Avast ye, there be sailor language ahead!
Neither shamans nor druids are intentionally designed to use one spell as an absolutely primary spell. My beta-era comment about CH was that we didn’t want to give it a cooldown or the like as Circle of Healing had. Don’t over-interpret “core” or “iconic” as “absolutely primary spell.” That’s overstating it. Having a spell you use 90% or more of the time is really lame
This is really excellent to hear. Frankly, spamming a single spell over and over again has never really been fun. It’s why I didn’t reroll a Destruction warlock back in BC… pressing one button over and over again seemed hella boring.
Yes, I am aware of the irony, considering I played a one-button fire mage instead. Ahh, but I have thee there! Fire mages had to rotate Scorch in, as well.
That’s… what, a second spell every 29 seconds?
These days all you young fellers have got all this fancy, flashy Living Bomb and Hot Streak stuff. We got to push a second button every 29 seconds, and we were damn grateful! Yessirree bob, and we had to slog uphill through naga and blood elves the whole way!
Honestly, the trash was waaaay more interesting than the vast majority of the boss fights.
Lurker was, by far, my favorite boss fight in TBC. Cycling between DPS burn phases, and having to fire off crowd control mid-fight, then pull of rapid target switches, making sure you’re mana never ran dry… it was absolutely exhilarating.
There was a certain finesse to trash that boss fights always lacked for me.
On a usual pull, I had to juggle polymorphing a target (and keeping the slippery fucker sheeped, those things broke all the goddamn time) with keeping DPS as high as possible, which involved perfecting the balance between applying Scorch debuffs and fireballin’, timing it just right so a fireball finished casting at precisely the same moment a mob hit 19% health to maximize Molten Fury, and that oh so important fireblast at the last possible second.
Most boss fights were basically the same thing over and over again.
And no, having a “move out of the fire” mechanic does not count as an interesting boss mechanic.
It’s like playing tic tac toe where someone tries to stab you every 30 seconds. It adds nothing to the game, it just makes you more alert and tense.
Things like that don’t make raiding fun for me. Stupid random crap flying out of nowhere doesn’t add anything for me. Maybe it’s exciting for healers, but I don’t give a crap.
What I like are things that actually add to the encounter. Things like… oh, nearly every boss in WotLK so far.
Polarity shifts on Thaddius? Electrifying. Malygos? Love it to pieces. Gluth? A decimatingly good time (like these awful puns).
I know it sounds fanboyish, but… well screw it, it is fanboyish. In my opinion, WotLK has done a mighty fine job in moving raiding away from old and outdated ideas into something much more exciting.
Though there are still a couple relics left of this ancient era. I still think frost mages need some help getting to where they need to be. Spamming frostbolt just isn’t good enough in today’s world; what we need is-
unless it is propped up a great deal by other talents the way the mage nukes are.
… what? Oh, you didn’t. You did not. Oh god DAMN it.
Ok, ok, I get it. We, the DPS, are mouth breathing morons who can’t handle pushing multiple buttons.
We can’t handle judgment calls, and need to have a rotation spoon fed to us so we don’t get confused and crabby, and have to be put to bed early, or GOD FORBID, a time out.
I’ll be blunt, Ghostcrawler, that’s a whole steaming pile of bullshit right there.
Now maybe I’m reading too much into this, but I just want to get this straight with you: we DPS players are not second class citizens.
Tanks and healers have various judgment calls, various abilities they need to use at certain times. They have to make decisions, however rudimentary, about when to do X and when to do Y instead. Or, god forbid, everything hits the fan and ability Z needs to make an appearance.
But no, such decision making is beyond the faculty of the DPS. Instead, we are given a couple buttons and told to push one for a while, and when we feel bored, push the second.
All exaggeration aside… seriously, what the fuck kind of attitude is this?
It’s not ok for tanks and healers to use the same boring ability over and over again, but it is for DPS?
What the fuck?
The worst part is… we know you can make it interesting. We know you can make a spec extremely engaging and ludicrously fun to play. Arcane mages are exemplary of what a DPS class should be.
It’s only got three spells and a couple cooldowns, yet the spec is more engaging than any other DPS spec in the game. Only survival hunters come even close (ehh… maybe shadow priests too).
It’s not an easy spec to play, but we didn’t ask for easy. We don’t want easy. We want something challenging, something that will reward us for playing well, something that engages us on a level deeper than “1, 1, 1, 2, 1, 1, 1, 2.”
Have a look at this post by krizzly. Read it carefully. See what happened there? He played perfectly, and was rewarded with a strong DPS showing.
That is what we, as DPS players, want. We want to play well, play fantastically, and see it rewarded. We want to see bad play result in bad performance, and good player result in good performance.
Arcane does this perfectly, as usual. A mediocre arcane mage will produce mediocre numbers, a good one good numbers, a fantastic one fantastic numbers.
Frost can do this too, but the decision making process is measured in minutes, not seconds. Fire specs are even worse, with a rotation set in erosion-proof stone.
Last I checked, healers and tanks need to make decisions much faster than every 40 seconds or so.
You always talk about moving healers away from spamming, getting healing to be much more deliberate, involving resource management and all that jazz.
We DPS players want that too.