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10.2.7
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Poison issues
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Post by
Endinglife
Had my macro's setup for Deadly Poison on offhand, Instant on Main, since instant is gone I have been trying to get Wound on my main. But everytime I select a point is puts it on my mainhand, regardless of macro. Had the slot number in there, didn't work, then put the weapon name in there, doesn't work. What gives?
Post by
stuffeh
dp and wp are classified as damaging poisons, everything else is a utility poison (eg: leeching, crippling, mind-numbing).
also, you don't apply it to your weapons like sham's weapon weapon buff, but it is a buff on your toon like a sham's lightning shield, so you can get rid of those (now) useless macros.
Post by
Tenjen
poisons go on both weapons when applied, you can only use 1 utility and 1 damaging.
Post by
Dundaz
I'm not sure if I'm a fan of the new way poisons work. Not being able to apply two different poisons on my two different weapons kinda sucks. Any ideas why Blizz did this?
Post by
digitalutopia1
I'm not sure if I'm a fan of the new way poisons work. Not being able to apply two different poisons on my two different weapons kinda sucks. Any ideas why Blizz did this?
Well, I dunno - Instant Poison was practically a non-choice from the beginning. So that left us the choice between Deadly, Wound, Crippling, and Mind-Numbing for our Off-hand and Thrown. Now, granted - in Cata you could've chosen to put Deadly on your thrown, and Wound on your off-hand, but FoK was such an energy drain, that it took a lot of in-range targets to make it worth while. So really, for most situations, you still had that same choice between Wound and Deadly as you always had.
However, now, you also get to chose to add Mind-Numbing, Crippling and the two talent-based poisons as well. Something that your really didn't have much of an option with unless you were Mutilate spec, and could pick up that crippling poison talent.
It's also worth mentioning - that the other changes have kinda offset this as well. Not only does Deadly poison take on both Instant and Deadly traits, but since your thrown is your main hand, FoK does more damage - and they also increased its range. On top of that, regardless of whether you're using a thrown skill, or a normal skill - both of those poisons have a chance to apply.
Finally, they further increased the utility of the non-leathal poisons, and gave use to an otherwise (pretty much) useless skill - Shiv. If you notice, most of the non-lethal poisons have Shif effects. For instance, using shiv on a target with leaching poison, will automatically give you 5% health back. Paralytic's Shiv effect gives you a free root.
Personally, I think the changes make poisons a bigger deal, while letting you retain a bit more freedom - such as never having to try to decide between whether you want to sacrifice damage for a utility poison.
Post by
hymer
Wise words, digitalutopia1. This is the part I liked best from the moment I applied my first poisons in 5.0.4:
never having to try to decide between whether you want to sacrifice damage for a utility poison.
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