The beastlord situation - balancing requests

Ok stating this now: Nobody ask for relics or ancients anymore because the idea is just terrible

Thinkmeats said:
Minor thread hijack: Can you guys expand your discussion to include theoretical ways to use BST mana? Between either doing something to the ice nuke, or my old suggestion of giving bsts a few shortish-duration, modest-recastish dot spells to keep on mobs, or what have you.

It's a scooch offtopic, I know, but since all the bsts are already clustered here I figured I'd toss that out for some useful discussion. Rebalancing overall BST power takes time and consensus, but fixing their lack of useful spells is a much faster, much cleaner process.

Does it have to be approved by Wiz first? I assume so...

I like the idea of the Beastlords having more useful dots but honestly the dots we have right now aren't too shabby imo. I just think one of the main things for us is cast time speed. When i think of our cold nukes I think of icerend and how useful it is. We aren't a ranger but it honestly wouldn't hurt to have our spells with a lower cast time because I can hit for 500 with my 2hb or I can wait a few seconds and cast for the same so it doesn't seem too swell. Just me =o
 
Now my beastlord here is only level 52, but my view of them was to make the "beast" a big part of what they do.
What about in addition to DoT's or DD's you create a few short durtaion pet only buffs:
1) a massive overhaste/accuracy for 4 ticks with a 1min cooldown
2) a large advoidance/mitigation boost for 6 ticks with a 90 second cooldown
 
I think Beastlords are already pretty balanced with solid DPS and great utility. The thing they lack is a great pet. It is decent, but not super good like other pet classes. Maybe taking down BST melee dps and then upgrading their pet more to compensate (and then some) or adding a few short duration pet buffs would be the way to go.
 
Spiritplx said:
It is decent, but not super good like other pet classes.

Idk if I would consider any of the pets "super good".

Not an expert or even really a novice as far as it comes to beasts. But having a pretty decent amount of experience as far as raids go, I would suggest this as a way to use mana. Since beastlords are essentially a support class, and shaman's/enchanters are typically using their mana for other things, I would suggest the addition of a similar to cripple line to their repetoire (providing they don't already have one) in the interests of increasing raid util just a bit. I also don't think it would be all too far out of the class's domain, nor overpowering. Lots of classes have the spell, few use it. Beasts can absorb the extra bit of aggro from it easily, shaman's notsomuch. Casting it on every mob the raid runs up against would go a bit towards taking down that mana pool a notch, as well as helping the raid quite a bit. I find that most people that have the line simply do not bother to cast it, as they are generally always doing more important things (shamans=> healing, malosini if no mage, slow, or enchanters, giantkin, rune, mez, tash, nuke). It's definitely not an insignificant debuff though.

As for another thing along those lines, how about just a few decent dots tossed in there. Perhaps a stunning dd similar to a fist of shiritri kinda deal.
 
I wouldn't mind seeing a change to our ice nukes, adding a new one in the 60's with 150 more damage/0.5 cast time/15 second recast.I'm not against the alternative of short duration big damage DoT's either,changing Rage of the Wild to something like this would be nice, but they will need very short cast times as well.

Tempus said:
What about in addition to DoT's or DD's you create a few short durtaion pet only buffs:
1) a massive overhaste/accuracy for 4 ticks with a 1min cooldown
2) a large advoidance/mitigation boost for 6 ticks with a 90 second cooldown

As others have said the pet really only needs a boost of 2 levels or so.Rather than a massive short duration overhaste I'd like to see a change to Spirit of Summer to make it an unresistable proc, with a slight lowering of the DD itself to compensate.For #2 I really don't see any need for it at all,AE's are the primary frustration when it comes to pet survivability not any melee damage they might take from aux tanking etc.

Spiritplx said:
Maybe taking down BST melee dps and then upgrading their pet more to compensate (and then some) or adding a few short duration pet buffs would be the way to go.

I don't believe any lowering of the bst's melee dps is warranted in order to justify an increase in his pets dps.

AoiMasamune said:
1) A short duration reverse damage shield. (Where you hit a mob and the damage shield kicks in, instead of them hitting you) I believe clerics had this originally on Live. It doesn't expand the beasts utility to any huge extent, but it does add another unique reason to have them around.
2) A mana battery type function. I cast a spell that costs 200+ mana and it gives a member of my party half that. Once again, raid and group utility. Perhaps have it cost hps as well, it would be like reversing spiritual bliss.

1) Can't say much except this doesn't really fit in at all with the Beastlord class

2) For the love of all that is holy NO mana battery function, I can't think of anything else that would completely ruin the class at the raid level.There's a reason it was removed from Necromancers, it became their one and only purpose on raids, and again it doesn't really fit the Beastlord class.

