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Old 10-23-2012, 03:21 PM   #11
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Well TBH, I didn't vote and rank based on the likelihood of getting the ability. I voted based on whether *I* ever thought about wanting it before, whether I would use it, or whether I thought it'd be useful [to me].
Well the spirit of the exercise would be to vote for the items that you think will best address the stated issue. If you're voting with an eye to some other purpose, then you're undermining the class as a whole.
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Old 10-24-2012, 01:34 AM   #12
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/em shakes his head
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Old 10-26-2012, 05:00 PM   #13
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I haven't voted because 1. I don't raid 2. I don't think DPS is our role You didn't include an option in the poll that DPS shouldn't be an SK focus for raids and we want something more creative/unique.
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Old 10-26-2012, 06:48 PM   #14
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We already had a poll for that. This option had ~84.5% support from the community. We're trying to establish a consensus and speak with one voice, not fragment the community.
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Old 10-27-2012, 04:38 AM   #15
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Taking into account a typical grp tanking lineup of spells 3 taps 3 dots 1 spike Which of the suggestions will result in total DPS neutral (no gain)? Any gain in DPS will have a negative on other requests. A change in delivery that is DPS neutral, say with DoTs means we should also request their base damage be reduced. Or is the DPS delivery meant to also boost DPS in all situations?
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Old 10-30-2012, 12:30 PM   #16
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Improvements to enhance nukes, and/or melee. No DoT stuff for raiders please, unless they decide to up the debuff slots.
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Old 10-30-2012, 03:05 PM   #17
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Improvements to enhance nukes, and/or melee. No DoT stuff for raiders please, unless they decide to up the debuff slots.
There is literally absolutely zero chance that SK's will move away from DoT's entirely. And in reality most guilds aren't carrying such necro-heavy rosters that other classes can't use DoT's at all--some are, yes, and it really does need to be addressed, but it's not so much a class issue as a general game mechanics issue and so needs to be handled separately--so there is room to work within the use of DoT's for SK's. If you try to bandaid the debuff limit issue with class changes, you'll end up getting nothing instead.
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Old 10-31-2012, 10:07 AM   #18
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There is literally absolutely zero chance that SK's will move away from DoT's entirely. And in reality most guilds aren't carrying such necro-heavy rosters that other classes can't use DoT's at all--some are, yes, and it really does need to be addressed, but it's not so much a class issue as a general game mechanics issue and so needs to be handled separately--so there is room to work within the use of DoT's for SK's. If you try to bandaid the debuff limit issue with class changes, you'll end up getting nothing instead.
Oh I agree. Problem is, the devs (at least as far as I can tell), don't seem to be willing to up the debuff slots for some reason.. I REALLY hope they do, but as it stands now, if you have 3 necros + necessary debuffs on the mob, it's near full. Add another necro and it's more than full, stuff starts bouncing. Either way, another DPS tool would be nice.
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Old 10-31-2012, 03:15 PM   #19
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If we had Funeral Pyre and either the twincast nuke or Gift of Deathly Resolve, we'd only have four-ish DoT's in our burn lineup, and we'd be easily positioned above the druids, beastlords, etc. for use of debuff slots. That's honestly the very best we can hope for with that issue from a class design standpoint, and it's also a position we should be very happy with.
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