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  • Bob
  • Member Since Jan 27th, 2009

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Recent Comments:

The Care and Feeding of Warriors: Protection in 4.0.1 -- a Cataclysm spec in a Wrath world {WoW}

Nov 6th 2010 6:24AM I know it is a bit difficult if you don't manage your rage between pulls, or the trash is spread too far apart, but I have very good use of charge, rend/cleave(they can be used at the same time), TC, SW.

Yes it does get that first TC out 1 gcd later then normal, but it gets the rend up and running right at the start, as well as getting a decent amount of threat from the cleave on three mobs. On groups with the right positioning, it actually allows you to get initial threat on the mobs close to your charge target, and still have the TC hit the more distanced mobs as they will have walked closer to you by the time the TC goes off.

The one thing that does tend to really mess this pull up is the healer trying to heal you on the pull. That is more of healing issue at that point, healers and tanks should never start an AoE pull without the tank being able to survive at least 3 gcd's without a heal. Once the tank's charge has finished, if the healer casts the biggest slowest heal, and then heals as normal it should be fine all the time.

Cataclysm dispel mechanics {WoW}

Apr 6th 2010 4:32AM So mages can remove a curse in 1 gcd, paladins the same with what they can remove, priest have an ability to remove disease but it takes 2 gcd's and dropping form. That's like saying mages loose their mage armor for removing a curse. If they want to make disease removal more of a choice for spriest, and this seems mostly to be a pvp issue, just make it cost more in shadowform(it's normal cost plus the cost to recast shadowform, but it would still only cost 1 gcd). That would make it more of a choice, and it would cost more mana to remove multiple diseases, but that's where you'd have to decide if you are willing to drop form to remove many, or stay in form and use more mana.

Shifting Perspectives: The disappearance of the bear, part 3 {WoW}

Oct 21st 2009 5:36PM Simple token division that could be use to divide gear a bit more
fairly than the current class token loot system would be: 10% drop rate on
tokens for Healer, Tank, Mail, and Leather gear; 15% drop rate on
Cloth, Plate, Melee DPS, and Ranged DPS.

Token Type 1: The role token.
Healer: Priest, Paladin, Shaman, and Druid.(4 classes, drops less
then others)
Tank: Warrior, Paladin, Death Knight, and Druid.(4 classes, drops
less then others)
Ranged DPS: Shaman, Mage, Warlock, Druid, Priest, and Hunter.(6
classes, drops more then others)
Melee DPS: Warrior, Paladin, Shaman, Druid, Death Knight, and
Rogue.(6 classes, drops more then others)

Token Type 2: Armor type token.
Plate: Warrior, Paladin, and Death Knight.(3 classes, drops more then
Mail: Hunter, and Shaman.(2 classes, drops less then others)
Leather: Rogue, and Druid.(2 classes, drops less then others)
Cloth: Mage, Warlock, and Priest.(3 classes, drops more then others)

Using both tokens types, with an assigned gear slot on the token, each token would have the change given above to drop. This would force the gear to either be given to the role or the gear type. A tanking token given to a druid could not be used to get caster dps gear, while a leather token could be used for any class gear made from leather.

If this token system was used for all drops, instead of the current system of random gear drops, it would allow less tokens to go to waste, so fewer wasted drops, as well as increasing the speed of gearing for most main sets as well as many off sets. It would provide a way for class specific gear to be attainable without cluttering loot tables. Even spec specific trinkets, rings, necks, caster shields, and weapons would purchasable. Feral tanking gear could be brought back and separated from feral tanking gear, as this
would be needed for parity of the drop rates on tank and melee dps gear. A feral druid neck with high stamina, armor, only dodge for avoidance, and maybe expertise, could be used by any other tank that wanted or needed those stats, but it would not force druid tanks into using gear with parry. Tokens for main hand, off-hand, and two-handed weapons could be used, as well off-hand could be used for shields or caster off-hands items. The ranged slot would be a different token, again common for classes with different items available.

With raids being designed in wings, stages, or sections, as seems to be the trend, each section could have it's own token. This would provide a way to give multiple items for a single armor type and class designation different stats. Each vendor could be unlocked
after clearing that section of the raid, providing the hidden loot tables of the bosses that we have now.

