08-03-2005, 08:03 AM
Roland,Aug 2 2005, 07:24 PM Wrote:You know, this skill DOES have a cooldown. [right][snapback]84968[/snapback][/right]
I'm aware.
My point wasn't that it can be chain-cast. It's that nothing can really stop a hunter from getting off one Wyvern Sting if they really want to.
In dealing with the Molten Core and Blackwing Lair packs that I describe, it's so important to get them CCed for even *one* second. You're thinking along the lines of turning Wyvern into a polymorph, which isn't the balance concern.
Let me try to explain. Imagine packs of four to six raid-elites; i.e. level 61+ elites that require a whole raid's worth of firepower to bring down. On pulling (by any means), they clip over each other and path towards the party in a giant messy blob of death. The four to six warriors assigned to split them up and tank them can barely pick out which one is their mob; oftentimes they'll be using identical models and will thereby overlay each other exactly. They kill the puller more or less instantly, randomly acquire targets (chances are, not warriors) and begin to rip the raid into tiny little bits. Sometimes warlocks are needed to banish mobs within such pulls as well.
Previously, this was handled by having hunters fire distracting shots to peel mobs out of the blob to be tanked or banished or whatever. This requires careful timing and positioning; too late and the hunter gets killed, or the hunter gets punted into the squishy camp, or the mob moves out of taunt range, etc. And occasionally the warrior's taunt is resisted or the sunder is blocked or the banish fails, and then mobs go flying left and right, eating the hunter or warlock and proceeding to snack on the healers that tried to keep them up.
With Wyvern Sting, all you need is to assign a mob each to one of the raid's five or six hunters. Separated by one-second intervals, they Wyvern Sting all mobs but one. Now only one mob's on the puller, and the assigned tank can easily pick it up. Warlocks can banish a sleeping mob until it takes, since a failed banish won't break sleep. Instead of having to time charges and taunts, a warrior can just walk up to a sleeping mob and taunt it, with enough time for taunt to cycle again should the first one fail. It doesn't provide new capabilities, but it greatly simplifies the intricate dance required to split a large pull into manageable packets. Especially where coordinating 40 people is concerned, easier definitely equals more powerful.