ahaha, come back for the patch 4.2, it will be probably on next tuesday, 28th, they are adding a new currency, mark of the world tree, and new dailies.
i need to get my honor/justice points cap before the patch, so i can buy everything in the first day of firelands :P. Even tho i already have everything for my prot spec, and only need the VP chest/ring for my ret spec.
@ KaidaTan:
nice! maloriak must be a pain to kill on heroic, the 2nd phase is kinda annoying.
one day i will be there too :(. wish i could have started playing wow before.
Nah he's not that bad. As a DPS you need to have good AoE for the adds that spawn in black phase, and be generally quick on your feet to avoid unnecessary damage. Nothing else is different at all for DPS, aside from higher damage. As a healer it's much more stressful, and the add and Maloriak tanks absolutely cannot mess up at all or it's a wipe. Also, a single tick of the lightning he does is absurdly powerful.
As Dark Link said, Storm is always first when it comes to drakes. If the Slate Dragon and the Nether Scion are both up, you'll probably want to get the Nether Scion next. If not, go for the Time Warden. You don't ever need to release the Slate Dragon, and the Whelps can come whenever since they're so easy to kill. I haven't done that fight on normal in a long time though. On heroic all five drakes are up, and we usually release Storm, Nether, and the Whelps right when the fight starts. After one of the big drakes goes down (we usually Lust and focus Storm), we release the Time Warden. We don't release Slate at all.
All the heroics I've done, I've done on my Resto Druid. I've DPS'd 11/12 (except Nef) on my Lock in PuGs, and I've tanked 8/12 on my Prot Warrior also in PuGs. Locks are really fun, but I love my Resto Druid <3
Words, if you want, i can pm you my real ID, and I can add you to friend list, it work through servers :P
oh and mages cant tank, the only classes that can tank are blood DK, prot paladin, prot warrior and feral druid on bear form.
I'll add you once I decide which character to keep... So far I like paladin the most. Druid kind of pissed me off, died too much even in bear form, wasting too much time/gold walking back to body or reparing items.
Druid
Paladin>
And all those Paladin deaths were in a dungeon... guys asked me to tank but I wasn't doing it right. Wrong talent >.<
I think I'll end up making this my main and try other ranged class later on.
Oh, and I also have one question. Is there a difference between 2 hand swords, maces and axes?
Oh, and I also have one question. Is there a difference between 2 hand swords, maces and axes? [/COLOR][/SIZE][/FONT]
Nothing you need to worry about now, just find a slow 2 handed weapon with str and use that. Dwarfs do get expertise for using maces i believe, but its not something you need to worry about until level 85 really and even then more often than not you just take the best weapon you can get your hands on regards of type.
I'll add you once I decide which character to keep... So far I like paladin the most. Druid kind of pissed me off, died too much even in bear form, wasting too much time/gold walking back to body or reparing items.
Druid
Paladin>
And all those Paladin deaths were in a dungeon... guys asked me to tank but I wasn't doing it right. Wrong talent >.<
I think I'll end up making this my main and try other ranged class later on.
Oh, and I also have one question. Is there a difference between 2 hand swords, maces and axes?
You're getting an AWFUL lot of world deaths. Try to avoid pulling more than 1 or 2 mobs at a time while questing.
There's no differences between weapons except which weapons your class can wield, and the small 1% racial bonuses mentioned above.
Edit: Oh, and if you add someone on Real ID, you add them to your Battle.net friends list. They will stay on friends list regardless of what character you or they are on, and you can see them even if they are playing SC2/D3.
You're getting an AWFUL lot of world deaths. Try to avoid pulling more than 1 or 2 mobs at a time while questing.
There's no differences between weapons except which weapons your class can wield, and the small 1% racial bonuses mentioned above.
Edit: Oh, and if you add someone on Real ID, you add them to your Battle.net friends list. They will stay on friends list regardless of what character you or they are on, and you can see them even if they are playing SC2/D3.
There were 2 quests that were making me die the most because I couldn't see if there were more mobs so after I pulled one and move a bit to kill it others would come out of nowhere... I finished one of those quests in like 45minutes, skip the other and ragequit. >.<
I just went on a dungeon and I was tanking... it wasn't fun at all but it wasn't hard at all either. My guild said I was doing it fine :D
Well this game IS full of terribads. Why else is Blizz nerfing T11 normal mode content by 30%?
I thought it was 20%, but yeah. My first raid experience was a pug BoT run. It took over an hour to down Halfus and the group was flat out incapable of stacking up for Blackout on V&T.
I'm in the "B" team in my guild but I'm lucky enough to have people that at least know what they're doing and can understand and react properly to fight mechanics.
you guys should some some PvPness. I'm thinking about taking a break from raiding in 4.2 and just doing arena
I like to do arenas, but my 2s partner is another ret paladin... so yeah lol.
i like this blue post:
Justifying Class Changes
Spoiler
The blog seemed to be popular, and even players who disagreed with their being nerfed seemed to appreciate the fact that we tried to give some insight into what we were thinking. GC and the his crew are going to try to keep making similar blogs for every patch. I think it was one of the more positively received blogs in long while.
