Oct 7th 2009 5:27PM Aren't channeled spells like this already?
Hurricane, for example, has a shorter duration and faster tick time based on haste, at least in my experience.
For healing, I'd want this to stay in glyphs - have some spells ticking faster, some slower.
Sep 16th 2009 2:51PM Completing the You Are Rakh'likh, Demon quest. It was back in 2005, pre-BWL even, and it was next to impossible. My friends and I spent weeks from levels 58-60 trying to get a full 5 people on the quest at the same time (you can only teleport up to fight him if you are at the final stage of a long, long quest line). The two moments I remember most were when 3 of us teleported up for the first time. The entirety of the blasted lands were spread out below us. I'd never been so high up before, and it was beautiful. Then the demon destroyed us utterly.
Finally killing him, weeks later, was a wonderful experience. I felt like I was slaying something close to the end boss of the game (and, given that the only raids at the time were Onyxia and Ragnaros and 40-mans were really hard to put together when most people hadn't hit 60, it was sort of true).
The quest line was epic. The Defiler remains my most hated enemy to this day, and all of my alts run through the quest line.
Jun 24th 2009 8:31PM theclaw, I think you've just proven my point about 10-man versions being viewed as the ugly stepchild and the need to legitimize them. I agree that, at this point, 10-mans are tuned for a half tier of gear lower than 25-mans, making them easier than 25-mans if you run them in 25-man gear. Some gimmicks and adds are reduced as well, since there is a low upper limit on the number of tanks and healers you can have in a 10-man composition.
However, it's not at all unreasonable to think that Blizzard would choose to tune them a half tier up to prevent people running them in 25-man gear in order to partially trivialize them (e.g. downing Alg in 10-man with 25-man gear...a legitimate tactic, but you can see how that makes the encounter slightly easier than Blizzard intended, though by no means easy).
To phrase my argument more precisely, running 10-mans in nothing but 10-man gear is as hard as running 25-mans in 25-man gear. Organizing a 25 man raid still takes more patience, of course.
Jun 24th 2009 6:58PM 10- and 25-man both drop Emblems of Triumph. See http://www.wow.com/2009/06/18/patch-3-2-changes-the-tiered-emblem-system/
These emblems are used to buy ilvl 245 gear. See http://www.wow.com/2009/06/24/patch-3-2-ptr-badge-of-triumph-loot-gallery/
No word yet, that I've seen, on whether you can buy Tier 9 tokens with Emblems of Triumph. If you can, I would assume they are ilvl 245. If you can't, it would be a little frustrating, in my opinion, if the 10-man raids gave you emblems to purchase 245 gear, but only dropped 238 tokens. I'm sure the actual stat difference between the two would be minimal, but none the less.
10-man progression is now the ugly stepchild of raiding, even though it is as difficult (sometimes more so, as seen in Sarth 3D, and simply because there is less room for error in some fights where the loss of a single player early in a fight results in a 10% force reduction rather than 4%) as the 25-man progression. The only thing trickier about 25-man is organizing the guild and the raid group, and setting up the schedule. I don't believe that should lead to a different lvl of loot, though I do think the achievements should be different to reflect that sort of difficulty.
Jun 24th 2009 6:18PM Yeah. I am hoping that this is actually set up as follows:
10/25 Normal drops 232
10/25 Hard drops 245
10/25 Hard under [X number of wipes] drops 258
Jun 24th 2009 6:11PM I had thought Blizzard stated that the same quality gear would drop from the 10- and 25-man versions of the 3.2 raid, in order to fully legitimize the 10-man progression path.
May 23rd 2009 8:35PM In some ways, this is a sea change in what it means to raid.
The old model was that you raided for gear, in order to gear up and then down the next boss. There was arguably a greater feeling of accomplishment when you finally cleared a raid, but to turn this around, my crappy 10-man and I finally cleared KT on the 2nd night of trying (just him) on Monday, and we felt pretty good about it. In the old days of vanilla and BC, we wouldn't even have gotten to see that.
The new model, in my view, is that you and a small group of friends can hang out and raid. The enjoyment is not in getting all the best in slot gear, or even in clearing the raid (though I still think that's pretty fun), but in hanging out with your friends.
I personally started playing again, along with a bunch of my old friends from undergrad, for the first time since giving up in disgust trying to PUG Molten Core back in vanilla. Now that we can just raid casually, it's a lot of fun. The enjoyment is in hanging out with the people, with the raid just giving us something to do.
May 13th 2009 5:19PM Wildheart Spaulders - http://www.wowhead.com/?item=16718
nothing looks funnier on a tauren
May 7th 2009 1:37PM Northrend has always seemed more dead to me than Outland, at least after the first week. In Outland, you entered the portal and immediately had a massively battle going on on the other side. You were flown all around the first zone in the first handful of quests, and got to see lots of lore tie-ins and meets lots of new factions.
Further, the Alliance and Horde were coming together to fight a common foe, and the demons really were everywhere throughout the game. The other neutral factions (like the wind traders) had a lot more character than the neutral factions in Wrath do (Hodir? cool, but I don't come away with a big lasting impression).
Essentially, Outland somehow gave the impression that everyone there had just arrived and was exploring, and that the success of the entire war against the demons was hanging on a thread. Shatt was *great,* whereas Dalaran is a little too peaceful and perfect - no sense of urgency at all.
The Northrend factions all give the impression of having been there forever, of fighting static, never ending wars. There are some exceptions, but the lich king also fails to be a unifying force. He shows up in all the dungeons you'll hit early on, which is pretty cool, but there is a mess of totally unrelated stuff (the blue dragon flight, the titans and the old god). It's cool, but seems random and disconnected. How is any of this related to Arthas? Burning Crusade held together as a unified story line to a much greater extent.
The big exception, for me, is Zul'Drak, which I feel does a good job of showing how a number of factions are dealing with the lich king and the undead plague (I'm thinking the Ebon Blade, the Argent Crusade, and the trolls themselves).
Hopefully 3.2 will bring more focus and greater urgency. Right now, from a story perspective, there's no real reason why my character wouldn't choose to just live it up in Dalaran until some real threat appears.
May 5th 2009 6:15PM Just make more instances like Ulduar and have targets for Sap. Rogues used to great in vanilla when crowd control was a must. At most, give them more brand new abilities that seem to fit the rogue, rather than other classes. Maybe something poison-based that acts as a new and improved crowd control or something that partially counteracts a boss's enrage stat boost.
Or just put locked chests back in...