May 25th 2011 4:19PM As a holy paladin myself, I approve of this message. WTB mana efficiency back, PST.
May 15th 2011 4:47PM I assumed that the speed buff would proc off either but have an internal CD, i.e. that using it from protection blocks it from being used from radiance. If this is not the case, then it is actually a tidy PvP buff and I stand corrected.
May 15th 2011 4:29PM ... I'm speechless. No, not at the increased mana costs, harsh as those are. At the linkage of Divine Protection and Holy Radiance. This is a serious PvP nerf, assuming that the internal CD is triggered when you use either for the proc. Sometimes you might want to pop the 20% DR to eat damage and keep the sprint from HR available to break LoS.
May 13th 2011 3:24PM Allow me to take devil's advocate here. Of course, there will be idiots, loudmouth fifteen-year-old- kids, and assholes in the game. But there is more than you think that can be done to practice before hitting the BG or raid. Watching videos, reading guides, reading up on specs, even a little practice in duels outside Orgrimmar. Make sure you have at least current tier PvE gear or crafted PvP gear. If you are zoning in without any of this preparation then it stands to reason your ass will be grass, and people will get frustrated with your contribution to the team. Some of those will have less ability to deal with frustration than others, hence the flame.
And by the way, the letter said that "veterans" were the trolls. If you're talking BGs, then that's unlikely. More likely to be sub 1500 heroes who can't play themselves.
May 13th 2011 11:18AM Holy Paladin 2-Piece: Old bonus removed and replaced -- Healing with Holy Shock has a 40% chance to grant you 6% of your base mana.
Holy Paladin 4-Piece: Old bonus removed and replaced -- Your Divine Light, Flash of Light, and Holy Light spells also heal an injured target within 8 yards for 10% of the amount healed.
WINNING. The mana regen bonus on healing the beaconed target just wasn't practical. At all.
May 13th 2011 8:24AM I'm not sure if it could work in an MMO, as a major feature. Suppose that, for example, you implement boulders that can be manipulated by classes with telekenisis (e.g. implemented on mages). Now, there is a lmited stock of boulders in the world. If you were to make the boulder-physics attack a key part of the rotation, you'd be in all kinds of absurdity, like finding a way to get enough units into the fight for hundreds of uses. Say a mainsequence ability is used once every two GCDs (and we assume this is exactly 3 seconds) then for a five minute fight that is a hundred units of whatever that the player needs to use or reuse, plus reaquiring an object after hurling the boulder at the boss. That's a serious modification of playstyle. Not to mention that in PUGs there would be a horrific lack of co-ordination and ninja'ing of physics objects by lolkids from the competent character carrying them.
Perhaps it could be a long cooldown ability that uses a physics attack, but then again that could seem incredibly on rails and artificial. The cooldown would have to be set so that the attack can only use up so much "ammo" such that the "ammo" spawns are manageable in boss zones, probably entirely as a gimmick akin to the harpoons on Razorscale and the tethers on Magmaw. So nothing would be gained there.
... TL;DR I just don't see how it can fit into the existing mechanic as a useful thing.
May 8th 2011 11:06AM It's the pet treat from the Dalaran pet shop, used on the Japan relief pet.
May 6th 2011 8:28AM Yes, I have, but it's a less-than-heartwarming story. The person I met, I knew to be an avid mount collector, and that for them WoW was their main hobby to the exclusion of anything else. There weren't too many stories from them about their "real" life previously, and face to face all they could talk about was the game. When I saw the inside of their house, there were numerous easy repairs that needed doing, plasterwork damage across an entire wall, for instance - when I knew that they had just blown 500 euro or so on a Spectral Tiger. To round it off, they were in terrifyingly bad health.
Since then, I've met many people out-of-game, great people that turned out to be avid players. But I was discouraged enough by my first game-to-RL meet that I don't plan on repeating it again.
May 4th 2011 7:17AM Again, I'd disagree. Precisely the learning curve is getting the hang of using interrupts, snares, CC, etc. in the correct situations proficiently, along with avoiding or surviving the same as a setup for a kill. Most of the pet classes are ranged DPS (lock, hunter, mage) and these are all a) squishy and b) baseline extremely dependent on snare avoidance and kiting for survivability. Simply not dying as a hunter depends on correctly 360* spin shooting, timing disengage, trapping, interrupting snares - a healer can rarely nukeheal through full burn from 2 DPS on a hunter, much less a lock or mage, when he's cornered. Melee DPS, especially plate, can be a lot more forgiving insofar as failing to execute defensive maneuvers correctly costs a lot of damage/healer mana/momentum but does not reduce your DPS to zero nor risk an outright death in the immediate future (due to squishiness). For ranged DPS, it is more often GG when you are cornered and trained than for, say, a warrior or death knight.
May 4th 2011 5:30AM Not really true. The problem with pets is that they make very minor contributions to actual DPS; their value is usually in that they can stun, interrupt, snare, root. It's not like having an allied player who knows what they're doing keyed into your character (as to a lesser extent it is for soloing PvE) - these abilities must be macroed and used at the appropriate times to get any worth out of them.