The AT World of Warcraft Thread (Where do you play) and general BS

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Glayde

Senior member
Sep 30, 2004
554
0
71
Has anyone taken advantage of the "invite-a-friend" or as I did, "invite-yourself" program?

- You refer a new account (not an existing/inactive one).

- When the referring and the referred account group together they get triple xp (from kills and quest)

- You can summon each other once per hour (per character summoning).

- Every 2 levels a character on the new account earns, they can grant 1 level to the original account (must be lower level than the character giving the level)

(none of these benefits work at level 60)

- First 30 days paid for the new account = 30 days free for the original.

- First 60 days paid for the new account, the original gets a zhevra mount on one char of their choice.

 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: Lamont Burns
Right, of course in the tree you will take the talent. However, when you write:

"It's a holy paladin mace. You can tell since shadow priests are the only casters that can wield maces and they don't care that much about critical strike chance compared to other classes (since they can get +15% via talents)."

That part in parentheses seems to imply that if the 15% boost to MB and SW:D crit chance was not present in the tree, that SPs would in fact be interested in spell crit. Which, they would still not be. It's misleading at best, the talent has no influence on the gear selection for efficient SP DPS.

I didn't mean to imply SPs do want spell crit, quite the contrary... talent boosts or not... yeaaaah. :)

I also have an elemental shaman and no druid, and yet I mention Druids using maces and not my own, poor neglected troll shim sham. :eek:

Well, the part in the parenthesis is like bread on the butter... they don't need spell crit much and especially not since they gain +15% for all their spells (lol) that can crit. I used to play a shadow priest for quite a long time (and now I'm stuck with the boredom that is holy).

I actually forgot about Shamans too (and here I am playing mine at the moment). I could see a Shaman using it.

Damn this new spellpower crap makes them all so ambiguous... what will happen to Thottbot when one cannot really argue over who should get what!?

EDIT:

Actually that would make more people argue since things aren't so cut and dry... nevermind.
 

exdeath

Lifer
Jan 29, 2004
13,679
10
81
Main hand warglaive dropped tonight, giving one of our rogues a server first complete set. W00t. Only two more to go and no more lopsided rogues.
 

Worthington

Golden Member
Apr 29, 2005
1,432
17
81
argh, I'm dying for a set of Glaives.. sadly neither my small guild nor the peeps on my friends list are anywhere near the chance to get the drop.

Aiming for S4 slicer/quickblade instead.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Not sure which bug I like more... that Death Knight Ghoul bug or the 53,000,000 damage per tick Warlock T5 corruption bug.

EDIT:

I'm looking to bai a vent server... any suggestions on a good place to get one?
 

QuantumPion

Diamond Member
Jun 27, 2005
6,010
1
76
Can any of you guys farming SWP give me some hints for how to down felmyst? Our problem has been people dying to encapsulate. We have a decent strategy down, but some of our players are just too slow in their reactions and die nearly every time. Is there a trick or better way to do the fight?
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: QuantumPion
Can any of you guys farming SWP give me some hints for how to down felmyst? Our problem has been people dying to encapsulate. We have a decent strategy down, but some of our players are just too slow in their reactions and die nearly every time. Is there a trick or better way to do the fight?

what start are you using? the Run away from the person or Heal through it?
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Haven't checked champs in about an hour, but other than some minor paly/hunter talent updates nothing new for today yet.


Did see someone on the server this week that had gotten the UD strat mount. Wonder how many runs he took to get it.
 

exdeath

Lifer
Jan 29, 2004
13,679
10
81
Originally posted by: QuantumPion
Can any of you guys farming SWP give me some hints for how to down felmyst? Our problem has been people dying to encapsulate. We have a decent strategy down, but some of our players are just too slow in their reactions and die nearly every time. Is there a trick or better way to do the fight?

We divide into 4 groups each with a symbol. Each group has a priest for gas nova mass dispell and the priest is the one with the symbol, the other 4 stack up on that symbol. Tank and melee group stack up right at felmyst, and we have a group (relative to felmyst herself) sitting left, right, and behind.

