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Old 08/05/08, 5:51 PM   #3651
Arazan
Piston Honda
 
Undead Mage
 
Bloodhoof
Originally Posted by manly View Post
Ironic you say that, in my view arcane has gained infinitely more than fire or frost (even both) compared to TBC. But I guess if you keep as a frame of reference 'the previous wotlk patch' then your relative nerfs seem in perspective twice as bad as you make them out to be.

Cool, also that's not what I said.

Frostfire is gaining more than any other mage spec in WoLK. Not frost, or fire, but frostfire. Elementalist. FFB alone would make that happen due to the nature of the talents put in place, but the changes to imp scorch and winter's chill along with the 10 additional talent points make that plainly obvious. Also keep in mind that the only nerf FFB-elementalist builds have seen since the original beta talents were released was the removal of WG, which was a broken mechanic that needed to go anyway.

Arcane had a lot of promise and will be decent, and you are right that deep fire and deep frost really aren't gaining much, but you have to admit that deep arcane has really been hurt over and over in the last few beta builds. Missile barrage was changed from a 1.5s AM to 2.5s, the AB debuff was changed to be strictly worse for dps but better for dpm AND changed to not be sustainable without an ungodly amount of haste, ABar's coefficient was dropped from the 0.8571 modifier to ~0.62, MM was nerfed to 15% of int to sd... etc etc.

I just get the feeling that while they're making specs like deep fire, deep frost, and deep arcane okay and having them provide specific utility, they're really making 0/34/37 FFB the primo spec and doing so intentionally.

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Old 08/05/08, 5:52 PM   #3652
PsyBomb
Don Flamenco
 
Tauren Shaman
 
Aerie Peak
Blizz calculators on their site have all been updated to current, that may be what they meant. I hope not, but still.

To teach and to learn, to laugh and make others laugh. This is my purpose, and any day in which I don't wasn't worth the time it took to get through.

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Old 08/05/08, 5:53 PM   #3653
Roywyn
Bald Bull
 
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Roywyn
Gnome Mage
 
No WoW Account (EU)
Originally Posted by Lhivera View Post
The problem is that one Mage can bring all three of those debuffs (with 14 points to spare, in fact), so unless personal DPS is really high in comparison with other classes, one's all you need.
Building a raid with mage specs

First of all, we need Winter's Chill in the raid.
The highest DPS specs that bring WC to a raid are 0/30/41 and 0/18/53, both also bring Scorch.

Now, for Tri-specs, the best you can get is 11/18/42, which is a 6-7% DPS loss roughly from the specs above.
It is a pet spec, and thus also loses only personal but not pet damage from applying Focus Magic in it's current form.


Alternatively, we can bring a second mage for Focus Magic. The best spec for that is 33/38/0.
(I'm disregarding 51+ at the moment because everything there gets changed back and forth and 51+ Arcane needs to use part time Blast(3) spam for competitive DPS which would be interdisrupted by Focus Magic applications.)

So, what options do we have then:
1) A 0/30/41 mage and a 33/38/0 mage for FM.
2) A 11/14/42 mage for all 3 debuffs and something else.

Option 2) most likely means "Fire Destruction Warlock with CoD" which blows option 1 away by ~13% of one DPSer at high gear levels (and even way more on low gear levels).
Now Fire Destro is broken, but even if we use a Shadow Destruction Warlock who are oh-so-nerfed and oh-so-terrible, we barely break even at high gear levels (and lose ~6% on low gear levels with a 2nd mage).

3) Option 3 would be one 0/30/41 mage and ignore Focus, but that is currently less RDPS than a 11/18/42, even at high gear levels.
4) Option 4 would be that Blizzard finds that FFB double dipping is working as intended and thinks that Frostfire Bolt outdamaging Fire Warlocks by 5% okay.
I don't anyone think double-dipping is intended though, so that option is unlikely.


So, what does that mean?

