Mar 21st 2009 5:32PM One of the many, many problems I see with this change is the opposite of the intended effect. This has made spirit an even less desirable stat for mages, because of how gear is itemized. Even though not much gear without spirit exists, our best in slot items would now include Stam / Intel base stats, Spellpower, then 2 of 3 following Equip stats: Hit / Haste / Crit. Because of the poor conversion of Spirit -> Crit, the stat allocation on gear would be put to better use with either Haste or Crit Rating as a direct Equip stat. Compare it to Warriors and Ret Paladins who desire Strength above Attack Power. The difference being that Strength scales better with buffs then Attack Power does, and the scale of Spirit is insignificant with the type of gear currently available (and what will be available in Ulduar 3.1).
Would I rather have ~62 spirit * .40 = 24.8 Crit Rating?
The same slot item with no spirit and ~50 Crit Rating.
Yes, Spirit does effect mana regen as well, but the only spec that really requires Spirit to maintain significant regen is Arcane. With the nerf to the co-efficient for Arc Barrage, TTW Fire will be the most desirable raiding spec, and Mana Regen isn't nearly as important.
This all comes down to a fundamental lack of understanding with how mages' gear should be itemized, how our abilities scale with that itemization, and downright laziness to create gear itemized more effectively for the mage class. Since everyone uses Spellpower now, it's easier from a design standpoint to create "standardized" gear, with stats allocated for the majority of casters.
It's true that in raid situations with the proper amount of spirit, our MA will increase our crit% slightly over current levels. But it's also true that the spirit on gear allocation required to get there takes away from other stats that are more desirable to mages. I sincerely hope GC and Blizz listen to the mage community and fix this problem before 3.1 goes live, or I foresee another Sunwell-type situation in our future.
Mar 13th 2009 7:41PM And like everything, it looks ridiculous on a gnome.
Mar 6th 2009 11:52PM Personally, I think you should cry more about much needed nerfs to the most drastically OP class in the game. This post could use some more QQ.
Feb 18th 2009 6:26PM Wait wait wait ... you're telling me this game STILL exists? Wow...
Jan 8th 2009 6:21PM The lag on Shattered Hand-US is unplayable, mostly on Tuesday nights in Naxx.
The big problem that I've seen with disconnects happens when they log back in and "aren't in the group's raid instance." Typically they have to run out and back in, have a warlock summon them back, or in the worst case scenarios they're ported out and have to fly back on their own. (In situations where we're deep in a wing with no warlock, and a gauntlet between us and the stone)
We actually had to end a raid once because enough people were stuck outside of the instance while warlocks had no shards. It was too late in the night to wait around, and too many people had to leave.
Nov 11th 2008 5:59PM I've been wanting to try one of those for awhile now. Sign me up!
Nov 7th 2008 9:17AM I can haz prizes?
Oct 14th 2008 12:44PM The first thing I'll be doing is squaring away addons, keybinds, macros. Then I plan to finish every achievement that I can.
Oct 7th 2008 12:43AM I had a running post on the suggestion forum for a long time that emphasized personal ratings across all forms of pvp, so the top rated players wouldn't ruin the arena experience for the mid-rated and low-rated players. So I'm hopeful that this will help alleviate some of those concerns.
That being said, this system is likely to perpetuate the same problems that the current arena system does. Namely, the inability for new players to compete at the top level. Sure, I can get the first tiered pvp set and compete at that level. Maybe I'll make it into the next tiered system and compete at that level. But like others have said, the people who hit 80 first and obtain the gear first are going to have an absolute advantage in obtaining and staying in the top tier of arena. How in the world is someone who does not have that gear going to progress through the tiers to make it into the 2k ratings? It will be as impossible as it is now. This doesn't fix that problem.
If people are content to hit a rating and stay there, never able to advance beyond it, then fine. But personally I'm always looking to improve my standing in arena, and if I get stuck in a particular rating with access to only particular sets of gear, how can I ever advance past that when the people above me have far superior gear to mine? This is a major problem and I don't see how adding more rating requirements is going to solve it.
Oct 6th 2008 1:09PM Are there any other world pvp objectives, beyond Wintergrasp?