Mar 17th 2012 8:34PM This isn't a particularly large change, but it will allow the 20 spirit we currently get from our chest enchants to give us melee hit, which is cool.
Enhancement no longer has access to Elemental Precision in MoP - it's an Ele Specific level 10 talent - so this is not the case.
Mar 11th 2012 8:12PM As I understand it, no one will have a sub 10 second interrupt in MoP and PvP is being adjusted accordingly.
Mar 18th 2011 1:59PM The problems with your solutions is that they do nothing to address rampant gold inflation and attack things that are not really an issue anymore. You likely made 3-4K levelling through LK content that covered epic flight. You now make another 7-8k, unless you're an enchanter DE'ing everything, doing Cata levelling just from sold goods and quest rewards.
Repairs also are only really nasty while learning dungeon raid content involving multiple wipes as, you'll quickly find, being able to kill a boss or two often pays for a night of repairs in and of itself. Meanwhile, there are so many dailies in the game that can be knocked off in 30 minutes for a couple hundred gold that you'd have to be exceptionally lazy or bad at the game and have a lot of free cash lying around to be dropping $25 on 5K G just to cover repair bills. I have no problems covering a nights repairs on my main, and he hasn't done dailies or gotten dungeon gold in weeks.
Meanwhile, the bigger problem remains the 18-24 months between expansions that allows folks who want to, and especially those on the high end, to build up massive bankrolls to use when the next expansion hits. Remember when 5-10K was an expensive epic BoE? How'd you feel about 40-50K BoE's throughout the initial months of this expansion? Or, 200G raid flasks? That kind of rampant market inflation, and the pressure to keep up, does more to induce people to go to backchannel means of getting their gold than legacy items like Flight or Repairs that are now easily affordable.
Because of this, your "solutions" won't work because they fail to acknowledge that the real driving forces of the day are market and much bigger gold sinks (think, 29K for Vial of the Sands before you have to attack the parts you can otherwise make), than repairs or flight training.
PS: PvP still takes normal "usage" durability loss. You just don't get the massive 10% per death bill that applies to PvE, for fairly obvious reasons.
Jan 29th 2011 8:38PM The only Heroic Trinket worth taking into epic land is Tia's Grace because of it's huge wad of baseline Mastery and, functionally once stacked, AGI.
Oct 6th 2010 8:26PM This is correct and, if I'm reading the quote from the blues correctly "(and fully supported in the new guild system)", the Guild Interface could actually support the larger roster now.
Aug 7th 2010 7:58PM He's talking within the context of WotLK so I believe he might be thinking of Anger Management for most DPS Warrior specs. Admittedly, it's a bit of a trickle feed but it's there.
Jul 10th 2010 4:37PM The turn-around jump shock
Is overly complex. Get used to Strafing and you can accomplish the same thing while still running away.
Also, it's worth remembering that, when you jump, the system treats you as if you are where you were when you jumped until you land: which can have very bad results when you're trying to clear blast zones or, especially, Defile. More than one person has wiped a raid on LK trying to jump out of defile while watching it continuously expand under their feet because of this.
Jun 19th 2010 9:52PM You are correct: the common accepted usage is that Wolves (pets) need to be popped BEFORE heroism while the Elementals (guardians) should, when convenient, be popped DURING a heroism and/or with as many of your AP buffs running as possible because the later form of critter snapshots your current stats and runs with them for the length of it's spawn cycle.
Guardians, unlike Pets, do not benefit from Heroism otherwise.
Apr 7th 2010 5:59PM "Unleashed Weapon plus Flurry plus Bloodlust/Heroism will mean some seriously fast attacks"
Actually, Unleashed Weapon getting the Flurry proc effect (+2 charges and removing the necessity to crit), while Mastery gets Melee Haste as one of its stats more likely means that Flurry is on a slow arc towards File 13. Hopefully this is being done to turn it from something that's essentially always on once you have sufficient crit, into something that hits in bursts and falls off; reducing baseline melee damage (at 39-40% for most Enhance now), by creating lulls based on how much of Flurry's current haste goes to Mastery and how much goes to the UW WF Proc. This would open up more room for our other abilities to hit harder. It also means that you will likely have the haste buff when opening up on a target instead of waiting on your first crit - which will be better when we're running back and forth between targets.
" I mean of course the use of Lava Burst with Maelstrom Weapon procs! This could have major implications. Could. With passive Nature damage bonus from Mastery I don't know how viable a Lava Burst will be,"
I suspect the only time LvB MW5 becomes viable is if you can line up a FlS Dot + UW 20% Fire damage buff -> MW5 LvB combo so that it crits with the buff active.
Otherwise, the Nature Damage baseline buff is probably going to keep LB ahead; especially if they go ahead with the suggested removal of Mental Quickness.
Nov 11th 2009 6:27PM but there are no truly end-game maces to use anyway.
Errr, The Grinder? Remorseless?