Yeah, we’re progressing that at the moment. Standing in the fire is our leading cause of death. I’ll admit it is an easier fight for classes that don’t have to stand still to cast.
I don’t agree that these data are also representative of what happens in M+.
I would prefer to have the specific ones in M+ to have a decidedly more reliable picture than the one from Raid.
I didn’t say that there is no correlation between them.
They will certainly have points in common but I believe that the “weight” of survival in an “individual” context such as that of the M+, formed by a maximum number of 5 ppl, is different from that of the Raid with a greater number of ppl.
It’s just my opinion.
If you truly want to believe that, that is perfectly fine.
But then you can’t pretend you are the one using empirical data when i’m at least offering some data, even if not 100% perfect (Although not far off in my opinion), when your arguments rely solely on anecdotes, ‘my friends say’, and ‘I feel that…’.
I don’t pretend to say absolute things but if I notice that the problem I encountered on the defensive CDs is shared by many Hunters, I can assume that it is not only my problem.
As for those data, as written several times, they refer to deaths in Raid and not in M+.
In other words,you are the one who wants to make them representative also for M+ but you have no certainty that they are.
When I am faced with the data on deaths in M+ I will certainly have actually reliable data, but at the moment there are none and I simply read :
Both Hunters and Paladins have a 30% DR Self Defensive.
The HUGE difference between the two is the Cooldown : 60 seconds for the Paladin, 180 seconds for the Hunter (reduced by 20%, or 36 seconds, at the cost of 2 Talent points).
The LESS HUGE but still PAINFUL difference is that the Turtle Shell (the 30% DR) means the Hunter cannot do anything during it’s 8 seconds duration (except Bestial Wrath, Bloodlust, and ressurecting pets).
Same DR, triple the CD, and the Hunter is basically “harmless” during the duration.
How can anyone say that the Self Defensives of the Hunter do not need a rework is beyond me.
They are so bad that the real solution is “don’t be there, move out”.
You are comparing one small aspect of turtle (It’s main function is as use as an immunity, not the DR component), vs statistically one of, if not THE strongest class defensively in the entire game. Just because hunters are not as strong defensively as paladins doesn’t suddenly mean hunters need everything absolutely reworked, otherwise that would mean reworks for every other class in the game too.
Sorry Jerry, but the Hunter’s defensive cds need to be modified.
When compared to those of most classes, they are inadequate and ineffective.
The negative picture is completed by the fact that it doesn’t have passive defenders.
Anyway, returning to the specific theme of this thread, I tried to be invited to the 22+.
And I can, with certainty, say that of the three spots available as dps, two are ALWAYS occupied by a Paladin and a Sp.
The last one left I have to contend with Rogue, War, Druid and Shaman.
Naturally, and I am of the same opinion, why invite a Hunter if there are classes that perform much better, that give buffs to the party and that “die” less??
I also listed my 21+ key and unfortunately it was not done in time (few sec left).
Once again, I’ve been proved wrong, and it’s a good thing so I can learn.
That said, I cannot see how it can be considered an Immunity, since you’re not immune to anything under that shell, it just reduces incoming damage for 8 secs.
That I can answer : it’s a form of emoticon, mostly coming from Korean games, representing “raised eyebrows and eyes closed due to laughing too much”.
It’s mostly cultural, because of social norms in South Korea meaning to you make that kind of face when you’re bursting with laughter but must contain yourself in mixed company.
So it’s mostly an immune, actually called a reflect, but it still works on most abilities. Almost anything that goes on you whilst turtle is up will deal 0 damage to you, there are a few specific ability exceptions, but for 99% of cases, it’s an immunity. The 30% DR is just there for things like DoTs/bleeds that have already been applied to you before you press turtle. It won’t remove them, but it can prevent them being applied in the first place.
As an example, a great use of turtle is if sarkareth casts black hole on you, instead of soaking it with the entire raid (And giving the entire raid a stack of oblivion), you can literally run out with it and turtle the entire thing yourself, 0 raid damage, 0 raid stacks. There are tons of these examples, and even on most m+ abilities if you have turtle up whilst the damage goes off, you will take 0 damage.
Oh Sweet Basement Cat, the French translation is so very unclear on that one.
Thank you !
So basically IF I’m already suffering from a DoT or other when I “turtle up”, that damage will be reduced, but otherwise, it will “deflect” (best translation I can find of the French tooltip) all incoming damage barring some specific abilities, right ?
I really don’t want to switch languages on my game, because my guildies and most people I play with are French-speaking with almost zero knowledge of English, but honestly, Google Translate does a better job than my WoW client !