Positioning is key here. All 4 groups are close enough so that anybody can heal anybody, but are just barely out of range of encapsulates from other groups. The stacking is important because it ensures mass dispel works quickly and more importantly insures that the encapsulate position in your group is always at the same exact spot. If you aren't exactly on your symbol and you get encapsulate, you risk being off just enough that you may hit another group as well as your own. By remaining tightly stacked in your groups, there are only 4 possible exact locations encapsulates will be such that none of them overlap. It also ensures that if someone messes up, the damage is isolated.

As soon as the dragon turns toward your group, *everyone* in that group runs to the outside (the person who gets it won't be able to run but should try anyway in case hes not the one getting it). We have two Holy paladins healing the MT; should have a means to heal the MT while having felmyst targeted (macros or just use Grid). As soon as Felmyst's target-of-target changes, hit F, and start flash spamming, you shouldn't even see the encapsulated person's life bar budge.

Other than that, slow reaction time simply doesn't cut it.

For phase 2, everyone runs around until the location of the first beam is known, stops to get a cast or two on felmyst while in the air, and runs around again until the second beam is known. A prot pally stands near the center laying down consecrate, the holy pallys move to the opposite side of the prot pally as the beam trail and pop righteous fury and remove salv and spam holy lights on warlocks to pull the skellys through the center into the consecrate. At this time only the prot and holy paladins are in the center loitering around the crate. If one of them are unfortunate enough to get a beam it must be kited in a N-S direction so that it doesn't block you from running N-S on breath calls.

After the second beam call, we gather in the center, AOE'ing the skellys but generally ignoring them, then get 3 breath calls north (by the tree) or south (against the flame wall), dragging the skellys with us while continuing to AOE, and inching up against the fog each time to minimize the distance we have to run for the next call. Boar's speed on boots is a required enchant in our guild for Sunwell (for making portal runs on Kalecgos, running away from breaths on Felmyst, etc).

Arcane cauldrons help, pop it as soon as your group gets encapsulated, and usually the cauldron is still up to grab another one on the way back. Phase 2 is nothing more than a distraction to keep you from paying attention to Felmyst. It's important that you sustain ranged dps and dots on Felmyst in phase 2 as she flies by or you won't beat the enrage timer.

PS leatherworking is the best trade skill for sunwell ;)
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
see we do it compleatly diffent then exdeaths guild does

we have 3 groups and a mele party, so i guess its 4 but we only count it as 3. when we get an Encap we just stand there and get healed, COG + Chain Heal bounceing off the person with Encap. We drop an arcane pot couldren as well as people hit those if their group gets it. we tried runing away from them that didnt work for us, the stand there and heal strat works perfectly for us. mages IB the encap, Rogues Cloak it and palys bubble it

if the encap is on the main tank mele party backs out or cloaks if its up

for phase 2 we just have everyone spread out and those who get beams run them away from the center of the area

see this nifty pic i made in MS paint for my guild
http://img381.imageshack.us/img381/5634/felmystce0.jpg

we tank the skellies by the tree on the north, paly does what paly does to get agro, if others get agro they just run to the paly

someone makes calls and you either run or stay, being on the edge of the breath before the next one is key. also avoiding the box of death is good as well
 

exdeath

Lifer
Jan 29, 2004
13,679
10
81
Originally posted by: Anubis
also avoiding the box of death is good as well

hahahah

With flawless execution you can get her down just before the third flight phase, or she dies in the air and we have to survive a 3rd round of breaths before we can pick up our loot. Nothing like vent lag or the breath caller having a brain fart and wiping at 0%
 

exdeath

Lifer
Jan 29, 2004
13,679
10
81
Originally posted by: Anubis
Originally posted by: exdeath
Originally posted by: Anubis
also avoiding the box of death is good as well

hahahah

i hate that box

LOL L2P first person shooters. :D

I make it a point to run right into the box and double jump on it and over it when everyone else is going around it. I haven't failed up yet... I'm going to catch hell when I do.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: exdeath
Originally posted by: Anubis
Originally posted by: exdeath
Originally posted by: Anubis
also avoiding the box of death is good as well

hahahah

i hate that box

LOL L2P first person shooters. :D

I make it a point to run right into the box and double jump on it and over it when everyone else is going around it. I haven't failed up yet... I'm going to catch hell when I do.

