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[WOW] I don't wanna [CHAT] I wanna tank LFD all day.

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    RedDawnRedDawn Registered User regular
    edited January 2011
    No love or hate for shaman either, not sure how I feel about that.

    RedDawn on
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    Warlock82Warlock82 Never pet a burning dog Registered User regular
    edited January 2011
    Preacher wrote: »
    Nice a nerf for every rogue and a minimal increase for combat. Thanks blizz top notch.

    Just to smoke bomb really. Combat Readiness is almost a nerf but they made it harder for the stacks to fall off which seems like a buff.

    Warlock82 on
    Switch: 2143-7130-1359 | 3DS: 4983-4927-6699 | Steam: warlock82 | PSN: Warlock2282
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    Beyond NormalBeyond Normal Lord Phender Registered User regular
    edited January 2011
    Fairchild wrote: »
    Is it sad that I want this so bad?

    Also, douchey goose in the begining.

    http://www.youtube.com/watch?v=UiQ0AnlfBu4&feature=player_embedded
    And there we have the not-so-distant future of PC gaming. You're right, tho, that clown almost makes me never want to buy a Razer product. No wonder their product names are so stooopid.

    Oh look, another piece of technology to try and suck the money out of the pockets of gamers.

    No sir, I don't like it.

    Beyond Normal on
    Battle.net: Phender#1108 -- Steam: Phender -- PS4: Phender12 -- Origin: Phender01
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    PreacherPreacher Registered User regular
    edited January 2011
    Warlock82 wrote: »
    Preacher wrote: »
    Nice a nerf for every rogue and a minimal increase for combat. Thanks blizz top notch.

    Just to smoke bomb really. Combat Readiness is almost a nerf but they made it harder for the stacks to fall off which seems like a buff.

    I dunno knocking down the proc buff from 30 to 20 seconds while increasing the stack 2 seconds is a nerf in my opinion. Its not like the buff falls off when you were in combat that the extra 2 seconds will really help.

    Preacher on
    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    Warlock82Warlock82 Never pet a burning dog Registered User regular
    edited January 2011
    Preacher wrote: »
    Warlock82 wrote: »
    Preacher wrote: »
    Nice a nerf for every rogue and a minimal increase for combat. Thanks blizz top notch.

    Just to smoke bomb really. Combat Readiness is almost a nerf but they made it harder for the stacks to fall off which seems like a buff.

    I dunno knocking down the proc buff from 30 to 20 seconds while increasing the stack 2 seconds is a nerf in my opinion. Its not like the buff falls off when you were in combat that the extra 2 seconds will really help.

    They increased it 4 seconds. From 6 to 10. I mean, getting a proc at the very end of the buff duration for both is only a difference of ~6 seconds less uptime total.

    Ultimately I think it depends on the fight. Fast attackers like Rogues, yeah, that never fell off. Slower attackers (like many mobs) sometimes it does.

    Warlock82 on
    Switch: 2143-7130-1359 | 3DS: 4983-4927-6699 | Steam: warlock82 | PSN: Warlock2282
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    ElvenshaeElvenshae Registered User regular
    edited January 2011
    Madpanda wrote: »
    * Light of Dawn base healing has been reduced by 40%, from 1008 - 1124 to 605 - 675.
    * Tower of Radiance no longer affects Holy Light.

    Where are you reading that?

    Elvenshae on
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    PreacherPreacher Registered User regular
    edited January 2011
    Warlock82 wrote: »
    Preacher wrote: »
    Warlock82 wrote: »
    Preacher wrote: »
    Nice a nerf for every rogue and a minimal increase for combat. Thanks blizz top notch.

    Just to smoke bomb really. Combat Readiness is almost a nerf but they made it harder for the stacks to fall off which seems like a buff.

    I dunno knocking down the proc buff from 30 to 20 seconds while increasing the stack 2 seconds is a nerf in my opinion. Its not like the buff falls off when you were in combat that the extra 2 seconds will really help.

    They increased it 4 seconds. From 6 to 10. I mean, getting a proc at the very end of the buff duration for both is a difference of ~4 seconds less uptime.

    Its just a silly thing to reduce/change when rogues could use a little bit more love in other areas. I mean there was nothing for subs in there to buff their pve damage. Or to make mutilate want to use crit over flat hit.

    Preacher on
    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    DacDac Registered User regular
    edited January 2011
    I have to wonder how those changes will affect Single-Minded Fury. It Heroic Striked and Cleaved harder than Titan's Grip - in fact, I think they're currently it's hardest hitting abilities - but it was still a bit behind TG.

    The War Academy change is a big boost to Raging Blow, which TG does better than SMF anyway (because it's based off weapon damage, unlike HS and Cleave).

    And the mastery change just makes RB even better.

    I don't think it's even going to be a choice if those numbers make it to live unaltered - it'd be Titan's Grip all the way.

