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The following is an idea you may just recall me hinting at in past videos on youtube but I've never fully developed till now.

There are a number of abilities which player classes possess which are designed to benefit the player for a short period when taking damage, such as Touch Of Karma, Shield Of Vengeance, Anti-Magic Shell etc. The mechanics are different and important but certain general principles hold for all of them, for this post I'm thinking of Touch Of Karma specifically.

I began work on this strategy when I noticed a strange debuff in the Vault Of The Titan, Nagrand, Draenor. There is a pit of fire in the Vault, and when you jump into it, it gives you a debuff which deals 10% of your health per second. If you accept a port, for example to an arena, battleground or raid, the debuff will continue. 

In pvp instances the preparation buff will keep you alive until the start but then you will die quite quickly. A side note here: healers loved this because it allowed them to do top healing by simplying spamming their base heal. This is of course entirely pointless-unless you really want to top the healing charts for the sake of it, which apparently many, many people do:). Without constant healing you will die and the debuff fades on death.

I experimented with using this debuff in arean using a windwalker monk-the thinking being that I could use Touch Of Karma, and the debuff + blowing all my cooldowns could burst the enemy. Surprisingly this actually worked several times when I tried it in pug's, though with halfway decent players naturally they simply blew their defensive cooldowns and/or maintained range while the debuff killed me. 

However, the fact the enhanced dps caught out quite a few players encouraged me to continue research on this to see if debuffs could be used to increase dps in pvp or pve. The type of debuff appropriate for this type of approach is:

1) Preferably long but finite duration. Too long and it will kill the player. Too short and it will expire before an arena countdown or a raid port is completed. 

2) Does % of health rather than absolute damage. Most absolute damage buffs in wow are too weak to individually damage a well-geared player significantly. 

3) Preferably dispellable. 

At the moment the best candidate I have found is the "Curse Of Torment" (http://www.wowhead.com/spell=180395/curse-of-torment). You can be cursed by a wide variety of mobs, and you can receive multiple curses at the same time. Each curse does 10% of health damage and lasts a full minute (almost optimal duration), it is a magic effect for dispel purposes. 

Used intelligently this creates burst damage that is very hard to counter, and would also allow you to do top parses in pve, at least in shorter duration fights.

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