The only real problems with this system would be the lack of enchanting materials available, and the lack of excitement of waiting for a specific piece of loot to drop. If this was only added as a raid feature, it would further promote the running of heroics and other dungeons. The issue of exciting loot drops would probably be countered by the much shorter time actually having to wait for the loot you need, as well as not having to watch useless gear drop each week that nobody wants.

Just an idea, think it over and add to it constructively.
I can already see that weapons, off-hands, and specialty slots(idols, relics, wands, ranged weapons, ect...) could cause some problems. They might have to be based just off of class role, and not armor type. That said, a system where each slot is seen as a weapon token, and two-hand weapons take two tokens. This would be a disadvantage to fury warriors, unless there were one token two-handers that were specified as main-hand and off-hand, and as such could only be used as fury.

The Queue: Good morning Azeroth! {WoW}

Feb 23rd 2009 3:11PM Get the libram from the ring of blood quests, it is solid and will be of use until you can get better.

A plea for Divine Plea {WoW}

Feb 9th 2009 5:12AM I find that the only time I really have to worry about mana, even without using divine plea, is when I'm forced to spam holy light. Once the fight is done I use divine plea to help top up after the fight. Sure I use divine plea during some fights, never in use with avenging wrath, and it does seem that I rarely go oom, but to be fair almost none of the other healing classes seem to be having an issue with mana either.

We are great single target healers, and in some cases can do double duty and heal one target and help with a second using beacon, but we have very limited raid healing. Only one instant cast with a 6sec CD, no hots, no multi target heals, our small heal in good gear only heals for 3500 non crit at 1.5sec cast(unmodified by haste), and our big heal hits hard, but has a much longer cast time. Healing fights like Patchwerk are what we can do, healing Sapphiron can be a nightmare, and trying to heal through multiple ice tombs on Kel'thuzad is almost impossible. We have our place, as do all other healers.

If they want to nerf divine plea they will, and if they do, I hope they give us an instant cast, a hot, or even a judgement that can be used on players. Sometimes it is difficult to switch to a mob, cast a judgement and then get back onto the target you need to heal, and in raids there are many times 3 or more paladins, as only 2 judgements of any use, why not give us a judgement for friendly players that returns mana from heals on that player, increases the effect of heals done to that target, or even combine two things and have the judgement turn 50% of effective healing done by the paladin to that target into a hot. Just something you can do when you see someone needs some life, toss a judgement and a flash heal and they get 3500(300mana) up front with a nice 1750(200mana) HoT on top.

Glyph of Holy Light nerfed {WoW}

Jan 27th 2009 11:26AM Well I've used the glyph since it was 5 yards, and while the 20 yards is nice, I think 8 yards is too small. There are a few fights that the melee DPS has to stand more then 10 yards from the tank, and as a tank spammer the glyph becomes useless if people are doing what they should. If this glyph stayed at 11-15 yards I'd be happy with it, if others think a 20 yard non-smart heal that procs off of the biggest, slowest, and most mana intensive spell we have it OP, then lets make a compromise that works, not a nerf into uselessness.

As it has been pointed out, this is not a smart heal and it does tend to just overheal, and even if it isn't its only 1.5k-1.8k(on a holy light crit, not critting the second heal) and even to get that you have to be spamming holy light to get any real healing out of it. You also have to think of it as a 1k(from a well geared pally HL non crit) is really not that much. Being decently geared I can spam flash of light and shock of light when needed almost endlessly without worry, but start just tossing out holy light and you go oom fairly quickly.

Not playing a priest or looking onto their recent nerfs, I'm under the impression they now have a 6sec CD just like holy shock, the 3rd healing spell I have and only instant cast. It's a different play style, I get no dmg mitigating sheilds(well the one but its kinda odd and doesn't work in the same way) so I have to be prehealing if there is going to be any big spike dmg, and it can be very close sometimes to get the holy light into the flash of light spam without the tank going down, more so if the dmg was unexpected.

Learn your class, play your class, and until you see pallies in blues and greens topping you on the effective healing charts all the time, it might not be that we are OP, just that we know how to play.

Everyone needs to remember that this glyph came in during a priest nerf. From what I've read and heard a lot of priests had lots of their healing from the nerfed spell, and while they are getting use to new rotations with the CD they will heal less, but once they get back into it they should be fine. Just cause you're on a learning curve doesn't mean we shouldn't get any usable raid heal.