    Dac on
    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
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    ToothyToothy Registered User regular
    edited January 2011
    How does everyone feel about Bloodlusts not working in Arenas?

    Toothy on
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    MadpandaMadpanda suburbs west of chicagoRegistered User regular
    edited January 2011
    Elvenshae wrote: »
    Madpanda wrote: »
    * Light of Dawn base healing has been reduced by 40%, from 1008 - 1124 to 605 - 675.
    * Tower of Radiance no longer affects Holy Light.

    Where are you reading that?

    mmo-champion, i think it was posted a few times in this page or the last with the rest of the ptr notes.

    I am healing fine as a shaman, the only other raid healers we have are paladins though.


    Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
    Just a few additions of Glyph in spell tooltips to properly reflect their effects when you use them. Nothing new.

    Uh ok. thanks.


    My fear is that healing stream totem or healing rain will get nerfed. On the few fights I have done where a raid can group, they are redonkulous.

    Madpanda on
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    Steam/PSN/XBL/Minecraft / LoL / - Benevicious | WoW - Duckwood - Rajhek
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    L Ron HowardL Ron Howard The duck MinnesotaRegistered User regular
    edited January 2011
    LockeCole wrote: »
    Billmaan wrote: »
    LockeCole wrote: »
    Are there notes for the 4.0.6 PTR patch now?

    There are now: http://us.battle.net/wow/en/forum/topic/1765534540

    Work filter :P Could someone copy/paste quote.
    General


    * Many tooltips have been updated to reflect any changes made via recent hotfixes.

    * The guild reward Armadillo Pup now requires revered faction instead of exalted.


    PvP


    * Arenas


    o Bloodlust, Heroism, Time Warp and Ancient Hysteria can no longer be cast while in Arenas.




    * Battlegrounds


    o The Battle for Gilneas


    + The time it takes to capture a flag has been reduced to 5 seconds, down from 8.




    o Strand of the Ancients


    + The damage done by Antipersonnel Cannons has been doubled.

    + The missile speed of Rocket Blast (Antipersonnel Cannons) has been increased by roughly 50%.

    + Some Antipersonnel Cannons could shoot the platform they were spawned on. These spawn locations have been fixed.

    + The Battleground Demolisher no longer has two additional seats and now only has room for the driver.

    + A PvP duration flag has been added to Battleground Demolishers. This should make it so crowd control effects cast on unmanned demolishers does not last an extended amount of time.

    + There should no longer be a discrepancy in time when the Battleground Demolishers spawn at the start of each round.

    + The Battleground Demolishers spawned on the docks no longer despawn when the north graveyard is taken by the offense.

    + Massive Seaforium Charges should now be useable in rated Battleground matches.

    + The duration of the Teleport debuff has been lowered to 10 seconds, down from 20.

    + The radius of the Seaforium Blast has been lowered to 10 yards, down from 20.








    Races


    * The draenei racial trait Gift of the Naaru now heals 20% of the target's health over 15 seconds, rather than a scaling value.

    * The dwarven racial trait Stoneform now reduces all damage taken by 10%, rather than increasing armor by 10%. It also increases the dwarf's size when used.

    * The gnomish racial trait Escape Artist now has a 1.5-minute cooldown, down from 1.75.

    * The human racial trait Every Man for Himself has been reverted back to a 2-minute cooldown, down from 3 minutes.

    * The night elf racial trait Shadowmeld can now be used while shapeshifted.

    * The tauren racial trait War Stomp can now be used while shapeshifted.

    * The worgen racial trait Darkflight now has a 2-minute cooldown, down from 3, and is no longer on the global cooldown. In addition, the movement speed bonus now stacks with existing bonuses, but cannot be activated while Sprint or Dash is active (and they cannot be activated while Darkflight is active).


    Death Knights


    * Icebound Fortitude now breaks stuns when used, in addition to providing immunity to them.

    * Necrotic Strike's absorption effect is now reduced by the target's resilience.

    * Talent Specializations


    o Blood


    + Crimson Scourge has been redesigned slightly. Instead of a 50/100% chance to make the next Blood Boil free when Plague Strike is used on a target with Blood Plague, the talent now gives a 5/10% chance to provide a free Blood Boil when the death knight lands any melee attack on a Blood Plagued target.

    + Will of the Necropolis no longer refunds a Blood Rune when it resets Rune Tap's cooldown. Instead it makes the next Rune Tap free while Will of the Necropolis is active.




    o Frost


    + Howling Blast now deals 40% less damage to all targets other than the primary target of the spell.

    + Might of the Frozen Wastes now also increases all melee damage by 4/8/12% while wielding a two-handed weapon.




    o Unholy


    + Desecration is now also triggered by Necrotic Strike.

