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Reader Comments (Page 1 of 1)
8-10-2008 @ 8:55AM
Amenadar said...
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 potions
2) Make the mats easier to farm, lowing the price
3) Give every class a mana gem with charges somehow, that works like potions, uses the potion cooldown.
4) Reduce the cooldown of existing regen abilities
or a combination of those 4 ideas
Also, 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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