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Old 02/09/09, 8:26 PM   #331
Meliadoul
Glass Joe
 
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Human Mage
 
Alexstrasza
It would be balanced if that 5% was all it took to bring frost up to par with other mage specs for raiding. With or without it raiding frost mages are still far enough behind other mages and other dps classes that it doesn't make a terrible amount of difference on how annoyed the raid leader gets carrying a sub par dpser. At least Naxx is pretty casual though.

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Old 02/09/09, 8:56 PM   #332
Incoherent
Von Kaiser
 
Human Mage
 
Terenas (EU)
In the context of the thread, there's nothing wrong with a glyph that gives me 5% extra damage "Raiding as frost" - how it affects me outside of the raiding environment is not relevant, or is it?

First time poster here, been playing as deep frost near exclusively since about v1.6. With the exception of a short stint early in TBC and the idiocy of the Blizzard damage cap in Mt Hyjal, I have never had a an issue with the makeup of frost, it has always been at least competitive if played right and often more importantly can bring an element of control to the raid. Now, it's broken. Deep frost IS no longer competitive. It will always be beaten by anyone who can Bash the Mole with their Power Aura's with FFB spec. The only way to make frost work is to not be deep frost, to take away the flavour of what frost is all about - control, and go deep into Arcane for TtW. This offends me. I'm a Frost mage, not some Frost-Arcane hybrid.

I find myself taking exception to the perception that frost is boring, that it is just frostbolt spam. In Molten Core it was, at that stage there were no cooldowns to juggle. Sure you can just spam frostbolt, use cooldowns when they're up but with the arrival of the Elemental, Cold Snap, Icey Veins, trinkets, Heroism (Alliance, no shamans in the early days) Frost became more about balancing fight duration against long and short term personal and group/raid cooldowns . Now that is being sabotaged by the influx of proc based abilities and trinkets. That's not necessarily all bad, it does add an element of interest to the coordination of things. But it means that the performance delta between a well played and a poorly played mage narrows dramatically.

If Blizzard do see fit to give us a PvE relevant 51 point talent, or some other way of letting us properly go "Raiding as frost" I just hope it demands some semblance of skill in order to utilise effectively and doesn't force us out of what frost is all about. In that sense I might agree that the Frostbolt Glyph is wrong. On the other hand I don't see that sacrificing control for damage output is at odds with the concept of Frost. A roof full of soft snow dropping on you might slow you down more than a three foot icicle impaling you, but it wouldn't hurt as much.

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Old 02/10/09, 12:52 AM   #333
diag
Von Kaiser
 
Gnome Mage
 
Ysera
Originally Posted by galzohar View Post
That's hard to fix as frost pvp relies on survivability, control and a combination of cast time + instant for burst.
For the survivability part, I suggest a new "ice barrier" that puts normal barrier in CD for 5 mins, absorbs 0 dmg and increases ice lance/deep freeze dmg. It would be very cool if they make the shield very visible like a hunter's mark.

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Old 02/10/09, 2:21 AM   #334
CoolManchu
Glass Joe
 
Undead Mage
 
Cenarius
Originally Posted by diag View Post
For the survivability part, I suggest a new "ice barrier" that puts normal barrier in CD for 5 mins, absorbs 0 dmg and increases ice lance/deep freeze dmg. It would be very cool if they make the shield very visible like a hunter's mark.
Except Ice Barrier is our Pushback protection. If they wanted to do this, they would need to add pushback protection similar to Fire to one of the other talents (or maybe add some natural pushback protection to whatever buff this casts)

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Old 02/10/09, 3:36 AM   #335
TigaFin
Don Flamenco
 
Human Mage
 
Khadgar (EU)
Ice barrier absorbs about 5k, which is great for keeping the mage alive and lowering the load on healers, but the typical single hits in raiding are often enough to consume the shield in one hit... So in effect we're spending one GCD (up to 1.5 seconds) to prevent 0.5 seconds of increased cast time. If the shield absorbs 3 hits before it expires, it could be said that it reduced pushback time (since haste doesn't affect pushback, but does affect the GCD).

That's assuming there's no concentration aura... If you have concentration aura, the shield needs to absorb a lot of hits before it becomes profitable in a DPS sense.

