Guntir is a Baws & PTR Build (13812)
12:29 PM
Posted by Reygahnci on Wednesday, March 30, 2011
Reader Fade asked the following question in the comments on the last post:
rey can guntir recommend any good priest blogs? I run 3s with a priest and both he and i are struggling to find anything and our post on the eu board has been quiet.
I asked Guntir and he said "I don't follow any pvp blogs, priest or otherwise." This is technically a lie, as I know for a fact that he goes to Hydramist to read and subsequently rage at the moronic posts from Ming and the like; however, I asked Guntir if he would not mind too terribly answering any questions raised here. He agreed!
SO, just go ahead and leave comments in this post for questions you would like to throw Guntir's way about either Disc or Resto Shammy healing, starts, etc, and I will compose a list and get his responses. Try and keep them concise - things like "How do you handle a Warrior training you against War+Druid teams" are perfect; questions like "how can I play better" are too vague.
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There was a new PTR push today, and while changes are limited in scope and Blizzard will likely not post an updated patch-notes page, we have to go on the data-mined information from MMO-Champion.
First and foremost:
* Cleansing Waters now has a 6 sec cooldown, up from 0.5 sec.
Lmao, RShammies get kicked in the teeth finally. However, the BIG TICKET change so far has to be the following:
* Savage Defense now absorbs damage equal to 35% of your attack power for 10 sec instead of reducing the damage taken from the next physical attack.
If the tooltip is to be believed, this is a HUGE buff to Feral PvP in turtle-ability. Previously, readers will recall that Savage Defense only blocked the next incoming attack rather than simply giving a shield which lasts 10 seconds. The other aspect of this change (again, if the updated tooltip is to be believed) is that it seems that Savage Defense will finally absorb ALL damage, not just physical damage.
I absolutely love this change. 35% of our attack power is something like a 3-4k absorb, but we also have to factor in mastery. I can check for sure when I get home as to just how much this value will be, but I am hazarding a guess that it will be something around a 6-8k absorb. Again, we get this absorb currently, but if we absorb a 2k attack, the rest of that shield is entirely wasted and disappears. In 4.1, we will actually be able to turtle a bit in Bear Form simply due to our ability to shield while landing Mangles/Mauls/White Swings/etc. Other aspects of these changes need to be explored, obviously, and I definitely have some questions remaining about the implementation:
Does this mean SD has an internal cooldown to keep it from being OP?
Does SD's shield persist through shapeshifting, or will it go away if I leave Bear Form (with the implications being that I could get that 6-8k shield, swap to Cat Form and get offensive)?
As always, I will post updates here as I find them.
This entry was posted on October 4, 2009 at 12:14 pm, and is filed under
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March 31, 2011 at 11:00 AM
SD will remain physical attacks only.
it has no internal CD, just a % chance proc on crit.
i'm ~95% sure the SD shield drops when you leave bearform, but i need to verify that.
it's a small defensive boost to bear, but not that big of one.
it means that the small autoattack won't clear your shield entirely.
it's much more of a factor in pve while tanking multiple mobs.
in pvp you just don't get the vengeance stacks high enough to get SD shields large enough for it to really make that much of a difference.
still nice though.
cyc being kept at 6s makes me much happier =)
April 2, 2011 at 4:58 AM
cheers rey -ill see if he can drum up a list
the shift back to damage away from threat on lacerate, swipe and thrash means we can put out a "bit" more damage in bear as well which is never a bad thing,
April 8, 2011 at 7:01 AM
First post on your blog , let me start by saying i love the blog, its been very helpful to watch your vids and you and Guntir make it look easy:) I was just wondering if you have any tips on what to do with resto shammy teams, i play with a holy pally so shammys grounding totem tends to be a major problem for us with my cyclone and his stun being soaked up by it. The clever shammys tend to place the totem out in the open forcing my healer to have to leave los to kill it and if i keep killing it we lose too much pressure. Besides the obvious killing the totems do you have any other tips on how to deal with them`?
April 8, 2011 at 7:33 AM
@Antioch
We haven't run Feral+HPal since s8, so I don't know exactly how to help you. The one thing I can tell you is that at a certain amount of resilience, your Pally should fear nothing in 2s except CC. As long as you don't over-extend too much, he should be able to keep you alive without putting himself in harm's way very often. That being said, he should basically always have time to get out and throw a judgment on something, or if they're too far away, he can just Exorcism something and that will take down grounding.
Make sure to communicate when you see Grounding get placed and tell him BEFORE you plan on using a finisher to get an instant-cast. If you have good communication, he should kill the Grounding at the same time as you apply your Rip/etc and get your instant cast.
Additionally, I would just train the Shammy to death.
April 8, 2011 at 1:36 PM
The Excorcism tip sounds like a winner, as you said he tends to have no problem with keeping us both alive, we went 12-0 till we met 2 different shammy teams and proceeded to lose 4 in a row.
I made the mistake of training the dps in all 4 , probably freed up the shaman to do too much since our stuns and clones were being stolen. Also as you pointed out i probably forced the finisher too often while the grounding was up.
Will try get over my all round annoyance at killing shammys and train them the next time and hopefully that, with the excorism will make all the difference.
Cheers for the tips and thanks again for the great blog.