i havent actually died to it, but it claimed at least 1 person every kill for a long time

when learning felmyst it claimed the main tank more then once
 

exdeath

Lifer
Jan 29, 2004
13,679
10
81
Originally posted by: Anubis
Originally posted by: exdeath
Originally posted by: Anubis
Originally posted by: exdeath
Originally posted by: Anubis
also avoiding the box of death is good as well

hahahah

i hate that box

LOL L2P first person shooters. :D

I make it a point to run right into the box and double jump on it and over it when everyone else is going around it. I haven't failed up yet... I'm going to catch hell when I do.

i havent actually died to it, but it claimed at least 1 person every kill for a long time

when learning felmyst it claimed the main tank more then once

Last kill was interesting... we swapped people in for Felmyst and someone that left the raid forgot their Brutallus badges...

We wiped twice on Felmyst phase 2 before we started summoning them back in one at a time until we found the person who forgot their badges... just doesn't work when theres a 10 story high lizard right in the center. I'm sure the box of death being well hidden was a factor.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Here's todays stuff. A bit long/worded for some parts so my c&p editing may not be perfect.

WotLK Beta - PvP Rewards Upgrade
Today we've got a change I forgot to mention during the coverage of the Build 8770, the PvP cloaks and Trinkets from the honor system have been upgraded. We're still unsure if old items will be upgraded as well or if players will have to rebuy the new versions to get the improved stats.
Trinkets - Battlemaster's Celerity, Battlemaster's Aggression, Battlemaster's Courage, Battlemaster's ResolveCloaks - Sergeant's Reinforced Cloak, Sergeant's Reinforced Cape