Ice barrier does not function well as pushback protection in raids, but it makes frost mages less vulnerable and less dependant on healers in a high risk encounter. I don't like the idea of disabling ice barrier for the sake of extra DPS: it's just an extension of chopping off core frost mage abilities.

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Old 02/10/09, 7:40 AM   #336
 Wizeowel
old and slow
 
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Human Mage
 
Nordrassil (EU)
Before the thread derails too much into random wishlisting, let's step back and look at what things are useful to discuss.

It seems to me that everyone understands that, since frost spec is so well suited to pvp, that Blizzard are overly wary of making any coefficient changes to our main spells. I think everyone also understands Lhivera's points: that brain freeze won't scale very well, that FoF ghost lances don't add enough to our dps to risk using, and therefore our main rotation is still frostbolt spam.

Now forgive me if I missed some insightful post, but I still don't see that we've reached any concensus which we could bring to GC to help Blizzard make the right choices for fixing frost. For example: are we all happy to change Deep Freeze such that it becomes part of our rotation, won't the pvp mages be upset? Moreover, would such a change help our scaling at Icecrown level gear, or would it go the way of Brain Freeze?

One of the other things discussed recently is the frostbolt glyph. If a simple solution is to have it reduce the snare like with the mind flay glyph, then isn't that something we can push for?

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Old 02/10/09, 8:53 AM   #337
TigaFin
Don Flamenco
 
Human Mage
 
Khadgar (EU)
I think the reasonable thing to ask on the frostbolt glyph is to make it effective only on targets that are immune to snares. This might include some PvP targets such as players with blessing of freedom and hunters with beast within, but I think that would only add "interesting" spice to those PvP encounters without really shifting PvP balance (a highly situational 5% isn't going to be game-breaking).

On the topic of buffing frost damage, I think the solution should be to spread the DPS talents very, very thin, so that you have either the option of going for an 18 point arcane TTW build (assuming TTW isn't obliterated) or to come really close with a deep frost build that comes with a lot of "frost goodies".

Shatter combos on raid bosses might not be 100% the same thing as "buffing frost damage", but the problems are related. If the shatter combos come from some kind of change to Deep Freeze, then that's yet another one of those "spread thin" DPS talent points, meaning you should take the 51st frost talent point to get the benefit of shatter combos on bosses.

I think buffing frostbolt PvP damage is relatively safe, since we're talking about a spell that has a significant cast time, so it can be silenced, countered, reflected and line of sighted without too much trouble.

The other thing that relates to frostbolt in PvP is that I think it's frost scaling that fails rather than frostbolt damage at all points. Frost can do pretty decent damage when you are geared up in level 80 blues, but it just doesn't keep up with the other specs once your gear improves. In PvP, frost mages need to stack resilience and spell haste, so there's less item budget available for spell power even when you are really well geared. If the base damage is lowered at the same time as the scaling is improved, you end up affecting PvP damage less than high end PvE damage.

Buffing ice lance is a different matter, because it is an instant cast with no cooldown, so if it's made too strong, it becomes the new arcane barrage and will cause endless nerf-calls. That's why I think it would be safest to add a special "boss mode" to ice lance (through deep freeze) and just keep it relatively unchanged in all other contexts.

We're just a big group of players here (and not all of us play frost mages), so I doubt we'll ever see any kind of consensus or agreement. Even if we did, it's not up to us to decide what gets implemented (these aren't trade union talks even though I get a funny feeling that people treat them as such). The goal is to make frost game play fun without ruining the fun for other classes and specs.

We could of course vote on some ideas to see how people like them... Things like:

A) Frostbolt glyph:
1) Keep it as it is
2) Make it only affect boss targets
3) Find a compromise reduced snare
4) None of the above

B) Frost specs:
1) "18 arcane" is acceptable as a mandatory talent build for a frost raider
2) "Full frost" should be at least close to 18 arcane
3) "Full frost" should be equal to or better than 18 arcane
4) Frost doesn't need to be raid-viable
5) None of the above

C) FoF Ghost Charges
1) Should be removed/fixed
2) Should be made valid
3) None of the above

D) Frostbolt damage
1) Increase scaling
2) Increase base damage
3) Lower base damage, increase scaling
4) Don't touch

