cowking wrote:Old dragon melee could oneshot heroics with dragon oath.
Plague seems really gimped, I tested with slvl 50 something and the average damage was like 7k/s. With sots + poison stone, -100 res and retaliate, that would be about 25k/s. Merkabah alone did 85k/s alpha without needing any -res. Maybe it's balanced around having every single charm in the game (or filling every single socket with poison stones), but that would make the skill useless.
Combine that with VoR nerf and lost crit strike, it seems holy melee has lost a lot of dps and gained a free timer/colosseum in return (which is not that great for melee since since any decent killspeed will mean you move forward too fast for colosseum to matter).
I'm pretty sure the only way to make current dragon melee rival the old one is to focus on boosting a proc to ridiculous damage, or using the new spells while melee is a hybrid mana stealing sidekick.
You can now also use demiurge and euphoria for damage boost since rapture is no longer 100% mandatory due to lionheart velocity debuff. Maybe try meteor swarm?
- plague dps is much higher than older plague
- merkabah was trash, you could theorycraft on it, but looking at skill mechanics, i can tell you it didnt do much. not even mentioning cap issues
- vor nerf was minimal
- critical strike on phys-based chars would actually lead to ocassional damage cap rollovers, i believe. I don't quite remember now but I do recall holy melee having damage overflow issues last time i played it
- lionheart debuff gone is a huge boost, and the debuff was one of the reasons holy melee was never played in the first place
- indeed maxing incarnation and making use of spell based procs is one of the most efficient ways to play hybrid
- huge stat boost from dragonknight, and perma attack speed boost from it, plus weapon choice flexibility
Also there are tons of misconceptions about solar flare.
a) you can't spam it? like any other ND skill, this doesn't need to be spammed. Spamming flamestrike over a monster for 5 seconds accomplishes the same as one cast of solar flare, except:
- solar flare has more damage
- has less ND
- the range is much bigger
- you can do stuff meanwhile (such as freezing mobs with breath, omg science)
b) self-lock instead of skill timer is a big deal. This means you can teleport into solar flare, which you wouldn't be able to do with other skills. It's not just colosseum that matters. It just makes the skill much more efficient in several situations.
c) for the people that cant bother to cast it every 5 seconds, there's a reason why terror strike was added to the crafting pool, derp. You get a 20s duration boost instead and you can spam all dragon skills which are op.
Also comparing builds doesn't really accomplish that much. I'm not saying holy melee is much better than before, I think it's about at same level in terms of damage considering retal change. I always stated that holy paladin was great - but if noone plays it, what's the point? Sometimes fresh air can make a build played, and, even if the spec is in some scenarios weaker, it doesn't matter much if ultimately the build gets played. The main reasons why it wasn't played was because it was overshadowed by unholy, mainly due to superbeast & tainted blood, and the slowness of lionheart. Tainted blood was rebalanced, you get better breakpoints from dragon, dragonheart no longer slows you down, you get free stats, etc.