Official Talent Calculator - Hunter Changes
The official talent calculator has been updated once again with upcoming beta changes for hunters !Quote from Blizzard staff
Hunter (Skills List / Talent Calc. (8781))
Beast Mastery
[*]Master's Call has been removed from the talents and is now a baseline skill. (Source)
[*]Pathfinding now increases the speed bonus of your Aspect of the Cheetah and Aspect of the Pack by 4/8%, and increases your speed while mounted by 5/10%. The mounted movement speed increase does not stack with other effects. (Old - Didn't increase mounted movement speed)
[*]Aspect Mastery has been moved from Tier 10 to Tier 3. It is now a 1 point talent and it increases the mana returned from your Aspect of the Viper by 10%, reduces the damage done to you while in Aspect of the Monkey by 10% and increases the attack power bonus gained with Aspect of the Hawk by 50%. (Old version - 5 Points Talent for the same effect)
[*]Spirit Bond effect changed - While your pet is active, you and your pet will regenerate 2% of total health every 10 sec and increases healing done to you and your pet by 10%. (Old - Didn't increase healing done to you or your pet)
[*]Animal Handler now Increases your pet's chance to hit by 2/4% and reduces the cooldown of your Master's Call ability by 5/10 sec. (Old - Increases your speed while mounted by 4/8% and your pet's chance to hit by 2/4%.)
[*]*New Talent* - Separation Anxiety (Tier 10) - When your pet is greater than 20 yards from you or is out of line of sight of you, its damage is increased by 2/4/6/8/10%, and when you and your pet are within 20 yards of each other, you and your pet's movement speed is increased by 2/4/6/8/10%.
[/list]
Marksmanship
[*]Improved Stings has been changed from 5 to 3 points - Now increases the damage done by your Serpent Sting and Wyvern Sting by 10/20/30% (Old - 6/12/18/24/30%) and the mana drained by your Viper Sting by 10/20/30% (Old - 6/12/18/24/30%). In addition, reduces the chance Stings will be dispelled by 10% (Old - 6/12/18/24/30%).
[*]Trueshot Aura now affects all Raid members.
[*]Rapid Recuperation has been redesigned - Reduces the mana and focus cost of all shots and abilities by you and your pet by 20/40/60% while under the effect of Rapid Fire, and you gain mana equal to 50/100/150% of the damage you do under the effect of Rapid Killing over 6 sec. (Old - Reduces the mana cost of all shots and abilities by 20/40/60% while under the effect of Rapid Fire and Rapid Killing.)
[*]Marked for Death now Increases the damage done by your shots and the damage done by your pet's special abilities by 2/4/6/8/10%, on the marked targets, and increases the critical strike damage bonus of your Aimed Shot, Steady Shot, Kill Shot or Chimera Shot by 2/4/6/8/10%. (Old - Didn't affect pet abilities and Chimera Shot)
[*]Improved Steady Shot doesn't affect Kill Shot anymore and affects Chimera Shot instead.
[*]Chimera Shot damage down from 150% to 125% of weapon damage. It now refreshes the current Sting on your target instead of consuming it and trigger an effect :
           Serpent Sting - Instantly deals 40% of the damage done by your Serpent Sting.           
Viper Sting - Instantly restores mana to you equal to 60% of the total amount drained by your Viper Sting. (Old - 30% mana burned and recovered from the target)
           Scorpid Sting - Attempts to Disarm the target for 10 sec. This effect cannot occur more than once per 1 minute. (Old - Reduces damage done by the target's next three attacks by 60%. Damage reduction diminished by 20% following each attack.)
[/list]
Survival
[*]Savage Strikes doesn't affect Counterattack anymore. (Probably a typo)
[*]Deflection has been moved from Tier 2 to Tier 3. It now increases your parry chance by 2/4/6%. (Old - 1/2/3/4/5%)
[*]Survival Instincts has been moved from Tier 5 to Tier 2.
[*]*New Talent* - T.N.T. (Tier 2) - Your Immolation Trap, Explosive Trap and Explosive Shot have a 5/10/15% to stun targets for 2 sec when they deal damage, and increases the critical strike chance of your Explosive Shot and Explosive Trap by 5/10/15%.
[*]Survivalist now increases your Stamina by 2/4/6/8/10%. (Old - Increased your Total Health by 2/4/6/8/10%)
[*]Trap Mastery has been moved from Tier 4 to Tier 3 and is being redesigned - No details yet.
[*]Improved Feign Death has been renamed to Survival Tactics and moved from Tier 4 to Tier 3. It now reduces the chance your Feign Death ability will be resisted by 2/4%, and reduces the cooldown of your Disengage ability by 2/4 sec. (Old - Reduced FD Resist by 2/4% and damage during FD by 15/30%) Important - Disengage now causes the Hunter to jump back instantly 10-15ish yards to gain distance. 30 second cooldown. (Source)
[*]Deterrence (When activated, increases the chance to dodge and parry all melee and ranged attacks by 25%, and resist all spell attacks by 60% for 10 sec. ) has been removed from the talents and is now a baseline skill. (Source)
[*]Surefooted now increases hit chance by 1/2/3% and reduces the duration of movement impairing effects by 16/25/50%. (Old - reduced the duration of movement impairing effects by 10/20/30%)
[*]*New Talent* - Lock And Load (Tier 4) - You have a 33/66/100% chance when you trap a target and a 5/10/15% chance when you Sting a target to cause your next 3 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo.
[*]*New Talent* - Hunter vs. Wild (Tier 5) - Increases you and your pet's attack power and ranged attack power equal to 10/20/30% of your total Stamina.
[*]Counterattack damage has been reverted to its old value. (This might be a typo, the damage increase is still here in Build 8788)
[*]Potent Venom has been renamed to Noxious Stings - If Wyvern Sting is dispelled, the dispeller is also afflicted by Wyvern Sting lasting 16/25/50% of the duration remaining, and increases all damage done by you on targets afflicted by your Serpent Sting by 1/2/3%. (Old - Increases your damage done to targets afflicted by your Wyvern Sting or Serpent Sting by 1/2/3%, and reduces the mana cost of your Serpent Sting by 10/20/30%.)
[*]Hunting Party now gives your Arcane Shot, Explosive Shot and Steady Shot critical strikes have a 20/40/60/80/100% chance to restore 2% mana, 10 energy, 4 rage or 10 Runic Power to all members of your party. (Old - Affected all critical shots and had a 20/30/40/50/60% chance to restore mana/energy/rage/runic power)
[*]Explosive Shot has been redesigned - You fire an explosive charge into the target, dealing 416-486 Fire damage to the enemy target, and an additional 104-121 Fire damage to all enemies within 5 yards of the target every second for 2 sec. (Old - You fire an explosive charge into the target, dealing 410-480 Fire damage every second for 2 sec to all enemies within 5 yards of the target.)[/list]

