Aug 27th 2010 6:56PM Some of the issues you mention, namely mastery only ending up affecting some spells or having eclipse up for only 55 to 65% of casts, are only real problems if druids aren't balanced around these numbers. It's not an issue to have only let's say half, maybe even less of your spells benefit from a key buff as long as the numbers are arranged in a way that half uptime is the intended uptime.
Take frost mages; you need to cast Frostbolt to gain the mastery buff, which is consumed on another spellcast. That means at most, you'll benefit from it 50% of the time, but then if you do consume every other cast, you'll probably be casting spells that amount to a dps loss. In the end though that's not an issue because the deathfrost buff will, once balanced, be significant enough that this occasional bonus makes the difference it needs to.
It also reminds me of the shaman concern about their mastery (more healing done at lower health). Some were worried that their numbers would be uncompetitive unless they kept their targets under 50% health, which could be dangerous, and will get sniped by other healers anyway. Ghostcrawler eventually came to the forums and said that shaman's healing will not be balanced around shaman healing target below 30% health; it'd just be an extra effectiveness boost when they do. The same will probably be said for druids; a slightly lower uptime for eclipse will not be dramatic because druids most likely will be balanced around the -minimum- uptime, and any extra duration is just icing.
Aug 25th 2010 7:09PM But paladins have access to Hand of Freedom, an incredibly effective way to remove those slow effect. Sure, it can be dispelled, but that's a global cooldown for the dispel, then another cast to slow you down again. You'll already have gotten the most out of your 4 seconds speed burst by then.
Paladins already have plenty of ways to keep running. What they needed was that last oomph to be able to catch up. This talent will do it.
Aug 24th 2010 5:19PM There's been many times through Wrath when a glyph was replaced by something different, and changed name. That's probably what will happen. The recipes you already have will change and be replaced to the new glyphs, and existing glyphs you own will be switched to the new ones. A lot of them might still keep the same name though, so you'll only notice a difference in the effect.
Basically, the existing glyphs won't disappear, they'll just change to different glyphs.
Aug 2nd 2010 6:06PM You're thinking about a world where trash packs are common, weak and easy to burn through. Cataclysm has a few plans for that. Notably, most AoE spells had their damage reduced. Then, mob packs are noticeably harder to just AoE through in the current Cataclysm dungeons, and that's just the regular version of them, not even heroic. You'll probably want to focus fire rather than spam AoE.
May 19th 2010 1:11AM While it is very convenient to be able to access the auction house from anywhere (both IRL and in-game, as your character apparently doesn't have to be in a city for you to use the remote AH), this online feature takes Auctioneer out of the picture. You can't use tradeskills from the remote auction house either, nor can you buy materials from the various trade vendors, which locks you out of many cash cows. No disenchanting, no saronite shuffle, no frozen orb trades, no endgame crafts, no NPC pets and recipes.
Plus, any item you buy is sent to your mailbox; you still need to log in the game to go fetch it.
In the end, the advantage is for the buyer. The seller who wants to make money off the auction house will still want to log in, to run Auctioneer scans, to craft and to re-list. It's a commodity more than a real advantage.
As far as the thing goes, I played around with the online version, and it's beautiful, works like a charm, and the interface is a lot of fun.
May 14th 2010 7:14PM You obviously have no idea what you're talking about. A mage's rotation isn't anything like this, and before you start saying anything about it, you should know wtf you're saying.
May 8th 2010 11:29PM I have an easier time kiting blood beasts with Arcane. If you want to do any good damage as Frost, you'll have to glyph Frostbolt and you won't have most of the talents improving your snares, so you end up using cone of cold and frost nova, both close-range spells available to any specs.
Arcane? Just a talent point gives you Slow, a pretty damn reliable snare with regular spell range.
May 4th 2010 8:44PM I do wait. Being a mage, I have the advantage of being able to tone down my AoE rotation for the tank's threat, too. Not everyone does, though. This DK tank in full tier 9 that goes in a heroic for his daily will see a bunch of overgeared, impatient DPS, some of them who'd gladly start attacking before the tank if it means clearing an instance faster. Of course the DPS is a problem, but what the tank can do when the DPS is being silly is to put out more threat, and there's ways to do that with the right gearing.
May 4th 2010 1:14PM I see some ICC tanks getting quite pumped about stamina and health.
I'm not a DK, I'm a mage, and there's always only one kind of tank I'm having trouble with when running a dungeon or even a raid: blood DKs. Not because they die, they're actually quite effective at staying alive. Not because they can't understand raid mechanics, tanks of all classes can have trouble with that, and blood DKs aren't really worse than any other.
Blood tanks have a really, really big problem with threat.
When I enter a heroic dungeon and see a blood tank with 40k health, I worry. I worry because I know I just might pull threat from them simply from casting frostbolt or blizzard. Forget putting down a flamestrike/blizzard combo, I'll get chewed on by three mobs in a matter of seconds.
I'm really happy to see you mention threat-boosting enchants and glyphs. As for tanks, don't get so excited into jumping on every single point of health you can get. You're the meat shield, but if you're not shielding anyone, you're a little useless. You need a minimum threat generation to at least keep aggro. Please get it, and once you're there, go crazy on stamina.
May 2nd 2010 5:35PM It may sound scary, but that's just to emphasize how important it is to do the right thing.
The tricky part is to get ready for that 30%. Once you get the hang of having all your buffs up and your mana filled in time though, all you have to do is freak out on a one button for a minute and a half. Which isn't too complicated.