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Old 08/14/08, 11:01 PM   #361
MetallicaRulez0
Piston Honda
 
Night Elf Hunter
 
Stormrage
Originally Posted by Cwealm View Post
We are talking about downranking spells, which no mage does in pve. The concerns about downranking are most assuredly pvp related.
Ah, well that serves me right for skimming posts! Apologies.

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Old 08/15/08, 1:07 AM   #362
freelemon
Banned
 
Night Elf Mage
 
Aggramar
edited out gold selling crap

Last edited by Snowy : 08/15/08 at 1:24 AM.

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Old 08/15/08, 2:53 AM   #363
fjorn
 
Human Mage
 
Firetree
I play an arcane mage specced 49/12/0 I have been tinkering with some spell haste and intellect bonuses. As an arcane mage would it make more sense to use the Hex Shrunken Head or the Sorcerer's alchemist stone for longer fights? I run out of mana usually on fights lasting longer than 3-4 minutes. My theory is that if i use a mana potion I would be able to cast longer with an additional 40% more mana comming back to me but will the 40% more mana and the extra 10 spell damage be more of a benefit than the 211 damage over 20 seconds every 2 minutes.

I couldnt post a new thread so i put it here sorry If i did it wrong.

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Old 08/15/08, 3:05 AM   #364
Horn
Glass Joe
 
Human Paladin
 
Darksorrow (EU)
Thanks for alot of good feedback! Got my T6 head yesterday so im getting there =)

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Old 08/15/08, 5:20 AM   #365
Psibeast
Glass Joe
 
Troll Shaman
 
The Venture Co
I've been wrecking my head trying to think what could be the Feral tanking niche. What would be a different flavor of tanking without providing some ability that would be considered a must-have in some fights, and I came up with an idea I wanted to toss out here and see what you guys think.

What if druids had besides huge HP pools, an ability that either procced on a certain percentage of the incoming hits or could be active on a short cooldown (activate for next hit) and instantly healed whatever damage was caused by that hit? The healing would be considered to come from the tank thus adding to his own threat.
It goes very much inline with the druid flavor of self regeneration, would add some AoE threat contributing to the parity with Paladins, and would also make the druid optimal in the niche of extremely hard hitting bosses, or if it is an active ability a boss that does some predictable bigger attack every once in a while. This would be pretty similar to adding a form of mitigation (could be considered the druid version of parry or block), but with a different flavor. If it would be active on a short cooldown it would also add an interesting element of skill to druid tanking, knowing which attacks to use it on, should you save it to emergencies or just use it every cooldown?
Another pro is that it gives us some mitigation against magic damage, which we are currently completely lacking and thus gives some more parity and makes us a bit more viable tanking heavy magic damage fights.

So, opinions?

Last edited by Psibeast : 08/15/08 at 5:27 AM.

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Old 08/15/08, 10:10 AM   #366
Orezbes
Glass Joe
 
Orezbes's Avatar
 
Night Elf Hunter
 
Kirin Tor (EU)
Important and sad information... ok :/.

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Old 08/15/08, 11:49 AM   #367
Barcood
Glass Joe
 
Dwarf Hunter
 
Dragonmaw (EU)
thanks for answering, i'll try a 3:2 macro

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Old 08/15/08, 1:07 PM   #368
ultamate2
 
Orc Shaman
 
Azgalor
I'm pretty upset they changed weapon spec. However maelstrom weapon seems like a blessing in disguise.

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Old 08/15/08, 1:16 PM   #369
Cet
Glass Joe
 
Night Elf Druid
 
Emerald Dream (EU)
Originally Posted by sanny View Post


Please give me some comments and critisism!
Changed health to only show when less than 100%, also it changes colour when getting lower.
Omen appears in the same panel as the combat log.

Addons:
It looks beutiful as always, waiting for an upload as I wanna steal some of your settings

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Old 08/15/08, 2:41 PM   #370
Finky
Glass Joe
 
Night Elf Warrior
 
Draenor (EU)
Hey,

I got into a discussion with a fellow tank that the best opening rotation is SS then 5 times devastate and then switching to SS, rev, dev, dev,dev.

I have been using SS, rev, dev, dev, dev from the get go under the assumption that rev will always do more threat, but he says its only after 5 sunders this is true.

But now I am starting to wonder if i am wrong. I can't find any discussion on this particular topic.

Thanks.

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Old 08/15/08, 2:43 PM   #371
msg
Glass Joe
 
Tauren Druid
 
Maelstrom
While technically a hunter buff, I'm thinking they didn't consider the impact on priests in the arena of:

The new Chimera shot (51 Marks talent):
10 sec cd
You deal 125% weapon damage, refreshing the current sting on your target and triggering an effect:
Serpent sting: Instantly deal 40% of the damage done by your serpent sting
Viper sting: Instantly restore mana to you equal to 60% of the total amount drained by your viper sting
Scorpid sting: Attempts to disarm the target for 10 sec. This effect cannot occur more than once per 1 min

Viper sting is 8 sec with a 15 sec cooldown, which all other healing classes (other than priests) can dispel. With this talent, viper sting can essentially be kept up permanently.

Considering the massive boost to the base viper sting already (1368 mana for the current rank, 3092 for the new rank), with the talent to boost viper sting to 30%, WOTLK hunters can drain 502.5 mana per second (which seems sort of lol).

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Old 08/15/08, 2:56 PM   #372
JonIrenicus
Von Kaiser
 
JonIrenicus's Avatar
 
Human Mage
 
Tichondrius
Originally Posted by Frah View Post
Have not noticed anyone ask or mention if it is passable to juggle mobs with well timed living bombs? I was thinking something like 1 mage casts on a mob and a 2nd mage casts 1 second later on a different mob near by. Also is it passable then to knock up while they are at the peak of flight to knock up further?

I so hope so since the fun and games in pvp and pve with these ability's would be awesome.
I asked about it earlier, but apparently everyone with beta access thinks this aspect to frivolous to test.

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Old 08/15/08, 3:16 PM   #373
Hisstok
Von Kaiser
 
Night Elf Warrior
 
Emerald Dream
Originally Posted by Alhena View Post
Seperate weapon masteries might be important for PvP balance, so a warrior can't pull out his mace for stuns when fighting certain classes, and then switch to a sword or axe when he'd rather have the extra burst potential. Making the player choose between being able to control, do burst damage, or do potentially really high but less reliable burst, is a valid reason to keep them seperate.
Or blizzard is really clueless as to what to do with warriors like they have been for on neigh 2 years and all the weapon specs are there as fillers to give the illusion there is an actual choices in that tree.
With all the homogenization of the tree and classes, as well as the outrageous hunter trees, they better pull a rabbit out of a hat pretty soon....

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Old 08/15/08, 5:44 PM   #374
Sunfire
Von Kaiser
 
Blood Elf Mage
 
Crushridge
Secretly I think the downranking changes are a plot by Tigole to bring back CH-Chains! .... now where did I put my old EQ macros.....

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Old 08/15/08, 11:22 PM   #375
RareBeast
Von Kaiser
 
Tauren Druid
 
Jubei'Thos
Thanks for the amazingly quick answer! I had the enchant bit but had missed the cntrl-click when reading through the info.

Woot - back to waste more time at work on the optimiser

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