Blue posts
Quote from Blizzard staff"Lesser" heal spells after downranking nerf
If we find that any of the healers is now missing a critical tool from their toolbox (specifically an efficient heal that is good for e.g. topping of a rogue), then that is something we will definitely consider. (Source)

Tanking in Wrath of the Lich King
We've talked about this a lot, and I'll admit that it may not be the best way to go (designing tanks for certain bosses). Currently we are talking more about HOW classes tank, not WHAT they tank. Potential examples: The warrior tanks by having a shield, a lot of mitigation and avoidance. The druid tanks by having a huge health pool. The paladin tanks by using passive reactive abilities. That is a gross simplification, but perhaps you get the idea. This would naturally lead to some tanks being better at some fights, but it should leave more flexibility to the individual. Players won't count up all the bosses and say "Only 4 hit for magic damage, so we don't need a death knight."
[...]
You shouldn't feel like you need a warrior. I wrote some of those comments trying to reassure warriors that the changes they saw weren't an attempt (on purpose or accidentally) to phase them out of being awesome tanks. But in retrospect I see my comments were a little misleading and just made non-warriors more concerned. Making all tanks viable needs to come first, and the flavor / niches (while still important) need to be second. (Source)

Blacksmithing - Epic Weapons not requiring any skill level / Bind on Equip ? (Titansteel Bonecrusher, Titansteel Destroyer, Titansteel Guardian)It was actually an oversight. However, I'm open to leaving them BoE if people feel it makes for better gameplay. The scenario you describe sounds like a pretty fringe case though. (Source)

Hunter (Skills List / Talent Calc. (8781))
Suggestion - Class Bar for aspects.Not a bad suggestion, I'll think about it. It does have issues with it though (You'd have to maintain a bunch of different hot bar setups). (Source)
Intimidation / Disengage / Aspect of the Cheetah
[*]Intimidation - We'd like to make this instant instead of relying on the pet's next attack.
[*]Disengage - This is being changed in a future build. What it will do is cause the Hunter to jump back instantly 10-15ish yards to gain distance. 30 second cooldown.
[*]Aspect of the Cheetah - The daze is there so Hunter's can't infinitely "kite" monsters or players. Sprints and movement speed bonuses is something we are very weary of giving the Hunter class.
[/list]
Master's Call and Deterrence are now baseline skillsWe'll be making Master's Call and Deterrence both base. (Source)
Chimera Shot and Shot RotationsThe disarm will work on bosses. Well, bosses/NPC's that can be disarmed, anyways.
Every spec should be using a sting and a shot in their rotations (along with Steady). Beast - Arcane, Marks - Chimera, Survival - Explosive. None of those shots should reset your swing/shot timer (aka clip). There may be some issues with the mana cost of the shot and if it's worth using, that's what we're working on now. (Source)

Serpent Sting
Bumped up the coefficient for Serpent Sting. With the mana cost changes, I think it's come out lower than what it was before too. The other stings I think are fine. (Source)

Survival Restructuration and ranged oriented talents
Sniper Training is in Survival because Hawk Eye is in Survival. To be honest, you can make an argument for a lot of talents and spells to be in Marks instead of Survival. Survival needs to be about more than just traps and melee. An upcoming build will have a big Survival restructuring.
Some other stuff from your post....
[*]We'll change Silencing Shot to be a proper interrupt (PvE).
[*]Trueshot Aura will now be raid wide.[/list]

Wild Quiver, Rapid Recuperation are both changing in an upcoming build. Though, I like the design of those two talents and think they just need some tweaks.

