http://lucy.allakhazam.com/spell.html?i ... ource=Live no recast delay.
http://lucy.allakhazam.com/spell.html?i ... ource=Live no recast delay. Not 700 mana!
http://lucy.allakhazam.com/spell.html?i ... ource=Live no.recast.delay!
Are those spells that much less powerful than a (usually
heavily) mitigated slow spell? It's not even like developers particularly object to chain slowing, or the recast timers on the slows would be linked like ranger nukes. ComboSuperSlow may be out of the question, it does seem a little out there to go for in one jump, but simply stripping the recast delay from Balance-line slows changes nothing except the number of spell gems a shaman has tied up. All the same casting time is used, no enhanced effect is achieved (nothing can be slowed
more). Game balance is maintained since MORE mana is used and more agro is garnered for the shm, which really is a bad thing if overgeared characters aren't romping around in trivial content.
This myth that Tugela and his barn Jabobtha are tacitly supporting is that Slow remains the game-breaking superpower that it was back in Luclin. It's simply not. As levels continue to advance, every bit of content so mitigates its impact that the fact of the matter is: it's expendable. Have a slower? Don't have a slower? Trade your slower for a druid whose debuffs aren't mitigable? Skip all that nonsense and have the 800+dps puller monk remember to dispell things on incoming? Don't have any of that, but the knight uses their own spells to bolster tanking ability? Maybe the tank of whatever class actually uses their shield for once. There's small differences in how much mana the healer uses, but Slow just ain't what it once was. It's one tool among a dozen or so that a group of players can use to meliorate incoming damage, and it's often not even the best one. Still to actually employ it, shm are de facto expected to spend two
very precious spell gems.