Mar 23rd 2012 7:36AM @gewalt Because it's not a tanking cooldown it's a mess up everything I'm trying to do cooldown. Yes I take less damage, but I also have no idea what's going on. Is that mob going to come back to me when the ghouls disappear or is it going to eat the Mage I really have no idea. If I'm playing a rage tank then what has happened to my rage generation. AotD is a huge pain for tanks.
Mar 19th 2012 9:37AM I would hazard a guess that she is simultaneously a good guy and a boss. Hence the achievement. Soul vs undead body?
Mar 18th 2012 7:43AM @karate
Speaking from experience, it was.
I doubt they will be removing the ability for a tank to reduce magic damage on cooldown, but items like the mirror will probably go there are very few resist items these days anyway.
Mar 13th 2012 9:44AM There are essentially three core problems with professions. They're not exactly new to cataclysm, having been around since wrath, but cataclysm has in a lot of ways made them more pronounced.
1) The crafting and raiding games need to be separated, seriously this is the most important thing they can possibly do. No more raid drop recipes, no more raid drop crafting materials, leave crafting to people who want to do it. I can live with crafted gear not being as good as the current tier raid items, but the current system is just ridiculous.
2) Material spread needs to be better. When you've only got a couple of kinds of materials the only thing you can do for higher level recipes is to increase the amount of those materials required. This has been a problem for most of the expansions, but somehow they manage to not have the problem with herbs, which is why alchemy works so much better. Cata has three kinds of bars plus true gold which was just outrageously expensive.
3) More items need to be useful. No one uses uncommon gems because by the time you get gear with sockets on it it's high enough level to justify rares and the vast majority of the cuts are useless. Enchanting is much the same, no one enchants gear while leveling and you're essentially looking at more than half the recipes producing stuff no one wants.
I've liked a lot of things about cataclysm, and I liked a lot of things about Wrath, but crafting in both expansions has been fairly awful. Material costs are too high, most of the stuff is D/E fodder, and unless you raid you're cut out of the best parts of your profession. The old random drop routine was tedious, but at least anyone could participate.
Feb 29th 2012 8:58AM To answer the question, you have to complete the update process with the files removed before you add the files back in. Learned this one the hard way.
Feb 28th 2012 8:30AM This happened to everyone after the cata patch. Just as it did for 2.0 and though I was taking a break at the time I assume also when 3.0 dropped. The weeks between x.0 and the release of the expansion are always horribly broken for everyone. It sucks that you lost your shot at the achievement and couldn't put together a functional set, but that's hardcore raiding for you folks can be douches.
If this kind of thing were happening on a regular basis outside the chaos of expansion content patches then you might have a point, but sacrificing dps on some fights for utility doesn't require a new gear set, and the content patch time doesn't count.
The reality of this is more that rogues have itemization problems in terms of weapons with combat daggers having been crap for all of time and assassination in particular requiring nothing but daggers. Most pure dps can switch fairly easily these days with some cost admittedly but they do well enough with the alternate spec and reforging.
Feb 21st 2012 9:09AM It's been fairly clear from the beginning that MoP is a fairly significant risk on the part of Blizzard, which is expected as the game is getting a bit stale at this point. For the most part the changes they are proposing are of the type that if they're done well they'll be fantastic and if they're done poorly will be an abomination(though tbh I'm not really looking forward to getting a aura ranged heal as the primary AOE disc heal. That sort of thing makes sense for plate wearing paladins not so much for squishy priests).
There's very little room for average in this coming expansion. Personally I'm excited by that as I've been playing WoW long enough that "more of the same" probably isn't going to cut it. I'm giving Blizzard the benefit of the doubt for now, they've done some fantastic things in years past and they are fully capable of realizing this vision.
Feb 21st 2012 7:11AM @Arrohan:
Stratholme is kind of an interesting ethical question. Everyone in the city would have died no matter what Arthas did, and potentially more innocents would have died if Arthas had not taken the actions he did. It's certainly a difficult question, but it's not fundamentally evil. Sometimes rulers have to make decisions which put the good of the many ahead of the good of the few and when the few are going to be mindless zombies shortly anyway(remember these were scourge not forsaken at this point) it's not necessarily a bad move.
The turning moment in Stratholme, IMO at least isn't when Arthas chooses to kill the residents, its when Uthur and Jaina turn on him and betray his trust. That's the point where he really gets separated from the side of good.
The ship burning thing isn't all that uncommon a tactic either, and isn't evil in and of itself though Arthas is certainly on the way to evil by that point.
Feb 11th 2012 12:17AM @camisado The problem was time. In the old days before badge gear, the only way to survive the second tier of raiding was to get enough drops from the first one to outfit most of your raid, and that's not even counting the nightmare that was resist gear in vanilla.
With random drops being the only loot source, it could take a few months to finish and given tier. So to get to end expansion content in cata which has had fewer raid tiers you'd be looking at potentially six months or more of work to get a guild to dragon soul. And then another three to gear up from there. Unless your guild started the expansion together, guild hopping was the only way to go, and bliss doesn't want guild hopping because socially it's awful.
That's completely leaving aside attunement times and getting raid geared in the first place. Even most hardcore raiders never saw the original naxx for the most part. The only guy I know who did was in the vanilla beta you just needed that much time to get there.
The vast majority of WoW subscribers are not raiders though LFR may change this. To gate even most of the few people who do raid makes end game a very poor investment for blizz. Maybe if they put together a mechanism for loot to drop a lot less randomly at least in previous tiers it might work, but that would be a major game change.
Jan 30th 2012 6:17AM The fundamental problem with pally balance has always been really rather simple. The design of the class at its most fundamental level was and still is broken. This means that the space between horribly broken and face roll is extremely narrow if such a space exists at all. Blizz keeps trying to find it, but every gear tier breaks the balance point. They've tried to change the design in cata by adding holy power, but that's mostly added RNG.
A lot of the problem is the resource system and it affects shaman as well. Melee and mana simply doesn't mesh well. If it's meaningful it makes gearing too difficult and if it's not you end up with 9-6-9 pally tanking. RNG resources like holy power are not the answer either for essentially the same reason.
On the other hand healing without mana doesn't fit the current design, so we have pally's swinging back and forth along with shaman. The only class which manages melee and heals so far is the Druid and they pretty much completely swap resource systems.