Cumulative List of DOD Shaman Issues

So the expansion has been out like what, a week? I see a ton of posts about it was with most expansions that come out but it seems that our thoughts on many issues are scattared throughout the board. In the spirit of getting out Collective thinking "Groove" on I would like to propose that we address our DOD issues in one or two threads. The main reason being is since Grimbear is stepping down the next person to take the job could just use this thread, or another, as a main source of information to take to Sony. Putting all negative doubts, or adleast most of them aside to possibly get some sort of response or /gasp some action taken on our spells and AA.
This list of concerns by no means represents the majority of this board. All it is so far is just some of the issues that I see as a player and as a frequent visitor to the Spirit Realm.
DOD Spell Issues:
LVL 68 spell : Lingering Sloth - Currently it is broke on live but fixed on test. The purpose of this spell being the ability for a shaman to buff people which grants them the innate ability to slow a mob with a disease based slow. Now granted the proc rate on the test ( and soon to be fixed) version is decent but from the way mobs mitigate slow and the percentage of slow the spell actually does makes most to believe it will be useless besides a device for mele to gain aggro.
LVL 69 spell : Breath of Antraygus - This seems to be a decent spell for the most part but there is some uncertanity about how well it performs overall given the amount of situations it could be usefull in.
LVL 70 spell : Hungry Plague - The two main issues people have with this spell is the percent it does slow and also the recast time associated with it. I have read that some people who currently own it talk about aggro issues and the fact that Vindictive Spirit is light years ahead of HP is terms of its usefulness.
DOD AA Issues :
Greater Rabid Bear - Early feedbak indicated an AA that reminded people of something that they would see under the dumptster of a fast food joint. A little refinement later and the 3 tiers of GRB got reduced to one along with some added upgrades. It seems the jury is still out on this one because some people think the regen is a great bounus and others think the reuse on the ability is too long.
Ancestral Guard - Appearantly this was a byproduct of the survivability AA that was drafted. The general view seems to be that the duration of the ability is too short (which seems to be getting fixed) and the rune should be for more than 5k.
I'm sure there is more to add here
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My personal feedback on most of this is we got a serious balance problem with our slows. I am not just talking about mitigation here either. Instead I am talking about magic based vs disease based. All of a sudden we are getting slammed with disease based slows which to me means that the intention was to give us an alternative resist line to do our job. Ad least I would like to believe so and if this is the case then I definetely feel it should be a concern on our top 10 list. IF you break it down we have a magic slow that lasts for 7+ minutes. Then we have a couple fast magical slows that give us significant resist adjustments. In OOW we recieved the mother of all AE slows which not only helped us handle multiple mobs but also gave us a slight cushion for when we got aggro. Now with DOD we got some hodge podge collection of disease based slows that no one even considers worth their name. So what message is Sony sending to use? Hell if I know and I am sure we can all bash the hell out of them but that horse is long since dead in my eyes. One thing is for sure though and that is if Sony is going to give us a Disease based line fo slows they need to be able to function just as well as our maigc based line or should adleast come close. So my thinking is like this, Grummus is to Turgurs what Sloth should be to balance (Discord / Nihil) as hungry Plague should be to Vindictive Spirit.
I understand there are several ways one could look at this but my angle is this. Pretty much every other class has multiple spells with different resists to do the same job. Mitigation aside, if one of our primary functions is to slow then why should we not have the means to do it effectively through different resists and have each resist be as effective as its counterpart. I kind of understand the thought behind how HP and sloth are intended to work but in real game play they don't do the job even remotely effective as our magic based counter parts do. Holy mother of God how I would love a DR based Balance of Discord in zones like Rifts and MPG.
As most of you who read this forum know I am a fan of bear form. I personally think GRB is OK but it could be made better. Such as if the tainted bite thing went away and in its place a poison or disease foci could be added and it could be linked to the whole " rabid " theme of the AA. I think something like this would make the people who want a solid bear form happy as well as the people who want more DPS capability.
