![]() ![]() When you deal periodic damage with your Immolation Trap, Explosive Trap or Black Arrow you have a 6/12% chance to trigger Lock and Load. When attacked by a spell while in Deterrence, you have a 50/100% chance to reflect it back at the attacker. Reduces the cooldown of all traps and Black Arrow by 2/4/6 sec. You have a 50/100% chance when you trap a target with Freezing Trap or Ice Trap to cause your next 2 Arcane Shot or Explosive Shot abilities to cost no focus and trigger no cooldown. Counterattack cannot be blocked, dodged, or parried. This attack deals AP*0.2+320 damage and immobilizes the target for 5 sec. You have a 5/10/15% chance when you use Arcane Shot, Explosive Shot or Black Arrow to instantly regain 40% of the base focus cost of the shot.Ī strike that becomes active after parrying an opponent's attack. Increases the ranged critical strike chance of all of your attacks on targets affected by your Ice Trap and Freezing Trap by 3/6%. Snake Trap - Increases the number of snakes summoned by 2/4/6. Immolation Trap, Explosive Trap and Black Arrow - Increases the periodic damage done by 10/20/30%. Ice Trap and Freezing Trap - Increases the duration by 10/20/30%. When your Ice Trap or Snake Trap are triggered you entrap all afflicted targets, preventing them from moving for 2/4 sec. Reduces the chance that your trap spells will be resisted by 2/4%, and reduces the cooldown of your Disengage ability by 2/4 sec. Your Serpent Sting also does instant damage equal to 15/30% of its total periodic effect.Īlso increases the periodic critical strike chance of your Serpent Sting by 10%. Despite outward appearances, survival is actually not the preferred spec for PvP, however many of the slowing effects early in the tree are advantageous to PvP'ers. Additionally, the survivalist has superior traps when they can be used. Assuming pvp should have 1/3 healers, by averaging the three “pillars of endgame,” we should have round(8.8) or 9 healer specs.A survival hunter in a raid or instance group not only bring superior DPS, but also brings the Replenishment buff to the group. Dungeons (1/5 heals), raid (about 1/5 heals), 2v2 (1/2 heals most of the time), 3v3 (1/3 heals) and RBG (3/10 heals). Looking at healers, though, I think it doesn’t add up in the other direction. It’s interesting to me that there are six options for tanks when such a small amount of the endgame population will need to tank. The average of 3.6, 7.2, and 3.6 is 4.8, so there should be about 5 tank specs to be fair. But to average the three group sizes of pvp, there would be 1.2 tank specs (and there is one tbf - guardian). So there should be at most 3.6 tank specs when looking at pvp. In pvp, tanks specs are usually not played in arena, and at most one tank out of 10 is brought to RBGs in case someone needs to carry the flag. So there should be 7.2 tank specs when looking at dungeons. In dungeons, 1/5th of the group is a tank. So 1/10th the raid is a tank but there are 36 specs, so there should be 3.6 tank specs when looking at the raid. In raids, you have two tanks out of 10-30, 20 where the composition matters the most. ![]() I think that the proportion of tank specs is about fair, high if anything. ![]()
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