Jul 2nd 2008 4:48AM Never used in PvE? As it stands, it supposedly doesn't break on damage. 1 minute is enough for it to be up every pull, and 10 seconds is long enough for a decent group to burn a mob down.
If unchanged, I can certainly see hex being used on the skull target. The group burns that down while the tank gets much threat on the remaining non CCed targets.
Maybe they'll change the break on damage bit, but if not, hex is a wonderful PvE ability, every bit as useful as polymorph but in a completely different way.
Jun 23rd 2008 12:50AM From the leaked item screenshots of the alpha, the jump is going to be nearly exactly the same from from original -> BC, that is the best items currently in the game will be equal to late 70 blues (although obviously the blues wont have the set bonuses, and may not be as well itemised).
While someone with sunwell gear may have a bit of a head start on levelling, I doubt their epics are going to be any better than the blues you'll pick up by the time you reach the first raid instance.
Mar 13th 2008 8:41PM You being asked to spec DPS has nothing to do with the other classes, and everything to do with encounter design. The optimal number of tanks to take to a 25 man raid is 3. The optimal number of tanks to take to a 5 man instance is 1. When you compare 3/25 and 1/5, you see something has to give.
As far as warriors not being able to DPS as prot, that's a function of people not being willing to think outside the box. Most prot warriors spec purely for survivability, which is fine if you're the MT. If you're not the MT, do yourself a favour and spec like it. Devastate plus deep wounds/impale is perfectly possible, doesn't even give up that much survivability, but gains a huge amount of extra DPS while not tanking (and gains extra threat while tanking). If you look at WWS reports of warriors who are specced that way, such a build is capable of out-DPSing a kitty druid in equivalent gear, provided they're not threat capped (which admittedly is an issue with using devastate for DPS).
And any 5 man rants are purely laughable. How often do you see groups "lf2m, need tank and healer"? You think they're going to say "Oh no Mr Warrior, we've been waiting hours for a tank, we'll hold out a couple more for a paladin so we can do the instance 5 minutes faster"? Yeah right. Besides, paladins AoE tanking everything with no CC is really about the healer not the tank. Try asking a healer sometime which they'd prefer to run with: a warrior tanked group with CC or a paladin AoE tank. The DPS may like the AoE approach because it lets them flex their e-peen, but they're a dime a dozen, you can tell them to single target and deal with it or wait a few more hours for another tank.
Mar 3rd 2008 11:05PM Does anyone else find it strange that Arenas follow the reverse progression of the PvE game?
In PvE the progression is to (mostly) solo to the level cap, then do 5 mans, then do 10 mans, then do 25 mans. Each step is an increased emphasis on teamwork and a decreased emphasis on the individual.
In PvP you start out with BGs then go to arenas. Shouldn't it be the other way around? Arenas are the 5 mans of the PvP world, BGs are the raids, yet for some reason Arenas give out the good stuff? It's like having blues in the BT and epics from normal slave pens.
Sep 19th 2007 1:34AM "Kara seems balanced for 70% dps."
2 tanks, 3 healers, 5 DPS is the standard group. 50% DPS.
Sep 19th 2007 12:23AM One of the reasons given isn't even valid. If you want big numbers you play a healer. DPS spells in moderate gear tend to do a bit over 1k non-crit, where as in the same level of gear a top rank heal can do like 4k.
I really don't understand how people say healing is boring. At least the healer gets to make some decisions (which spell, which rank, on who)! While DPS is fine in 5 mans where there's all sorts of CC and kiting to worry about, in raids it tends to degenerate into a "mash button until boss dead" game, which is the most boring thing ever.
The thing that is valid is that DPS classes get a free ride on farming. Not only does their spec help them kill faster, the gear they get helps too. Likewise for PvP, what they get from group PvP rewards (arena, BGs) helps them in solo PvP (just try killing anyone before falling asleep in your healing set).
The simple fix to this would be to just remove respec costs, and make gear adjust based on spec, that is take on different stats depending on the spec of the player wearing it. That way the healer could spec DPS when they leave the instance and farm with the pretty purples they just won. It'd also solve the problem of "we want to aid but some of our healers can't turn up tonight, and even if we ask our hybrids to respec their healing gear is out of date".
Sep 17th 2007 7:54PM It doesn't matter if it's a game or whatever. If you can't exist spending time doing different things it's not going to work. Some people need constant companionship, where others can happily entertain themselves. If you're someone who can entertain yourself with a game, and she's someone who needs someone there or else she quickly gets bored then there's a fundamental conflict of personality that goes beyond the game.
Sep 17th 2007 7:47PM Oh come on, can't people see when they're being trolled?
Use your brains for a second: if you really wanted to perform illegal sexual activities in real life, would you advertise the fact? People who tell everyone about it are just trolling you, because you know that thousands of idiots will fall for it hook, line and sinker.
Sep 14th 2007 1:24AM Use grid, shrink it down nice and small, then place it in the bottom middle of your screen. I find I can see the fights plenty well while I concentrate on health bars.
I think the problem most people have is they either have frames that are huge and cover most of their screen, or they place them such that they can't really see what's going on. Heals take 2.5 seconds to cast, plenty of time to catch a look around.
I really don't see any less of the fight as healing than as DPS, as DPS I'm always watching my cast bar and enemy health so I can crank out that next spell as fast as possible. Now I watch the cast bar and friendly health bars. Either way the battle is the background that you catch glimpses of when you can steal them.
Sep 10th 2007 7:41PM IMO they are overcomplicating the solution to what is a simple problem. People go AFK because you can do so and still get honor. Remove the ability to get honor while AFK and people will stop. They're trying the stick approach when a carrot approach would work better.
In my opinion, the simplest way to do this is to make the bonus honor not be automatic for everyone in the battleground. Maybe you could make it that you have to be near an objective (either offensively or defensively) and alive. The alive part to stop people from running to the objective at the start and then AFKing and allowing themselves to be killed.