Paladin (Skills List / Talent Calc. (8781))
Retribution Paladin excessive DPS in beta
The point I was making to the death knights was that some of their abilities might feel "fun" because they were incredibly broken and doing insane dps. I compared them to the Ret, because I assumed everyone knew how broken Rets were at the time.
It's impossible to get a really good sense of whose dps is too high or too low until we get the egregious bugs tamped down.

Retribution Paladins in endgame raids
While the people that participate in forums like this tend to be pretty up-to-date on class abilities and balance, trying to keep track of the status of so many classes, spells and abilities can be overwhelming for a lot of players. The community at large can be slow to change. Retribution Paladins didn't have a lot to contribute back in the day, and while I think they are a good contribution to a group even today on live, some people didn't get the memo. Lolret, yanno?
We want Ret to fill a role in a group. We want *everyone* to fill a role in a group. Even the talent tree as it currently stands (meaning on Beta) could have a lot to offer if those abilities were polished up: mana or health battery for example. I can't tell you fore sure what it's going to end up being until we've finished our big buff stacking pass.
Personally, I'm feeling really good about the changes to the class as a whole. It's a big change, so it's going to take even more time than other classes for the dust to settle and all the talents to get balanced out. But I like the direction. (Source)

Priest (Skills List / Talent Calc. (8781))
Yes, that is something we talk about. The design for the Discipline priest in PvE is using shields and similar damage prevention techniques and it sucks (and is unintuitive) that those are bad to use on warrior and bear tanks. (Source)

Warrior (Skills List / Talent Calc. (8781))1)
Heroic leap and Bladestorm are very awkward to use, especially in PVP, nigh unusable right now. Are there plans to make these stronger, or at least more user friendly? Totally. We like the basic talents, so the rest is just getting the tuning right and fixing all the bugs. Heroic Leap will probably be trickier just because it has to handle physics and obstructions.  (Source)
2) Titan's Grip is mathematically pretty terrible right now and severely devalues attack power for a fury warrior using it. It does almost universally less DPS than a one handed weapon fury build. The design is for Titan's Grip to be a dps increase. It's easy to make it too much of an increase, and we may be being too cautious with the numbers at the moment. But when we talk about Lich King, we are assuming most Fury warriors are using two-handers. It's not supposed to be hard decision.  (Source)
3) Most talents beyond Tier 3 in arms are staggeringly bad for PVE right now, with the exception of blood frenzy. Is this intended to balance blood frenzy? Will we see any improvements here? Do you intend to go the route of feral with arms and build multiple effects onto talents to give them PVP/PVE usefulness the way feral gets DPS/tanking talents? Given plenty of time, we would love to sprinkle PvP, PvE and tanking talents all throughout the trees. There are definitely some lame talents at the moment (some old, some new), and we are going to try to get to them all. Blood Frenzy itself is going to be on the back-burner until we resolve how we're going to handle raid stacking. It isn't the intention that Arms gets to raid and Fury goes home.
4) The changes to windfury and sword specialization have destroyed the slam rotation for arms in terms of DPS viability. Arms warriors simply don't have the rage for a full rotation without them, even specing to endless rage and anger management. We're in a very similar state now to ret paladins live, enough or close to enough skills to provide powerful damage output but hamstrung by resource limitations, are there any plans to fix that? Judgments of the wise was a brilliant fix, any chance we could see something similar in arms to improve PVE DPS? Slam is intended to be an attractive button. I think it just needs a little attention now that the extra attacks are under control now. (Source)
5) Fury's top end talents ignore PVE DPS almost entirely in their current form, TG while cool is a spec for burst over sustained damage and has the same rage issues that arms does only more severe with reduced attack speed and increased miss chance. Heroic leap does very little damage and the stun effect is not useful in dungeon or raid settings so its almost exclusively a PVP talent (its targeting issues not withstanding). Bloodsurge and Furious Resolve are workable but the other new talents don't add a lot to fury and quite honestly you'll likely see fury raiders as 16/47/8 or something similar, keeping their exact old build plus bloodsurge or furious resolve, taking advantage of the better impale/deep wounds placements and grabbing improved bloodrage, tactical mastery, and Incite out of prot. Is that intended? Do the devs thing fury was in a good spot in TBC? Do they think we need a step up? or a step down?There were certainly Fury warriors doing fine dps in BC, but that might have been in spite of and not because of the tree. I don't think anyone here would disagree with your analysis. We're working on the talents. The feedback from the warrior community, while occasionally (and sometimes understandably) bitter, has been helpful.  (Source)

