Dec 20th 2010 11:27AM And I'd like to add, WOTLK dungeons when done in appropriate gear (Ilevel 200 and lower) benefitted tremendously from CC as well. Without the occasional Hex or sheep or sap tanking with 22k health was a dangerous thing. And when the ICC dungeons first came out, an icetrap worked wonders on riflemen. That was the right balance. The current dungeons seem a little overzealous.
Dec 20th 2010 11:22AM I like a challenge. But I cannot get a group in LFD that finishes a dungeon, or even kills a single boss. It is bad. One problem is damage is far too high to go without a good CC or even two. But random groups simply don't always have one. End of story. Even when we do, the healer has had to choose not what heals to cast or some other tactical decision that would seem terribly interesting, but who has to die b/c there isn't enough mana for everyone. DPS feels throttle db/c certain abilities would break a CC and wipe the group. None of this is very new or innovative. We had it in TBC. WOTLK seemed like it was developed with lessons learned from that XPac and IMO was much better. Anyone who played a warrior DPS in TBC probably got pretty sick of hearing "No we need a DPS/ CC." The current design philosophy seems to forget what we learned in TBC about bring the player, not the class and is a terrible fit for LFD tool which I thought ws a marvelous idea living in an odd time zone.
Dec 19th 2010 6:58AM Hit and Expertise cap. When your white swings miss or are dodged they generate no rage.
Dec 15th 2010 2:28AM Players are no longer able to apply the Eternal Belt Buckle on belts higher than item level 300.
*Item name changed from Eternal to "Temporary Belt Buckle".
Aug 20th 2010 2:37PM I have been arms for about four years npw and I couldn't agree more with the high marks for playstyle in the arms tree. I find it fun and engaging. Procs in the priority que keep me thinking. I do raid arms as my offspec when we don't need three tanks (most fights these days) and I love that I didn't have to spend bids on two weapons. I love that I bring trauma and blood frenzy. But I hate doing 2k under Fury. Oh well.
Aug 20th 2010 2:31PM There is a tree that only uses one 2 hand weapon. It is arms. The whole article was about it.
Aug 17th 2010 11:56AM "But we still consider it a problem when you don't want that bottom talent for some reason."
...but by essentially forcing you to take it we will neither know, nor have to acknowledge that it is broken."
There...fixed it for you.
Mar 1st 2010 1:50PM The dropping of defense rating got a round of aplause from me. Tanks are too expensive to gem, and chant at low lvls trying to juggle hit, expertise and defense cap. Thank you Blizzard, and also for removing spell ranks and weapon skill. I always felt silly strapping on my tank gear and auto attacking some mob as I afk'ed for a sammich to gain "skill". But some of these changes leave me baffled. Hit is going to keep on being a complete PITA throughout progression? I've always felt that you were making progress, accomplishing something if you will, by getting to the tier of gear where you could stop turning down "upgrades" because they would put you below the hit/ expertise cap and concentrate on maximizing DPS/ survivability+ threat. Re-forging may address this I suppose.
What's the point of gem budgeting if you just take away our most attractive stat? In my view players will have to pay out of pocket to replace said stat w/ gems.
What will mana regen be for cloth DPS? Here's hoping its a very deep mana pool and not silly mechanics such as paladins have.
And lastly....how will haste benefit warriors? Its not a very desirable stat for dps. If a player gemmed all ArPen, will he log on one day to find he gemmed his arms warrior in haste? Crit would be slightly better but overall I think anyone who stacked alot of ArPen will find their gear much less effective when the XPac drops.
Jan 27th 2010 2:15AM And another reason the bonus armor is nice: Armored to the Teeth.
Jan 12th 2010 1:28PM "Take the blanket silence off of Shield Bash and Heroic Throw. Change Gag Order into an interrupt effect."
This is a flatout PVE nerf as well which GC has stated Devs want to avoid. Heroic throw+gag order is how a prot warrior pulls a caster within melee range in instances and raids. It may seem insignificant but it is an important piece of PVE utility.