E) Shatter combos with ice lance on bosses
1) No DPS benefit (leave as is)
2) DPS benefits on bosses
3) Pure damage on bosses with prerequisite (such as a deep freeze)
4) DPS benefits on all targets

F) Replenishment
1) Tied to spell crits or such that it doesn't require specific game play
2) Tied to ice lance hits on frozen targets
3) Tied to water elemental activity
4) None of the above

G) Frost and the "hybrid" tax
1) Frost should be significantly lower DPS because it has higher utility/survivability
2) Frost should be the same as hybrid classes, such as shadow priests and moonkins
3) Frost should be better than hybrid classes, because we still can't heal, but lower than fire, for instance
4) Frost should be equal, because the other trees also have their own flavors
5) None of the above

My choices are:

A:2 (bosses only)
B:2 (at least close to 18 arcane)
C:2 (made valid)
D:3 (lower base, higher scaling)
E:3 (deep freeze on boss pre-req)
F:1 or 2 (any spell crit or ice lance would work)
G:3 (still well within the "skill matters more" margin)

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Old 02/10/09, 9:20 AM   #338
Nakawe
Von Kaiser
 
Orc Shaman
 
Arthas
Originally Posted by Lhivera View Post
When soloing, the snare is the difference between getting off two Frostbolts from max range and getting off four. It's pretty integral to the Frost soloing process. You can work around, it sure, but why should you have to?

Glyph of Frostbolt is the only primary-nuke glyph that you don't want all the time(*). A Fire Mage always wants his Fireball glyphed. An FFB Mage always wants his FFB glyphed. An Arcane Mage always wants his Arcane Blast glyphed. Why should a Frost Mage always want his Frostbolt unglyphed except when facing a raid boss?

ETA: (*) Excepting those like Glyph of Shadow Bolt that you never want.

I always lead with a frostfire bolt in pve soloing. The mob is always dead before it reaches me. The frostbolt glyph is a non issue in pve. I started doing this because I specced torment of the weak. I been back playing about 3 weeks after a 5 month hiatus, therefore my gear wont support anything but frost spec currently.

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Old 02/10/09, 10:06 AM   #339
n0m0j0
Von Kaiser
 
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Troll Mage
 
Rexxar
Originally Posted by Lhivera View Post
From this information, in conjunction with what little they've told us of their 3.1 plans for us, I believe we can reasonably draw the following conclusions:
[list][*]Improved Scorch and Winter's Chill will be reduced to 5%, and will not be talentable to a higher number. #2 pretty much dictates that this must be the case. This is more speculative, but they will probably also gain personal bonuses. Most similar talents include such a personal bonus, and the way I read the Improved Shadow Bolt change, the crit debuff will be added to the talent's existing effect.
[*]Since we know they feel Frost needs a performance improvement (#1), it seems reasonable to expect that they will use the personal benefits on Winter's Chill and the new Replenishment talent to provide said performance improvement.
First off Lhiv... thanks for all the efforts you've put in for us frosties. If the dev team doesn't appreciate it, let me assure you that the players do.

I've quoted a bit from a post you made a few days ago. Interesting that you put these two points together because I was thinking that they should BE together... meaning the talents make sense if they were consolidated.

adding the mana regen effect to winter's chill is deep enough in the tree to keep it a 'frost' talent, and with the expected nerf to scorch/WC, this seems to me like a reasonable compensation to make the talent worth getting for both solo/pvp and especially raids.

This would also open up the replacement talent for the improved water elemental - there's been a myriad of ideas on this board and other forums so I won't go into a specific wish list - but it seems to me that improving frost raid viability (primarily single target damage) without impacting PvP too much would have to involve additional +hit or haste... maybe both?

Thanks again for the correspondence. It's been a great read so far

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Old 02/10/09, 11:20 AM   #340
Pheroz
Piston Honda
 
Troll Mage
 
Malfurion
I'm just not sold on the frost design ideas right now, even ignoring the fact that they fail in implementation. I am speaking for a raiding perspective, btw.

Frost DPS design seems centered on 3 things:

1. Fingers of Frost + Shatter Combos.
2. Brain Freeze Procs
3. Water elemental

Now, I am very aware that currently ignoring FoF in decision making is the correct move, and brain freeze may not even be worth talenting seeing as your not going to delve at all into the fire tree becuase your going arcane for TtW (Torment the Weak). But if blizzard manages to rebalance the current situation so you do benefit those things, would the frost DPS rotations/decisions be acceptable?