    + Runic Corruption procs while the aura is already active now add 3 seconds to the existing aura duration, instead of simply refreshing/overwriting the existing aura.

    + Unholy Might (passive) has been reduced to a 5% Strength increase, down from 10%.







    * Glyphs


    o Glyph of Death's Embrace no longer refunds Runic Power when self-healing via Lichborne.





    Druids


    * Barkskin is no longer dispellable.

    * Healing Touch is now trained at level 78, up from level 3.

    * Lacerate damage has been reduced by approximately 20%.

    * Mangle (Bear Form) weapon damage (at level 80+) has been reduced to 235%, down from 300%.

    * Mangle (Cat Form) weapon damage percent (at level 80+) has been increased to 460%, up from 360%.

    * Maul damage has been reduced by approximately 20%.

    * Mount Up: This guild perk now applies to Flight Form and Swift Flight Form as well.

    * Nourish is now trained at level 8, down from level 78.

    * Omen of Clarity can no longer trigger from helpful spells (aka heals), unless the Restoration talent Malfurion's Gift is chosen.

    * Rake damage has been reduced by 10%.

    * Rejuvenation is now trained at level 3, down from level 8. In addition, its mana cost has been reduced from 26% to 16%.

    * Rip damage has been reduced by 10%.

    * Shred weapon damage percent (at level 80+) has been increased to 450%, up from 350%.

    * Talent Specializations


    o Balance


    + The Shooting Stars buff duration has been increased to 12 seconds, up from 8 seconds.

    + Wild Mushroom is now instant cast, down from 0.5 seconds. In addition, the radius of detonation has been increased to 6 yards, up from 3, and damage done increased by 15%.




    o Feral


    + Berserk (instant Mangle proc) now has a new Spell Alert identifier. In addition, Berserk no longer breaks Fear or makes the druid immune to Fear.

    + Pulverize weapon damage percent has been reduced to 80%, down from 100%.




    o Restoration


    + Empowered Touch now also affects Regrowth.

    + Nature's Bounty no longer affects Swiftmend, but now has a new effect. When the druid has Rejuvenation on 3 or more targets, the cast time of Nourish is reduced by 10/20/30%.







    * Glyphs


    o Glyph of Regrowth now causes the heal-over-time effect to refresh itself on targets at or below 50% health, up from 25%.

    o Glyph of Wrath now increases damage done by Wrath by 10% and no longer requires Insect Swarm on the target.





    Hunters


    * Aimed Shot! weapon damage has been increased to 200%.

    * Aspect of the Wild, Aspect of the Hawk, and Aspect of the Fox can now be cast while mounted.

    * Deterrence now provides 100% chance for melee attacks to miss instead of 100% parry chance. This means that attacks that cannot be parried, notably some rogue abilities, can now be prevented by Deterrence, and the hunter will gain the benefit of Deterrence even if disarmed.

    * Dust Cloud's cooldown and duration have been modified to make it closer aligned with Tailspin (same effect, different pet).

    * Kill Command's damage has been increased by 20%.

    * Kill Shot's attack power scaling has been increased by 50%.

    * Master's Call now has a 35-second cooldown, down from 1 minute. In addition, the visual effect is more obvious.

    * Talent Specializations


    o Marksmanship


    + Chimera Shot's attack power scaling has been increased by 20%.




    o Survival


    + Into the Wilderness (passive) has been reduced to a 10% Agility increase, down from 15%.







    * Pets


    o Pets now have 70% of the master's armor, rather than a different value based on which type of pet they are.

    o Shale Spiders now correctly have a special ability (Web Wrap).

    o Bad Manner (monkey) now properly breaks from damage.





    Mages


    * Flame Orb now ignores critters.

    * The mana costs of Arcane Brilliance and Dalaran Brilliance have been reduced by approximately 16%, making them roughly equal to the cost of Mark of the Wild.

    * Ring of Frost: Radius shrunk to 8 yards, and inner "safe" radius is now 4.7 yards (exactly matching graphic). Dispelling the effect of Ring of Frost will now make the target immune to being refrozen for 3 seconds. If a second Ring of Frost is cast by the same mage while the first is still active (via Cold Snap), the first will now disappear and cease functioning.

    * Bug Fixes


    o Ring of Frost can now be cast, and works properly, on transports (this includes elevators, trapdoors, etc.).





    Paladins


    * The mana costs of Blessing of Might and Blessing of Kings have been increased by approximately 217%, making them roughly equal to the cost of Mark of the Wild.

    * Crusader Strike weapon damage percent has been increased to 135%, up from 115%.

    * Divine Plea now lasts for 9 seconds, down from 15. It grants 4% mana per tick, instead of 2%, for a total of 12% mana, up from 10%.