I think a 20% down to 0% haste penalty for TG will make it a stellar talent at high end gear with better returns coming from one handers until a fair bit of hit rating and haste are acquired to smooth out the rage, 21/50/0 seems like a good raid build with that change, maxing out TG and picking up impale/deep wounds and 2 hander spec out of arms.It's still a little odd that 1 talent point gets you the dual-wielding and the others just improve it, but maybe that's workable. We'll know soon enough. We love the idea of the talent though. It is one of those that gets noticed a lot by someone just coming to LK. (Source)
6) you've mentioned balancing blood frenzy in arms against the personal DPS of fury. Have you considered adding a buff of similar magnitude to deep fury? Something like 3% crit or haste added to battle shout, or similar? Such that you could equalize the personal DPS potential of the two trees without making arms warriors clearly superior in raids.Yes. We wanted to make Arms as attractive as Fury for raids, but we probably tipped the scales too far. We're currently discussing whether it's okay for any class or spec to bring no real synergy to a group other than mad dps. But granting buffs to traditional high dps classes might also mean their dps needs to come down a little in proportion to everyone else. (Source)
7) Can we add prot's passive expertise talent back on incite to help out DPS warriors even more by letting them pick up some expertise for a minor prot splash? (sorry, I have to bring up the expertise in every thread, it being gone really bothers me) We weren't trying to screw anyone out of Expertise by removing Defiance. It was intended to just be a buff. We'll see if we can work Expertise back in somewhere. (Source)
Death Knight (Skills List / Talent Calc. (8781))Chains of Ice Diminishing Returns in PvPIt's a bug. It should not diminish. (Source)

Death Coil and Frost Strike Runic Power cost changes
Death Coil and Frost Strike are 40 runic power again. I hoped that would make it into this build.
We're still not sure if runic power generation is too high or not, but ultimately 40 is just a better number. Since you often do 5 abilities before using all your runes, that leaves you with 50 RP. If every Death Coil drained that, you are kind of static. With a 40 cost, you build up a little more RP over time so the Death Coils come at different moments.
 

QuantumPion

Diamond Member
Jun 27, 2005
6,010
1
76
We've been using the 3-group+melee and run-away-from-encaps strategy. We have phase 2 down pretty well at this point. Our problem is just dying to encapsulates, or dying to a gas nova after an encapsulate because people don't get topped off while healers are moving around. I think I will convince our RL to try the heal-through-it strategy and enforce people using arcane protection pots, the kara badge, and an arcane resist cloak on top of that. Our problem with slow reaction times is mostly due to the west-coasters (and also our main priest healer, whom always dies, is in colombia!) High ping times FTL.
 

Glayde

Senior member
Sep 30, 2004
554
0
71
We still use 1 cauldron per fight, in addition I hand out 2 arcane prot potions to people. The ground phases are spaced enough that your potion timer is up every single ground phase, which would allow you to use a prot potion each phase if you had one handy.