For comparison, other mage rotations (basic rotations, cooldowns not particularly delved into)
Deep Fire -
Keep DoT uptime as high as possible (living bomb)
Refresh scorch as rarely as possible but dont let it fall off
React to proc and use Pyro as often as possible when instant
Spam main nuke (fireball/frostfire bolt) when not doing something else

Arcane -
Build your damage multiplier with AB stacks
Unload your damage stack with a choice made depending on a random proc (if missle barrage proc'd, AM-ABarr, if not, Abarr)
Decision making required regarding mana management and size of your damage multiplier stack

The other specs rotations aren't overly simplistic, nor are they ridiculously complex. But they are both very interactive. Fire specs are weaving 2 different kinds of timers with a proc based mechanic. While arcane mages are ramping up or down their damage and mana usage while also reasting to a proc based mechanic.

The frost mechanics seem to be lacking in comparison (again, speaking in terms of design more than execution).

Water elemental has very little decision making involved, and can be characterized almost as a generic cooldown. Since the wet pet has only 1 spell that is used on bosses, theres little to no interaction with it. Use it as often as possible, obviously adjusting for expected dps down periods (if your about to stop dps, like any other cooldown, don't use it). The added, try to use it around expected avoidable aoe damage, may come into play from time to time, but doesnt add a whole lot of decision making to the issue.

Brain freeze is a simple proc that doesn't add alot. Buff lights up, use it? Sorta like Hot Streak, but with some subtle differences. Both of these procs become good options if you have to move (free movement for a GCD without a dps loss), but theres not alot of decision making involved. Hot streak at least changes decision making as you plan around your timers, not sure free Brain Freeze fireballs will influence any decision making.

Last is Fingers of Frost, the thing Frost mages were so excited about and the thing Blizz has most commented on recently, what with their desire to make us use shatter combos. Sure, shatter combo's lose some of the 'WOW!' factor when your focused on sustained DPS rather than shortterm burst DPS, but its still something. After all, the pvp created shatter combo of : freeze target, then frostbolt+ice lance is an interactive and skill testing mechanic. Of course, if your already spamming frostbolt (something thats unlikely in the PvP scenario), then doesnt that take away half of the combo?

If fingers remains at two charges, and its worth shatter combo-ing:
Spam Frostbolt <fingers procs>, finish casting your current FrB, then ice lance

Isn't that like reacting to a a hot streak or brain freeze proc, only you MUST use it immediately?

Isn't the frost sustained DPS reaction still going to be horribly boring even if Blizz manages to balance their talents in ways that make them worth using?

The only exception I can see is if a Brain Freeze fireball becomes by far and away the best choice for the instant shatter combo. If you want to hold a brain freeze proc for as long as possible in order to use it in a shatter combo, but use it before it runs out, AND dont care if the buff gets refreshed without using it, then you have some decision making and interaction. But still far less than the other mage specs.

I've been careful not to wishlist, and I certainly don't want to whine. But it seems to me to make frost anywhere near as interactive (for sustained raid boss fight DPS), Blizz needs to change alot more than what they said they plan on doing. They plan on making you react to Fingers Procs, presumably with ice lance. I'm even assuming they plan on making changes to make sure Brain Freeze is an attractive talent to spec and use. But all that still leaves frost as a spam Frostbolt with 2 whack-a-mole procs. Nothing against proc mechanics (personally, I love hotstreak, and I think Missile Barrage is rather cool), but there has to be something more than hit buttons on procs, right?

Or am I way off base with my analysis of the state of frost design?

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Old 02/10/09, 1:27 PM   #341
n0m0j0
Von Kaiser
 
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Troll Mage
 
Rexxar
Pheroz, the only thing that I would add to your analysis...

Since it looks like the frost tree will be given a more concrete mana replenishment, wouldn't it be nice if we had abilities that actually USE all that extra mana?

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Old 02/10/09, 3:49 PM   #342
Lhivera
Bald Bull
 
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Human Mage
 
Aggramar
Originally Posted by Nakawe View Post
I always lead with a frostfire bolt in pve soloing. The mob is always dead before it reaches me.
Well, I'm happy for you, but (a) this has not been the case for me (sometimes it is, but "always" would be a gross exaggeration), and (b) it's irrelevant.

