#0 - May 6, 2009, 6:34 p.m.
Strengths:
-Can interrupt healers casts (if timed well by a skilled moonkin)
-Can knock rogues out of stealth (again, with some luck and skill)
-temporarily move melee off the moonkin (about 2 seconds worth at best considering war charge / DK deathgrip, and the minimal distance it knocks them back)
-Modest amount of damage, usually 2k ish
Weaknesses:
-Mana Cost is PROHIBITIVELY high (10% of our total mana pool for the spell!)
-The knockback is negated most of the time, and no real breathing room is created.
-20s CD
Now lets discuss what needs to be fixed. The BIGGEST thing that I would like to see implemented is a decreased mana cost...as in, 1/3 of the current cost or better. This is not a ele shams RETURN 8% mana every time we use it, and I don't expect it to be. But what I DO expect, is that we are not penalized so terribly in terms of mana every time we see a good opportunity to use it! Every time we use it, it literally cripples our mana pool...as this is not a PvE spell, I see no reason to be so harsh in terms of cost here, especially with the high CD of 20s.
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Furor Bug: When shifting into moonkin form my mana pool grows from about 13.k to 15k. Unfortunately, when I shift I do not actually GET this mana...so essentially this mana is wasted off the bat PLUS the mana cost to shift...so now we start the fight at 80% mana (12.5k / 15k)!!!
I feel this is unwarranted, and not exactly how blizzard intended the talent to work. I hope that they can find some way to fix this, so we actually GET the mana that we spent 5 talent points for without having to pop out then go, "WAIT GUYZ,...dont attack yet! I need to drink before we start!!!" It's kind of lame...
Thanks all, hope this thread gets the attention it needs. Survivability I will address on a different thread later if I can...again!
