Apr 4th 2012 6:05PM Is it really that low these days? Feels like it procs every 10 seconds or so.
Apr 4th 2012 2:12PM I am using a pair of Battleworn Thrash Blades with crusader on them. Let's face 2 extra attacks is just fun! Though I also a pair of [Venerable Mass of McGowan] for tanking... or dps.
Apr 3rd 2012 8:30AM I enjoy both BGs and Arena... occasional world pvp. I do not enjoy the amount of crowd control certain classes have such as rogues, frost mages, and those crazy feral druids. While it is fun to play them it in no way fun to play against them. I have been playing the beta though and the new talent system appears to alleviate problems classes have in dealing with over abundant CC. Though I would rather see that CC reduced a bit.
Mar 30th 2012 11:26AM Hey, what is the xmog set needed to create the big blue dress outfit?
Mar 28th 2012 4:47PM Interesting article. I find maintaining a 1-2 combo point SnD followed by a revealing strike then a 5 point Eviscerate with use of Adrenal Rush leads to about 30k dps at i380. It's an easy "rotation" with consistent results. I do have the first level of the rogue legendaries though. This is on a fight like Morchok.
Mar 28th 2012 3:25PM You'll note I said it feels dead and pointless. I am sure there are still thriving 25 man guilds. I just prefer the precision and organization of 10 man raids. Am I opposed to 25 versions? Not at all. I just don't feel the rewards should be greater if the difficulty is tuned to the same level. Should a 25 man guild complete a legendary faster than a 10 man guild when they are putting in the same amount of time? Doing the same difficulty of encounters? Pushing the same heroic content?
Personally what needs to happen is scale-able encounters. In other words a raid should require 10 to 25 players. Boss health and damage should then scale with the number of players in the raid. Thresholds set for debuff such as when there are 10 people 2 people get the debuff, when there are 15 3 get it ect... Extra loot but the same level should drop as more people are in the raid.
This would give guild the flexibility to bring that 11th person alone, or still run when only 22 guildies show up. In this way there would be no more 10 man or 25 man but rather we would just have a raid period.
Mar 28th 2012 8:04AM Really the only thing I am not looking forward to it the wait... and 25 man raiding. It just feels dead and pointless. It's also frustrating that legendaries get completed faster by 25s but that's a fault of the current legendary system. But all in all I am excited about it.
Mar 2nd 2012 5:00PM Or simply design the tanks to do more damage without the mechanic of vengeance. With the coming power and defense stats Blizz has the ability to scale pvp damage easily too.
For example if you designed around this concept, DPS do 100% damage, tanks do 75% of a DPS's damage with a threat multiplier, and healers can do 50% of a DPS. (For those times you need a healer to dps or concepts like evangelism priest smite heal )
Now in PVP you can do something along these lines based on specs.
DPS 15% power, 20% defense
Tanks 30% defense
Healer 30% defense
The base power and defense stats being tied to a spec would allow them to throttle damage and survivability.
Mar 1st 2012 10:49AM To be honest, this video is more compelling than the cataclysm one. They should re-air it. Simple in its message. Though it is a little horde-centric....
My only complaint with Blizzzard is I feel I am always waiting for the next content patch.
I wonder if they could get old Optimus to voice some more stuff... or perhaps show up in the movie as some shamanistic narrator for the opening credits. "Sit a while and listen while I try to open this puzzle box called the matrix."
Feb 28th 2012 10:38AM I have to say my primary use for Army of the Dead is a tanking cooldown and an emergency fodder to taunt off adds. I'd like to keep it exactly as is. As the above poster noted, a glyph to remove the aunt would be nice for those who want that.