First of all nothing, since every talent is changed and rebalanced every other day.
Second, there is very little reason to bring a second mage. You get a second sheep - nice for Sunwell trash, but that's it. There is no second totem/shout/aura/curse/etc. that you'd miss without them.
In most situations, you're bound to lose (or not gain) DPS as well - that part can be tuned by simple numbers though.

A second mage does in most cases add "2/2 Amplified Magic". This talent has so far not been worth the DPS associated with it.

So, to justify a 2nd mage in the raid would require more Raid DPS by tweaking buffs/debuffs or more personal DPS by tweaking numbers.

I'm not sure whether some non-DPS utility would cut it, especially when the placement in the trees could make it go from "nice" to "nice, but not worth it".

Chaotic Meta Gems in Cataclysm: http://elitistjerks.com/f75/t106009-...2/#post1794256

DPS spec and class comparison in Naxxramas gear: http://code.google.com/p/simulationc...i/SampleOutput
The Blue Bar and you - the complete Fire Mage 2.4 mana compendium: http://elitistjerks.com/658230-post3191.html

And [Timbal's Focusing Crystal] doesn't proc on AM.
Neither does [The Egg of Mortal Essence] since 3.1.

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Old 08/05/08, 5:55 PM   #3654
Lhivera
Bald Bull
 
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Human Mage
 
Aggramar
I was pretty sure Koraa meant that some actual changes beyond those we already knew about yesterday were going in (he posted late last night). The calculator updates so far are all related to the changes made over the past few days, I think, as opposed to new information. (And I'm pretty sure stuff is still just plain wrong, reverted to older versions, such as Spell Impact showing crit rather than damage.)

At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.

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Old 08/05/08, 6:08 PM   #3655
aikiwoce
Piston Honda
 
Human Mage
 
Dawnbringer
Originally Posted by Lhivera View Post
I was pretty sure Koraa meant that some actual changes beyond those we already knew about yesterday were going in (he posted late last night). The calculator updates so far are all related to the changes made over the past few days, I think, as opposed to new information. (And I'm pretty sure stuff is still just plain wrong, reverted to older versions, such as Spell Impact showing crit rather than damage.)
I just wish they would give us some specific talents/spells they are going to be changing soon, and a little info on the reasoning behind the change. Did you guys see the huge amount of ability specific changes that were just dropped on the hunter beta forum?

I've decided to stop trusting "The Official WotLK Talent Calculator" as it is rarely more than 75% correct at any one time.

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Old 08/05/08, 6:13 PM   #3656
Kel S'jet
Banned
 
Blood Elf Mage
 
Anub'arak
I've had a question that I have wanted to ask since I saw some of the new arcane talents.

Focus Magic (now called Focus Mind on the official calculator). How does it's 'charges' interact with dispel mechanics?
I.e Does each charge count as 1 dispel? Or does 1 dispel get rid of the entire spell and so all charges? (similar to a priest's Inner fire) If the former is the case, then I think the talent has secured its place as one of the strongest PvP talents in the Arcane mage's arsenal since it has essentially secured the fact that slow will be on the target constantly.

If however, it is the latter case (as I am quite sure it will be once someone tests it), then still all is not lost, since we can still use the rank 1 version of the spell to be a very nice "dispel buffer" (aka winters chill stacks). That, along with the inherent 35% chance that our spells are not dispelled, is in fact, a very powerful solution to the arcane mage's problem in pvp, that being, almost all his control (through slow) is useless since it is so easily dispelled.

Either way, can some helpful beta mage confirm the mechanic for me?
Greatly appreciated

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Old 08/05/08, 6:15 PM   #3657
aikiwoce
Piston Honda
 
Human Mage
 
Dawnbringer
Originally Posted by Kel S'jet View Post
I've had a question that I have wanted to ask since I saw some of the new arcane talents.

