May 8th 2010 10:49PM I realize that Blizzard will likely never do so, but I think that Frost should be made a Tanking Spec.
I understand Mages are intended to be "Pure" DPS however it would be refreshing if Blizzard stepped out of the box. I really don't think it would break game either. All they would have to do is retool the Ice Barrier talent branches to include + Aggro, two or three melee abilities (we can already use swords) and maybe a spell that creates ice weapons.
How cool would it be if we could summon an icy shield and sword? I'd prefer it to the pet honestly.
Other games have tackled this idea: Dragon Age Origins and the Arcane Warrior come to mind. In any case my Roommate and I are working on a Mage tanking project. We don't expect much success beyond the confines of normal mode 5 man dungeons but we've developed certain specs and gearing that work okay with a Discipline Heals.
By okay I mean it's hella fun just not as "ideal" as a traditional tank, there's a bit more down time.
Anyway keep up the great work Christian. I love your column! And you can believe I'm the Mage that people regret being crappy to when they see me in LFD. I've been working towards changing player's perspectives of frost Mages.
Apr 6th 2010 9:31AM I foresee a new secondary profession which should become available in Cataclysm.
A profession that will allow you to use your two seat mount to fairy people across Azeroth.
A new Achievement,
[You Lookin' At Me?]
[Taxi Cab Professions]
Apr 6th 2010 2:31AM Indeed.
Something else occurred to me and I don't recall seeing it mentioned on these pages, but to further back up my stance on spellpower and haste;
Recent changes to battlegrounds and arenas has reduced the efficiency of healing
[ http://forums.worldofwarcraft.com/thread.html?topicId=22748761863&sid=1 ]
and increased the effect of resilience. I personally haven't noticed a huge difference but it is there, and for players taking their first or return steps into PvP they should be made aware of this debuff.
Too: Once you've collected some pvp gear, you'll notice that it already has more stamina than pve gear (at least for non tanks). So gemming and enchanting for stamina becomes even less important.
To sum up, sure more stamina may help you survive longer, but you're going to be gimping yourself and the inevitability of death in PvP just means you're sacrificing utility for survivability. If survivability becomes an issue, and you're just dying too fast anyway, it may be that you need more resilience, not HP.
Now Arena's on the other hand...
Apr 5th 2010 7:05AM Great Article Dawn, may the darkness forever guide you.
A quick two cents on stat optimization.
Conventional wisdom would tell us to stack stamina for PvP especially considering how bursty (that is a word Spell Check, Google it) damage is.
However I would argue that in battlegrounds, the only time you really need that extra stamina is so you can survive long enough for that incoming heal. I've seen Tank-sized health bars fall drastically despite resilience. Especially when that player is getting focus fired on. This pretty much means if you're getting focused down by multiple DPS you're dead anyway.
That being said I would actually recommend spell power and haste over extra stamina.
More spell power means bigger heals and bigger shields. If you can shield it, or heal it, it don't matter if you can feel it.
Haste means you can fire off those heals faster, and we all know a dead team mate is one that isn't peeling or killing.
On that note, I would say you're spot on about wanting as much intellect as possible, but not before spell power or haste. And int is definitely better than mana regen in PvP because in battlegrounds you've either just killed the opposition, and have a chance to rest or you're dead and mana regeneration is a non issue.
Mar 8th 2010 8:03AM What many people seem to be overlooking is the fact that only the top 20 guild members who contribute to guild experience each day will benefit the guild. Will small guilds of less than 20 people be at a disadvantage? Possibly but only in relation to how quickly they level, and facing facts as they are, if you're in a guild with less than 20 people it's unlikely that progression is a number one priority for you.
In addition, this means that guilds with hundreds, or even thousands of members will not benefit in anyway from their additional numbers. Further still it's even likely that a guild like that would be penalized for having so many members wanting guild resources providing those resources (guild recipes, heirloom items, etc) are limited by the same mechanics that govern the 20 person cap.
Despite what many people fallaciously believe, it's unlikely that the Blizzard Dev Team has created goals, and implemented certain features and restrictions in game with the specific intent of ostracizing or penalizing players whom don't fit their own preconceived notions of what Blizzards favoritism.
Feb 1st 2010 12:09AM @Micheal Gray
To this I say yes sir. And they will take my mix tape from me when they pry it from my cold dead hands.
WSG Sound Track
1. Pixies-Dead 2:21
2. Pixies-Debaser 2:52
3. Bad Religion-Overture / Sinister Rouge 3:02
3. The Stooges-My Idea Of Fun 3:18
4. Iggy and The Stooges-Search And Destroy 3:29
5. GG-Die When You Die 1:59
6. Op Ivy-Sound System 2:15
7. Bad Religion-Super Sonic 1:47
8. Bad Religion-I Want To Conquer The Wrold 2:22
9. Talking Heads-Psycho Killer 5:20 (Usually spills over the end of match screen if the game goes to timer).
Any grind session has a much longer track listing which includes Ministry (Starting off with Just One Fix of course), KMFDM, RevCo, TOOL and Others.
If I'm just hanging out doing trades and such its a combination of Dinosaur Jr, Built To Spill, Pavement, Pixies. Things to chill out with.