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Old 09/03/08, 2:34 PM   #501 (permalink)
Glass Joe
 
five's Avatar
 
Night Elf Hunter
 
Lothar
Hi guys,

I have been reading all the killer info on this forum, lots of good advice here.
My question is about my gear, anyone please check me over and give me some pointers...
Yes my main and off-hand weapons are on the to be replaced ASAP list...

Im the only Surv Hunter in my guild, we are 5/6 SSC and 2/4 TK and 4/6 ZA

Here is a WWS log in TK Wow Web Stats
And a gankbang link if needed Gankbang.com :: Armory

I dont use macros, any help please..... Thanks again Guys

Last edited by five : 09/03/08 at 2:57 PM. Reason: add more info
 
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Old 09/03/08, 9:04 PM   #502 (permalink)
Von Kaiser
 
Undead Mage
 
Aman'Thul
Since I can't post on the Beta Forums, would someone be so kind as to raise the issue of the Ignite bug directly.

I know it's been done many a time, but the new talents in WotLK are going to make the issue more significant than it already is. It concerns me that it will not be addressed, historically the actions of Blizzard on the bug have been almost non-existant.

Last edited by Nastre : 09/03/08 at 9:14 PM.
 
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Old 09/03/08, 9:19 PM   #503 (permalink)
Glass Joe
 
Fortris's Avatar
 
Gnome Warrior
 
Dath'Remar
An interesting Blue post that, while not directly Mage related, will perhaps give us more impetus to argue for an improvement to Arcane Missiles as a standard nuke :

We'll be increasing Mind Flay's coefficient (base) by roughly 30% to start, and allow Mind Flay to crit. We may also do some tuneups to the Shadow tree as well, but as other players have mentioned the tree is really not the problem, just the base spells not scaling.

Hopefully we can get the new Mind Flay in the next build, but allowing it to crit involves rebuilding the spell completely, which may take some time.
He also mentions that a similar change (increase in coefficient and adding the chance for crits to tick) are in the works for Affliction Warlock's channeled spells.

Now, i'd like to do a comparison between this new Mind Flay, and Arcane Missiles. I will leave out any and all modifiers which effect each spell equally if they are present on the boss or available to the raid.

Lets take a look at a rough idea of what the new Mind Flay, with appropriately chosen talents, will look like :
- ~87% spell damage coefficient (was 57%) (is now on par with a standard 3/3.5 coefficient)
- 24 yard range (inscribable to 36 yard range at the expense of the snare effect)
- Individual ticks can crit.
- 7.2% of base mana every 3 seconds (base 9%, *0.94 from Shadow Focus, *0.85 from Focused Mind)
- 690 base damage over 3 seconds.
- 1.33x overall self-provided damage multiplier (*1.1 from Shadow Weaving, *1.1 from Darkness. *1.1 from Twisted Faith as long as SW:P and VT are on the target)


Compare that to Arcane Missiles with appropriately chosen talents :
- ~188% spell damage coefficient
- 36 yard range
- Individual missiles can crit.
- 34% of base mana every 5 seconds
- 1800 base damage over 5 seconds.


Or, to put this in perspective, a direct comparison of both Mind Flay and Arcane Missiles cast with 1500 spell power, and not factoring in the different effects on crit (25% extra damage for AM vs +50% of OO5SR regen for 8s for MF) :

Mind Flay - 7.2% base mana - 2653 damage over 3 seconds - 884 DPS
Arcane Missiles - 34% base mana - 4620 damage over 5 seconds - 924 DPS.

... so the filler spell for Shadow Priests has a 50% Ensnare (if you dont need the extra range) and does 95.7% of the DPS of Arcane Missiles, for 21.2% of the mana cost? What?
 
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Old 09/03/08, 9:41 PM   #504 (permalink)
Glass Joe
 
Blood Elf Paladin
 
Zul'Jin
I currently have a friend who referred a co-worker and while he's away and the co-workers gets 3-4 levels, he can grant him levels which is very kool..
 
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Old 09/04/08, 5:43 PM   #505 (permalink)
Piston Honda
 
Draenei Shaman
 
Shattered Hand
If I didn't want to go through botting or anything, is there something preventing me from using a free game card to invite a level 1 character and have them follow me around as a ghost while I quest?
 
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Old 09/04/08, 9:00 PM   #506 (permalink)
ohai, wutrudoin?
 
