Feb 28th 2012 9:17PM I would love to have cross-faction raiding and/or heroics. It certainly makes sense from an in-game standpoint, since there are plenty of neutral factions who encourage us to work together for the sake of the whole world. Leave the factional hostility for PvP.
Feb 28th 2012 4:39PM A few points I want to bring up:
-the taunts of the Army of the Dead still has its uses, as it can be a fantastic emergency defensive cooldown. Short of the complication of cleaves (and really, how many enemies outside of raids even use that anymore?), the sudden arrival of adds or the death of the tank can be dealt with by through Army into the faces of the enemy, keeping them occupied and the rest of the party protected from damage for the few precious seconds it would take to thin out the adds, brez and/or heal the tank and otherwise save the party from a wipe. If anything, the taunt needs to be a toggle, so that it can also serve as a DPS cooldown when needed; maybe a glyph that removes the taunt but provides a slight boost to their damage.
-Unholy Blight has some appeal for Unholy Death Knights in the form of DoT stacking; since we deal plenty of damage with our diseases anyway, stacking them 10 times over the course of Blight's duration can lead to some substantial damage on, say, a boss. Granted, we'll need to see how the numbers pan out, but the potential is there.
-Soul Reaper and Death Siphon still have their uses even if we're sacrificing damage, because if all utility spells also did competitive damage, there would never be any reason NOT to take them. Two things to keep in mind: Soul Reaper's haste boost can allow you to kill a mob and then get a strong start on the next target, while also adding a significant source of damage for a boss' "execution" phase. Death Siphon has a 40-yard range, so it can be used alongside Death Coil for dealing damage at range and can be used to, say, heal you while you're kiting a target. We may be primarily a DPS class, but sheer damage potential shouldn't be our only consideration when looking at abilities.
Feb 27th 2012 7:37PM Hm, I seem to be on something of a roll here.
I'm going to take the unpopular side in this match-up, not to be controversial, but because I seriously think Asira can take the win in this fight, and easily. Why? Because of one simple little quote:
"(of course she gets Illidan -- how the heck would this go otherwise?!)"
Asira has Illidan tanking for her. Whatever major advantage Mannoroth could have brought to the fight has instantly been negated due to the fact that Asira will have to deal with everything BUT the mighty Pit Lord himself.
Now, I've done this fight as all three roles (tank, healer and DPS), so I know the details inside and out. Mannoroth/Varo'then is primarily a healer fight in the first phase, since all of the AoE that goes flying around needs to be taken care of, and a tank fight in the second phase, since the tank needs to keep all of the adds contained and off of the rest of their party. Note that, since Asira is alone, AoE isn't as dangerous and the adds aren't as much of a problem as they would be in a full-party situation.
So let's look at how the fight would play out. Illidan would engage Mannoroth, Asira engages Varo'then and Tyrande holds back the adds. Varo'then's Magistrike Arc adds extra damage to some of his hits, but otherwise it's just two melee fighters wailing on each other. Asira's a fleet-footed Rogue, so she can easily evade the Fel Firestorm and eventually take down Varo'then. She goes to start stabbing Mannoroth in his ankles, who opens the Nether Tear and brings in the Zerg Rush of adds. For anyone else, this would be a problem; for Asira, she can raise her Blade Barrier to negate the already weak hits from the mob of demons and let her Smoke Bomb clear out the adds while she continues shanking the big guy.
The only complication would come when Mannoroth summons his Infernals; I speak from personal experience when I say that if multiple Infernals land on you, that's a whole truckload of damage being delivered in a very short amount of time (I enjoy telling PuGs about the time my Warlock got Goomba Stomped by a trio of Infernals and instantly killed; one of the most hilarious ways to die that I've ever seen). However, this would only break her Blade Barrier, not kill her, and shortly after this happens Illidan turns on your God Mode, so the fight's as good as over by that point. Mannoroth's been banished back to the Nether and Asira's barely broken a sweat.
Feb 27th 2012 2:46PM This is something I've been arguing for repeatedly over the last couple of months, and this pretty much takes care of the last real objection people have had. People who didn't like adding a tank or heal spec to Hunters, Rogues, Mages and Warlocks argued that they didn't want to carry a second set of gear or be pressured to switch specs by their group members...but as Anne pointed out, if they want to get optimal performance, they're kind of doing that already. So why not just go all the way and give them specs that would solidify those impromptu roles?
Feb 23rd 2012 3:00AM No, seriously, you really didn't think that statement through. If people need gear, why buff a boss they can already beat? Wouldn't that make it HARDER for them to farm from that boss?
Feb 21st 2012 11:37PM Both impressions talked about the action-oriented combat, where smart use of abilities and positioning was more of a contribution to success than a constant flow of heals. They talked about how combat is enjoyable solo, but so much more rewarding when with a group, where you can cover each other and give each other helpful buffs. They talked about how there are no dedicated healers, and everyone in the group deals damage. They also talked about how everyone gets their own loot drops instead of taking turns on loot (a feature added to Diablo 3). These are all things that could be said about Diablo 2 and, more specifically, Diablo 3. Not a bad game to get ideas from, honestly.
Feb 21st 2012 10:18PM While reading the beta impressions, it struck me how Guild Wars 2 sounds like an MMO version of Diablo.
Not that that's a bad thing, mind you.
Feb 21st 2012 12:19AM Medivh's time is done, he admitted as much himself (go back and watch the ending cinematic for the Warcraft 3: Reign of Chaos campaign). Bringing him back would be easier than making him WANT to come back.
Feb 21st 2012 12:16AM Oh, I could definitely see that happening. Maybe have him carry around a giant sword made of ice, and his armor's covered in ice, cause he's got ice powers left over from being the Lich King. And his hair goes back to being full blonde, and he goes back to being a paladin, but nobody believes him so he's always getting attacked by people wanting revenge against the Lich King and he has to beat them down and apologize afterwards. And he's on a quest to find the shards of Frostmourne and rid the world of them forever!
I'm sure there has never, ever been a game company who's done a plot-line like that. http://fc08.deviantart.net/fs41/i/2009/048/9/f/Wallpaper_Siegfried_by_kratoslesadique.jpg
Feb 20th 2012 7:33PM This is...surprising, honestly. I would have thought that whole diminishing-returns bar in SWTOR would've handled the problem of excessive CC, yet it ends up being worse?
Also: you can't click on enemy players? Seriously?