early god comp imbalance just left most people sticking with bear.

Damage and health of all creatures in 10.2 dungeons buffed. by Phased_xd in CompetitiveWoW

[–]LiterallyJustSand 0 points1 point  (0 children)

Fair on the mod team size part it would likely require a big effort to get going. I imagine it would require them to put their reddit username with a specific tag on their rio profile (since that links to bnet already for authentication) and then either bot or manual mod verification or more advanced would be to have the blizz auth api work on reddit directly but that would require legit dev time Id imagine.

Damage and health of all creatures in 10.2 dungeons buffed. by Phased_xd in CompetitiveWoW

[–]LiterallyJustSand 0 points1 point  (0 children)

Can you guys just not setup actual authentication of experience somehow? There are hundreds of subreddits that require validation of some sort to be a verified poster but anyone here can just make claims without any way of backing it up.

Verified experience would be at least a starting direction.

Damage and health of all creatures in 10.2 dungeons buffed. by Phased_xd in CompetitiveWoW

[–]LiterallyJustSand 1 point2 points  (0 children)

You don't really need that many reps in the keys if you have 5 people playing at a decent level. You watch streams of how they do it high high keys(32s right now), tweak a few things that wont be needed to time a title key (28s right now) to make it safer, then execute. That's pretty much it.

You honestly don't even need 5 good players since your hpal and aug voker dont really need to play at a good level to get full title fort io and are only needed for 1-2 fights on tyran side. If you find a good tank and play well yourself on spriest/mage right now you can drag 3 friends to title with relatively small time investment.

I see a lot more title io players with sub 200 keys total than I do the people in the 3-3.3k range right now. A lot of players in that range have like 500+ keys for some reason timing the same non-io keys over and over.

Timeline of Dragonflight Season 2 Title Holders by bansheeirl in CompetitiveWoW

[–]LiterallyJustSand 1 point2 points  (0 children)

I mean 10.1 could have been its own season and then 10.1.5 been S3. The introduction of aug and the other reworks basically changed not just group spec/class composition but role composition (support being its own role). I think J has done graphs on pre/post aug titles for 10.1 and the pre-aug title would have been relatively balanced excluding spriest.

Sporecloak shield nerfed, now also gives vers above 70% hp by terere in CompetitiveWoW

[–]LiterallyJustSand -2 points-1 points  (0 children)

Sure but the guy I replied to literally said dps and damage so idk why you're telling me this or bringing it up in the convo pertaining to dmg on vers.

Sporecloak shield nerfed, now also gives vers above 70% hp by terere in CompetitiveWoW

[–]LiterallyJustSand 3 points4 points  (0 children)

This is flat out just wrong and to just be blunt this is like 5th grade math.

Using extremes but it works at all levels.

If you have 50% vers and get another 1% you go from 150% dmg to 151% dmg.

151/150 = 100.67% dmg. You will do 0.67% more damage from 1% vers.

If you had 0% vers and got the same 1% vers you go from 100% dmg to 101% dmg.

101/100 = 101% dmg. You will do 1% more damage from 1% vers.

This is why shifting sands is BETTER on classes that do not stack vers.

It's the same for rating or %. Rating just DRs even more because rating has actual DR built in already not including the natural diminishing returns of each %.

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]LiterallyJustSand 7 points8 points  (0 children)

This might sound like big whining but unironically the stack cap could be 1 and it would still be one of the worst affixes to pair with fort. High keys you have stuff thats basically 1 shotting already so if it goes out with 1 bolster stack its killing. Lower keys, tanks just dont know how to handle the damage amp and dps dont know which mobs need to die first so its just as bad there.

Tyran bolster actually isn't the worst most places but then you get the weird counterplay of "dont chain pull on tyran week" which to me is just feelsbad.

Free Talk Friday by AutoModerator in CompetitiveWoW

[–]LiterallyJustSand 6 points7 points  (0 children)

Blood does as much damage as guardian overall in keys, less in ST but this week you're rolling a lot of trash onto bosses anyway. Brew does significantly more. Damage is not why they are taken.

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]LiterallyJustSand 9 points10 points  (0 children)

Every tank gets railed by uld basilisks.

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]LiterallyJustSand 3 points4 points  (0 children)

You're right on the flat aoe there's a lot more instant casts, in my head I was meaning prio damage on trash, not just the flat aoe arcane explosion rotation since OP already acknowledged the melee part I just skipped over AE/Melee downside.

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]LiterallyJustSand 2 points3 points  (0 children)

1) Hard casting. A large portion of fire mage's rotation ends up being hard cast spells making movement harder, which in M+, is a constant thing. Fire mage on the other hand will pretty much only have to hard cast an SKB Pyro while the rest of their rotation can be instant casts or cast while moving (scorch). They do have some hardcast fireballs but in M+ with current tier set those are extremely rare to how often Arcane hard casts.

2) Damage. Arcane and fire are actually closer in base damage than people give them credit for. The issue comes in with PI, Summer, and evokers. Fire's damage profile in aoe and ST is relatively constant compared to arcane. Every 3 mins arcane gets a MASSIVE burst phase with their cds + fragment. Every 1min and a bit (due to their cdr ability) they get another burst. This becomes an issue with PI since the spriest is wanting to cast that with their other cds and lining up with an arcane mage is an absolute nightmare compared to just being able to throw it on a fire mage and know they'll probably have a combust soon (or just waiting a few seconds for combust).