I mean, perhaps the Frostbolt glyph is Blizzard's way of trying to encourage Frost Mages to occasionally cast Frostfire Bolt, instead of making it not be terrible for our spec, but to me, that doesn't mean they've found a good solution. It just means they've used a bad glyph to try to prop up a spell that is badly supported by our spec. They can do better.


Originally Posted by Pheroz View Post
If fingers remains at two charges, and its worth shatter combo-ing:
Spam Frostbolt <fingers procs>, finish casting your current FrB, then ice lance

Isn't that like reacting to a a hot streak or brain freeze proc, only you MUST use it immediately?

Isn't the frost sustained DPS reaction still going to be horribly boring even if Blizz manages to balance their talents in ways that make them worth using?
You're ignoring the human brain. Which is okay, this is not obvious, but a lot of interesting study has gone on regarding how the human brain handles additional load, particularly recently. Short version is, the brain does not handle load well. In particular, increasing load on the brain results in a dramatic drop in decision-making ability.

A recent experiment worked like this: people in one room were told to memorize anywhere from one to six numbers. They were then sent down the hall to another room to relay the numbers to another person in that room.

On their way down the hall, they were intercepted by someone who thanked them for participating in the experiment, and offered them a choice of a snack: an apple, or a candy bar. Almost without fail, the more numbers a person had been asked to memorize, the higher the probability that the person was to select the candy bar. The part of the brain that makes decisions wants the apple; the part of the brain that acts on instinct wants the candy bar. The two parts of the brain are in constant conflict with each other; memorizing the numbers results in overloading the higher brain functions, so that instinct wins the conflict.

In short, having to watch for and react to two different procs (brain freeze + Fingers of Frost) is significantly more challenging for the brain (which is also monitoring other aspects of the fight) than watching for and reacting to only a single proc. You're not just adding another proc: you're making the entire process of monitoring the encounter and making sound decisions about your actions more challenging.

Now, I agree, it might be more fun to increase this challenge by adding a new spell to our rotation rather than adding a second proc watch. However, I feel the spec's flavor would be better preserved in this case by adding the Shatter Combos, removing Brain Freeze, and replacing Brain Freeze with a talent that gave us a new rotation spell. One way to do this might be a three-point talent that greatly increased the damage and/or decreased the cast time of Frostfire Bolt, but added a cooldown to it. Another might be a talent that increases the damage of the next FFB you cast each time you cast Frostbolt, stacking to some limit that makes it useful to cast X Frostbolts, then an FFB to consume the buff.

These might be better options, I agree. But it's not true that adding a second proc to watch for would not improve the interactivity and challenge of the spec over its current state.


Originally Posted by TigaFin View Post
A) Frostbolt glyph:
B) Frost specs:
C) FoF Ghost Charges
D) Frostbolt damage
E) Shatter combos with ice lance on bosses
F) Replenishment
G) Frost and the "hybrid" tax
A) Frostbolt glyph, rather than eliminating the snare, should reduce it by some 20-40%. This allows points in Permafrost and Chilled to the Bone to re-increase the snare from 0% to 20%, or from 20% to 40%.

B) This is a fairly complicated question. 18 Arcane is an acceptable requirement if tier 1 Arcane is improved to be more useful to non-Arcane Mages, and if the Frost tree's required DPS talents are consolidated so that there are more than 2-3 discretionary points to spend after maximizing DPS. Barring these changes, I believe the delta between 53/18, 60/11, and 0/71 builds needs to be narrowed a good deal, so that these can be considered reasonable choices by all by the most fanatical min/maxers. Concentrating such a whopping huge DPS increase into those last 3 of the 18 points makes compromise builds impossible.

C) FoF latency exploit should be fixed, if possible. If not possible, then the mechanics developed to make PvE shatter combos work should simply make it better to use your Ice Lance on the second charge than to execute the latency exploit. In no case should it be considered acceptable for a talent to behave in direct contradiction to its tooltip (such as by providing three charges rather than the stated two).

D) Impossible to say without knowing what they have in mind for Shatter Combos and the Water Elemental.