Offering a lot of justification for changes early on a patch though is challenging for a number of reasons. First is that patch builds are often just snapshots of the data at any given time. We wait until everything is near perfect for actual releases (as far as you can ever do with as complex a game as this), but when we are in PTR mode the devs are trying to get builds out quickly. That means you'll often see a change that was half-implemented or something that a designer was messing around with. There often isn't justification for those type of changes -- it could just be trying to fix a bug or seeing how something feels with a slight redesign. Second, it takes a lot of time to justify those changes and designers are often really busy implementing the actual changes at that stage in the beta. When the changes are not even necessarily 'real' changes, justifying what might not stick probably isn't a great use of time.
Finally, we greatly appreciate feedback from the community and it can have a big influence on our game design, but at the same time we want to avoid the perception that the players are collaborating on with us on designing the game. It's tricky to manage expectations in that way, but if we lead players to believe they have more influence on design decisions than they actually do, then there's a lot of undue frustrated and dismay when we don't make a change that some may really wants us to make. Being able to take player feedback while making sure they don't expect that feedback to be implemented as-is can be a tough balancing act, but is still a necessary one.
Death Knight
Trading higher risk for higher return
In general we like designs like this a lot. The challenge is that WoW is a game where you are tanking for a group, so there is a substantial social dynamic at play. We don't want things to play out is like this: "Oh, look, our DK tank has the easy mode Death Strike talent. Ergo, he's a bad tank. Let's kick him and get a good one."
Never mind that the DK in question probably tanks better with the "automatic" Death Strike rather than fumbling through the "manual" one. Never mind that the difference between the two is probably not going to make the difference between success or failure unless you are on Heroic raids (in which case why on earth do you have a pug tank?)
Obviously we shouldn't design around misinformation. But at the same time, social pressure is really powerful. If the active / harder-to-use / more pro mode of Death Strike becomes the only acceptable standard, then we haven't accomplished anything but complicate the game.
It's something to think about at least. ;)
Paladin
Holy Paladins
Here are developer thoughts on a few Holy paladin-related issues from this and related threads:
Mana -- we still think the 4.2 changes are necessary. Many of you disagree. We're not sure we can resolve the disagreement without all of us (players and developers) sitting around a table going over a lot of raid parses, which obviously isn't very realistic. We don't want to shut down the conversation completely, but at the same time, this is a topic we have spent a lot of time on internally, and we still like the 4.2 changes. If you're right and we overcompensated, then we'll admit we were wrong and make changes. We don't think that will happen though. We think Holy paladins will remain awesome healers.
Beacon of Light -- Ideally the way we want it to play out is that you are healing non-Beacon targets (i.e. using the transfer) most of the time. However, sometimes that 50% healing transfer isn't sufficient and you have to actually heal the Beacon target directly. Yes that is less efficient, but there is no point worrying about efficiency when your tank is dead. (If you can't sometimes heal your Beacon target directly without having severe mana problems, then you probably need to gear up more for the content you're attempting.) Tower of Radiance was designed as consolation for healing the Beacon target. It was a better talent when it affected Holy Light, but unfortunately it was so good that the default behavior became only healing the Beacon target. That's not what we want either.
Light of Dawn -- like many AE spells, Light of Dawn doesn't scale well from 5-player dungeons (or even 3-player Arena teams) up to 25-player raids. Maybe the solution in the future is to somehow have the spells themselves scale with group size, but in the mean time we made 4.2 changes to get players in larger raids to use Word of Glory a little more often. Light of Dawn will still gets tons of use in big raids, and we're fine with that.
Holy Radiance -- this spells hasn't played out as we hoped. The initial design was that the paladin would heal targets around him, perhaps relying on the Speed of Light sprint to get to clumped, wounded targets, or even try healing in melee on occasion. We solved initial usability problems by just buffing the heal over and over, especially the range, such that the position of the paladin in the group is almost irrelevant now. Yet because it maintains an instant cast, there isn't a lot of interesting gameplay around Holy Radiance. It would probably work better as a cast time heal with no cooldown, so that you had the choice of using it or a single-target heal in the same way a shaman chooses Chain Heal when appropriate. Ultimately this might allow paladins to feel like they could be assigned to AE healing. That's a big redesign, but something we're considering.
Holy Shield Redesign / Protection Paladins
On the topic of who wanted this change, we’re just in a better position than players to get a sense for what a wide variety of paladins are asking for across the world. Players are most familiar with what their friends on their own realm are thinking, or what they read on the forums they frequent. Those are typically fairly small sample sizes. And I don't mean that as a slight against anyone in this thread who disagrees with our decisions. It's just the nature of the way in which data can be collected.
The more salient point though is that this isn’t a decision-making process that is heavily influenced by polling. The change made was a suggestion we saw several times, considered, and decided we agreed with. We know there are players who disagree with the decision, which to be fair, is the outcome of every single design decision we make. We think the most fair point is that some tanks already have enough going on, and as we suggested in the recent Blood DK discussion, we’re considering options to let players opt out of complexity at their discretion.
