Nov 7th 2007 8:07PM Why is it that balance always seems to be done on the back of healers?
Hunters new ranged mortal strike too hard to get off? lets make it cast faster? Still to hard? have a little more!
Apparently all it takes to be "viable in the arena" is to be able to make healers hate their lives.
Oct 31st 2007 11:56AM @ 6 and 7
You're being shortsighted and lacking complete knowledge of the mechanics of "on crit" and "stacking" abilities.
A) On-crit abilities can proc when you are not crit. I.E you don't need to be crit 5 times for this to get all 5 stacks, it can proc off of normal hits to as long as you have S1 + S2 gear and about 400ish resiliance to make it a fair amount
B) Stack effects refresh the stack on each application.. so it's 3 crits in 18 seconds. Thing about how many times you get hit per second, factor in the amount of % crit the attacker has, then question how likely it is that you wont constantly have 3 stacks of this ability up after 18 seconds in combat.
Oct 30th 2007 8:03PM Before people start discussing this please keep in mind:
A) On crit effects have a % chance to proc on normal hits that is equal to the amount of %crit that is reduced by your resiliance.
B) Stack effects refresh their duration on each stack. ( 2 stacks 3 seconds, becomes 3 stacks 6 seconds when crit)...
Now, lets discuss this intelligently.
Oct 23rd 2007 11:59AM Why do rogues proc a better version of pain suppression?
Oct 22nd 2007 3:05PM ugh, no.
Tanking, healing, and DPSing are pretty much the building blocks of an MMO. Remove these blocks and the entire thing crumbles into a third person single player RPG.
Balance is one thing when you have to balance classes within their archtype. Balance tanks so that all "tank" classes fit in their role. Balance healers so that all "healer" types can fill their roll.. etc.. When you have everyone able to fill all roles you end up with FOTM like WoW has never seen. "Well, warriors do the most damage this week, so lets bring 25 warriors and go down illidan."
I hate this new mentality that is showing up in WoW. I see it on the forums daily now. It's the idea that healing and tanking are boring. They aren't, they are just for a certain personality type. I'll take the ability to support my group than the ability to kill the mob any day. In TF2 I tend to play a medic.. WHY? because keeping my team alive and shooting wins fights... I love that .
Oct 16th 2007 2:36PM Ok, #1... no they shouldn't.
Disc should be damage prevention. Which is what this new version of Pain Supression is.
Improvements to our PW:
Damage Aborbs (or wards as they were called in EQ)
All focusing around the ability to keep a target from taking damage to begin with, while holy is focusing on healing that damage away.
Oct 10th 2007 7:43PM Ever played Team fortress 2?
Ever played a medic?
That's how you fix it.
Oct 9th 2007 3:11PM It's a great idea.
In fact, i'd love to see an entire game based around this idea. However, just like instances themselves were a nail in the coffin for Everquest, game changing/next gen ideas like this should be avoided in WoW.