News from the ptr on MMO champion, and now wowhead, is that blizzard can’t seem to make up their mind about rhinos. Apparently they just didn’t like the knockback. First they reduce it to one target, which took all the fun out of it, and now the knockback is gone completely. Perhaps it was the idea all along to make the knockback lame first so we wouldn’t mind when it was completely removed. I say this because *it* seems to have worked on me.
Knockback on just one mob isnt that great when you can’t really aim your pet, and thus control the direction of your flying foe. Sure you can use EotB, but thats not always practical. So now in place of the knockback we have “25% increased damage from bleeds for 12 seconds” – 1 min cooldown. Of course, everyone’s first reaction is…high cooldown….low uptime. My second thought is “wait, do I even have a bleed?” It seems this is meant as a buff to other players, having usefulness in pvp and pve.
The problem is the 12 out of 60 seconds its up. Bleeds being damage over time, id rather have 13% damage over 24 seconds or even 5% over 60 seconds. For pve, there is another issue. Most players won’t bring a tenacity pet for dps, so the utility has to outweigh the dps loss compared to a ferocity pet. Well, this isnt really utility, its a straight damage buff, so the gained dps needs to make up for the loss. Its hard to do the math, since you don’t know class makeup in advance. It may make more sense in a 25 man raid, where there would, on average, be more classes to take advantage of the buff.
From a tanking perspective, I don’t know what to make of this ability. My guess is that they will end up lowering the cooldown. Still though, the move is interesting. Your pet won’t get any threat from the damage bonus, most likely, so there is only a little bit of threat, and no survivability buff, unless you count the boss/mob dying quicker 🙂
So the only real benefit would be increased dps from the group, which would only be desireable if you were more than capable of handling the instance, in terms of threat and survivablility.
I think we will need to figure out how bleeds tick and when damage is calculated to fully understand the value of this skill.
I can’t see this one being all that great for tanking, but I would like to hear all your thoughts on this change, especially if you are still planning to use the skill.