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Patch 3.3 PTR: Lord Marrowgar abilities and achievements {WoW}

Oct 16th 2009 8:27AM It's true that many fights involve melee running out, but there are many fights that are just as bad for ranged. If you want examples, just look at fights with raid wide interrupts that force us to stop casting like Ignis, whereas melee just keep whacking away, fights with random interrupts like Auriaya which are just plain aggravating and others like Gormok which will totally shut down a caster if we get unlucky (Snobolds). Also don't forget that having to move, even if it's just sidestepping fire can cause ranged to lose up to 2-3 seconds of cast time unlike melee who can DPS steadily till they have to run out, and restart as soon as they get back.

Ready Check: Twin Val'kyr {WoW}

Oct 15th 2009 3:09PM Interesting things to note:

"Light" Damage is actually fire damage. Notably, if a warlock has light essence, they can hellfire (preemptively even) to build stacks of Powering Up before the fight starts. Of course, because the damage is absorbed, they don't even get hurt by the hellfire.
Likewise, "Dark" damage is shadow damage, so priests can use SW:D without getting hurt, and build stacks of powering up this way.

Arcane mages specced into Incanter's Absorption will do ridiculous damage on this fight due to the Ligh + Dark Surge abilities keeping it maxed out (1k or more bonus spellpower the whole fight with raid buffed HP). For those who don't know the talent, it increases spellpower by 15% of absorbed damage done to the mage for 10 seconds, capping at 5% of their total HP (which often is around 20k or more raid buffed, or at least should be close to that if you're geared for ToC). If multiple absorbs happen in a short span, the spellpower buff WILL stack (although the subsequent buffs will not increase the duration of ones already present).