Person getting the encaps and even the persons running from it, automatically click.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: QuantumPion
We've been using the 3-group+melee and run-away-from-encaps strategy. We have phase 2 down pretty well at this point. Our problem is just dying to encapsulates, or dying to a gas nova after an encapsulate because people don't get topped off while healers are moving around. I think I will convince our RL to try the heal-through-it strategy and enforce people using arcane protection pots, the kara badge, and an arcane resist cloak on top of that. Our problem with slow reaction times is mostly due to the west-coasters (and also our main priest healer, whom always dies, is in colombia!) High ping times FTL.

our guild vid is up on file front of the heal through strat from a Lock perspective

ive posted my filefront page in the past, its blocked at work but i beleive its just


http://www.filefront.com/sibuis
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
In my warrior opinion, Titan Grip is completely worthless as I'd much rather go with a sword specialization fury build rather than messing with TG. The only real benefit you gain from dual-wielding two-handed weapons is the fact that typically provide a lot more stats so you may see a 200-ish AP boost as well as more crit, etc. But compare that with sword spec... I don't think they really compare.
 

exdeath

Lifer
Jan 29, 2004
13,679
10
81
Originally posted by: QuantumPion
We've been using the 3-group+melee and run-away-from-encaps strategy. We have phase 2 down pretty well at this point. Our problem is just dying to encapsulates, or dying to a gas nova after an encapsulate because people don't get topped off while healers are moving around. I think I will convince our RL to try the heal-through-it strategy and enforce people using arcane protection pots, the kara badge, and an arcane resist cloak on top of that. Our problem with slow reaction times is mostly due to the west-coasters (and also our main priest healer, whom always dies, is in colombia!) High ping times FTL.

Spread AoE healers out evenly between groups with the AoE healer just healing his own group. Should only be at most 2 healers moving and only for a few seconds (for the groups that have a tank and raid healer). It's only 10 yards, stop, heal those that ran next to you, run back.

Tank healers should heal the actual person encapsulated, as Felmyst isn't damaging the tank at this time, and they have the rapid response and burst heal necessary. Anyone with HoTs should stack them on the tank at this time to prepare for lapse in coverage from the MT single target healers during this transition.

Its really not a whole lot of damage though. Having someone call out when possible encapsulates are due helps keep people on their toes, waiting for the dragon to turn. If everyone in your group runs the moment the dragon turns to face your direction (don't wait to confirm it's your group, just run), you have to be extremely slow to get hit by more than the first tick, and MT healers assisting Felmyst will automatically heal the encapsulated person without missing a beat, even before you know that person has aggro or a debuff. Again, boar's speed to boots is helpful in Sunwell, there is a lot of mobility precision.

Gas Nova should be more dangerous than encapsulate. You can't run away from it, and sometimes dispells miss.
 

BassBomb

Diamond Member
Nov 25, 2005
8,390
1
81
I am going to try updating newer drivers for Audigy2 (I have been using some Audigy4 console + Audigy2 drivers from the Creative website)
I use XP FYI

Basically the best way to describe it is when many sounds are being played (ie buffing before a fight or battleground) many channels, it will sound unclear and muffled. Almost like when you have an mp3 and you upped the dB too much.

 

Harabec

Golden Member
Oct 15, 2005
1,369
1
81
FFS...
I just bought a new comp (a HD4850 is on the way, will arrive sunday\monday) with a clean installation of Vista and had to reinstall WoW.
Patch 2.4.2 is 1.1GB and it has been downloading for over a day at almost zero-kb-per-sec. I hate this P2P scheme.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Do you have Peer to Peer turned on? Sometimes I've found that turning it off works just as well, but usually you'll need to have it on. Also, you can just copy it over from the old PC and it should work just fine.

Oh and WoW runs nicely on my HD4870 :D. Play two at once without an issue so far unlike my 8800GTX that crashed like Lindsay Lohan on cocaine.
 
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