    * Talent Specializations


    o Retribution


    + Divine Purpose: The chance for applicable abilities to generate Holy Power has been reduced to 7/15%, down from 20/40%, but instead of generating 1 Holy Power, the next applicable ability used consumes no Holy Power and acts as if the paladin has 3 Holy Power.

    + Hand of Light (Mastery): A percentage of the damage done by Templar's Verdict, Crusader Strike, and Divine Storm is done as additional Holy damage.

    + Repentance is no longer broken from damage done by Censure (Seal of Truth).







    * Glyphs


    o Glyph of Divine Plea now adds 6% mana, for a total of 18% over 9 seconds.





    Priests


    * The duration of Levitate has been increased to 10 minutes, up from 2.

    * The mana cost of Power Word: Fortitude has been reduced by approximately 68%, making it roughly equal to the cost of Mark of the Wild.

    * The mana cost of Power Word: Shield has been increased by approximately 31%, but its effect has been increased by 208%.

    * The mana cost of Renew has been reduced by 24%.

    * The mana cost of Shadow Protection has been reduced by approximately 65%, making it roughly equal to the cost of Mark of the Wild.

    * Talent Specializations


    o Discipline


    + Focused Will now procs when the priest is critically hit, in addition to its current effect.

    + Improved Power Word: Shield now also increases the amount absorbed by an additional 15/30% when cast on oneself.

    + Pain Suppression is no longer dispellable.




    o Holy


    + Blessed Resilience will now proc when the priest is critically hit, in addition to its current effect.

    + Chakra states now last 1 minute, up from 30 seconds.

    + Desperate Prayer now heals the priest for 30% of their total health, up from a very subpar value.

    + Holy Concentration now increases the amount of mana regeneration from Spirit while in combat by an additional 15/30%, down from 20/40%.

    + Holy Word: Chastise now has a 30-second cooldown, up from 25. In addition, it properly breaks from damage.

    + Lightwell's health has been increased by 50% (for PvP purposes).

    + Serendipity now has Spell Alert and Floating Combat Text feedback support.

    + Surge of Light can now also proc from Flash Heal and Greater Heal, and can now also critically hit.







    * Glyphs


    o Glyph of Mind Flay no longer requires Shadow Word: Pain to be on the target.

    o Glyph of Pain Suppression has been renamed Glyph of Desperation and now allows Guardian Spirit to be cast while stunned, in addition to Pain Suppression.

    o Glyph of Psychic Horror now reduces the cooldown of Psychic Horror by 30 seconds, down from 60.

    o Glyph of Spirit of Redemption has been converted into Glyph of Prayer of Mending, which increases the healing done by the first charge of Prayer of Mending by 60%.





    Rogues


    * Combat Readiness now lasts for 20 seconds, down from 30 seconds, but the Combat Insight stacking buff lasts 10 seconds, up from 6 seconds.

    * Smoke Bomb now lasts for 5 seconds, down from 10 seconds.

    * Talent Specializations


    o Combat


    + Main Gauche (Mastery) now provides a chance to deal an attack for 75% of main-hand damage. This attack can trigger Combat Potency.

    + Revealing Strike now increases finisher effectiveness by 35% (45% glyphed), up from 20% (30% glyphed).








    Warlocks


    * Curse of Exhaustion now reduces movement speed by 30%, down from 50%.

    * Drain Mana has been removed from the game.

    * Talent Specializations


    o Affliction


    + Unstable Affliction's silence effect has been reduced to 3 seconds, down from 5.




    o Demonology


    + Demonic Rebirth now highlights summoning spells when active.

    + Inferno no longer increases the radius of Hellfire.




    o Destruction


    + Shadow and Flame can now proc from Incinerate in addition to Shadow Bolt.







    * Glyphs


    o Glyph of Soul Swap cooldown has been increased to 15 seconds, up from 10 seconds.





    Warriors


    * Charge now shares diminishing returns with stun effects.

    * Cleave damage has been reduced by 20%.

    * Heroic Strike damage has been reduced by 20%.

    * Talent Specializations


    o Arms


    + Juggernaut no longer increases the cooldown on Charge, but instead increases the duration of the Charge stun by 2 seconds. In addition, Charge is usable in all stances, however, the talent now causes Charge and Intercept to share a cooldown.

    + Lambs to the Slaughter: Instead of granting 10/20/30% damage to the next Mortal Strike, Overpower, or Execute, it now grants a 10% buff to any Mortal Strike, Overpower, Slam, or Execute that stacks 1/2/3 times.

    + War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam.




    o Fury


    + Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.







    * Glyphs


    o Glyph of Rapid Charge has been changed from a 7% reduction to Charge's cooldown, to 1 second off of the cooldown. This change is primarily to clarify the exact cooldown reduction this glyph provides.





    Professions


    * Cooking


    o Multiple spawn locations now exist for the Confectioner's Sugar (daily quest item) in Stormwind.