Cowbell's Avatar
 
Blood Elf Paladin
 
Uldum
Originally Posted by Mman View Post
If I didn't want to go through botting or anything, is there something preventing me from using a free game card to invite a level 1 character and have them follow me around as a ghost while I quest?
Please read the thread, ffs.

 
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Old 09/05/08, 9:11 PM   #507 (permalink)
Glass Joe
 
Human Mage
 
Nordrassil
I apologize if this question has been asked before, i couldn't find it. Due to the extra damage pyroblast would provide on a crit streak, is is possible to assume that at some level of spell damage, Crit would become superior to Dam for a fire mage ?
 
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Old 09/06/08, 2:47 AM   #508 (permalink)
Von Kaiser
 
Tauren Shaman
 
Korgath
Those 3 plate sets all have a bit more stamina on them then the hunter/shaman sets.
 
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Old 09/06/08, 6:45 AM   #509 (permalink)
Von Kaiser
 
Night Elf Druid
 
Elune (EU)
Well, i think that if they don't revamp our tree like they actually do to others, and correct and furthermore push to the next level our gameplay rather than fix problems (fixes are for patchs), as an extension must do, i'll abandon my feral in wotlk.

Did you see since several weeks, especially in mmo-champion, all the polishing that other classes like rogues, warriors, are receiving ? Their talent trees are trimmed, there is a real effort of synthesis, of economy of talent points to make place to new and refreshing one. Equally serious, see the way that the other class designer gives feedback to the class community. These guys come in forum, expose their vision of the spec and their ideas of talents and skills to make them match this vision (just go to mmo-champion to see that, literally, the blizzard employee come and tell "ok dears XXX, here what we'll do to your class, for what, how, etc.) There are also several Q&A that we never had. The only interaction that we have from developers are the dozens of "ghostcrawler guarantees & promises" that we'll be viable in nax and ulduar. You want to pay an extension to be viable ? Or to have fun, to have your at least 2 years old gameplay improved by refreshing things ?

Ghostcrawler promise us that we'll be very surprised and happy with the upcoming changes, "like the hunters and other class felt", all we had received is two tanking talents that are lackluster, and are more a twentieth passive (so not-entertaining) band-aid to our spec than real new talents.

With a little bit of hindsight and retrospect (it's not complaining, it's actually fact), here the defining points of our tanking in wotlk:

- Our mitigation is on par (slightly behind because we lack of block) with warriors with blue pvp gear, according to toskk calculations in the beta board. That mean that with our non-scaling talents and our rogue-oriented gear, we'll scale worse than the plate-wearers who, as you know, benefit from more defensive stats than us (we'll just have armor and agility in our gear compare to their armor, strength, defense, parry, block). We loose one of our few advantages in bc, and furthermore, we must be in a group to activate the band-aid talent that try to fix our armor nerf (sorry but a lot of feral like to take 5 mobs when soloting and stay in bears, solo old instances, do duel, 2vs2 arena where the only class against we had a real chance to win is physical damage dealers because of our armor).
- Our avoidance is well behind the warrior ones and maybe other tanks (according to beta forum comparisons in starting raid gear), because we only have dodge (preferably from agility), and the agi > dodge ratio has been nerfed, the other tanks have at least parry in addition to dodge (dk), and a lot of chance to be missed thanks to built-in in their gear defense.
- Our magic mitigation is improved, but well behind the one of the others. Actually, in solo or duo game, our magic mitigation (3/6%) is inferior to the one of hunter pets (9% talented), it’s just ridiculous.
- We have less "oh shit" buttons that the others (no shield wall, etc.), and our frenzied regeneration is given with less defaults to warriors with enraged regeneration.
- Our threat generation to one target seems good, but the gap between us and the others tanks seems to shrink. Blizzard do a lot of efforts to make the warrior tanking more offensive, and it's actually not sure that we'll keep our second advantage we had in bc, our niche of "high threat generation tank". Dk do some crazy damages also, even if it will be corrected. I'm happy for the other tanks to have a good aggro, but it's again, a real advantage that we seem to loose.
- We'll be for the moment, the worst aoe tanking class. In bc, we are the second of the three tanks, after the paladins. In wotlk, we'll be the fourth of the four tanks. Paladins still have consecrate and all their things, dk have death & decay and all they things in frost and unholy tree, warriors have a boosted thunderclap that can be glyphed and hit 8 targets without direction requirements on the contrary to swipe, bloodbath (it's still there ?) that hit 5 targets, and shockwave that can hit a lot of targets if you use it in front of a pack for example.
- Less utility than in bc. Our 5% crit is given to dps warrior, faerie fire (aka, lesser armor reduction) can be put by other druids or others classes, mangle bleed boost given to warriors also. No shout, no improved aura, no vigilance, no powerful raid wide stats buffs (like totems or horn of winter), no raid wide physical damage boost, no raid wide haste boost, melee hit rating boost, etc, just an old-fashioned 5% crit that dps warrior can bring now.
- Less flavor and fun. No new basic moves, we'll just have a 5 min cd button to push when we'll don't keep it for boss, to hit 3 targets with our mono-target attacks for 15 sec, it's just, wow ! And again, our graphical effects are less appealing than the others, for our aspect part, we'll just get two minor glyph to be polar or black bear (so again, we'll have all the same look), whereas the others will wear beautiful viking/nordic style gear. A ton of suggestions were made in the forums to fix this (a ritual to choose a form from a few more-polygonized bears and cats models, have some customization in barber shop, etc.), but none of them were retained.