This however is a nice idea that fits with the Beastlords role

vistachiri said:
Since beastlords are essentially a support class, and shaman's/enchanters are typically using their mana for other things, I would suggest the addition of a similar to cripple line to their repetoire (providing they don't already have one) in the interests of increasing raid util just a bit.

While we do have a cripple line it ends at Incapacitate, extending the line to include Cripple itself would be very nice.
 
Thinkmeats said:
Minor thread hijack: Can you guys expand your discussion to include theoretical ways to use BST mana? Between either doing something to the ice nuke, or my old suggestion of giving bsts a few shortish-duration, modest-recastish dot spells to keep on mobs, or what have you.

It's a scooch offtopic, I know, but since all the bsts are already clustered here I figured I'd toss that out for some useful discussion. Rebalancing overall BST power takes time and consensus, but fixing their lack of useful spells is a much faster, much cleaner process.

Youre all forgiven, the manapool currently not being useful is a problem!

So to a few suggestions then.. as anyone who actually parses dps and knows about beastlords he knows that the current dd as well as dot spells actually decrease dps when being used (counting the lost melee dmg during casttime) as they do that little dmg. so wont go into the current situation more, however for future suggestions.

1. Dots vs DD's.. either of these ideas would be good really, however personally I would prefer short casttime dd's that increase dps for even endlvl beastlord and use up mana.. the reason I am more for a cold based dd than a dot is that dd's would require the beastlord to be actively played in order to get increased dps out of it. IE this makes a singleboxed beastlord more valueable than a boxed one.

2. Someone suggested a line of crippling spells and malo and such... This would be a cool idea.. as a shaman I must disagree though, all shamans I know and respect do use malo or/and insidious decay a lot during raids, but still it wouldnt hurt to take some of the load off from the shaman here and free him up for healing.
someone said however that beastlords dont have agro problems compared to shamans... this is as wrong as it could be... If I want to I can grab agro on raidmobs and nameds from pretty much any warrior, sk or paladin in game on a raidmob.... agro is a huuuuge issue and must always be considered, my shaman never comes close agro wise.

3. New suggestion, a short duration (few ticks) attack group buff, that raises attack of the entire group it is cast on during a short time... high mana cost or wont last for long but short recast. this would build further on current lines of spells line cunning and savagery... must kind of stack with savagery though (or rather not overwrite savagery), required summoned component would be ok.

4. group agro debuff. (would kind of be a raid only spell though) (or lower current agro on all mobs with a certain amount everytime its cast without taking up a buffslot)

5. new line of pet spells.. temporary/short duration buffs increasing pet dps by under short time duration matching pets physical dmg with dmg dealt in magic dmg

6. selfbuff making your melee hits hit all surrounding targets for a shorter period.

7. New (line of) pbae dot(s) or dd('s).

8. targetable shorter duration heal focus, to cast on a healer (or a weak healer) to make his heals temporarily better or make them require less mana.

9. beast illusion... illusions you into a beast (makes you look like your pet), gives some nice functions maybe some of the ones mentioned above, maybe higher atk or why not make this pretty much a copy of enchanters giantkin spell however illusion is beast pet instead and making it self targetable only?

10. mini pet swarm

and then some thoughts on other suggestions.. extra pet mitigation we dont really need.. ae dmg is only problem and we can heal a buffed pet through it in most cases in our current situation. on the mana battery thing... yeah this is probably not a good idea, reverse dmg shield doesnt seem to quite fit as previous posters mentioned.
 
glad said:
9. beast illusion... illusions you into a beast (makes you look like your pet), gives some nice functions maybe some of the ones mentioned above, maybe higher atk or why not make this pretty much a copy of enchanters giantkin spell however illusion is beast pet instead and making it self targetable only?

I personally am favored to this as the Beastlord is a dps class with no Aggro reduction. Aswell could be a buff that shares with pet to help with it's dps

I'd like to hear more thoughts on this
 
a second thought here.. I would probably cry tears of joy if number 9 was implemented... this would be such a cool spell and a perfect lvl 65 spell that everyone would really want to get and want to reach 65 for (which doesnt exist today).. making the beastlord assume the shape of his pet would also go so well along with the theme of a beastlord.
 
Glamrin said:
2. Someone suggested a line of crippling spells and malo and such... This would be a cool idea.. as a shaman I must disagree though, all shamans I know and respect do use malo or/and insidious decay a lot during raids, but still it wouldnt hurt to take some of the load off from the shaman here and free him up for healing.
someone said however that beastlords dont have agro problems compared to shamans... this is as wrong as it could be... If I want to I can grab agro on raidmobs and nameds from pretty much any warrior, sk or paladin in game on a raidmob.... agro is a huuuuge issue and must always be considered, my shaman never comes close agro wise.

