Apr 20th 2011 11:25PM A caster's CC works on melee, ok (and possibly other casters), and melee's interrupts work on casters, right, but but what stops the melee from *also* using CC (e.g. stuns) on casters?
Apr 20th 2011 8:57PM Wow, I didn't expect to see this thread again! Any class can be CCed, taure. There may be some CCs that affect primarily melee (immobilizes) and some CCs that affect primarily ranged (silences), but any class can be CCed, so I don't think the existence of CC counts as a disadvantage for melee. As for "out of range," that's why I mentioned "can attack from outside melee range" as an advantage for ranged.
Incidentally, not all confrontations involve two people alone on a battlefield starting at 40 paces ;)
Apr 6th 2011 10:02PM Unstoppable Force.
Mar 30th 2011 8:19PM Bummer, I was hoping for a lighter fix along the lines of "using HGWT inside a dungeon/raid will have no effect on party/raid members already inside the same dungeon/raid, and will summon all other party/raid members to the beginning of the dungeon/raid". Maybe harder to code, but it was nice to be able to use it to summon in a late joiner without having to run all the way out to the meeting stone.
Mar 29th 2011 9:32PM I'm curious about what people think of the Guild Wars 2 solution, which is to make all abilities usable while moving, regardless of whether they have a cast time or not. In other words, all spells are Scorch w/Firestarter.
So instead of melee having two advantages (can't be interrupted and can attack while moving) and ranged having one advantage (can attack from outside melee range), they each have one. Remains to be seen how it works, though.
Mar 27th 2011 7:48PM Yeah, it must really suck to have a ranged silence. Heck, to have *any* silence.
Mar 27th 2011 7:42PM Oops, forgot to escape my angle brackets.
1, To <= s < Ty
(s-Ty)/(2*(Tg-Ty))+0.5, Ty <= s < Tg
(s-Tg)/(2*(Tx-Tg)), Tg <= s < Tx
0, s >= Tx
Mar 27th 2011 7:37PM Heh, a lot of different theories here. What I heard was (without the guild perk):
Yellow: varies linearly between 50% and 100%
Green: varies linearly between 0% and 50%
So if To, Ty, Tg, and Tx are the orange, yellow, green, and gray thresholds (that you can see for example on Wowhead) respectively, and s is your skill, then the probability p of a skill-up is roughly:
Mar 22nd 2011 9:07PM This is intended to be a reply to Schadow's post comparing a main tank and an OT. Hopefully it ends up in the right place; I've yet to succeed in replying to a root post whose last reply is on the subsequent page.
Unless we're talking about a druid with a cat/bear spec as described in Chase's recent column, a DPS player off-tanking will indeed have less avoidance/mitigation than an actual tank-specced tank, but I have to disagree with you on cooldowns. I'm a cat-specced feral, and as an off-tank I effectively have better cooldowns than the main tank since the fact that I'm not tanking much of the time results in a much higher average uptime on my mitigation cooldowns. Concretely, if I am tanking only 10 seconds every few minutes, I have 100% uptime on both my 50% DR cooldown and my 20% DR cooldown for a total of 60% (1 - (1-.5)*(1-.2) = .6).
Mar 18th 2011 10:17PM Not a raid, but a week ago I was doing heroic SFK with some friends when the earthquake hit (I'm in northeastern Japan). It started out gentle, and I didn't want to interrupt people already talking on vent so I just typed "earthquake," and when they noticed and said "wait, seriously?" I said "yeah, just letting you know in case I get DCd." Shaking kept getting worse and worse. Realizing this one was no joke, I ran to get my wallet while bouncing off the walls, and managed to type "real bad" on the keyboard before stumbling out the door with stuff falling all around me.
Facebook comments later included "glad you didn't wipe IRL."