Jun 28th 2009 10:59AM I agree completely. I've been a mage since the beginning of BC and at this point I don't have any serious complaints. Mana isn't really an issue for me atm, because the fights are either: a) short enough that Gems are plenty; or b) the fight requires some sort of movement (or whatever), instead of just standing in one spot, chain-casting, giving me enough mana regen to work with.
That being said, when I DO need to evocate, its a tricky and annoying mechanic that is way too easily interrupted and thus, a wasted cooldown. What I don't want is for them to turn it into Ennervate (which they've said they won't). Maybe instead of always breaking on damage, you lose channel time on the spell (like other channels) but maybe add a "resistance" so that not every attack reduces the time but some do. That way it wouldn't be too tricky but it also wouldn't be a "free mana" button like Ennervate.
The only other issue is blink. Most boss "arenas" are flat so this isn't much of an issue, but raiding isn't all that I do and when I'm doing something out in the world, I would like to not waste the cooldown every other time.
Lastly, I'm extremely annoyed by all the people who are all up in arms because GC chose to answer the "tunic" question. Its not like the Q&As are "We'll answer 25 questions" and that particular question "wasted a spot". It was a question thrown in and it obviously had enough support to warrant a mention.
Apr 4th 2009 3:23PM You make some very compelling points in your article but there are a couple things I must point out. Blizz has stated flat out that the 3D 10 Sarth deal was a mistake, and was not intended to be that way. They've said that their intention is to make 25s harder. Now I haven't seen Ulduar personally so I don't know that this will be true or not. But it wouldn't be difficult to make a 25-man encounter harder to compensate for the greater "room for error". For instance, I consider Razuvious to be much more difficult on 25s than 10s because mind control is a tricky mechanic. That being said, I don't think relying on an almost broken ability is a legitimate way to increase the difficulty. But it's possible: ramp up the damage of abilities, give bosses an extra ability, increase the frequency of boss abilities. Again, I can't say whether or not they've done this, we'll see when it hits live.
Secondly, there are several guilds, like mine, that raid 10 man, full guild runs, but also host 25s pugs. If there were no difference between the gear, then why take the time to round up another 10 or 15 people for the same gear. Sure 25-man focused guilds would be fine and would probably still run, but doing so would effectively kill the ability to pug. Is this a bad thing? I'm not entirely sure.