E) A Frost Mage who correctly executes Shatter Combos should produce a notable performance increase over one who does not, on the order of 5-10%.

F) Not tied to Water Elemental; that makes the ability too conditional. Otherwise, hopefully something more interesting than a passive result of spamming Frostbolt.

G) Frost should be comparable to the other trees; survivability is just another conditional advantage, like pushback protection and reduced threat. Additional utility from Replenishment is irrelevant (see Survival Hunters).

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 02/10/09, 4:06 PM   #343
belalrone
Banned
 
Gnome Mage
 
Stormrage
I think one solution for the frost raider would be to include FFB in Empowered Frostbolt. Then we could try to use FFB instead of Frostbolt for the main nuke. You would have to use icelance or depend on another mage for your 10%crit debuff(which is probably going to get changed in the future).

2 viable specs open up for frost: ToTW-deep frost or ignite-deepfrost.

Now I am sure there is an arguement that Deep fire FFB would still put out more dps but at least you would have the pet/replenishment and added survival.

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Old 02/10/09, 4:08 PM   #344
Pheroz
Piston Honda
 
Troll Mage
 
Malfurion
I think your overly complicating your analogy and making the forst rotation seem far more complex than it actually would be. I don't really think that frosts rotation is going to overload anyone higher brain function.

Basically, your going to have to icons on your screen, one for fingers of frost, one for brain freeze. They light up if you get the buff, darken when you don't have it. Fingers lights up, your next cast is Ice lance. Brain freeze lights up, your next cast is Fireball. If both are lit, Ice lance takes priority. That's it. It's basically whack-a-mole, which is far more simplistic than the other specs DPS rotations, and whack-a-mole with a mere 2 holes wouldn't be too complex for even the smallest children.

That is basically the Frost rotation as the trees are currently designed, is it not? (again, failed numbers implementation rarely makes it worth bothering with anything other than Frostbolt spam)

Assuming blizz successfully rebalances their talents so its worth talenting for and reacting to the procs, isn't that rotation ridiculously lacking in skill/decisionmaking when compared with the other specs?

Theres a lot of cool ideas blizzard could implement to redesign the tree. I have plenty of my own. Discussing them isnt particularly relevant.

What we do know is this:
Blizz is looking at the frost tree in an effort to integrate more active choice in the frost play style, and their primary focus on that is shatter combos.

With that knowledge, making the assumption that they balance things correctly (a big assumption, but an important one), will the state of the frost mage be a good one? The ridiculously simplistic and boring rotation of 2 static chance procs amid bolt spam is far below the difficulty and skill of the other mage specs and seems problematic to me. Am I alone in that conclusion, or are other people seeing what I am?

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Old 02/10/09, 4:29 PM   #345
jak3676
Von Kaiser
 
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Blood Elf Mage
 
Farstriders
I don't think there was any problem with Frost's design. Not all spec's need to be designed to be difficult - if one spec looses a few % of DPS, but is much easier to play - I think Blizz would consider that an acceptable design feature.

If you consider that frost was designed to have multiple cool-downs to manage (IV, WE, trinkets, etc), a BF proc to monitor and a shatter combo from FoF to execute along with a deep freeze talent (that never successfully made it out of beta) to time and use - that adds up to an acceptable level of player interation in my book. It's still not much of a "rotation", but FB spam, multiple cooldowns and 3 seperate procs would at least keep people awake at the keyboard. If after that it was still a few % behind but it was deemed the "easy mage build" to play and we had a few small bits of frost flavoing (WE replenishment, IB, great AOE, etc) - I think most of us would have been happy.

The only real problems have come from implamentation. BF procs are at best a marginal improvment. FoF + Shatter Combo is actually a DPS loss if you weave in some ice lances. I won't go into the problems with Deep Freeze - that's been well discussed earlier.

In the end we're competative in 10-man and pre T7 25-man raids, but quickly drop to 15% or more behind with a good 25-man raid and we have a play style that can probably be played successfully by my 5-year-old - "here, hit this button as fast as you can for the next 5 min".

Blizz says they're going back to relook at at least one aspect that got messed up between design and implementation. I have my doubts if that will be enough - but we'll have to wait and see.

Last edited by jak3676 : 02/10/09 at 4:34 PM.

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