![]() They are immune to movement-impairing effects, and each Feral Spirit summoned grants you 15% increased Physical damage dealt by your abilities. Summons two Spirit Wolves that aid you in battle for 15 sec. Talent Row 8 - Where Feral Spirits is, make this a choice node. I don’t mind rng but I don’t believe the power variance should be so large for a major cooldown. If I invested heavily towards fire talents, getting 2 flame wolves would feel amazing but 2 Ice or Lightning Wolves would be pretty disappointing in comparison. Each Elemental Wolf increases your damage by 20% based on their elemental type.ĭepending on your build the damage increase can either be significant or insignificant. ![]() Even though the change is from 15% Physical to 20% Fire/Frost/Lightning suggesting some improvement, the rng aspect of this can lead to disappointment. Where this talent is currently positioned it should feel like an upgrade rather than a sidegrade. Spending a talent point to modify an existing talent where it converts its damage bonus from one type to another doesn’t feel good. Spending a talent point to add additional benefits or replace with reasonably stronger effects feels fine. The Fire/Frost/Lightning damage modifier replaces the Physical Damage modifier that Feral Spirits has.“Your Feral Spirits are now imbued with Fire, Frost or Lightning, increasing your damage dealt with that element by 20%”.Ī couple of problems I have with this and are similar to what I’ve gleamed from other threads and videos. In this thread I’d like to focus on the “Elemental Spirits” talent.Įlemental Spirits as it’s currently looking. Looking at the new Dragonflight Enhancement and Shaman talents, they generally look positive but there are a few talents that could be altered to make more sense.
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