So anyway, sorry for being long winded but I still believe that hoarding all our DOD issues in one or two threads would benefit us in getting some issues solved and make it easier for the next class rep to pick up a couple balls instead of a bag full.
This list of concerns by no means represents the majority of this board. All it is so far is just some of the issues that I see as a player and as a frequent visitor to the Spirit Realm.
DOD Spell Issues:
LVL 68 spell : Lingering Sloth - Currently it is broke on live but fixed on test. The purpose of this spell being the ability for a shaman to buff people which grants them the innate ability to slow a mob with a disease based slow. Now granted the proc rate on the test ( and soon to be fixed) version is decent but from the way mobs mitigate slow and the percentage of slow the spell actually does makes most to believe it will be useless besides a device for mele to gain aggro.
LVL 69 spell : Breath of Antraygus - This seems to be a decent spell for the most part but there is some uncertanity about how well it performs overall given the amount of situations it could be usefull in.
LVL 70 spell : Hungry Plague - The two main issues people have with this spell is the percent it does slow and also the recast time associated with it. I have read that some people who currently own it talk about aggro issues and the fact that Vindictive Spirit is light years ahead of HP is terms of its usefulness.
DOD AA Issues :
Greater Rabid Bear - Early feedbak indicated an AA that reminded people of something that they would see under the dumptster of a fast food joint. A little refinement later and the 3 tiers of GRB got reduced to one along with some added upgrades. It seems the jury is still out on this one because some people think the regen is a great bounus and others think the reuse on the ability is too long.
Ancestral Guard - Appearantly this was a byproduct of the survivability AA that was drafted. The general view seems to be that the duration of the ability is too short (which seems to be getting fixed) and the rune should be for more than 5k.
I'm sure there is more to add here
-----------------------------
My personal feedback on most of this is we got a serious balance problem with our slows. I am not just talking about mitigation here either. Instead I am talking about magic based vs disease based. All of a sudden we are getting slammed with disease based slows which to me means that the intention was to give us an alternative resist line to do our job. Ad least I would like to believe so and if this is the case then I definetely feel it should be a concern on our top 10 list. IF you break it down we have a magic slow that lasts for 7+ minutes. Then we have a couple fast magical slows that give us significant resist adjustments. In OOW we recieved the mother of all AE slows which not only helped us handle multiple mobs but also gave us a slight cushion for when we got aggro. Now with DOD we got some hodge podge collection of disease based slows that no one even considers worth their name. So what message is Sony sending to use? Hell if I know and I am sure we can all bash the hell out of them but that horse is long since dead in my eyes. One thing is for sure though and that is if Sony is going to give us a Disease based line fo slows they need to be able to function just as well as our maigc based line or should adleast come close. So my thinking is like this, Grummus is to Turgurs what Sloth should be to balance (Discord / Nihil) as hungry Plague should be to Vindictive Spirit.
I understand there are several ways one could look at this but my angle is this. Pretty much every other class has multiple spells with different resists to do the same job. Mitigation aside, if one of our primary functions is to slow then why should we not have the means to do it effectively through different resists and have each resist be as effective as its counterpart. I kind of understand the thought behind how HP and sloth are intended to work but in real game play they don't do the job even remotely effective as our magic based counter parts do. Holy mother of God how I would love a DR based Balance of Discord in zones like Rifts and MPG.
As most of you who read this forum know I am a fan of bear form. I personally think GRB is OK but it could be made better. Such as if the tainted bite thing went away and in its place a poison or disease foci could be added and it could be linked to the whole " rabid " theme of the AA. I think something like this would make the people who want a solid bear form happy as well as the people who want more DPS capability.
So anyway, sorry for being long winded but I still believe that hoarding all our DOD issues in one or two threads would benefit us in getting some issues solved and make it easier for the next class rep to pick up a couple balls instead of a bag full.