#0 - May 17, 2009, 4:57 p.m.
It used to be that AOE was given exclusively to Warlocks and Mages and required very strong mana support to sustain, and it still does. I completely agree that it was too strong a mechanic for only 2 classes to have (I'm ignoring cleaving melee abilities right now). It required you bring x amount of mages and Warlocks to certain boss fights, or to simply speed up trash pulls. I agree giving AOE to more/all classes in some way or another is a good thing.
What I don't understand is the philosophy behind the new vs old AOE mechanics. Using a fairly gimmicky AOE rotation of Living Bomb, Flamestrike (Rank 9), Flamestrike (Rank 8), Blizzard, repeat, I can say I do very solid AOE damage on any sort of sustained AOE fight. However, it pretty much requires the stars to align. Flamestrike has a horribly small damage radius and often by the time you get the cast off, the Tank has had to move the mobs due to environmental damage or other factors.
The new mechanics such as FOK, Mind Sear, and the DK multi-target disease and other AOE abilities are very friendly to mobile AOE. I feel the numbers, for the most part, in AOE DPS are fair. However, I simply can't keep up in many practical scenarios. Mind Sear particularly bugs me because its mechanic is essentially a mechanic the Mage community has been asking to be implemented on Flamestrike for about 3-4 years.
Mana cost is the other thing that rubs me the wrong way. Once again, in old school philosophy, you were forced to make a decision regarding AOE--was it worth the high mana price? Were there really enough mobs in place to warrant tearing through your mana pool? All of the new AOE mechanics are either very renewable resources or very light on mana per second. Mind Sear is only 216 MPS (mana per second), excluding Shadow mana reduction talents and haste. To contrast that, Blizzard is approximately 302 MPS, Flamestrike is 326 MPS, Rain of Fire is 274 MPS, Seed of Corruption is 655 MPS (ouch), and Hurricane is 283 MPS. Most of the old abilities are about 50% more expensive than their new school counterpart. Of course you can argue that Warlocks don't care due to Life Tap, but that's ultimately more burden on raid healing.
/discuss
EDIT:
Also, threat generation is pretty incredibly high on AOE for pures as compared to Hybrids, but that's more generally speaking. It does, however, greatly hinder practical AOE DPS.
TL;DR: Why do classes who just received their AOE spells in WOTLK have an inherit advantage?