Focus Magic (now called Focus Mind on the official calculator). How does it's 'charges' interact with dispel mechanics?
I.e Does each charge count as 1 dispel? Or does 1 dispel get rid of the entire spell and so all charges? (similar to a priest's Inner fire) If the former is the case, then I think the talent has secured its place as one of the strongest PvP talents in the Arcane mage's arsenal since it has essentially secured the fact that slow will be on the target constantly.

If however, it is the latter case (as I am quite sure it will be once someone tests it), then still all is not lost, since we can still use the rank 1 version of the spell to be a very nice "dispel buffer" (aka winters chill stacks). That, along with the inherent 35% chance that our spells are not dispelled, is in fact, a very powerful solution to the arcane mage's problem in pvp, that being, almost all his control (through slow) is useless since it is so easily dispelled.

Either way, can some helpful beta mage confirm the mechanic for me?
Greatly appreciated
Was answered a couple pages back. One dispel gets rid of the whole stack.

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Old 08/05/08, 6:18 PM   #3658
Akston
Piston Honda
 
Human Mage
 
Thunderlord
Originally Posted by Vontre View Post
Why are you all so hell bent on utility, I specifically rerolled away from warlock early on because I wanted to nuke the ever loving shit out of things. Pure dps is fine as long as we do enough, that's how the class has always been described. We should be clamoring for more involved casting mechanics.
I totally agree. I didn't roll a mage because of its awesome synergy and ability to help others. I rolled a mage because it was supposed to be one of the premier single target dps classes. All this synergy will help you get raid spots but if this kind of synergy is really what you want wouldn't a warlock be a more appropriate class for you to play? Mages should get invites to raids because of their dps. Our CC and any utility we bring should be secondary. BM hunters are a perfect model of this: Amazing single target dps is why you bring a BM hunter. MD and FI are just nice added bonuses. The dps is what earns their spot, not some stupid gimmicky debuff that really doesn't even fit with the design of the class.

Edit: As lhivera said before on the wow forums i really just wish they would let us know what their intention is for the mage class. Are we supposed to be primary dps? Utility+dps? CC+dps? Just what exactly do they want us doing in wotlk and where do they want our dps to lie.

Also to Lhiv i understand that balancing a class soley around dps seems strange but that is exactly what they have done with rogues. BM Hunters are another amazing example of a class that is brought for its dps. I really don't see why this works for rogues and hunters but can't work for us.

Last edited by Akston : 08/05/08 at 6:25 PM.

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Old 08/05/08, 6:27 PM   #3659
manly
Soda Popinski
 
manly's Avatar
 
Troll Mage
 
Mal'Ganis
Originally Posted by Qbert View Post
- bump burnout up to 50% but make it apply only to Fireball, Scorch and Fireblast so FFB doesn't get out of control, and change it to ADD mana to raid members within 10 yards of the target
- change living bomb to a 20 second buff, 2 minute cooldown. Drastically increase explosion damage, give it a +damage component while active.
- remove imp Scorch and make it part of the base spell
- give Mage Armor 5% haste
Minor nitpick but none of these change will help fire. Sure, 5% haste instead of 3% crit, and more useless mana regen. It would be a nice buff, but ultimately, all it does is yet again boost arcane even more.

Making imp scorch apply on fireball would make scorch totally useless. Why would you ever cast scorch?

Deep fire needs a lot more than just making burnout give 50%. For fireball, heres what it means:

0/50/21 fireball (25% burnout) - 227.5% crits
0/50/21 fireball (50% burnout) - 245.0% crits

Basically, the impact of burnout that is twice as potent, for fireball spam, is nothing more than increase crits from 227.5% -> 245%. Crits which account for roughly 35-40% of your dps. In other words, it doesn't do much to help deep fire.

However,
0/50/21 ffb (25% burnout) - 315% crits
0/50/21 ffb (50% burnout) - 350% crits

Vontre pointed this out; basically Burnout sucks because of the very reason listed above. FFB has forced burnout into sucking. Basically, FFB has shaped firespec out of the picture. The real way to fix it would be to have burnout not affect the crit multiplier, because that is what makes FFB broken.

