May 28th 2011 9:33PM The 'benefit' of spirit=>hit isn't in raw numbers but the diversity of gear choices. Allowing spirit to act as hit means there are more options for pieces of gear that have "hit" (or spir-hit) on them as a main stat.
It doesn't, like the writer suggests, produce any raw statistical advantage but it does allow more access to gearing options. As just an example, it means there are 2 Valor Point rings they can pick up, instead of just the one.
May 27th 2011 8:25PM We actually have offnight "GDKP" raids (or Gold DKP) where all items are bid on with gold. There's a minimum bid amount and bid increase amount.
At the end of the night the total gold spent has the cost of mats for the evening removed, and then is divided among all those who were there. This way: 1) feats/cauldrons are covered - people only pay for their own repairs; 2) if you've got enough gold, you can guarantee you'll win an item if you really want it; and 3) everyone walks away with gold, so if you don't have gold you can contribute your time to earn some. Note that this only works if players are either competent (pull their weight, and then some) or have large sums of gold (may be under-geared/performed, but supply sums of money to others). It also works far better in 25-mans, as in 10-mans you'll find more items going for minimum bids (in 10 mans you need a high minimum bid in order to generate real revenue).
May 27th 2011 8:16PM We bid on BoE's that drop for Mainspecs in raid with a minimum bid. Anyone who wins must equip it. If no one bids, we sell it on the AH. We've also been selling maelstrom crystals.
The guild also uses a DKP system and offers a DKP for donations, with a cap per week (equal to about 1/4 of a night's worth of raiding: not a lot, but a small edge). The officers are able to adjust the "value" of any donations depending on guild needs: mats for bbq's went to 0 as soon as we had fish feats available; certain herbs are worth more points per stack than others. To give a rough idea, it takes about 70 fish to get the DKP bonus.
With this income, the guild is able to supply mats for feasts and cauldrons on all raids. The guild also funds repairs, but does so on a basis based on guild rank. (Raiders with high attendance get full coverage on all repairs, in and out of raids; low attendance raiders get 100g/night in repairs only for raids; and casuals with no attendance requirements cover their own repair costs).
May 22nd 2011 9:04PM This is exactly the problem I'm having. I can't stand how often we're having to completely significantly change the way we play.
Recently I've been less than enthusiastic about playing to begin with and these are the kinds of changes that make me consider leaving the game all together.
May 22nd 2011 8:59PM Base mana does not include mana gained from additional int on gear.
It does however change as you level up.
For instance, at 80, 1% of your base mana could be (as an example) 200 mana. At 85, 1% of your base mana could be 500 mana. This would mean that all spells cost 2.5 (or 500/200) the pure mana cost at 85 as they did at 80. This is why you'll notice that when you level a caster from 80 to 85 that they get WORSE as they level, until their gear has caught up.
May 22nd 2011 8:57PM This still leaves me less than happy with the overall changes. I by no means thought Pallies were pulling too-strong healing numbers compared to other classes (which have seen significant boosts recently in healing abilities). Even with these additional changes, chances are this nerf will hurt - and hurt a lot.
My biggest issue, more than the pure numbers behind it, is simple: they're significantly changing the way a holy pally will heal AGAIN. In the past, what - 5 months?, we've had our method of healing change drastically time and time again. From the original transitional change between WotLK and Cata, then the HL/ToR nerf, then the repeated changes and nerfs to LoD. Each time the community seems to finally get a grip on how to best play our class, Blizz goes and changes a fundamental aspect of it. It was somewhat understandable in some circumstances (even though the changes/nerfs were done in moronic ways), but right now I find it particularly offensive to see us nerfed from mediocrity into the weakest link.
Enough is enough.
Apr 21st 2011 2:57AM Prot Pally, Holy Pally, Ret Pally, Arcane Mage, Fire Mage.
Sounds like a solid 5 man to me.
Apr 21st 2011 2:56AM Would be nice if healers actually got crit to be effective in a manor similar to that of resto shaman. If crit chance scaled to increase as the target was lower on hp and was tuned to produce your default crit rate at (as an example) 50% hp... you can see where I'm going here. If you had 20% crit now, make it 0% on a target at 100% hp, 10% on a target with 75% hp, 20% on a target at 50% hp, 30% on a target at 25% hp....etc. Scale it.
Doubt it'll happen, but one can dream...
Apr 19th 2011 2:39PM 200% Crits for healers creates some interesting math when it comes to the value of crit. With the larger hp pools, it's that much more likely that crits will actually land for an additional amount: however, it's still likely that crits will see only limited increase in value due to overhealing. If overhealing worked like the Guarded by Light Prot Pally talent, then you'd see crit's value go up significantly in value (regardles of crit %).
The real moment when 200% Crit would shine is when you're "just barely" managing to keep someone alive. Tanks on heroic halfus as you're learning it, feud stages in chimaeron - are excellent examples of where extra crit % is going to save lives.
It most certainly adds a 'cool' factor to the rare occurrences when it happens to matter. A change I'd be happy to see.
Apr 18th 2011 9:19AM Recently I walked away from Tower of Radiance, and I've never turned back. For 5-mans ToR is amazing, but I'm geared well enough to where it simply isn't necessary. For 25-mans, the amount of HoPo generated by ToR is abysmal. I specced out of ToR, into BL.
Reduction on our DivPro timer is great, but I find the reduction on Hand of Sac to be another huge advantage to speccing into Paragon. Hand of Sac is a lifesaver so often. I do find issue with the DivPro major glyph in a lot of settings simply because it leads to more overhealing - that is to say, it's only worthwhile if it prevents your death or directly prevents a heal being needed to be cast on you. Frequently predictable ae damage is coupled with predictable ae healing, and as such reducing the damage we take simply means we're back to full sooner and our Enlightened Judgements, our PotI and any ae heals hitting us are overhealing for more. We have a TON of self healing that comes in without need of wasting heal spells, so the usefulness of DivPro Glyph is very situational. Being able to avoid healing yourself on Nezir when you need to heal the tank or being able to shrug off every other quake during Ascendant Council is top notch. If you're healing the offtank on Nefarion during p3 and can't be in ae heals, again, DivPro glyph is wonderful. If you're standing with the rest of the raid in ae heals tho... it's usefulness is being diminished.
Last thing I'll add - Pursuit of Justice is amazing. It's a significantly noticeable speed increase that has made many encounters significantly easier. From Atramedes to Al'Akir and more, movement is essential in this expansion and I frequently find myself loving the bonus from PoJ. It's saved my life repeatedly already and made my job easier on countless occasions.