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New Pet abilities added so far in 5.2 PTR
Posted: February 5th, 2013, 10:21 am
by Jordicus
http://ptr.wowdb.com/pet-abilities?filter-patch=16408
Flux seems mediocre.... http://ptr.wowdb.com/pet-abilities/923-flux
Re: New Pet abilities added so far in 5.2 PTR
Posted: February 5th, 2013, 12:13 pm
by Poofah
Well, it looks mediocre, but coupled with Prowl it might be pretty good.
Currently there's an issue with Prowl/Supercharge and AoEs -- Supercharge falls off as soon as an ability hits, which can even happen in the middle of an ability. For example with Pounce, Supercharge will only apply to the initial damage; it will fall off before Pounce does its bonus damage for going first, so that portion of Pounce doesn't get the Supercharge buff. Similarly for AoEs, Supercharge only applies to the initial hit on the frontline pet, and doesn't modify the damage to the backline pets (e.g. try this with Personal World Destroyer's Supercharge+Quake).
In 5.2, they're changing Prowl/Supercharge to last 1 round instead of lasting until you hit something. Hopefully this means that it will modify all of your damage for that 1 round.
If that's the case, then Prowl+Flux could be pretty mean. With a breed 8 FFF, the initial hit will be 2.5*(12/20)*(322+20) = 513, and the backline hits will be 2.5*(9/20)*(322+20) = 385. This is 1282 total damage in 2 turns -- that's still quite a lot!*
This version is not nearly as convenient as Supercharge+Wind-Up, which is good--you can't just slot FFF into any team and have him be effective. But since it's so much damage, I expect people will find a way to use it--probably in an AoE team built around it (e.g. 2x FFF + 1x sweeper pet, such as a flyer with Alpha Strike/Predatory Strike). And although you probably won't have a speed advantage when you use Prowl+Flux, even if the frontline pet dodges, the backline pets will still take 385 each.
* the basic issue with Supercharge+Wind-Up is still an issue here: stacking multipliers. Flux is 1.5, Prowl is 2.5, so you end up with a total multiplier of 3.75 for 2 turns.
Re: New Pet abilities added so far in 5.2 PTR
Posted: February 5th, 2013, 3:10 pm
by Ryazan
Even more 5.2 changes in the [url=http://blue.mmo-champion.com/topic/249080-patch-52-ptr-and-patch-notes-february-5/]latest PTR notes[/url]:
Volcano's damage has been reduced by 15%.
Ice Tomb, Elementium Bolt, and Stun Seed's damage has been reduced by 25%.
Geyser's damage has been reduced by 12.5%.
Conflagrate's base damage has been increased by 20% and its bonus damage has been reduced by 60%.
Siphon Life now heals for a flat amount instead of a percentage of the damage that had been dealt.
Ghostly Bite now has a cooldown of 7 rounds (was 3 rounds).
Spectral Strike now has a cooldown of 4 rounds (was 3 rounds).
Light now has a cooldown of 4 rounds (was 3 rounds).
Call Darkness now lasts for 5 rounds (was 9 rounds).
Darkness teams just go poked so I guess Blizzard really addresses things from the PvP perspective in this patch.
Re: New Pet abilities added so far in 5.2 PTR
Posted: February 5th, 2013, 4:31 pm
by Suspiro
Ryazan wrote:Even more 5.2 changes in the [url=http://blue.mmo-champion.com/topic/249080-patch-52-ptr-and-patch-notes-february-5/]latest PTR notes[/url]:
Volcano's damage has been reduced by 15%.
Ice Tomb, Elementium Bolt, and Stun Seed's damage has been reduced by 25%.
Geyser's damage has been reduced by 12.5%.
Conflagrate's base damage has been increased by 20% and its bonus damage has been reduced by 60%.
Siphon Life now heals for a flat amount instead of a percentage of the damage that had been dealt.
Ghostly Bite now has a cooldown of 7 rounds (was 3 rounds).
Spectral Strike now has a cooldown of 4 rounds (was 3 rounds).
Light now has a cooldown of 4 rounds (was 3 rounds).
Call Darkness now lasts for 5 rounds (was 9 rounds).
Darkness teams just go poked so I guess Blizzard really addresses things from the PvP perspective in this patch.
I didn't expect it to last forever, but it was certainly a fun team to use while it lasted. Actually, thinking about this makes me wish pet battle teams consisted of 5 or 6 pets instead of 3. With 5 or 6, you could make teams which had a better ability to counter just about everything you'd meet.
Pet with a weather effect or two to get around Darkness and/or an elemental.
A magic pet to soak up high burst.
A high speed pet for those nasty cc/hit/run combos.
Two to three pets comprising a synergistic strategy.