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  • Zenith
  • Member Since Jul 20th, 2008

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Warlock's green fire is not coming at release in MoP, no timetable {WoW}

Mar 28th 2012 8:09AM I'm going to play a little devil's advocate for both sides here(ending with my own thoughts on the subject), but there are some additional points to be made.

As someone said in another reply, paladins are getting a glyph that changes their judgement visual depending on their weapon. Apparently this is still NYI in the beta, but I cannot think some dev just said "hey here's a cool glyph idea!" and it went as far as partly in beta without someone trying to figure out how it should work.

In the case of copying and pasting code, as a programmer myself, I have to agree on this, but they have already done so - look at the variety of Mage learnable spells for Polymorph(max rank if you want to go back to vanilla) - they are ALL identical except for their visuals and accompanying sound effect - and there are glyphs for changing the spells as well! Another example would be Dalaran Brilliance, which works in the exact same way as Arcane Brilliance with a different visual. Of course being guilty of copy pasting code does not mean it's ok to do it again...

It could be that the above mage examples are ok because they all apply 'different' buffs or debuffs (different icon), but this can also apply to Immolate(green burning effect) and possibly Soul Fire for destruction(which has a DOT component? -at least change it to the Chaos Bolt visual). This leaves Incinerate, Demo Soul Fire, Rain of Fire and Hellfire to be speculated on.

I recall that in both the Warcraft 3 and Starcraft 2 map editors, a unit had a number of abilities assigned to it. This ability had a specific visual and then an effect(s) was assigned to that ability(50 damage,stun, whatever). If WoW works the same way it would be almost trivial to have a different ability with different visual to apply the same effect for all the other fire abilities. Since WoW is a completely different genre and the devs haven't already added a green fire glyph makes me think it is more complicated than that.

Another issue could be that the mage spells have either no 'modifiers' that have to be changed for all different spells or very few(so adding a new spell with different visual is easy). Currently the Brilliance spells have no talents and only one glyph decreasing mana cost. Polymorph spells have improved polymorph, major glyph to remove DOT effects and the variety of visual minor glyphs which all should be accounted for when adding or changing an effect. But if this is the case the dev's are reinventing just about every ability every expansion so there would be no excuse not adding something like Fel Incinerate to every ability or talent that modifies Incinerate

An argument could be made that polymorph is just a different kind of shapeshift, but if applying a certain buff/debuff is all it takes, it would still be possible(take x fire damage would be an instant debuff/effect that's invisible, assuming that's how damage works as well)

Apologies for any typos I may have made and horrible paragraphing, but since I'm typing this on my phone with the mobile website, I'm NOT reading through that wall of text where I can only see 8 lines at a time

Breakfast Topic: What was your most memorable noob moment? {WoW}

Dec 2nd 2011 8:31AM Note that this was after the GM hunter activated aspect of the pack that I thought how to go even faster

Breakfast Topic: What was your most memorable noob moment? {WoW}

Dec 2nd 2011 8:24AM Upon joining my first guild on my lock, the GM was kind enough to escort us around to get all the horde capital city flightpoints. Since many(me included) were between levels 10-25ish, no mounts were used. Then I got the bright idea of stopping the whole group to summon my imp(still 10sec summon back then) because he gives a group buff that increases stamina, so we'll all run faster!


The Queue: Fun fights {WoW}

Nov 30th 2011 12:34PM Here's a question for the queue:

After trying to hold out until my holiday starts, I finally succumbed to temptation and got Skyrim - on the release day of patch 4.3 - HELP!

Blood Pact: Dungeon gearing for warlocks in patch 4.3 {WoW}

Nov 30th 2011 1:24AM I fear that the new fire and brimstone may just be too awesome and be majorly nerfed -at least the rain of fire stun part unless it has a cooldown on either the ability(which may need to be recast due to movement) or just on the stun component(makes it great for a shadowfury replacement if you want another talent)

Also something I noticed us that destruction now get conflagrate before immolate and that it doesnt require immolate anymore, although it would obviously work better with it on due to several mechanics, it gives destro some much needed instant(as in mobs that need to die in a few seconds) burst

Concerning Mannoroth's fury, I read it as not full on splash damage, but rather that every enemy between you and your target will get hurt a little too - I would guess this includes other mobs standing on top of the target, but it may still require some very tricky(or unMannoroth-like xD) positioning for its full effect

Blood Pact: Looking at the developer's Q&A {WoW}

Nov 14th 2011 1:37AM The demons will look different with glyph of supremancy - they will basically look like their burning crusade equivalent models that may be a small difference(felt imp has a crest and different coloring) or a complete change(Succubus and shivan models differ completely, not to mention felt hunter/beholder)

Sadly this coupled withthe likely fact that these demons will have different names is why I wont be taking this talent - I have grown 'accustomed' to my Gellop, Zhar'phog, Astray and Sruudom(Not so much the felguard with the name I'm sure I saw with at least three other warlocks)

Blood Pact: Distinguishing destruction from fire {WoW}

Nov 8th 2011 2:06AM Ugh, autocorrect...

More flavor of the specs *than* there is currently

Destro got talents that *made* their abilities look like a fire mage

The way theorycrafters suggest *stat* weights

Blood Pact: Distinguishing destruction from fire {WoW}

Nov 8th 2011 1:59AM To add to Shade's point 1 - canonically images only used arcane and frost spells because fire was considered fel/demonic - see Warcraft 3 frozen throne manual for the blood mage hero who used both mage fire type abilities(flame strike and phoenix) as well as warlock(banish and drain life or drain mana, whichever one it was)

That said I would like more difference in both play style as well as "flavor" of the specs than ctgere is currently(play style is completely different but still needs
mentioning) - frankly fire has gotten too much of a dot focus recently and looking too similar to warlocks in general while destro got talents that Madden their abilities look more like a fire mages(specifically the dot from soul fire/imp)

Here's how I say they should be divided:

Mages focus on direct damage which also apply weak dots, focus on crit more in talent abilities

Warlocks focus on stronger dots more(manually cast instead of auto apply like mages) that augment direct damage, more focus on haste

The crit/haste thing is there since that is what the talent trees currently seem to suggest(hot streak vs backdraft/old improved soul fire) whether or not this is the way theorycrafters determine state weights

The Queue: Thud Butt {WoW}

Nov 3rd 2011 1:28AM The only 'mount' I want is a Patsy running behind me with a pair of coconuts - not even any speed increases are necessary!

Blood Pact: Looking at new warlock talents, page 2 {WoW}

Nov 1st 2011 2:09AM I have to say that the warlock talent preview is the only one that made me squee!(that my main is a lock is pure coincedence)

An interesting observations is that Nether Ward does not say it absorbs spell damage, but just damage - could we be getting a shield for physical as well?

Also really looking forward to kil'jaeden's cunning, but its likely that it will be changed to a cooldown like shaman's spiritwalker ability