Insid is a separate line is it not? Also tbh malosini should never ever ever be cast by the shaman in an ideal raid lineup (and by ideal I don't mean actual ideal, I mean 1 of each class present ideal. Like ephemeral hey that never happens ideal). That's like my magefunction benefit #1. I don't think lytec or xavu even bother to load it most of the time when I'm around. Occasionally on an iffy to malo/sini mob or a JJ mob I'll ask one of them to bust one a mala while I snag the sini, but that's rare.

Glamrin said:
4. group agro debuff. (would kind of be a raid only spell though) (or lower current agro on all mobs with a certain amount everytime its cast without taking up a buffslot)
So like group concussion?



Glamrin said:
10. mini pet swarm

Yeah I have no idea why bst's don't have one of these. They probably should. But it would have to replace something, question is what.


So since the general consensus with bst's seems to be the dots and such lower dps, what about changing the dots at least to be much longer lasting, much less damage (basically keep the ratio the same). This way you could toss on a few dots, do your thing, and they're ticking away, as I'm guessing the problem with them is kind of the cast time/length they last combined with the damage they do. Maybe an upgrade in dps by a bit for them too, but if one doesn't have to cast them every few ticks and they just keep pegging away I would think they might be more popular?
 
First, I retract those two suggestions I made. I agree, not good ideas.

vistachiri said:
So since the general consensus with bst's seems to be the dots and such lower dps, what about changing the dots at least to be much longer lasting, much less damage (basically keep the ratio the same). This way you could toss on a few dots, do your thing, and they're ticking away, as I'm guessing the problem with them is kind of the cast time/length they last combined with the damage they do. Maybe an upgrade in dps by a bit for them too, but if one doesn't have to cast them every few ticks and they just keep pegging away I would think they might be more popular?

After thinking about this, I feel this is the way to go about reconstructing both our DoT lines. Sure it doesn't increase the actual damage, but it does cut the casting time investment enormously which would possibly make our DoTs profitable enough to warrant casting regularly. The alternative of a hard hitting but short(er) duration spell (like our poison-based line on steroids, basically) would still have the problem of sacrificing our melee dps for our casting dps. The end result will be either an overpowered DoT when you just hit 65, or an underpowered one as you get better gear. Long term investment ftw.

!! EDIT: After reading Glamrin's response, I'm moved to agree with him. I like the idea of extending our DoTs, but if it's at the cost of damage/tick... it's not worth it. If they are extended, damage should be kept pretty much as is.


And now I'm going to completely contradict myself. =)

I still like the flavor of a cold based incredibly-short-duration DoT. Perhaps you could start a new trend by having it work the OPPOSITE way that Rage does. I.E. Damage counts down. So you cast it, it does 500 damage, then 200, then 100, then 50 then 25. This would make sense from a RP perspective as the target is "warming up". This would have the added benefit of allowing the beastlord to either spam the initial, higher damage tick at the cost of much higher mana investment, or let it do it's thing and get less dps for lower mana. Choice is good.

For added utility and motivation perhaps add a small (like 5 - 10%) stackable slow effect.

Cold is supposed to be a DD. So overall higher mana costs and lower efficiency are expected. I expect this would chew through mana like crazy.


I'd like to see our debuffs tied into our disease DoTs personally. No real reason for this except that it seems to fit. Also, if this were kept managably low, it could be made to stack with shammy debuffs and not risk stealing someone else's job, while simultaneously making beasts more valuable to a raid and party.

Poison should be the middle road, just like now. More damage than disease, less damage than cold. On par with disease mana cost but no debuffs (if that's accepted).


Another view for consideration... I don't want any more buffs. It takes me forever to buff myself and my pet as it is. Taking up more buff slots for group based spells seems like a not-so-good idea imo because you would probably annoy the hell out of a raid. Not to mention further muddying the waters as far as choosing what buffs you want to keep on you as a member of this raid.


I like the warder illusion idea, this has been argued for DECADES, and I believe Live eventually caved in and let beasts have it, but I quit before that happened so I have no idea how it worked. However, I already have two of my own illusions going at all times from my clickies. One is an AC boost, the other is a lifetap proc. I realize that not everyone has these though.


It seems the group consensus is that a better pet is wanted and warranted.
 
on changing the current dots to last longer and make less dmg per tick....

current dot: plague
classes: BST 65 SHM 49 NECRO 52
ticks: 12
dd dmg: 60
dot dmg: 72

Rage of the wild (our only dot that isnt also used by other classes)
bst 61
ticks: 15
dot dmg: 9 (goes up a lil with every tick.... a lil really means a lil... it wont do much dmg really)


so... those are examples of our current dots.. it doesnt get better than that... a: they already lasts for a few ticks. b: they already do pretty much no dmg at all. c. every dot but one are shared with other classes and would be difficult to make major changes too without risking to unbalance other classes at earlier lvls. I cant believe you really knew what our current dots were like when making this suggestion.

