How will the island meta be changed in 8.1

Ferender

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Mike Preach posted a video, talking about the changes coming to islands. Blizzard has significantly reduced "trash" mobs and islands are mainly full of rares now. The azerite orbs also no longer heal to full but heal for around 30% HP. I main 110 DH for islands, and the bread and butter is mass pulling and spamming eye beams. Will anyone be changing island mains or will demon hunters still be good? Just wanted to hear the community's thoughts
 
For warlocks inevitable demise trait is getting change to 50 stacks instead of 100 and from corruption to agony but a 28% dmg increase (47x3x100 = 14 110 vs 63 x 3 x 50 = 9750) . less mobs means it's gonna be easier to double dot everything and I'll be able to reach full stack faster and and burst more often for less damage? I can't say for sure. Maybe I'll just have a bunch of rares following me around and every 10 seconds I'll life drain one
 
I run a 110 Balance druid, if anything this will help me, those bastard spiders/doe with the roots/stuns/slows are just a nuisance.

but being able to run around freely dot everything and starfall with treants sounds like a dream, bring on the patch bois!
 
I can't tell you how many times this week I've been chain rooted by trash spider mobs or charged by like 15 deer and disconnected. Good change.
 
I can't tell you how many times this week I've been chain rooted by trash spider mobs or charged by like 15 deer and disconnected. Good change.
Seems like we're suffering from the same sort of things, there's only so many times I can shapeshift before I get chainlocked, in dire need of Sentinels boots man :(
 
I'm seeing like 5 people commenting here without an avatar and it's confusing as FUCK
 
This will be great for my arcane mage, since my main movement speed ability is also my single target pulling ability (arcane barrage). While chain pulling, Other than when I charge up, I’m 0 arcane charge barraging to pull, so with the reduction of small mobs, I should be able to pull mob after mob and not miss any on the account of 3 second cooldown on barrage.
 
For warlocks inevitable demise trait is getting change to 50 stacks instead of 100 and from corruption to agony but a 28% dmg increase (47x3x100 = 14 110 vs 63 x 3 x 50 = 9750) . less mobs means it's gonna be easier to double dot everything and I'll be able to reach full stack faster and and burst more often for less damage? I can't say for sure. Maybe I'll just have a bunch of rares following me around and every 10 seconds I'll life drain one
This change makes me sad. I don't main a lock, but I have found it really fun to run with the corruption ring on and just have adds slowly follow me and drop. Also when you group a bunch together and seed it helps you with those stacks...

If this GCD shit wasn't present and I could bump haste up to instant DoT shit, I wouldn't mind the change.

I guess I'll be going back to my ret in IEs, which is fine, but I like a change of pace and the lock has been a pretty fun one...also it is like being in god mode lol
 
I have found it really fun to run with the corruption ring on and just have adds slowly follow me and drop.
You still can, just have to agony some now. Trash will still die just to absolute corruption, so keep agony up on elites.
 
There's an azerite trait for roots, stuns and knockbacks. In preacher's 8.1 islands preview video he mentioned something about knockbacks. Blizz will try to prevent us from pulling huge pack of mobs by making them more annoying although there will be less trash mobs.

I'm not sure about the name of this azerite trait but it can be good for cases like this. It heals for X after every stun, immobilize, knockback effect.
 
Azerite fortification is the trait your after, wish it was a bit more common on the paladin/dk gear, i'v only seen a few 300 pieces with it. As a tank though, stuns/knockbacks aren't much of an issue unless i'm stuck in a pile of death aoe with mechanics that actually have to be dodged. I'll see how blood DK shapes up for island running compared to prot pally, been pretty impressed with my pally, has 70% block by default so he's constantly blocking and causing holy damage to the mob and taking 1/2 dmg because of the block, it's pretty nice, not sure if blood dk will be able to compare.
 
Azerite fortification is the trait your after, wish it was a bit more common on the paladin/dk gear, i'v only seen a few 300 pieces with it. As a tank though, stuns/knockbacks aren't much of an issue unless i'm stuck in a pile of death aoe with mechanics that actually have to be dodged. I'll see how blood DK shapes up for island running compared to prot pally, been pretty impressed with my pally, has 70% block by default so he's constantly blocking and causing holy damage to the mob and taking 1/2 dmg because of the block, it's pretty nice, not sure if blood dk will be able to compare.
I have never heard of any tank coming close to prot from what I understand Blood kills to slow to compare and prot also maybe more mobile as well. I wish Blood was strong in IEs vs Unholy just running arpund dotting everything. I would wondering which would outperform the other honestly. But after DH, prot pallu maybe next best thing to do IEs on.

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I think considering the changes to more knockback mechanics etc, prot pally may be the safer bet. The oh shit bubbles and the mitigation seem like they'd be nice compared to running as a dps havoc dh hoping eye beam doesn't get interrupted.
 

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