<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff

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Old 08/05/08, 6:30 PM   #3660
skaterboy
Banned
 
Huntarius
Blood Elf Mage
 
No WoW Account (EU)
Can someone go over the passive haste we're getting from raid buffs again quickly, i.e. 6% netherwind presence, 20% Icy Veins, 3% ret pally, 10% Wrath of Air

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Old 08/05/08, 6:33 PM   #3661
Saphya
Von Kaiser
 
Gnome Mage
 
Azshara (EU)
So about those more involved casting mechanics, what about this:


"Your Scorch criticals also have a 33%/66%/100% chance of reducing the casting time of your next Pyroblast Spell by 0.4 seconds per application of the Scorch Debuff" - Add this to Improved Scorch.

"Your Fire Blast spell deals 10%/20% more damage while your target is under the effect of Pyroblast" - Add this to Improved Fire Blast.

The whole idea would be to make use of Fire Blast and Pyroblast for Single-Target DPS. It would also increase the usefulness of Scorch (besides the annoying Debuff-Refresh). Numbers could be tweaked as necessary of course.

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Old 08/05/08, 6:35 PM   #3662
Nastre
Von Kaiser
 
Undead Mage
 
Saurfang
I can't remember this being asked anywhere, but do Cone of Cold and Dragon's Breath still share a forced cooldown?

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Old 08/05/08, 6:39 PM   #3663
Lhivera
Bald Bull
 
Lhivera's Avatar
 
Human Mage
 
Aggramar
Originally Posted by Akston View Post
Also to Lhiv i understand that balancing a class soley around dps seems strange but that is exactly what they have done with rogues. BM Hunters are another amazing example of a class that is brought for its dps. I really don't see why this works for rogues and hunters but can't work for us.
BM hunters are a great example because they weren't initially invited for their personal DPS, they were invited for Ferocious Inspiration. Indeed, their very high personal DPS is actually a problem now, because Marksmanship is supposed to be the selfish spec; TSA ranks up there with Arcane Brilliance on buff priorities, and the lower personal DPS the tree has makes Marksmanship a very weak spec. It seems intended that it should be Marks (pure DPS) > Beastmastery (high DPS, moderate utility) > Survival (high utility, moderate DPS), but it didn't wind up working out that way, and that caused problems.

As for Rogues: are they really balanced as a raid DPS class? I think that's open for debate. If they are, then it's probably possible that Blizzard could redesign us to strip away utility and add pure DPS and make us the ranged equivalent of Rogues. But I'm not sure they really are; it may be that their DPS in high-end raid content is rather higher than it should be, and that this is directly attributable to scaling problems caused by trying to balance a pure DPS class amidst a sea of DPS/utility classes.

At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.

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Old 08/05/08, 6:41 PM   #3664
Qbert
Piston Honda
 
Qbert's Avatar
 
Undead Mage
 
Moonrunner
Originally Posted by manly View Post
Minor nitpick but none of these change will help fire. Sure, 5% haste instead of 3% crit, and more useless mana regen. It would be a nice buff, but ultimately, all it does is yet again boost arcane even more.

...
Fair enough, I hadn't bothered to do the math but the general idea is sound; boost deep fire single target DPS, give deep arcane a purpose and buff an armor's PvE stats. The 51 pt fire talent could have a lot of PvE impact, so the deep fire viability in PvE could sway on that note instead of just on Burnout, which needs a giant buff as well.

However,
0/50/21 ffb (25% burnout) - 315% crits
0/50/21 ffb (50% burnout) - 350% crits

Vontre pointed this out; basically Burnout sucks because of the very reason listed above. FFB has forced burnout into sucking. Basically, FFB has shaped firespec out of the picture. The real way to fix it would be to have burnout not affect the crit multiplier, because that is what makes FFB broken.
That is why I specifically mentioned Burnout being exclusive to Fireball/Fireblast/Scorch or other spells of the sort to exclude FFB, since the crit modifiers do get out of control if is included.

