Survivability against meeles and overall physical damage feels extremely low. With loss of Absorb Totem and Earth Elemental 15% HP buff being locked behind 2 talents I felt really squishy. Selfhealing felt way stronger though than in TWW however it’s not as reliable in my opinion. On the other hand survivability into casters feels great. The new updated Wind Shear talent is extremely strong. It would be op if there were any castercleaves except occasional Shadowplay.
Voltaic Blaze - feels like an upgrade in a dungeon environment but not in PvP. 7,5 sec CD Flame Shock with 8 sec dispel CD and Priests having access to 2x Dispel feels horrible. You can get completely shut down unless your partners somehow force dispels with their spells.
Don’t know how to fix the survivability problem. I’m afraid we might need to play with Battle Master maybe but then you struggle with meeting Haste/Versa levels too make it’s gameplay effective. Dispel though? I don’t know. Keeping Flame Shock and Voltaic Blaze probably too strong. Maybe if Voltaic Blaze would just spread existing Flame Shock instead of replacing it. Or procced as Flame Shock replacement as on Enha. Not sure what to do here because the design works great in Dungeons.
Voltaic Blaze, LvB scaling with crit, Echoes of the Great Sundering talent gone.
Neutral:
Deeply rooted elements talent removal (glad it is gone, but it has left a vacum in its place)
Negatives:
Every other change.
The class tree is worse than Dragonflight beta iteration, when talent trees were reworked for the first time.
It is actually impressive how they managed to do that.
Everything in the class tree feels expensive to invest into. Why is Chain heal still a mandatory talent on the left side? Why is hex so damn expensive? Earth ele changes are insultingly bad. Tremor impossible to reach. Totemic recall gone but not a single totem has had its duration reduced. Oh and our totems can still be rightclicked.
Ele feels marginally better to play in m+ compared to tww s3 (but worse than prenerf PW) because Voltaic Blaze is a decent addition. Stormbringer does not require weak auras anymore and it is not as janky compared to tww.
I honestly can”t understand the hype around TWW Stormbringer, that hero spec felt super uncomfortable to play.
Worst part is we lose Flame Shock if we pick VB. Not having FS feels terrible in all aspects if game.
Idk how Voltaic Blaze is a positive , been saying it since saw the changes on ALPHA , CD is same CD as a dispel and it will get perma dispelled , there is no way to deal consistant dmg (Lava burst) on main target…
They need to A: Lower the CD to atleast 5seconds (Atleast let us have instant ability we are PVE NPCs now that need to stand afk and hardcast 90% more then in TWW).
B:make the dispeller punished way more for dispelling it like UNSTABLE AFFLICTION dispel.
May I add that CD is the same as a Dispel AFTER investing THREE talent points into it - just to regain Flame Shock functionality. And on the bottom talent tier, no less!
The problem, in my opinion, is that Voltaic Blaze replaces Flame Shock, which is a key ability and mechanic. If Voltaic Blaze was a separate tool, it’d be more than usable at the base 15s cooldown. Heck, it could have 30 like the old Liquid Magma or Primordial Wave and still be fine, with extra Talents becoming QoL or AoE boost rather than feeling mandatory.
Also doesn’t help that baseline Voltaic Blaze is only usable on the target dummy. It’s like it’s lackluster on purpose; which in turns makes it the only ability in the entire game to cost 4 (5?) talent points
I agree with everything you said above. Same feelings but if they nerf this Nature’s Guardian we will be squishy unfortunately. If Sub is in such state and it’s so simple that everyone can play it (I tried it myself on beta for a moment - Rupture gone and just 2 CDs) we need some solid defensive.