Mozared wrote:
Some interesting ideas, though some seem a little overzealous to me =P
The inner fire thing for example - to me, it's obvious as to why those charges are there. If they weren't, they might just as well give us leather?
Guess what Mozared... Yes that's right I'm going to disagree with you, bet you didn't see that coming! :P
If this had been pre-Wrath then I'd agree that if you were making Inner Fire a longer lasting buff without charges you might as well just increase our armour from items, but not now. How many of you actually cast it for the armour increase? Its mitigation is tiny and really doesn't make the difference between being two shotted or three shotted.
In fact I recall several discussions over the past few years on this very forum stating that alot of you didn't bother casting it at all as it was more of an annoyance to keep doing so. So yeah removing the charges/increasing the time in the past might have seemed silly, but I've never quite understood the spell...
... It has limited charges, now in the past there were two situations which occurred during it's very short lasting duration; either it ran out without many or any charges being used, or you were being hit ALOT over the 2 minute period that meant the charges were used up super-fast. It has no cooldown though, it can be cast in battle at any time, mana permitting, so had it been a worthwhile spell we'd have taken the time to cast it again after the first spell wore off cos we were being beaten on by dozens of mobs. The fact is though if it runs out mid-fight we did't recast it, why? Because there were far better things we could cast to get out of sticky situations rather than an extra couple of percent of mitigation. Therefore it can hardly be considered over-powered as it stood...
So fast forward to now, well the mitigation is nice but it's not the main reason we cast it now is it? We cast the new variation of it because of its SP benefits, we're more likely to make sure it's always up because of that. Take any of the mages Armor spells for example, yes far less armour from the spell but has other benefits, namely movement and attack speed decreases to the attacker to name but one variant, the combination makes it useful, mages don't use it for the armour value either. But, guess what, it lasts 30 minutes and doesn't have charges.
We now get direct benefit from casting it other than armour, there's no cooldown on it still and we now have a situation where keeping it up, even mid-fight might be more appealing. So why bother with the charges still? If it's in the name of balance then remove the charges increase its time but cut the armour value, even then I think it's worth less than any mages Armor spell, get to it Blizzard you know you want to.