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Old 08/05/08, 6:41 PM   #3665
Jonny_Monroe
Don Flamenco
 
Jonny_Monroe's Avatar
 
Draenei Priest
 
Auchindoun (EU)
Originally Posted by Saphya View Post
So about those more involved casting mechanics, what about this:


"Your Scorch criticals also have a 33%/66%/100% chance of reducing the casting time of your next Pyroblast Spell by 0.4 seconds per application of the Scorch Debuff" - Add this to Improved Scorch.

"Your Fire Blast spell deals 10%/20% more damage while your target is under the effect of Pyroblast" - Add this to Improved Fire Blast.

The whole idea would be to make use of Fire Blast and Pyroblast for Single-Target DPS. It would also increase the usefulness of Scorch (besides the annoying Debuff-Refresh). Numbers could be tweaked as necessary of course.
Tag onto that a tallent that causes your fireball to refresh the duration of the pyroblast DoT and you're onto a winner. Just slap it on empowered fireball.

OMNOMNOM.

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Old 08/05/08, 6:43 PM   #3666
solbergb
Don Flamenco
 
Gnome Mage
 
Earthen Ring
Originally Posted by Lhivera View Post
That's very much the opposite of what they're doing and should be doing. That relegates trees to content. The first Mage you meet in a raid is Spec X, the rest are spec Y, and every mage you meet in PvP is spec Z.
Agreed. I am a weirdo in the BC who actually really enjoys the fire tree PVP stuff (impact+molten shields+blazing speed) as opposed to the frost stuff.

At the level I play (which is admittedly low, especially in arena play, but decent in battlegrounds) I do some things better than the usual frost mage spec, some things worse, but overall I actually contribute in a pretty similar way.

We both polymorph, frost nova/ice lance, fire blast, blink, arcane explosion, ice block, icy veins etc. I can proc an impact more often than he can proc a frostbite, but each has its own advantages, and impact doesn't give me an extra burst Dps like frostbite does. I've got better burst AOE options, he's got cold snap to make more use of his defensive stuff. I've got built-in pushback resistance to my scorches, he's got a second icy veins and ice barrier.

On the battleground, some fights really favor my talents, some his. In the arena, I've actually ended up one vs one on mages of my (crappy) skill level and usually win, all else being equal. The water elemental is a pretty big edge in those encounters, but so is the fact that all of his ranged attacks risk proccing impact (and that I can aoe the elemental down really, really fast if he's foolish enough to be near it). At my level the novelty of fighting a fire mage in arena probably makes up for the spec's deficiencies that would be ruthlessly exploited by better players.

I am actually looking forward to tweaking my "fire PVP" build to the BC changes - those AOE things will be huge on the battlegrounds and situationally useful in arenas. It will also probably be a pretty strong leveling spec. My raid spec, I have no idea what that's gonna be like, but my character always was always fairly fond of fire and frost, and not so much arcane, so a frostfire build will probably get taken for a spin.

My point of these rambles is..I want to see a PVP arcane spec, a PVP fire spec, a PVP frost spec, and some hybrids of those that try to cherry-pick stuff from multiple trees. That's a lot more interesting than every single mage is frost or he sucks. At top arena play, some spec or other will likely win out, just as the raid specs will settle into a few focused on different things. But at the battleground/5man/10man level I suspect a whole lot of specs will be viable, moreso than in BC.

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Old 08/05/08, 6:44 PM   #3667
Nihlatak
Glass Joe
 
Undead Warlock
 
Stormreaver (EU)
Originally Posted by Roywyn View Post

Option 2) most likely means "Fire Destruction Warlock with CoD" which blows option 1 away by ~13% of one DPSer at high gear levels (and even way more on low gear levels).
Now Fire Destro is broken, but even if we use a Shadow Destruction Warlock who are oh-so-nerfed and oh-so-terrible, we barely break even at high gear levels (and lose ~6% on low gear levels with a 2nd mage).
Where are these numbers coming from and with what kind of gear&buffs? Not that I doubt you, but the warlock thread doesn't really have definite calculated DPS-figures at least from recent builds (new backdraft, fire&brimstone) and I don't recall seeing them here either.

