Oct 21st 2007 3:00AM Very well put Percival. Everyone wants to enjoy all of their advantages and have no disadvantages. In other news, I was talking to scissors and he said he should be able to wrap rock just like paper does, it's unfair that he can't.
Also, I laughed pretty hard at "dual-wield warlocks." :)
Urth, I think you quoted all the sentences in my post that you actually read. There were others.
Oct 21st 2007 12:58AM For cryin' out loud, how few Balance Druids understand their own class and spec?
The problem isn't lack of instance CC, the plate level armor bonus should BE your CC. In big pulls or situations where the mobs are resistant to the available forms of CC, a Boomkin should hypothetically be able to off-tank. Yes, in many ways that's not as good as other forms of CC, but keep in mind that it can't break and it works against everything, even the stuff that's immune to CC.
The problem is gear. Caster leather for most equipment slots currently sucks right now (or is nonexistent altogether), and Boomkins are forced to wear plenty of cloth, severely hindering their ability to off-tank. This, I feel, is the fix. When Boomkins can be decked out in all leather without sacrificing huge amounts of damage, they'll be fine.
Try to look at this from a Mage's point of view. You do the same damage and you have between mail and plate level armor, if you also had CC as good as Polymorph, why would anyone want to bring a Mage on an instance run?
Oct 21st 2007 12:15AM I take it back, listed under general:
" * Client spell cast requests are now sent to the server even if your player is already casting another spell. This eliminates the need for /stopcasting in macros to compensate for latency. "
However, you said you used a /stopcasting macro anyway, so why is your DPS different?
Oct 21st 2007 12:11AM "As I said before the big change I saw was in the spellcasting mechanics, and how fast spells were being cast."
Please explain this, as there are no changes to spellcasting mechanics that I could find in the 2.3 patch notes.
Oct 18th 2007 12:18AM @25 & 26
What are you two talking about? There are 2 things still alive, Moroes and Star. Square is long since dead. Your comments don't even make sense. Sticking a trap between the Priest and the shackle is a great idea, since there's nothing other than Star which can be CCed. Maybe it would have mattered, maybe not, but in this case it would have saved the Priest's life.
I think the other point RoyalH is trying to make is that BRK waits a good 15+ seconds after noticing the broken shackle to do anything, be it trap, pet or otherwise. He makes a point to position the camera in case something goes wrong.....so he can watch the fun? I don't think it's his responsibility and I certainly wouldn't call it "embarrassing." You can bet not one person in that raid, including that Priest, believes BRK screwed up, and I don't either. But if he was quicker or if he had left the "just in case" trap, the Priest didn't have to die.
I don't think this was either awesomely impressive or super easy, it was more or less what I'd expect out of a BM specced Hunter in Kara. I hate to break it to some of you, but chain trapping is only moderately difficult, I wouldn't call it "hard." Continuing to fear-kite an elite while taking down the 3 adds he just pulled, now that's hard. Taking out 6 yellow con mobs at once, now that's hard.
Oct 15th 2007 6:39PM The change to portals in BGs was because Mages would open one up during prep time, pretend it's a Soulwell and say "click, plz." Dopey players that do click thinking they'll get a Healthstone out of the deal get booted from the BG into whatever city, and hit with the "Deserter" debuff.
Other than that, is it just me or are Mages getting far less substantial changes than other classes in 2.3? I don't see anything here that would make you change the way you play with any spec of Mage.
Oct 12th 2007 3:44PM I'm not really sure how many people do this, but the main reason is that people don't want to tank because they don't think they'll get heals. A big star marks "heal this guy first, when he dies you're probably next." A marked tank knows they will be getting heals and they are the one that needs to throw on the Sunders, and on what target.
Another very important part of this is off-tanking responsibility. It's quite often I see every last tank on Skull, with no one on any of the other targets. A healer throws that first heal, and it's his last because he immediately pulls aggro and gets killed. The tanks don't take long to die without steady heals, and that's when the blame game starts.
"Healers suck, I didn't get any heals!"
"You didn't get any heals because I died right away!"
"Hard to tank when you're dead!"
"I'm not healing anymore!"
"I'm not tanking anymore!"
Oct 12th 2007 3:28PM I'm curious what others use for marks in AV. This is what I mark people when I'm leading:
Star = main tank
Circle = off-tank
Diamond = 2nd off-tank
This corresponds with the kill order and their responsibilities:
Skull = main tank = kill first
X = Circle = "on deck"/kill next
When Skull goes down, I will manually switch X to Skull and mark another X if necessary. I've found that marking a 3rd target will only result in confusion and unfocused DPS. Assuming all the tanks are alive and with the main group, Diamond picks up whoever he can.
Anyone else mark differently in AV?
Oct 12th 2007 2:33PM I'm not sure I understand all the people saying "this is so clearly a bug fix and NOT a nerf because Warlocks were OP and they needed a nerf like this!!!"
It was probably a needed nerf, but don't lie about what it is. What if they started applying +healing gear to these spells? Would you call that a "bug fix" and not a buff? They say heal, clearly that's the way it should be, right?
Oct 9th 2007 5:03PM Beef makes a good point, but there are a lot of aspects to this.
For Warlocks, they have the problem that a typical trash mob will die too fast for most of their dots to be effective. They need to figure out which dots are worth putting on there, if any. Without their dots, spamming Shadowbolts is simply inferior to Fireballs or Arcane Missiles. This will depend on how fast you're killing the trash mobs, as well as if they're using the Felguard and if they're sending him in, but Warlocks are typically not as well suited for trash mobs.
Hunters will almost always be asked to Freeze Trap a target, and possibly send their pet in to off-tank. A lot of this will depend on how good the Hunter is and how proficient he is with macros, but when you're downing trash mobs in 15-20 seconds, taking 5-10 seconds to start your DPS is very significant.
Mages on the other hand can throw a Polymorph fairly quickly, fast enough that their DPS will usually not be significantly effected.
I've never met a Balance Druid who hesitated for even one second to throw down their dots and commence their nuking. I realize overall it's a strike against them that they have no real instance crowd control, but from a strictly DPS point of view they will begin nuking first and win the damage race most times.
One thing I should mention is threat. Yes, Mages can make with the burst damage, but how bursty do you want to be? This is the key reason I switched to Arcane, the 40% threat reduction is just too important. When I was Fire, I rode the threat line so tightly that an early crit meant aggro, and probably my death. My DPS went up by 150 the day I respecced to Arcane.