    Items


    * Bell of Enraging Resonance can now trigger from any damage spell instead of only critical strikes.

    * The Fury of Angerforge internal cooldown has been drastically reduced so this trinket will build up charges much faster.

    * Mandala of Stirring Patterns now grants Intellect instead of Mastery.

    * The PvP Priest 4-piece set bonus has been redesigned. When Power Word: Shield is cast on the priest, movement speed reduction effects are temporally suppressed for 4 seconds.


    User Interface


    * For opening cinematics there is now a streaming option interface in the login screen for play-on-demand.

    * The Character Info window (C) now saves for each specialization how stat categories are ordered by players, as well as whether categories are expanded/collapsed.

    * Character movement speed is now displayed on the Character Info window (C) with all other stats.

    * Archaeology


    o There are now number displays on the summary page and dropdown menu.

    o Ready Flash has been added to the race icons.




    * Guild Interface


    o A View All button has been added to the profession display regardless of whether Show Offline Members is checked.

    o Online members can now be sorted to the top of the View Crafters list.

    o The guild reputation cap is now displayed in the tooltip.




    * Real ID & Chat


    o Real ID login notifications now include character and game icons.

    o Players can now right-click close a chat window tab even if it's not the current tab.

    o There is now an option to auto-pop whispers into a new tab.

    o Popped out whisper windows now show online/offline status messages.




    * Bug Fixes


    o Many bugs... handled them!





    Quests & Creatures


    * Tol Barad Peninsula


    o A new achievement, Just Another Day in Tol Barad, has been added for completing all of the Tol Barad daily quests.

    o Crazed Guards now drop Rusty Rifles.

    o The spawn rate of Alliance and Horde Infantry for the quest "The Leftovers" has been increased.

    o The Magnetized Scrap Collector for the quest "Magnets, How Do They Work?" will now be correctly removed from players' bags upon completing the quest.

    o Both the Baradin's Wardens and Hellscream's Reach Commendations are now Bound to Account items.





    Bug Fixes


    * Worgen now work properly in the Barbershop.

    L Ron Howard on
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    BuddiesBuddies Registered User regular
    edited January 2011
    Toothy wrote: »
    How does everyone feel about Bloodlusts not working in Arenas?

    It would have been better to make it not work on Pet's in Arena. I don't really think there is a problem with Bloodlust in particular, it's just when a Beastcleave team kills your Healer with just their pets that it becomes rediculous.

    Buddies on
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    Warlock82Warlock82 Never pet a burning dog Registered User regular
    edited January 2011
    Toothy wrote: »
    How does everyone feel about Bloodlusts not working in Arenas?

    Sounds good to me. I'm amazed they worked to begin with. You kind of get screwed if you didn't have one of those classes with you since the buff is so powerful (esp with the Cata buffs to haste working on resource regen).

    Warlock82 on
    Switch: 2143-7130-1359 | 3DS: 4983-4927-6699 | Steam: warlock82 | PSN: Warlock2282
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    belligerentbelligerent Registered User regular
    edited January 2011
    Actually a couple buffs for priests. particularly
    ■The mana cost of Power Word: Shield has been increased by approximately 31%, but its effect has been increased by 208%.

    and
    ■Surge of Light can now also proc from Flash Heal and Greater Heal, and can now also critically hit.

    Also like these:
    ■Chakra states now last 1 minute, up from 30 seconds.
    ■Desperate Prayer now heals the priest for 30% of their total health, up from a very subpar value.

    belligerent on
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    PotatoNinjaPotatoNinja Fake Gamer Goat Registered User regular
    edited January 2011
    Toothy wrote: »
    How does everyone feel about Bloodlusts not working in Arenas?

    Probably for the best, hopefully there's some other compensation for shamans but "every 5v5 team needs a shaman or mage or corehound" was kind of stupid and has been since arenas started at 70.

    PotatoNinja on
    Two goats enter, one car leaves
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    WaltWalt Waller Arcane Enchanted Frozen ElectrifiedRegistered User regular
    edited January 2011
    They weren't kidding about improving Retriawesome. Extra holy damage on Divine Storm, harder hitting Crusader Strike, pretty good (best secondary stat according to EJ tests) mastery AND less stupid RNG. Wonder if we'll see Ret Paladins on the charts again after this?

    Walt on
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    L Ron HowardL Ron Howard The duck MinnesotaRegistered User regular
    edited January 2011
    My bitch about Shaman healing is that it's exactly like it is in BC.
    We seem to pretty much ignore anything but MP5 (now Spirit) in order to not go OOM after four casts.

    I wish they'd revert the potion changes. At least during BC we could pot early and often to stave off going OOM, in between popping Mana Tide whenever we could. Now, we just kinda go OOM, waste out pot, and have to wait for Mana Tide to go off of cool down in between standing around while mana regens enough to cast a single spell.

