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8-10-2008 @ 8:55AM
As a holy priest and an alchemist I couldn't be happier. On the alchemy side: I don't want my shiny redeemer's alchemist stone to be trash only a month after I got it. As far as earning money is concerned, the mats on my server are more expensive than the potions, and as an alchemist/tailor that means that the only profit I can make is my daily transmute (20-30g profit if I'm lucky, but I farm primal water by fishing and make ~80g).The way I see it, potion sickness could work one of a few ways:1) They increase mana regen and make mana a non-issue. This would be boring.2) Give us piles of other regen abilities. (This would be OK, except that the priest's shadowfiend is unreliable at times, wandering off target, and getting insta-killed, stunned or feared by bosses if you're unlucky)3) Make life a 5SR nightmare for spirit/regen classes (*not* fun). I don't want to have to calculate who I should let die so that I have enough mana in case someone important needs my healing. Basically, if they want potion chugging to be reduced, rather than completely changing a core game mechanic they could:1) Increase the cooldown of potions2) Make the mats easier to farm, lowing the price3) Give every class a mana gem with charges somehow, that works like potions, uses the potion cooldown. 4) Reduce the cooldown of existing regen abilitiesor a combination of those 4 ideasAlso, could Kara raiders please stop complaining about chain chugging. I don't like to pull the "you don't really know what raiding is like" argument out, but please listen to the T5/T6 healers like myself that think the mechanic is fine as it is, and that the real problem is the price of Dreaming Glory.
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