firex said:
Funny, I was under the impression that hybrids could spec and enhance one role to be really good at it at the expense of others, not be pigeonholed into shitty sub-roles. See, I'd like to go prot but they have to do a pretty big overhaul to the gear (and maybe talents) to make pallies capable tanks. All this patch did is nerf the one role pallies are any good at.
Then again I guess blizzard only wants Druids to be able to do anything different with their talent specs, seeing as they can't figure out how to make paladins and shamans better.
firex said:
Funny, I was under the impression that hybrids could spec and enhance one role to be really good at it at the expense of others, not be pigeonholed into shitty sub-roles. See, I'd like to go prot but they have to do a pretty big overhaul to the gear (and maybe talents) to make pallies capable tanks. All this patch did is nerf the one role pallies are any good at.
Then again I guess blizzard only wants Druids to be able to do anything different with their talent specs, seeing as they can't figure out how to make paladins and shamans better.
Hybrids are pigeonholed because speccing as a hybrid weakens the overall effectiveness of everything you do. So you 'try' to specialize in one role, but Blizzard is so worried about hybrids being too powerful, despite all of them having mana issues, that they seriously gimp it so that even specializing only makes you moderate at best at that specific role.
And I thought Blizzard had done well with Elemental Shamans, as their dps was good and totem buffs were useful pvp and pve. But they just nerfed one of the talents they most rely on. Enhancement is still something that completely dies off past the 40 bracket. Resto has some nice things, but again Shaman mana pool is low.
Paladins, to me, were the most viable hybrids as I still see Pally healers and Pally tanks at 70, when the other hybrids are really narrowed down to one role in the end. I don't know if the nerf will result in removal of holy pally healers from groups, because the other choices besides priest still aren't all that hot.
Druids scale poorly and have tokenism sort of forms to signify different specs, but in the end they just start to fall off due to lack of scaling and every form lacking utility. I'm surprised by the amount of Moonkin druids on my server at 70,but thats just a testament to the nature of my server, but the reality of their lack of crowd control and AOE and doing anything besides DPS makes them a secondary or third choice. They can heal, but once they leave Moonkin and it's mana cost reduction to heal and dps, you get the oomkin situation. Feral Druids are probably most viable because they can off tank/dps/throw up a tranq or battle rez and shift back. They can't keep doign this because a feral Druid has maybe 5k mana and shifting isn't cheap, but they offer an off tank who can do one or two things in an emergency. As for Resto, I'll say this: I am the only Resto Druid on my server. That says a lot. Also, no restos I talk to use the 41 point resto talent for 70 dungeons. So the end 'top' healing talent for druids becomes useless at 70 and only reappears as a raid buff. The reason is Tree's speed reduction and lack of utility. Regrowth doesn't heal enough to deal with how hard things hit in endgame and Resto druids might be the squishiest healers in game once yuo consider a priests bubble and inner fire buff. And as said, no crowd control for druids past cyclone. Roots only works outside and as such is useless in 98% of dungeons.
Blizz just needs to stop worrying about Hybrids being too powerful, because the mana issues already hold them back enough that they don't need to throw in added restraints. The game is too formulatic as it is. Improve across the baord and throw some variety into the game.