As far as Protection paladin mastery goes, one solution we like, as we alluded to before, is to split Protection’s mastery into multiple components so that hitting the “hard cap” is less of a hard cap. There are two problems with this design. First, it would feel a lot like the warrior mastery, and we know some of you want to be less like warriors, not more. Secondly, it would be a huge nerf to Protection survival overall. We could compensate for it elsewhere, but you will see a lot of players upset about the nerf -- players who liked stacking mastery to the cap and then being able to focus on other stats. We looked a lot at the paladin gear for Firelands and concluded that while it will be easier to max out mastery, there won’t be so much of it that paladins get frustrated when mastery gear drops. It might let them swap out a few other pieces or use fewer gems. We could have the problem again in the next raiding tier, but we have ample time to consider our options before that time.
This sort of leaves me with one question. Are you guys okay with Paladins block capping? You guys tend to bounce between the two ideas of "we are okay with it" and "we don't want it."
At the 10,000 foot view, it's not ideal. But it doesn't cause so many problems, balance or otherwise, that it was worth the potential fallout from a change. Even if we make a change that we think is for the better, it's still a change that requires some amount of relearning on the part of the player base, so we try and pick our battles.
Rogue
Rogues popularity
This is a topic we discuss a lot. We don't believe it has anything to do with game balance though. Rogues were also less popular than other classes at times when they consistently topped damage meters and dominated PvP. This isn't a trend that seems to rise and fall with current game balance. Overall, we've never seen a strong correlation between which class is considered overpowered and what players are playing. (Note: This is true overall, but if you move to smaller and smaller sample sizes, perhaps Arena teams above or below a certain rating threshold or raids above or below a certain level of progress, then you can see some correlations between power--real or perceived--and popularity.)
We do know that a lot of rogues appeared to reroll DK, at least when the class was first introduced. We also think rogues were more popular back in the day before flying mounts and instance-teleportation, where ganking someone out in the wilderness was more common. We saw a surge in the popularity of hybrid classes, especially druids and paladins, as running heroic dungeons became something nearly every player did instead of a more dedicated minority.
It's possible that some rogue mechanics aren't as fun as they could be. This is a really subjective issue though, and it's trivial to find members of every class and spec declaring that their character is clunky and ill-conceived while some other class or spec appears sleek and shiny. We made some changes (i.e. stealth movement speed) to try and make some of the rogue mechanics more fun and this is the kind of thing we'll continue to keep an eye on.
Plenty of players love rogues though. We don't want to give the perception that the class is dying or anything like that. It's just less commonly played than say paladin, which is probably why you see so many paladin-related threads on all three forums.
tbh, the change on holy shield will just make paladin a warrior with WoG and no gap closer(charge) they seem to not know what to do with the paladin mastery, i remember before cata holy shield worked like on 4.2, and now prot pally will have 2 useless talents in the talent tree.
ret doesn't need charge since it can spam dispel slows/roots (a warrior's biggest weakness) and it has hand of freedom for itself and its partners. Warrior's power currently comes from having insane constant pressure and ridiculous burst.
ret doesn't need charge since it can spam dispel slows/roots (a warrior's biggest weakness) and it has hand of freedom for itself and its partners. Warrior's power currently comes from having insane constant pressure and ridiculous burst.
yeah i know but im talking about PVE prot paladin :P
warriors are just.... with charge, knockback, mini stuns, fear and whirlwind beat paladin burst anyday(since when someone see the wings up, the paladin get instant dispeled lol)
I like how they finally went out and said that rogues are the least played class and a ton of us went to play a death knight when the class was released. I saw the post yesterday when bashiok made it. Dunno how I feel about it. Rogue rep in arena is probably going to become lower than hunter next patch even though rogue is THE pvp class.
-_-".
ret burst is insane too. I'm wearing 3600 resil and got hit by a 32k templars verdict followed by 28k hammer of wrath in a friggin duel.
I like how they finally went out and said that rogues are the least played class and a ton of us went to play a death knight when the class was released. I saw the post yesterday when bashiok made it. Dunno how I feel about it. Rogue rep in arena is probably going to become lower than hunter next patch even though rogue is THE pvp class.
-_-".
ret burst is insane too. I'm wearing 3600 resil and got hit by a 32k templars verdict followed by 28k hammer of wrath in a friggin duel.
yeah, when i have my burst on i do insane dmg, i see TV and hammer hitting by 30-50k critical at times, and if we have 2-3 TV proc with wings on, the target will probably die or be with low HP.
We have redesigned the hammer of wrath ability. If the Hammer of wrath ability when cast were to kill the paladin's target, the paladin will instead now start dancing and singing Rick Astley's "Never gonna give you up".
Holy Power has been reworked and is now called Holy Reception.
The Paladin will now have to run around trying to find the best spot for reception.
The more Holy Reception you have, the stronger your spells will be.
CAN YOU HEAL ME NOW???
Tier 12 armor will now have a giant antenna as a helm.
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