And that is just for tanking, there are many things to say to our dps form (the removal of powershifting, a very fun mechanic with that we were already far behind the other dps, so without it in wotlk..., the minimal scaling effect with haste of omen of clarity, our broken scaling mechanics with weak white attacks and our need to have specific weapons requiring tons of bonus ap to boost the base dps of our paws, so we can guess, one upgrade per level content, and we must hope that this only weapon will be well itemized), and our pvp viability (even if the new build infected wounds is better for pvp, it's again the less effective snare of all, the others just have to apply this effect one time, our survivability will be lower with less armor in bear and cat, less dodge in pvp build thanks to the change of agi > dodge ratio, no magical mitigation in cat whereas it's the more fragile fighter of all, no rethinking of our hybrid big big big problem, with no intellect in our gear, no mana regeneration in cast trough a stat>regen talent like the others, the terrific need to spend 3 times the cost of a caster spell because of our need to return to our form to dps after casting cyclone, roots, heals, etc, our heals, surely the weakest of all hybrids, our lack of skills to counter casters and healers with a ms effect or a spell-power reduction, or an infected wound debuff applying to the cast time of our opponents, or an additional kick/interrupt to be less dependant to maim, feral cat charge that is cool visually, but ineffective, without an interrupt and share the same cd that bear charge, etc.)

Last point, our tree is a testimony to the long-chaotic history of feral. Actually, just by seeing our talents, we can see the different stratums, the levels, of fixes that we received since many years. Here there are vanilla talents that are not adapted to wotlk, here bc talents, here wotlk ones, of course, without synergy between them for the most part. A tons of talents are redundant, 90% of them are just passive boost to our stats and trained skills, fixes, and not new moves, new forms, new buffs, typical to feral. It’s uninspired, it’s not refreshing, and more important, these talents and skills just mimic the others classes, with 2 years of late (berserker ? lol) rather than try to build a real feral way of playing, a feral universe with clear characteristics like heavy and easy powershifting, increase mobility of cats AND bears, a raw and wild aspect of our moves, tons of bleeds in cat like an affliction melee, brutal and stunning hits of the bear, etc. By just seeing the very rich druid lore of warcraft and how these animals react in their natural environment, a ton of new and fresh ideas can be founded, why it’s not in game ? See, there’s a tons of talents that reduce the rage and energy cost of moves, tons of talents that improve by % our physical damage, add critical strike chance, dodge, etc, it’s really lacking of synthesis, of serious, it's a mountain of fixes, if you do to us what you did to other tree in the late wotlk beta builds, there’s dozen of talents fusion that can be made, save up place for real new, fresh, and feral specific talents. Do it blizzard, in a lifespan of a mmorpg, an extension is like a new game, defining new frontiers of exploration, and of gameplay. It’s not at all the case of feral right now.

