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  • MyTwoCents
  • Member Since Apr 16th, 2010

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Recent Comments:

Does the Rise of the Zandalari dungeon tier serve a purpose? {WoW}

Aug 22nd 2011 2:38PM How about having the standard heroics give the standard 70 VP but then once you "finish" the dungeon, an optional boss (new and hard like ZA/ZG) becomes available that drops the extra 70 VP? People could choose to queue for the regular heroics with the 70 VP cap or the "more-heroic" ZA/ZG/normal heroics with increased boss health pools/more damage and the extra boss and potential 140 VP? This would be a relatively cheap way to freshen up the old heroics for everyone who's run them many times. Blizzard could even make the gear cap for the "more-heroic" heroics higher than current so you have to run the old heroics at least a few times and not just jump in to the ZA/ZG/more heroic tier to replace the greens, thereby keeping a pool of players available for the regular heroics

Spiritual Guidance: Macros for healing priests {WoW}

Apr 19th 2011 11:22AM For Guardian Spirit, I like to include stopcasting. This will interrupt any spell I am casting to put GS on someone (as I assume if they need it, chances are they need it now!). My version is mouseover only, but could be tweaked to cast on current target if no mouseover is present:

#showtooltip Guardian Spirit
/stopcasting
/cast [@mouseover,exists,nodead,help] Guardian Spirit

Shifting Perspectives: Do restoration druids need a cooldown? {WoW}

Feb 23rd 2011 6:37PM How about a talent deep in resto-tree that creates a second version of battle-rez that would allow/force the toon resurrected to regain all the threat they had before dying. This would then become a save the tank cooldown sort of equivalent to guardian spirit, except it would need to be cast right fter death rather than right before. I guess it would also have to eliminate any durability loss on gear to be fair.

Making the dungeon finder suck less {WoW}

Jan 5th 2011 12:54PM Longer term solution seems to me to be have more tanks and healers. How do we achieve this? A 4th spec for some (all) classes. Warlocks and hunters - allow them to tank properly with their pets - they already do this but it could be officially recognised by Blizzard and balanced/developed accordingly. Rogues and shaman could have a tank spec. - rogues with avoidance, shaman with shield. Mages could have a magic shield/damage reflect/interrupt tanking spec or a more advanced damage adsorption/reflection spec. vaguely like a discipline priest. DKs maybe could have a healing spec where they siphon damage to themselves and convert it to stored runes for later use or something like that. Lots of possibilities. Maybe for the next expansion?

Battle resurrections may get increased cooldowns {WoW}

Apr 16th 2010 11:59AM In some ways, rebirth is not that different to an ability such as a priest's guardian spirit (or even pain suppression) - if you use guardian spirit, the targeted player will survive a hit that should kill them, returning them to 50% health. Rebirth returns the player to somewhat less than 50% after taking a hit that should (and does) kill them. GS is on a short cooldown (has a healing benefit as well) relative to rebirth, but, as a trade off, rebirth allows the druid decide at their lesiure (except maybe if a tank or healer goes down) who they would like to rez.

I'm thinking maybe a resto druid should be able to talent it for 10 minutes (or even less?) but prot or dps specced druids should have it with a long cooldown or maybe lower damage output/healing received or maybe longer cast time penalty etc so it has to be a really good reason to have to use it and ordinarily they would choose not to use it.

Perhaps the idea should be that you like to bring a resto druid because they are a good player and as a bonus they have rebirth, but you can also just as easily bring another healer becasue they are a good player and they have a way to prevent the need for rebirth in the first place. You would bring non-resto druids for being good players with rebirth as a small bonus but this bonus is counteracted by a significant penalty if they choose to use it.

Soulstone being on 15 minute timer seems fine as there is a good chance it will be wasted (becasue you have to figure out in advance who will die), unless placed on someone who refuses to move out of the fire (and maybe they'll die again in the same fire when they use it anyway!).

that's my 2c worth