    Or maybe I'm just bad, and don't want to admit it.

    L Ron Howard on
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    MadpandaMadpanda suburbs west of chicagoRegistered User regular
    edited January 2011
    My bitch about Shaman healing is that it's exactly like it is in BC.
    We seem to pretty much ignore anything but MP5 (now Spirit) in order to not go OOM after four casts.

    I wish they'd revert the potion changes. At least during BC we could pot early and often to stave off going OOM, in between popping Mana Tide whenever we could. Now, we just kinda go OOM, waste out pot, and have to wait for Mana Tide to go off of cool down in between standing around while mana regens enough to cast a single spell.

    Or maybe I'm just bad, and don't want to admit it.


    I pretty much stopped gemming for spirit unless its an amazing bonus or for meta. Focused on int until i was at around 84k mana unbuffed, then went int/haste till the first haste milestone (~950) now do int/crit.

    I do fine on mana, providing the rest of the group/raid isn't standing in fire honking away.

    Madpanda on
    camo_sig2.png
    Steam/PSN/XBL/Minecraft / LoL / - Benevicious | WoW - Duckwood - Rajhek
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    LarsLars Registered User regular
    edited January 2011
    ■A new achievement, Just Another Day in Tol Barad, has been added for completing all of the Tol Barad daily quests.

    I hates you, I hates you all. I've already done all those stupid quests and sworn off several of them since I've already gotten my dragon mount and nearly enough commendations for my spectral mount.

    It is interesting that they finally did take a pass at the racials and buff a bunch of them (though still not as good as goblin racials).

    Lars on
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    JadedJaded Registered User regular
    edited January 2011
    bowen wrote: »
    Dear CCers,

    Don't wait until mobs get to me on a ranged/LoS pull to CC and then complain when I inevitably break it while tanking with my AoE abilities. Also, stop waiting until after the CCed mob breaks out of your CC before you reCC. Set it as your focus and watch, it's not difficult.

    Love,
    That good tank you sometimes get in your LFD queue

    Dear good tank,

    Move non CC'd things away from the CC'd mob(s) if that happens and go to town.

    My bitch is this:
    I ended up in H.GB the other day.
    DK tank, DK DPS, Warrior DPS, Paladin Healer, Elemental Shaman (me).
    I get told...
    "Hey Sham, u r teh only CC... Hex diamond nd bind square."
    I says "In that order? And pull with CC?"
    Tank says "You betchya!"
    Okie doke... no issue, BLAM, thing is hexed... Bind is casting... Oh... look... you ran ahead and dropped a DND on EVERYTHING ELSE!

    If I had a gold for everytime something like this has happened... I'd be a rich man! :o
    But no... here I am... a poor shaman, trying to CC things because the majority of the tanks I get stuck with while pugging are too retarded to do their job properly and most of the DPS that can CC that I get stuck with go "OLO AOE GOGOGO!"
    And before it's said... yes, I am levelling my tank now so I don't have to put up with this crap no more!

    Jaded on
    I can't think of anything clever.
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    MutilateMutilate Registered User regular
    edited January 2011
    I have found that unless I have to cast my big inefficient heals non stop (which is usually an indicator people are doing something wrong) I can basically spam heals and never really go completely OOM. Keep in mind that my guild just started Cata content but on halfus last night after the first drake was down I was sitting at like 40% mana and then basically hovered in the 40-50% range for the rest of the fight. Of course that fight by design gets easier to heal the deeper into it you get. Even in heroics now if I need to pump so fast big heals or lay down a Healing Rain I am never worried about going OOM because I know once things stabilize I can milk that healing wave/riptide combo for what seems like forever.

    Mutilate on
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    BlehBlehAmigaBlehBlehAmiga Registered User regular
    edited January 2011
    Jaded wrote: »
    My bitch is this:
    I ended up in H.GB the other day.
    DK tank, DK DPS, Warrior DPS, Paladin Healer, Elemental Shaman (me).
    I get told...
    "Hey Sham, u r teh only CC... Hex diamond nd bind square."
    I says "In that order? And pull with CC?"
    Tank says "You betchya!"
    Okie doke... no issue, BLAM, thing is hexed... Bind is casting... Oh... look... you ran ahead and dropped a DND on EVERYTHING ELSE!

    If I had a gold for everytime something like this has happened... I'd be a rich man! :o
    But no... here I am... a poor shaman, trying to CC things because the majority of the tanks I get stuck with while pugging are too retarded to do their job properly and most of the DPS that can CC that I get stuck with go "OLO AOE GOGOGO!"
    And before it's said... yes, I am levelling my tank now so I don't have to put up with this crap no more!

    Hex can withstand some damage so if you bind then hex it might last, but that's more a tank problem yeah.

