- Member Since Feb 28th, 2006
Mar 8th 2012 1:48PM "...a balance between feral DPS and moonkins..."
BALANCE. I see what you did there.
Mar 5th 2012 1:56AM For the purpose of this experiment, the goal is to make a paladin with an uberleet Holy Radiance, which is an AoE HoT with NO cooldown.
Warlock will be at 3 stacks, allatime.
Mar 4th 2012 7:47PM It's approximate. Also, haste buffs stack with your haste from gear multiplicatively, so the more haste you have from gear, the more a haste buff will affect you.
I said 500 because the average druid needs 2005 haste for the first breakpoint, but I only need 1573, so for me it's effectively worth 432 haste.
If you're sitting at a much higher haste rating, that 3% extra is going to affect you even more.
So leeeet's see...
3500 haste rating = 27.32% haste before 5% raid buff. Add the raid buff...
33.69% total spell haste for the 5th tick. Now, remove from that the 5% raid buff AND 3% from Dark Intent....
23.62% haste from gear needed for the extra HR tick. Multiply that by the per-% rating of 128.125...
3026 haste rating required... *Bob Barker voice* for a difference OF....
474 haste rating saved with Dark Intent.
Mar 4th 2012 6:31PM Get a warlock into your raid and call dibs on Dark Intent. That 3% is worth about 500 extra haste rating.
On my druid, I always have Dark Intent, so my gear is balanced around it. I have 1573 haste instead of the vaunted 2005 haste (Where the average druid w/ 5% haste raid buff will see that all-important extra WG and Efflor tick). I get the extra tick as long as our shaman's Wrath of Air totem is down and Dark Intent is up on me.
Mar 2nd 2012 7:05PM Arguments for "need/greed" rolls inevitably boil down to selfish concern for getting loot for yourself.
These people don't belong in my raid.
We're a team, we gear as a team, we progress as a team. If you're just here for your own personal loot, then there's the door. I'm not going to waste this team's time and effort gearing you up and getting you through progression just so you can bail as soon as you have everything you need, or bail as soon as you don't get something you want.
Team focused, or bust.
Mar 1st 2012 1:34PM For the last two expansions, purple has lost all its value. I remember getting a purple item in Vanilla and (to a slightly lesser extent) BC was a huge, huge deal.
I never liked that 5-mans would drop epic gear. It cheapens the whole concept when everyone is wearing purple. Why bother with it? Just make everything blue and be done.
I see no reason why the revamped ZG and ZA couldn't have dropped iLevel 359 BLUES (which would be about the same quality as a 354 epic), or the new HoTs dropping 378 blues. Yes, then a "rare" would be more powerful than an "epic" (oh noes, I just replaced my 359 EPIC with a 378 BLUE!), but scarcity doesn't necessarily have to relate proportionally with power.
Dungeons should drop blue, raids should drop epics. Same deal w/ PvP, IMO (even though i don't). Honor gear should be blue, conquest should be purple.
Mar 1st 2012 1:28PM I wish people would just let go of the "timeline" stuff with regards to Outland and Northrend. It is what it is. Let your character step back in time for a while. The quests to bring down the Lich King are no less fun now that he's "technically dead". Just because I beat Final Fantasy VII and Sephiroth is "technically dead" doesn't mean I want the entire game to reflect that fact on the second playthrough...
I just don't understand why people are so upset about the whole thing. Leave it alone!
Feb 28th 2012 4:28PM From the same blue post that gave the examples Allison quoted:
The Druid will select a raid or party member and cast Symbiosis on them.
The target cannot be another Druid.
The target gains a buff that tells them what spell they have temporarily learned, and that spell temporarily appears in their spellbook, and they can drag it to an action bar.
The Druid’s Symbiosis button will become the ability they gained from the target class.
The Symbiosis link is cancelled if: the Druid clicks off the Symbiosis buff, or the Druid or the target changes continents or enters or exits an instance, or the Druid or the target changes talent specializations.
Symbiosis fails to cast if Symbiosis is already active on that target.
Symbiosis cannot be cast in combat.
For the non-Druid target, the icon will revert to a placeholder (uncastable) Symbiosis icon when Symbiosis ends, but will become the Symbiosis-granted ability again the next time Symbiosis is cast on that target.
The ability gained from Symbiosis is always something chosen to match the Druid’s specialization and the target’s combat role.
The target always gets the same spell unless they change combat roles. A Druid of a given specialization always gets the same spell from each different class. If there is a change of specs, there is a change of spell.
In other words, you get 1 Symbiosis per fight. No per-phase switching, or switching if your hapless symbiote gets themselves killed.
Feb 26th 2012 2:33AM Don't forget that resto druids are getting Ironbark instead of Barkskin, which is a 20% damage cooldown that is castable on allies as well as self. Resto druids will finally have a damage reduction cooldown.
Also, for those that missed it, here is an except from the Blue post regarding Symbiosis:
"Here are some examples of spells gained through Symbiosis. The spells shared focus on utility, cooldowns, and survival. (Adding Fireball to a Moonkin’s rotation sounds cool on paper, but wouldn’t actually be fun in the long run.)
Balance: Chains of Ice, Mirror Image, Mass Dispel
Feral: Feign Death (Play Dead!), Frost Nova, Soul Swap
Guardian: Ice Trap, Fear Ward, Consecration
Restoration: Ice Block, Hand of Sacrifice, Leap of Faith
Holy Paladin: Rebirth
Arms/Fury Warrior: Enrage
Enhancement/Elemental Shaman: Solar Beam
There are a lot more coming, but we'll keep some surprises for now, and many are still subject to change after testing. Including all of those just listed."
I'm psyched, honestly. I am going to symbios with warlocks just so that I can cackle at them while they are forced to help heal. :D I wonder what I'd get in return? Drain Life, maybe?
Feb 24th 2012 3:40PM I am a huge advocate of the introduction of 15-man raiding.
It really seems like the best of both worlds: Better role balance as opposed to 10-man (2 tanks to 4 healers to 9 DPS is better than 2 tanks to 3 healers to 5 DPS) and would be easier to put together than a 25-man, having 10 less people.
I know right now that if Blizzard introduced 15-man raiding tomorrow, I would be able to convert my group to 15-man instantly, I have people just waiting in the wings for a chance to raid, but I don't have 15 of them so we can't upgrade to 25-man.