Dec 16th 2008 12:51PM The thing that makes this fight 'hard' is that it requires movement. It's like Murmur v2. An awful lot of people are OK or good at pressing their ability buttons but not too great at keeping track of their environment. The ability to do both is what makes or breaks this encounter. The required gear-level for this fight is quite low if everyone avoids the lightning blast ability. I two-manned this fight with a druid healer from 40% boss health. We were both in entry-level 80 gear and it was my first time doing the fight (on either heroic or normal). The fight is not nearly so much about gear or class as it is about movement.
Dec 13th 2008 3:17PM The Ring of the Kirin Tor may be a *better* ring for tanking than the previous Dalaran rings. It is by no means a good ring for tanking though. It has stamina but no avoidance stats or armor. Gear of this item level needs to have some avoidance, or significant mitigation or stamina on it to be a good tanking ring. There are half a dozen blue rings from heroics that are better for tanking.
It's actually much better adapted to strength-using DPSers such as ret paladins and fury warriors.
Oct 14th 2008 12:27PM Start putting up peacebloom on the AH for 20g/stack
Sep 16th 2008 6:34PM Ditto here. Very interesting read.
Sep 11th 2008 10:13PM I like the shift to more direct damage (10% one hand spec, and HoR and ShoR, instant AS, etc) and less reflective damage (eg from holy shield and blessing of sanctuary), it will make off-tanking bosses that need 2 tanks easier.
However, the author makes a few misleading claims. Reckoning was not really made any better. Damaging attacks used to proc it, and now damaging attacks and (apparently) full blocks will proc it. How often do you full-block something? Basically never in raids or heroics so it isn't any better there.
Second, increasing your block rating I guess makes blessing of sanc's mana return proc more, but that's not a 'bonus' to block rating. In a 5-man or raid environment sanc doesn't proc on regular old hits, but you get mana back (indirectly) through spiritual attunement. The value of block rating is just to provide more mitigation (via blocking rather than being hit). The 'bonus' of getting more blessing of sanc procs is spurious.
Also, from a tanking perspective, the 6% crit doesn't compare in the slightest bit to 6% stamina scaling--it is not even remotely as valuable. That said, hopefully they will buff our base HP to be in line with that of warriors (the hit-point gap was the reason they gave us that 6% anyhow...but it scaled with gear too much and made us uberer than intended)--I believe the difference was 1200 HP at level 70, dunno what it is at 80. I don't ask for better scaling than warriors, but I do ask not to start out 1200+ behind them.
Overall, I think prot pallies should be very happy. Though missing that 6% stamina scaling is potentially big trouble if our base HP isn't adjusted to match warriors.
Sep 6th 2008 8:14PM It's astonishing to me that they would bother changing the racials without making them even close to balanced.
It's probably impossible to balance them since they would have to be balanced for every class the race can choose. With this in mind I'd favor making all of them more or less irrelevant to PvP or PvE gameplay, or only have extremely minor effects. The bonuses to tradeskills are a good example of what I'd like to see. If races each got 1, 2 or 3% to avoiding a single school of magic, melee or ranged attacks that might be acceptable as well. WoTF and endurance have always been problematic, and mana-tap/arcane torrent is overly powerful as well.
Sep 6th 2008 11:00AM The upside here for shadow priests is that now there's no excuse not to buff your personal damage. Because mana return used to be scale with damage, it wasn't acceptable to give you the same damage output as a mage or warlock (ceteris paribus, and once the other casters our out of FSW, spellfire, etc gear). Fantastic group utility comes a price; it seems blizz's goal is to lessen the utility of the utility classes, boost the utility of the 'pure' dps classes, and even out everyone's DPS to a great extent. This is exactly the kind of change you'd expect to shadow priests on that model.
Sep 3rd 2008 6:21PM Blizzard has been pretty clear that they do not want to make people do 10 man content in order to do 25 man content in wotlk. My guess is they'll balance both 10 and 25-man naxx assuming pre-raid gear, and the subsequent 10 man raid assuming 10 man naxx gear and the subsequent 25 man raid assuming 25 man naxx gear. You can guess the pattern from there.
Any player could, for instance, make the 25-man instance substantially easier by acquiring the gear from doing its 10-man version. However, the encounters won't be balanced assuming that gear.
Aug 29th 2008 9:34PM What the author fails to state is that all of these decisions depend on the prices for the various commodities involved on your server.
The author more or less accurately tells you all the factors involved (what the ore prospects into and a general indication of relevant factors for whether those products will be more valuable than the ore itself, or than ore smelted into bars). However, it is well worth checking the *actual* values in your local market to make these decisions. Whether it makes sense to prospect adamantite ore, for example, just depends on the price the products: green and blue quality gems and the powder. (By the way, the powder is only used for mercurial adamantite and is usually more valuable as vendor trash than anything else; only a very small volume of it will actually sell on the AH. When I can't use it myself--such as to make necklaces to DE when shard prices are high--I've found vendoring it to be the best investment.) Some months ago, on my server ore went for between 18-25g but was worth, on average, over 35g prospected. Now (since 2.4) it sell for 25-35g per stack and is only worth about 15g prospected (b/c blue gems have gone down in value so precipitously). Whereas I used to prospect ore to get the cheapest blue-quality gems possible, now it makes more sense to buy them directly on the AH. If I were a miner, it would make more sense to sell my ore (or perhaps smelt it) and buy gems.
The point is, these decisions need to be made based on prices on your server. The author provides a valuable start, but the *prices* matter, not just a general account of what is used by what other professions. I guess telling people to go make a spreadsheet would be a boring article, but it would be more accurate.