    BlehBlehAmiga on
    ffbe ign: Kas
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    PreacherPreacher Registered User regular
    edited January 2011
    Lars wrote: »
    ■A new achievement, Just Another Day in Tol Barad, has been added for completing all of the Tol Barad daily quests.

    I hates you, I hates you all. I've already done all those stupid quests and sworn off several of them since I've already gotten my dragon mount and nearly enough commendations for my spectral mount.

    It is interesting that they finally did take a pass at the racials and buff a bunch of them (though still not as good as goblin racials).

    No racial will ever equal the goblin heartbreak kid flex with wink, don't even suit up you are already done.

    Preacher on
    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    815165815165 Registered User regular
    edited January 2011
    Jaded wrote: »
    My bitch is this:
    I ended up in H.GB the other day.
    DK tank, DK DPS, Warrior DPS, Paladin Healer, Elemental Shaman (me).
    I get told...
    "Hey Sham, u r teh only CC... Hex diamond nd bind square."
    I says "In that order? And pull with CC?"
    Tank says "You betchya!"
    Okie doke... no issue, BLAM, thing is hexed... Bind is casting... Oh... look... you ran ahead and dropped a DND on EVERYTHING ELSE!

    If I had a gold for everytime something like this has happened... I'd be a rich man! :o
    But no... here I am... a poor shaman, trying to CC things because the majority of the tanks I get stuck with while pugging are too retarded to do their job properly and most of the DPS that can CC that I get stuck with go "OLO AOE GOGOGO!"
    And before it's said... yes, I am levelling my tank now so I don't have to put up with this crap no more!
    I guess all you can do here is pull one of the mobs off the tank at the start of the pull and hex it when it's in your grill, like how Hunters used to trap. The composition of the pull can really mess with this though. :(

    815165 on
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    Dropping LoadsDropping Loads Registered User regular
    edited January 2011
    Fairchild wrote: »
    Is it sad that I want this so bad?

    Also, douchey goose in the begining.

    http://www.youtube.com/watch?v=UiQ0AnlfBu4&feature=player_embedded
    And there we have the not-so-distant future of PC gaming. You're right, tho, that clown almost makes me never want to buy a Razer product. No wonder their product names are so stooopid.

    Oh look, another piece of technology to try and suck the money out of the pockets of gamers.

    No sir, I don't like it.

    I completely agree. You still need a mouse, but they are billing it as portable. Additionally, even with a laptop and mouse, I only use the left half of my keyboard, which means that at least 50% of my screen is centered with my eyes. With this, you'd either have to put a lot of strain on your left wrist to have the screen in front of you, or turn both the screen and your head in order to see it while it is lined up properly with your left arm.

    I'd be more inclined to use a device like this as an N52 Speedpad replacement than as a computer, except the N52 does more stuff (except change the picture on the keys.)

    Dropping Loads on
    Sceptre: Penny Arcade, where you get starcraft AND marriage advice.
    3clipse: The key to any successful marriage is a good mid-game transition.
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    bowenbowen How you doin'? Registered User regular
    edited January 2011
    Dear Jaded,

    If you were on my server I'd tank for you.

    Love,
    That tank.

    bowen on
    not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
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    PreacherPreacher Registered User regular
    edited January 2011
    There are few Gb pulls that have more casters then meele, so there is zippo reason for the tank to drop a dnd on cc targets. I did notice the other night a retadin kept breaking my saps no matter how far I sapped them from the group (it was in hoo and I was sapping the packs and I swear he'd judge the ranged caster just to be a dick wipe).

    I hate when you're on a normal and want the run to go smooth so you mark and cc your own target and they break it anyway.

    Preacher on
    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    Jubal77Jubal77 Registered User regular
    edited January 2011
    Preacher wrote: »
    There are few Gb pulls that have more casters then meele, so there is zippo reason for the tank to drop a dnd on cc targets. I did notice the other night a retadin kept breaking my saps no matter how far I sapped them from the group (it was in hoo and I was sapping the packs and I swear he'd judge the ranged caster just to be a dick wipe).

    I hate when you're on a normal and want the run to go smooth so you mark and cc your own target and they break it anyway.

    Yeah but Bowen's complaint is still valid. I have had CCers wait to cc mobs untill they are right at the corner of a LOS pull. There is reason why I LOS pulled. CC away from it. What I usually do if CCers are not on the ball now that my ilvl is higher is just pop CDs and pull 10k+dps. Looks sexah on that fight at least.

    Jubal77 on
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    bowenbowen How you doin'? Registered User regular
    edited January 2011
    Yeah I pop my cooldowns because CCing with pugs is a waste of my time and I have a cooldown ready at least every pull most of the time. The only place I worry is fucking grim batol because fuck that place with pugs.

    bowen on
    not a doctor, not a lawyer, examples I use may not be fully researched so don't take out of context plz, don't @ me
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    TomantaTomanta Registered User regular
    edited January 2011
    So... no Shaman changes at all, and Tol Barad is still broken.