On something to replace.. we dont have many spells that arent spells shared by other classes.. the lvl 61 dot is pretty much the only one and everyone agrees that it completely sucks. Replace it with anything!
 
Took a glance at your fomelo Glamrin, and I can see why you would notice the lack of damage on the DoTs... Your gear makes mine look like cheap pleather. Hell, I've still got one hand completely empty because I can't find something to even match my unarmed ratio, let alone improve on it.

With weapons like that, a beasts piddly damage spells would get really weak, really quickly.
 
At least with DoTs you can cast on incoming to avoid missing any attack rounds. However, the DoTs do seem pretty weak, and yeah...casting a BST nuke is pretty much worthless once you get into the "upper tiers" of raiding. The DoTs could definitely use some tweaking.
 
current dots being
Venom of the Snake 52 (56 dd and 122 at a tick)
Plague 65 (84dd and 84 a tick )
Rage of the Wild 61 (starts at like 9 and ticks up 10 or 11 at a time till it hits 151 or so)
this is with damage inc 7 also and no cunning and no affliction enhancement

The only dot u could really up would be rage of the wild without unbalancing the other dotting classes at lower levels. so my suggestion would be maybe change rage of the wild to be a heavy damage dot maybe like a 250 or 300 for 3 ticks and a dd portion of 100 and making it 350 mana

also if they wanted to add the poison dd shaman line into the beastlords blizzard blast being lvl 44 so maybe adding Blast of poison being of the same lvl would be another way for beastlords to use mana
 
You could always push the existing DoTs that beastlords have back a few levels, and add in new ones at the top that are beastlord only.

For that matter, if the dev's felt so inclined they could add a whole new line just for beasts. After all, the disease DoT line consists of TWO spells. Thats it.
Poison DoT's, three.
Magic DoT's, only one.


Secondly, adding the shaman poison DD line at whatever level doesn't address the problem of DDs actually lowering overall DPS. It just makes it more colorful to waste mana and lose usefulness.
 
yeah adding some more shaman dots to beasts might work
for example:
dd's:
blast of venom - shm (54) 680 base dmg, 340 mana
ice strike - shm (54) 675 base dmg, 250 mana

dot's:
Envenomed bolt - shm (49), necro(51) 256 dmg per tick 4 ticks + 110dd - 320 mana
bane of althuna - shm (56) 375 dmg per tick 4 ticks + 150dd - 425 mana
 
Think of it as being able to contribute in a range dps function.



BTW, I was not kidding when suggested merging the two classes of Shaman and Beastlord into the same Class. There are no Racial issues, all Beastlord races can be Shaman, and the only non Beastlord race among the shaman is the Taldorian. Allow the Taldorian to keep the shaman wolf pet model.

The Beastlord class was created by evil company execs who asked Shaman on the Crucible what was needed to improve the shaman class before the launch of the moon expansion. Right that wrong here.
 
well except for being stuck with two shaman mains Id be happy, you realise ofcourse how overpowered that would make the class though right? theres no doubt such a mix would make the best class in game.
 
It's probably worth a thread in chillville because it's an interesting proposition, (Im not being sarcastic) but I don't think the range of changes that wiz can/will make include it, so it's kind of moot and not really fit for S&R.
 
I do not see it as overpowered in the least. I doubt that they would give such a class dual weild or monk level melee weapons. What they could have would be improved melee caps, defense caps, and Wiz willing, some of the BST stances.

The shaman class would benefit from being able to wear MNK/BST armor. Shaman would probably lose chain, which would make Chain easier to balance as it would nto be scattered all over the stat board. It would add a second wisdom seeking class to leather armors. Shaman already lack access to some common caster/priest centric items, and already appear with the hybrid/dps classes on several more items.

Spell wise, you remove the shaman pet, add in the BST pet, MAYBE the BST pet proc, and the three spell lines SB, SV, and CotB.

I have no idea what would be required to convert current BST into shaman... it may well be impossible. However, I am sure that a Vah Shiresque message about being unable to choose beastlord as a class is not out of the question.

Essentually, you get a standard shaman of today with a tougher pet, 3 more buffs, and little bit more melee ability/survival. That melee ability would be severely tempered by the need to canni/torpor, esspecially torpor, so I fail to see where it is too overpowering. Unless they are going to give them the wtfpwn hammer, I doubt shaman melee dps would even be on par with clerics. Maybe they would consider giving shaman bash to compensate for the loss of Dual Weild, as several already have the racial slam.

Otherwise, I fail to see how you are going to make a DPS slot class out of 20 level old spells of the DPS aenemic shaman lineup without putting in special damage increment and affliction enchancement items of insane numbers.
 
Back
Top Bottom