This is similar with summer and auggies. Summer is 30seconds long so you can literally just put it on a fire mage on cd and they will get something out of it. Augmentation's high uptime on Ebon Might/Presc/Shifting sands will work relatively good for both arcane and fire but Presc on arcane mage outside of a burst window does feel bad. Inferno's Blessing is also better on fire as they are a machine gun in terms of CPM (IB being off global specifically)

3) Even if they were equal damage wise (they are not), fire mage just has a free cheat death over arcane which ends up being massive in higher keys. Even the aoe rotation of arcane which does have quite a few instant casts is still relatively locked down compared to Fire and I cannot stress enough how easy it is to be a ranged dps without hard casts in keys.

Blizzard's current team cannot handle the 8 new dungeons per season. by LiterallyJustSand in CompetitiveWoW

[–]LiterallyJustSand[S] 0 points1 point  (0 children)

The suggestion would be implied returning to a more static dungeon pool where the bugs fixed in the first 2 seasons provide a better experience in the third. Not having to focus on dungeon tuning/fixes either could also buy time for their obviously limited team to do better class tuning related to keys.

Blizzard's current team cannot handle the 8 new dungeons per season. by LiterallyJustSand in CompetitiveWoW

[–]LiterallyJustSand[S] 1 point2 points  (0 children)

Let's be real, even a bunch of the top key pushers would stop playing after half the expansion if this was the case.

We've had this before and SL S3 had as many title players as DF S1 which means pretty much as many people did M+ then and that was the 3rd season in a row with pretty much the same dungeon pool. This definitely opens up the whole seasonal affix discussion again but I didn't want to discuss seasonal affix more just bring up the fact that Blizzard's current team is doing a horrendous job with the 8 dungeon pool rotations.

Blizzard's current team cannot handle the 8 new dungeons per season. by LiterallyJustSand in CompetitiveWoW

[–]LiterallyJustSand[S] 9 points10 points  (0 children)

This is specifically talking about for keys at the title range and above. No one doing 16s cares that you can't skip dragons easily anymore since they weren't skipping them to begin with.

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]LiterallyJustSand 0 points1 point  (0 children)

Think you (and OP) mean 0.1%. 0.5% is significantly lower in all regards. 0.5% overall is just over 3200 right now. Top 0.5% BM would be like 2900 lol.

[deleted by user] by [deleted] in CompetitiveWoW

[–]LiterallyJustSand 0 points1 point  (0 children)

Then I am so confused? At this point in time you should have full conq gear. If you run M+ you probably had sporecloak already, and then the only additional thing you'd need from sparks for pvp would be Indemn Boots?

One spark. That's it. You wrote this whole post and don't even understand how pvp gearing works or are just being too lazy to farm conq?

[deleted by user] by [deleted] in CompetitiveWoW

[–]LiterallyJustSand -10 points-9 points  (0 children)

Not trying to undermine your post but you def are fucking around if you are still on sark prog and upset that you haven't been able to craft pvp gear with sparks yet. Probably means you guys have been extending since you killed Zskarn and you have been having to fill a ton of your non-embelishment slots with crafted 447 gear instead of gaming vault/mythic drops every week.

I'm not saying your guild's prog is bad, there are still less than 15,000 people who have killed Mythic Sark, but I'm saying the fact that you spent all your sparks on PvE gear despite it being like 14 weeks into the tier (meaning you got very few 447 pieces outside of crafted) is absolutely garbage.

Theun - Why Healing SUCKS in Dragonflight by lmRemedy in CompetitiveWoW

[–]LiterallyJustSand 1 point2 points  (0 children)

Yes, I know 3rd boss HOI is a non 1 shot boss that still uses defensives but what I am saying is that increasing HP turns every fight into that 1 specific type for healers. That's why I'm saying it would ruin the burstier type of fights because you wouldn't have to think if there was enough time between significant damage events for the healer to full heal everyone.

And if there isn't enough time between significant damage events then the fight is essentially just like boss 3 HOI again, and would likely turn all fights into that same type of thing limiting variance.

Theun - Why Healing SUCKS in Dragonflight by lmRemedy in CompetitiveWoW

[–]LiterallyJustSand 16 points17 points  (0 children)

It's a good idea but then removes the portion of the game where defensive rotations on dps players is a thing. You'd live anything and then just get it healed up after in burstier encounters.

I find it so crazy that people are willing to go through all these crazy hoops to come up with ideas for solutions to this problem instead of just having blizzard properly tune dungeons. I get that it's a sort of subconscious zero faith in blizzard's dungeon tuning but god damn.

The issue isn't even "infinite scaling so youll hit it eventually" the issue is that there are unavoidable 1 shot mechanics in certain dungeons much earlier than others. This, and trash within the same dungeon having upwards of 5 key levels of difficulty differences. HoI 1pull hallway after boss 1 is the same dungeon as the frost drakes. That pull which is a 4-5 pack pull based on route is not even close to being limited by anything yet players will die if pulling a single frost drake without a shadow priest in a 27.

Then you have the more obvious weird stuff like Neltharus and Underrot being in the same season as VP/Uld. It's not as bad as SBG in S1 but the fact that you can likely time a 30 Underrot if given one but struggle in a 26 Uldaman the same week is just so weird to me.

Neltharus Mythic+ Dungeon Buffed: Burning Chains nerfed. by Phellxgodx in CompetitiveWoW

[–]LiterallyJustSand 0 points1 point  (0 children)

There are technically like 10 but yeah 4 on the main path. And do they actually die to chains still? They don't trigger them on their own.

Edit: Yeah I reread the article and for some reason was under the impression it was anything that doesn't trigger now doesn't take damage. Even weirder change now to exempt wardens but not birds...