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Old 08/05/08, 6:47 PM   #3668
Vontre
Do Not Stand In The Wizards
 
Vontre's Avatar
 
Gnome Mage
 
Cenarion Circle
Tree differences should be manifest in playstyle, rotations, art and feel. Not viability. Don't forget that you are playing a role-playing game, here.

www.magegraf.com

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 08/05/08, 6:49 PM   #3669
Akston
Piston Honda
 
Human Mage
 
Thunderlord
Originally Posted by Lhivera View Post
BM hunters are a great example because they weren't initially invited for their personal DPS, they were invited for Ferocious Inspiration. Indeed, their very high personal DPS is actually a problem now, because Marksmanship is supposed to be the selfish spec; TSA ranks up there with Arcane Brilliance on buff priorities, and the lower personal DPS the tree has makes Marksmanship a very weak spec. It seems intended that it should be Marks (pure DPS) > Beastmastery (high DPS, moderate utility) > Survival (high utility, moderate DPS), but it didn't wind up working out that way, and that caused problems.

As for Rogues: are they really balanced as a raid DPS class? I think that's open for debate. If they are, then it's probably possible that Blizzard could redesign us to strip away utility and add pure DPS and make us the ranged equivalent of Rogues. But I'm not sure they really are; it may be that their DPS in high-end raid content is rather higher than it should be, and that this is directly attributable to scaling problems caused by trying to balance a pure DPS class amidst a sea of DPS/utility classes.
BM hunters are what they are today. Regardless of how they started out blizzard seems to be fine with how hunters are currently functioning. I really don't think FI was ever anything more than a perk for bringing a hunter. It wasn't something that you made groups around.

If you really think rogue dps is too high then what exactly are they supposed to be doing. Dps is honestly all they have on 99% of fights. If they didn't do the dps they are doing then they wouldn't get invited to raids at all. They do get invited to raids and its because of their dps. Whether or not this was originally intended, and i would argue that it was and is, is beside the point because it is happening and blizzard seems to be fine with it.

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Old 08/05/08, 6:52 PM   #3670
Lhivera
Bald Bull
 
Lhivera's Avatar
 
Human Mage
 
Aggramar
Originally Posted by manly View Post
Minor nitpick but none of these change will help fire. Sure, 5% haste instead of 3% crit, and more useless mana regen. It would be a nice buff, but ultimately, all it does is yet again boost arcane even more.

Making imp scorch apply on fireball would make scorch totally useless. Why would you ever cast scorch?

Deep fire needs a lot more than just making burnout give 50%. For fireball, heres what it means:

0/50/21 fireball (25% burnout) - 227.5% crits
0/50/21 fireball (50% burnout) - 245.0% crits

Basically, the impact of burnout that is twice as potent, for fireball spam, is nothing more than increase crits from 227.5% -> 245%. Crits which account for roughly 35-40% of your dps. In other words, it doesn't do much to help deep fire.
More than that, really, because your crit rate's going to go up by around 13-14% between Winter's Chill and Hot Streak. At 50%, it's better than an 11% DPS increase for 5 talent points when you factor in that crit rate increase. Any more than that and it'd be a broken talent.

But no, it's not enough by itself. One of the AOE talents needs to be stripped out, with a deep talent (tier 8 or 9, or tier 11 replacing LB) to increase single-target DPS replacing it.

