Aug 16th 2009 10:25AM AQ most definitely. Twin Emps at 80 would be epic. Along with this they should re-release the Scepter of the Shifting Sands questline, the opening event, and bring back the legendary mount. The questline to get T2.5 could be updated so it works with the T2 that they're already starting bring back with Onyxia (Genesis, Avenger, etc.). This would require the re-releasing of several other raids anyway, because in order to get the scepter you need to do Broodlord and the Nef speed run in BWL, Azuregos, Eranikus, to mention some. So this seems like the best idea: or maybe with the changes to Azshara they could somehow change the Azuregos part to make it more interesting. I think that the Dragons of NIghtmare should be updated, and those goofy-looking portals that they stand near should actually do something: perhaps function as a gateway to the Emerald Dream? The possibilities are literally endless, and since Blizzard is a lot bolder than they used to be, some of these things could become a reality. I also think they should go somewhere with all the Twilight's Hammer lore they have seeded through vanilla WoW. Sure, most of Silithus is dedicated to them, and they have BFD functioning as a fortress, but the quests are stale and they never really are explained in all that great of detail. I know they have a lot to do with elementals and such, maybe they could re-summon Ragnaros or Thunderaan and by so doing create an excuse to update those two as well. A lot of people are complaining that re-releasing/updating raids will "Ruin The Game" for them. Those people need to ask themselves what percentage of their time they spend raiding old world content, which would almost certainly be a tiny amount. After all, if you had wanted so badly to experience old world stuff, why did you even buy BC or WotLK? It's a bit hypocritical when you think of it. And Blizzard has several practical reasons for updating classic content as well: I know I farm Onyxia for the gold and BoE's, as well as Kara and on occasion TK/Kazzak/Doomwalker for the same reason.
Aug 6th 2009 11:46AM I mentioned this a little earlier, it's a wonderful idea and one that would further increase the situational awareness needed in raids (make sure to stand near the lightwell to get x). Introducing this ability for shadow would also be cool (maybe a mind sear-ish effect? Or a buff that would increase crit or haste or both). Disc could also benefit, it could provide a weak passive shield effect to everyone in a radius, which might be slightly OP, but would be totally awesome :). All this is not to say that priests should suddenly be completely focused around spending mana on lightwells, but it would increase their utility and add, as I said before, a much-needed element of situational awareness that raids should demand from players.
Aug 6th 2009 11:39AM I would definitely agree with your statement. The mana regen nerf a while ago (the one that nerfed the ridiculously high regen you could get when waiting 5 secs) was one of the best decisions Blizzard has made in a while. The sad thing is, Blizzard didn't really nerf anything- they felt the need to buff in combat regen as well, making the nerf to mp5 pretty much useless. If we went back to pre-bc regen rates, we would FAIL at healing. Absolutely get wrecked. In fact, I would venture to say that most of the raid material we have now would be impossible without the regen that we now have. All these healing buffs, in my opinion (and this is just a theory), are all aimed at turning the focus of boss fights over to strategy and dps. Which is probably what it should be, and I'm not complaining, when there are only two fights in game at the moment (not counting CC yet, lol) that present any conceivable sort of difficulty towards healers, those two being hard mode Mim and General. (One of which where mana regen is entirely blocked, proving my point, the other where the raid is taking a gargantuan amount of damage). Not sure I agree with you in terms of druids having better regen than priests. The difference at most is single-to-low double-digit numbers of mp5, in other words something that one piece of gear would change.
Aug 5th 2009 2:09PM A glyph either for flash heal or greater heal that places one or the other in between the two would be the easiest and most ideal way of changing the GH vs FH thing, much like glyphed healing touch touch for druids (though glyphed healing touch is completely obsolete now due to nourish). Lightwell is good now, but it should be highly buffed, in my opinion. In mobile fights like Heigan or dropping it right by the exit to the yogg middle room, or over near freya's beam, it sure can be useful, but I'm not sure it has any advantage over a simple one button rejuvenate or renew or something of that nature: players need to find the well, stop dps or other actions and click to get the effect: therefore the effect should be buffed. They should also make lightwell more visible so people can actually find it midfight; or perhaps make it have a passive effect that simply heals people in an aoe around it rather than having them click on it. Or, that could be a glyph for it, instead of the current crappy 20% one. They should also remove the ridiculous effect on it that cancels the heal if you take a 30% + hit. I agree as well that Disc priests need to have increased raiding viability: disc priests make some of the best tank healers in the game due to their heavy single-target damage mitigation (pain suppression, penance), but the truth is that holy priests are nearly as good as disc priests in this respect (Guardian Spirit), but also can rock the meters with raid heals. Disc priests are definitely a novelty and more of a challenge overall to play than holy priests, but their viability needs to be increased a great deal before we see the ratio of holy to disc priests even out.
Jun 2nd 2009 7:11PM Sorry, I should have made myself clearer: I think that gearing for fights absolutely pales in comparison to the importance of technique, not that gearing isn't important at all. While you do point out that I exaggerated quite a lot (which I did), I'd say the technique composes three-fifths of a boss kill, gear another fifth, and luck the last fifth. The better gear you have, the more "padding" against bad technique or luck you have, so these ratios admittedly bend quite a bit from group to group.
May 31st 2009 9:04AM This is to replace the one that got WTFPWNED by wowinsider, lol
I think it varies significantly from fight to fight. Healing on Malygos is an absolute bitch if you have less than 3 that are under t7.5. On the same token, the tanking is ridiculously easy: "D'ohPowersparkDeathGripDone!" DPS'ing is easy: "StandInElectricalPuddle5StacksFlameThingieBOOM!" I also want to put forward, however, that NOTHING so far in Wrath is HARD, persay. I think that 25 man naxx or even 10 man ulduar could be fully cleared by a bunch of people wearing blues as long as they've got the TECHNIQUE. Sure, there are the far and few between gear checks, like Patch, but I think that pretty much everything (90-95%) of raid material out there can be one-shotted with crap gear and flawless operation. Nothing's hard, if you've got the moves.