First, the heartbreak di tutti heartbreaks. As of 4.1, Divine Guardian is limited to 30 yards near to you, as opposed in the direction of the 100 yards it previously boasted. This delivers it in collection with Rallying Cry, the Cousin Oliver of raid cooldowns.
This produces some unfortunate limitations for what was after one of the most primo raid harm decline ability around. before to the change, the prot paladin could -- numerous occasions much more compared to instruction course of the fight, many thanks in the direction of the 2-minute cooldown -- shave away a hearty chunk of incoming harm for everyone even although in the room, regardless of what mechanics might have necessitated a splitting up of your group.
Consider the 2nd phase of Nefarian. Before, we could throw up a raidwall using the benefit of everyone even although in the raid, no create a difference which pillar they on. Now, you can only include your particular 3rd inside the pie, even although one other two groups should grapple using the crackles.
Of course, as an extraordinary offer as I rue the nerf, I can't blame Blizzard. Divine Guardian was stupidly overpowered, and it's a wonder it produced it this long. actually thinking about the fact that ability was preliminary released halfway by means of Wrath, the devs have fought to stability it somehow in opposition to the substantial benefits it brought in the direction of the table. Hell, the ability was so excellent it absolutely was nigh obligatory for even holy paladins to attain for in progression raiding. The a whole whole lot more raidwalls you can hold in the direction of the table, the better.
Related posts:
http://www.momentville.com/chaosknightzhao/wow_gold6
http://www.eteamz.com/worldofwarcraft/news/index.cfm?cat=772180
http://www.simplesite.com/Deathknight/51599930
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