Dec 28th 2011 10:06AM /roll 1000000
Aug 17th 2011 2:19PM I've always thought that a combination of a 3-faction dynamic, along with allowing any race to join any faction, would breath life into the game.
Imagine this: You're one of the Taurens who believes in what Jaina is trying to do... so much that you want to join the Alliance. There could be a "spy" NPC in your home city that would get you safe passage to the faction of your choice (similar to the Wrathgate quest line). When meeting the other faction leader, he warns you that, although you're welcome to join, you will have no reputation and will haev to prove yourself. From a reputation perspective, all your reputation with the home cities of your original choice would be wiped out, after all, but you could start at neutral with your new faction's cities.
This allows your character to actually make those decisions within the game itself. Lore-wise, there have always been "traitors" who switch sides... this could be the real way of doing it.
Similarly, a 3-faction design would introduce greater conflict than the typical us & them mentaility.
It's all pie-in-the-sky, and from a coding perspective, would be a massive overhaul, but on the other hand, would be an entirely new game as far as faction/race mechanics are concerned!
Mar 16th 2011 1:06PM I use this macro on all my toons' CC abilities.
Set Focus and CC, and continue to CC that target as long as the focus is set:
This is from my feral druid, but you can replace with Repentance or any other ability. The DBM timer serves as a reminder for me to refresh roots before it expires at 45 seconds.
#showtooltip Entangling Roots
/focus [target=focus, exists, nodead] focus; [btn:2] target
/cast [target=focus] Entangling Roots
/dbm timer 30 Roots
Jan 16th 2011 10:16AM Similar to other comments, I'm surprised at the lack of value given to the Draenei racials. 20% healing is absolutely situational, but if we focus at the power of the other racial, 1% hit, what does that mean?
Shamans need to hit the spell hit cap at 17%, or 1742 raiting. Draenei need only 1639 rating, giving 103 stat points that can be reforged to the stat of your choice, which means you can optimally balance.
In general, stat weights are:
(courtesy of elitistjerks.com)
Hit (under spell cap) > Expertise (under cap) > Agility > Mastery > Crit >= Haste > Hit > Intellect = Strength > Spell Power
If you're at or over hit cap, yo ucan reforge those 103 points to Expertise, and if at cap there, move to Mastery.
Don't underestimate that 1% hit. It's a huge bonus.
Jan 2nd 2011 11:15AM This would really help speed things up!
Feb 9th 2010 1:05PM Just as you pointed out, some of this is situational and some personal choice, but I beg to differ that Nurturing Instinct http://www.wowhead.com/?spell=33873 is PvP only. Being that cat rotation is already difficult, I have found it more valuable to receive a permanent 20% boost in healing received than the situational Survival Instincts http://www.wowhead.com/?spell=61336. SI is definitely a great survivability tool, but after 20 seconds that added health is simply dropped and can give healers looking at health bars a false sense of security that your health is okay, when in fact 20 seconds later you drop like a rock.
Again, it's personal choice, but at least in my experience in end-game raiding, the 20% boost outweighs the benefits afforded by FI.
Feb 9th 2010 10:25AM WoW programming is leet!
Nov 11th 2009 9:14PM Posting FTW!!!
Oct 14th 2009 4:07PM If I win this, then the rest of my raid members might stop complaining about my microphone quality! (then again, it's the built-in mic in the laptop!)