Jan 26th 2012 11:24AM Normally I heal on my paladin, but I off-tank on my druid for my guild's alt runs of raids. If I'm bored, I'll hit up the 5-mans.
I was running End Time with a full LFG PuG, and I kept seeing my health drop precipitously low, so I'd have to blow all my cooldowns and health pots and whatnot. When I actually died on the patrol right before Murozond, I asked what happened. The healer said, quite plainly, "You're not in tanking gear, so I'm not healing you. All you did was reforge some dodge onto your cat gear."
I linked Thick Hide and spelled out my mastery, and suggested he understand how all the tanks work before he tries healing again.
Jan 23rd 2012 4:46PM I don't think there needs to be a CHANGE, per se. I do think the original models need a polygon upgrade, and a new skeleton - watch a goblin flex, and compare that with an orc. The orc's flex is much more rigid, less fluid, and has fewer points of articulation. The hair on most of the original races is starting to look pretty crappy. I mean, look at the Troll 'hawks or the Tauren manes. They dont even look like hair, just free-floating textures.
I don't think the art itself, the skin textures, look bad; and based on their performance to date (updating druid models, goblin and worgen) I have every faith they can update the original eight without destroying the aesthetic.
Jan 13th 2012 6:54PM My strategy for prepping for the season's PvP has been "get what gives me the most resil first", and I think that's an effective strategy when starting out as well. Big-ticket items like helm, chest, and shoulders will of course have heaps of resilience. HOWEVER, if you're starting out, nothing is more important than a trinket to get you out of snares and stuns
PvP trinket, then whatever has the most resilience.
Jan 13th 2012 3:52PM Regarding the email:
I think the real downfall of the Guardian Cub was that demand was limited. Few people are so completionist that they must have every pet on every character. In fact, most collectors that I know only collect on one character. This means that the saturation point is better figured as a percentage of accounts, not avatars, and that absolute number is going to be much lower.
However, selling game time wouldn't have the same limitation; game time is a highly desired commodity, and purchasing one does not preclude purchasing another. Supply will be low and demand will be high. In short, game time could actually kill gold farming, or at least legitimize it somewhat.
Jan 11th 2012 2:19PM Maybe the solution is to do away with mitigation stats entirely!
If you roll mitigation into talents (which sounds a lot easier come Mists), and then kill easy-mode threat, suddenly tanking is a two-stage game: Stage 1-generate as much threat as you can. Stage 2 - use your O CRAP buttons to avoid the Big Bad Thing
Threat modifiers are already in the game - Defensive Stance, Righteous Fury, Bear Form, Blood Presence. But they're modest, as they should be. But now dps stats become threat stats, so maybe with each of the threat modifier abilities is a line that says "30% of your dps is now instead threat" or something to keep tank dps from being silly.
And bosses will still have dangerous mechanics, as per Blizzard's philosophy of reactive tanking, so you still need O CRAP buttons.
just my 2 cents.
Jan 11th 2012 1:51PM Isn't the 64-bit executable only for Windows at this time?
Jan 9th 2012 5:07AM If you look at how each particular secondary stat scales (in terms of point of rating per percent), crit looks god-awful, while haste is beautiful.
In Wrath I loved stacking crit - nothing like seeing big green numbers all night long. But with how hard it is to actually stack crit now, and how fast damage comes in, critical chance rating is just untenable.
Note that I made no mention of mastery. It does, in fact, give a nice rate of return on investment, but mastery can be so situational, its sad. I do, however, remember seeing some BoT runs of a paladin that had stacked all mastery, and that was sick to watch. But by and large, you just get more bang for your buck from haste.
Nov 9th 2011 8:32AM critting, not drifting. Curse you, AutoCorrect!
Nov 9th 2011 8:29AM No way! I love the system we have now!
Have you ever tried to duel as holy in PvE gear? If my opponent sucks, I MIGHT survive the Forbearance timer after my bubble. Probably not.
The issue is actually resilience. It's slows down dps to a speed that can be managed, letting you get off more than 2 or 3 GCDs. That resil consumes item budget compounds this by reducing the available, useful secondary stats. Now, not only are you attAcking faster, drifting more, or mastering your spec more, the damage you ARE doing is being slashed by 30% or more.
This is a godsend for healing (whose net healing remains unaffected), and is exactly what pvp needs: a speed limit. PvE is about who can blow what up the fastest; PvP shouldn't. It's supposed to be who can outplay who. Those two paradigms either require different mechanics or different gear; I find the latter more elegant.
Oct 27th 2011 9:32PM I can honestly not live without ICEHud + Kong. I've got it configured to show my vuhdo frames when I'm in my healing spec, and my pilot-style HUD when I'm dps'ing.