Vontre pointed this out; basically Burnout sucks because of the very reason listed above. FFB has forced burnout into sucking. Basically, FFB has shaped firespec out of the picture. The real way to fix it would be to have burnout not affect the crit multiplier, because that is what makes FFB broken.
As previously suggested, making Burnout spell-specific, like the corresponding tier 10 Arcane and Frost talents, would fix that problem handily. Limit it to the pure Fire spells.

At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.

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Old 08/05/08, 6:55 PM   #3671
Sackobones
Von Kaiser
 
Sackobones's Avatar
 
Undead Mage
 
Hellscream
Originally Posted by Vontre View Post
Tree differences should be manifest in playstyle, rotations, art and feel. Not viability. Don't forget that you are playing a role-playing game, here.

Show me where roleplaying is explicit in what we are playing and Ill show you a 10 eared donkey.

MMORPG's lost the Roleplaying aspect when 700 prepubecent boy's started hitting on female avatars in old english style speak in ultima online. These games are less roleplay than most FPS shooters.

This game like all of them is about having fun, taking on challenges weather they are pvp or pve challenges, and getting gear to make your avatar more powerful. Its really complex gi joes for people to play.

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Old 08/05/08, 6:59 PM   #3672
Talbain
Piston Honda
 
Talbain's Avatar
 
Gnome Mage
 
Illidan
Originally Posted by Lhivera View Post
As previously suggested, making Burnout spell-specific, like the corresponding tier 10 Arcane and Frost talents, would fix that problem handily. Limit it to the pure Fire spells.
Wouldn't that defeat the purpose though? Why not just take Spell Power, which affects all spells?

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Old 08/05/08, 7:00 PM   #3673
Prom
Von Kaiser
 
Prom's Avatar
 
Orc Mage
 
Al'Akir (EU)
The way I see it is that Blizzard didn't like class stacking in favour of raid progression.

The fact that almost every guild ran with 4-5 shamans on first M'uru kills (if not all of SW first kills) is something that they clearly want to change.

Turning certain abilities into raid wide abilities instead of group buffing abilities, is a measure to fix this excessive stacking.

Concerning pure DPS classes it's clear that they are attempting to even out the differences between trees so that there's more than 1 viable raiding spec for each class, and I think that's great!!!!
I love raiding as fire. Don't know why but I just find it much more amusing. Frost comes next and Arcane is BOOORRRIINGGG. But that's just my view. And the way I see it, Mages will have 2-3 viable raiding specs in Lich King and not just 1.
For now they're just testing skills and abilities, the number adjusting will come way later.

How do these changes affect our end-game raiding?
Well for one, it gives the raid leader(s) with far more choices. Given that more than 1 class/spec will be able to do the task and given that almost every class will have raid buffing abilities, there will be far more many choices for raid filling.
What this means for the rest of us is that we won't get a guaranteed raid spot.

Most guilds in TBC, usually ran set amount of warlocks & mages for example. This could very well change in Lich King.

I'm happy so far. We've been promised a buff to Mage dps so that we're not lagging behind other classes and it seems that we will have a choice of more than 1 useful raiding spec in Lich King. You get bored of one, no problem change to the other

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Old 08/05/08, 7:00 PM   #3674
Vontre
Do Not Stand In The Wizards
 
Vontre's Avatar
 
Gnome Mage
 
Cenarion Circle
Originally Posted by Sackobones View Post
Show me where roleplaying is explicit in what we are playing and Ill show you a 10 eared donkey.
Oh ok, that perfectly explains to me the throngs of arcane and ice mages who relentlessly stick to their identity regardless of consistent evidence that fire is a better raid spec in almost every way. It certainly has nothing to do with self-identification imposed onto the game and the character's they play, no not at all. No one ever gets attached.

Talk to me again when you learn something about game design.

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Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 08/05/08, 7:02 PM   #3675
Ulthwithian
Piston Honda
 
Gnome Mage
 
Vek'nilash
*chuckles* Vontre, I'm not sure if the issue you're discussing is game design so much as branding, but you are correct that it certainly does exist. I certainly want to be an Arcane mage forever.

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