    Tomanta on
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    PreacherPreacher Registered User regular
    edited January 2011
    Jubal77 wrote: »
    Preacher wrote: »
    There are few Gb pulls that have more casters then meele, so there is zippo reason for the tank to drop a dnd on cc targets. I did notice the other night a retadin kept breaking my saps no matter how far I sapped them from the group (it was in hoo and I was sapping the packs and I swear he'd judge the ranged caster just to be a dick wipe).

    I hate when you're on a normal and want the run to go smooth so you mark and cc your own target and they break it anyway.

    Yeah but Bowen's complaint is still valid. I have had CCers wait to cc mobs untill they are right at the corner of a LOS pull. There is reason why I LOS pulled. CC away from it. What I usually do if CCers are not on the ball now that my ilvl is higher is just pop CDs and pull 10k+dps. Looks sexah on that fight at least.

    Well as a rogue outside of pats I can only cc where the mob stands. Though I've taken to mentioning that I have sap glyphed and that sap applies to dragonkin and beasts now as people aren't aware of that.

    Preacher on
    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    PreacherPreacher Registered User regular
    edited January 2011
    Tomanta wrote: »
    So... no Shaman changes at all, and Tol Barad is still broken.

    Is the issue the parity thing? So if the defending team just puts out 1 or 2 people the attacking team can not possibly win?

    Preacher on
    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    BobbleBobble Registered User regular
    edited January 2011
    Warstomp in bearform!

    That only took... 6 years. Thanks, Blizz!

    Bobble on
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    Jubal77Jubal77 Registered User regular
    edited January 2011
    Preacher wrote: »
    Jubal77 wrote: »
    Preacher wrote: »
    There are few Gb pulls that have more casters then meele, so there is zippo reason for the tank to drop a dnd on cc targets. I did notice the other night a retadin kept breaking my saps no matter how far I sapped them from the group (it was in hoo and I was sapping the packs and I swear he'd judge the ranged caster just to be a dick wipe).

    I hate when you're on a normal and want the run to go smooth so you mark and cc your own target and they break it anyway.

    Yeah but Bowen's complaint is still valid. I have had CCers wait to cc mobs untill they are right at the corner of a LOS pull. There is reason why I LOS pulled. CC away from it. What I usually do if CCers are not on the ball now that my ilvl is higher is just pop CDs and pull 10k+dps. Looks sexah on that fight at least.

    Well as a rogue outside of pats I can only cc where the mob stands. Though I've taken to mentioning that I have sap glyphed and that sap applies to dragonkin and beasts now as people aren't aware of that.

    I love a good rogue in the group. They are just not around. Rogues I mean. Whenever I get one in a group they are almost always awesome.

    Jubal77 on
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    WaltWalt Waller Arcane Enchanted Frozen ElectrifiedRegistered User regular
    edited January 2011
    bowen wrote: »
    Yeah I pop my cooldowns because CCing with pugs is a waste of my time and I have a cooldown ready at least every pull most of the time. The only place I worry is fucking grim batol because fuck that place with pugs.
    On my Death Knight I mash cooldowns even with CC because I can.

    Walt on
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    Undead ScottsmanUndead Scottsman Registered User regular
    edited January 2011
    Woo! Hunter buffs out the ass!

    Undead Scottsman on
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    PreacherPreacher Registered User regular
    edited January 2011
    Jubal77 wrote: »

    I love a good rogue in the group. They are just not around. Rogues I mean. Whenever I get one in a group they are almost always awesome.

    As mentioned earlier its because rogues are not a fotm and you have to work hard to be useful. So getting one to 85 and item geared for heroics outside of cheesing the system usually means you know your shit to an extent.

    I haven't been kicked from a heroic run yet, but that could just be because I'm so pretty.

    Preacher on
    I would like some money because these are artisanal nuggets of wisdom philistine.

    pleasepaypreacher.net
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    FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    edited January 2011
    Why, were Hunters bad ?

    My Worgen hunter 49 is lost in the Tanaris Desert at the moment.

    Fairchild on
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    TomantaTomanta Registered User regular
    edited January 2011
    Preacher wrote: »
    Tomanta wrote: »
    So... no Shaman changes at all, and Tol Barad is still broken.

    Is the issue the parity thing? So if the defending team just puts out 1 or 2 people the attacking team can not possibly win?

    That, and defense is incredibly easier than attacking in general. The rules need to be changed somehow (I've seen several good suggestions).

    Tomanta on
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    MutilateMutilate Registered User regular
    edited January 2011
    Maybe I am lucky but I have not really had many CC problems with pugs when people actually want to CC The issue I seem to run into is that groups think they can handle the trash in HHoO as an AOE pull. :(

    Mutilate on
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