Feb 17th 2012 11:07AM I can imagine adding specializations to classes. I imagine adding a Necrotic specs to DKs that will use unholy energies to heal their allies.
I solved the 'problem' with intellect plate. What do I win?
Feb 14th 2012 8:17AM For Shamans you selected a song that speaks to their spiritual roots, and for paladins you chose something that evoked 'shiny'?
I find this in bad taste. I don't have enough time right now to suggest a different paladin theme song though.
Mage, Hunter, Warrior, and paladin ones are just ..... not good.
Sep 7th 2011 4:15PM I raid and PvP, and I can tell you that as an average raider (2/7 FL) and an average PvPer (2's bracket for learning and gearing -have about a .500 record in Season 9 and 10) difficulty is virtually identical.
I can also say that I would not be surprised at all if top end raiders bored with content enjoyed the challenge of PvP more.
My last point (that I believe to be true) is that PvP is always hard (although BGs get easier with good PvP gear), whereas raid bosses become easy after a certain period of time.
Aug 31st 2011 6:51PM Because of runic Empowerment and Blade barrier you basically never let your runes fully refresh, you just constantly mash buttons (DS, HS) and make sure your runes are on cooldown.
Aug 26th 2011 9:18AM I'm going to go with killing tanking altogether. You can change blood, bear, and protection specs to be damage dealing without too much difficulty.
I like the idea of having each class have mitigation, protective abilities, or stances that must be used when the boss turns his attention to them.
Mage pulls ahead on threat? Time to pop "Frost armor/presence/aura" (whatever) and start kiting, slowing, and snaring the boss WHILE YOUR DPS TANKS AND SOMEONE ELSE MOVES INTO FIRST ON THREAT LIST. Once that player is first the boss moves onto that target, who has their own class/spec abilities to stay alive.
We could make bosses "fixate" for a fixed amount of time to the person first in threat before switching targets so it isn't constantly happening.
We could also keep or add tanking specs capable of doing it more frequently. Cloth classes has defensive abilities with 90 sec cooldowns, but "tanks" have abilities with 30/40 second cooldowns. Can't tank forever, but can tank more frequently.
I love the idea of revisiting the 3 role party.
Aug 18th 2011 9:38AM Level 60 PvP weapon with faction detail. Loving it.
Aug 17th 2011 2:05PM No, that's absolutely wrong. Better to be a bit under than a bit over.
8% is a cap. Nothing happens AT 8%, other than hit becomes absolutely worthless (unless your are dual wield, which is when it becomes only mostly worthless).
Your goal is to maximize your important stats while getting as close to 8% as possible without going over. It amazes me how many people don't understand this still.
With 7.98% hit, it would take longer than a 10 min fight to miss ONCE.
Jun 18th 2011 7:36AM Kinda like wowhead has been getting those. Oh, wait......