Jul 16th 2008 4:45PM I agree, nobody in their right mind would ever doubt the viability of mages in five mans. But that's also not where the complaints stem from. Mage damage is low in raids, and lack the necessary utility to hold raid spots in anything that isn't on farm. I feel like they really missed that point. I think these podcasts would benefit greatly from having somebody who is a dedicated raider and actually knows the mechanics and issues that go along with it.
This podcast's panel is filled with casuals or those who don't raid. There is of course nothing wrong with that, other than it doesn't give them the perspective necessary to see this problem. I thought the podcast was awfully uninformed and filled with horribly ancedotal evidence such as "When I see trade chat recruitment they never asks for rogues, so mages must be fine" or "I know guild and there actually LOOKING for mages."
Perhaps it would have been better to invite Christian Belt, the author of the original article, or even somebody who actually does play a mage, to defend his/her views because they could have brought in much better points and kept the other podcasters more honest with their points.
Mar 24th 2008 4:59PM I want to be able to play as my Mii.
Mar 23rd 2008 7:38AM Someone had asked about the 2.4 changes for mages. I've been experimenting with the changes on the TTR and thought I share my thoughts.
The new molten armor talent is purely meh, the damage done doesn't really ratchet up pressure on anybody, and because of server lag it can actually break cc.
The new blink is nice against ranged opponents, but the idea of blink is to create distance from melee, and the potential invincibility you get from its use usually goes wasted because it has dissapated by the time melee reaches you again.
What is the biggest change is the mana cost reductions on blink, spellsteal and slow. I was using a 41/20/0 to great effect in 2v2s, and to limited effect in 3v3, and not effective at all in 5s. I found the spec to be particularly effective against the resto druid/warrior setup. The initial pom-pyrobloast/fireblast puts enough pressure on the warrior to force the druid to unstealth and heal early, usually requiring him to blow NS. From there, the reduced mana costs on spellsteal allows you to be dispelling hots to keep pressure on the druid to keep up his warrior. Slow was always an effective tool against healers, and it allows the druid to be quite controllable.
I experimented with using healing classes and my traditional rogue arena partner. Amazingly, I actually found the best combo to be with a elemental/resto druid. Our dps was very effective, and I felt the combo really complimented one another. The shaman brings the ability the healing ability and mana totem, and I have the ability to "peel" melee off both us.
Going from frost to arc/fire, I lost the survivability but found my cc wasn't really lacking. And the ability to apply pressure early was a great advantage for high survivability teams (resto druid/x). Smart ShS rogues gain the upper hand on this spec, but I didn't have as much problem as I thought I would at a high level.
This post went a bit longer than I expected, but just adding my two cents.
Mar 3rd 2008 12:31PM The Offspring is my favorite band and WoW is my favorite game so I'm pretty much in heaven right now.
Feb 26th 2008 11:27PM
THIS IS HOW YOU PARENT IN THE 21st CENTURY
I'm so tired of seeing poor parenting when it comes to "new" technology like video games or the internet. These are parents who take responsibility for their child, without completely ostracizing him from reality. Props to the parents imho.
Feb 21st 2008 9:16AM I was just thinking about cooking something tonight, and was wondering if I should try something new when I stumbled upon this article. Great idea to blog about. Looking forward to seeing more of this.
Jan 30th 2008 9:24PM While I think that if Blizzard was really interested in introducing a class like this, they would regardless of the game's RTS background (after all I don't recall any rogues in the RTS). There really isn't a need for this sort of class. There are plenty of classes that rely on control to succeed, mostly in pvp. Mages, Warlocks, and Rogues all have to control the fight to be successful. And as an Arena-heavy mage myself, one of my top priorities is controlling the other side through movement debuffs, roots, crowd control or counterspelling.
Controlling fights is the most important part of this game really. Its why Warriors need a healer to be effective (few control options by themselves) and are a source of many Shaman complaints about their classes. A class dedicated to control, in a group environment such as Arenas, would be extremely over powered.
Just my 2cents from a pvp perspective.
Jan 28th 2008 3:37PM Are these posters that dense?
Its a teaser trailer, your not going to get long drawn out fights like in a proper pvp video.
It's like watching a movie promo in a theater and then complaining you couldn't figure out how the story went.