Each week since 2 months, literally anesthetized by ghostcrawler’s promises, we wait for this feral tree revamp, but it’s already September, level 80 premades are available, the first raid also, the last regions will be opened, the 3.0 patch will be released in ptr soon, if a reworking of our talent tree is considered by developers, I fear that we should have seen it already. I really hope that is not the case, and we’ll see our tree get a major rework and polish. But if the majority of the wotlk feral tree/skills/itemization and furthermore “vision” have been revealed to us since 2 months, and all we’ll get until the release will be little fixes here and there, I’m sorry, I’ll not play my feral anymore, and I’m sure that it will be the same for a tons of players.

Last edited by Yilfin : 09/06/08 at 7:07 AM.
 
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Old 09/06/08, 7:14 PM   #510 (permalink)
Glass Joe
 
Dwarf Hunter
 
Destromath
So here's my thoughts; when they talk about elemental viability, who says you have to get elemental devastation? Seriously, isn't it worth it alone to get 1 sec off cooldown on our shocks?
Here's my talent build for Enhancement with an Elemental twist: WorldofWarcraft.com -> Info -> Classes -> Shaman -> Talent Calculator
Personally, if I were going to roll with this spec I could maybe even see getting some spell hit so those shocks aren't resisted so much without Nature's Guidance.
Anywho, if anyone has any input say something, or if I missed this spec as viability somewhere on another thread someone tell me. Thanks
 
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Old 09/06/08, 7:48 PM   #511 (permalink)
Von Kaiser
 
Undead Mage
 
Mok'Nathal
Probably because neither does blizzard, I think they haven't figured out what armour mages are supposed to use.
 
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Old 09/06/08, 11:28 PM   #512 (permalink)
Piston Honda
 
Blood Elf Paladin
 
Mal'Ganis
Originally Posted by Lanlaorn View Post
It's not terribly difficult to get out of combat in any arena bracket and get the potion cooldown going though. You can expect to get 2 potions in during most matches, and obviously during a long outlast match the use will be ridiculous. There is no doubt in my mind that every game won by the "mana war" would go to the team chain chugging potions.
The arena usable potions are unique, so using more than 2 (1 mana, 1 healing) would be rather difficult.
 
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Old 09/07/08, 10:23 AM   #513 (permalink)
Banned
 
Draenei Shaman
 
Sargeras
hmm, well
 
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Old 09/07/08, 10:27 AM   #514 (permalink)
Banned
 
Draenei Shaman
 
Sargeras
I just wondering if there will be a position for elemental shanman in 5 people dungeon?
 
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Old 09/07/08, 10:39 AM   #515 (permalink)
Banned
 
Draenei Shaman
 
Sargeras
for elemental, full s3( except hand)+ s4 hand, are very easy to get.
 
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Old 09/07/08, 10:42 AM   #516 (permalink)
Banned
 
Night Elf Druid
 
Burning Legion
resto durid is perfect than other talent in wlk
 
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Old 09/07/08, 10:42 AM   #517 (permalink)
Banned
 
walkinsnow
Human Warlock
 
Sylvanas
ty

ah soooo good
 
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Old 09/07/08, 10:45 AM   #518 (permalink)
Banned
 
walkinsnow
Human Warlock
 
Sylvanas
my dps is too low
 
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Old 09/07/08, 10:47 AM   #519 (permalink)
Banned
 
Draenei Shaman
 
Sargeras
Resto Druid is power^_^
 
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Old 09/07/08, 10:48 AM   #520 (permalink)
Banned
 
walkinsnow
Human Warlock
 
Sylvanas
not very clear about this
 
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Old 09/07/08, 10:50 AM   #521 (permalink)
Banned
 
Draenei Shaman
 
Sargeras
I like 41/0/20
 
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Old 09/07/08, 10:55 AM   #522 (permalink)
Banned
 
Night Elf Druid
 
Burning Legion
Skinning:
Skinners get a critical strike boost as a profession

Is that useful for durid as mt? I don't think so...
 
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Old 09/07/08, 10:57 AM   #523 (permalink)
Banned
 
Draenei Shaman
 
Sargeras
PS: skinning and letherworking both 375.
 
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Old 09/07/08, 11:02 AM   #524 (permalink)
Banned
 
walkinsnow
Human Warlock
 
Sylvanas
most of time our team is the pointless one in 3v3 Arena
 
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Old 09/07/08, 11:12 AM   #525 (permalink)
Banned
 
Orc Mage
 
Area 52
Authorization

Requesting scheduling forums access mage angelzhuozhuo is my sponsor.
 
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