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Zio Nov 10, 2006 12:37 AM

I've been playing on PVE to pass the time, I got my hunter to level 40 within a week. ._.; And that was between raids and etc.

Trust me, PVP is the most fun thing, it might be somewhat annoying but it's fun though and it makes it more realistic.

Kaelin Nov 10, 2006 08:03 PM

Quote:

Originally Posted by StarmanDX
And again, why exactly should I play my 14 days on PvE when, if someday I do buy a subscription, I'd much rather play on PvP? And when, if I don't ever buy a subscription, it doesn't make a difference either way?

Anyways, it's a moot point, as I already started playing on Illidan:
Solivagus - 10 - Tauren Druid

I only suggested it if you have other things to attend to IRL (like a job) that prevent you from power gaming yourself up in levels. Anyways, have fun getting ganked by Alliance in Hillsbrad.

dagget Nov 14, 2006 04:00 AM

PTR Patch notes:

Quote:

General
- All players will have talent points reimbursed and will have access
to new talents throughout their trees; this includes the 41-point
talents. Several new abilities have also been added for all classes.
- All pets now receive a percentage of their master's armor, spell
damage, spell resistances, attack power, and stamina.
- Low-level spells cast by high-level players will receive smaller
bonuses from +healing and +spell damage.
- HoTs, DoTs, and channeled spells have been re balanced to receive a
more appropriate (higher) percentage of +spell damage and +healing.
- HoTs from different sources will now stack (i.e. multiple druids can
cast the Rejuvenation spell on 1 target).
- New item property "Resilience" has been introduced. Resilience
reduces your chance to be the victim of a critical strike, and
reduces the amount of damage critical strikes do to you.
- Weapon Skill now does the following:
- Weapon skill will no longer reduce the percentage damage lost due to
glancing.
- The player will gain 0.1% to their critical strike rating per weapon
skill against monsters above their level.
- When casting a buff on a low level target, the appropriate rank of
the buff will be automatically be applied.
- Crowd Control effects in PvP will last no longer than 12 seconds
instead of the full duration, with a chance of a heartbeat resist.
- Players will no longer lose faction when under the influence of
"Mind Control" or the Gnomish Mind Control Cap.

PvP
- Honor System Revamp
Current honor totals have been reset.
Players may display their highest lifetime rank title (accessible
from character sheet).
Honor points earned each day may now be spent as a form of currency.
Check the PvP tab of your character sheet to see your honor
information.
PvP rewards are no longer unique.
- Marks of Honor earned from battlegrounds are no longer turned in for
reputation or honor. They are now used in addition to honor points
in order to purchase rewards.
- Two New Arenas are now available in three different modes.
2v2, 3v3, and 5v5 matches
Players may queue up at Goblin NPC's in Stormwind, Ironforge,
Orgrimmar, Undercity, and Gadgetzan

Druids
- The talent "Swiftmend" will now include bonus healing from the
talents "Improved Rejuvenation" and "Empowered Rejuvenation".

Hunters
- Traps can be set while in combat, but require a 2 second arming time.
- Auto shot will be automatically enabled if the Hunter steps out of
melee range while in combat with target.
- 1 agility will now grant 1 ranged attack power.
- Auto shot is now reset when casting Aimed Shot.

Shaman
- Shaman with the appropriate talent spec are now able to dual-wield.
Both main and off-hand weapons can be affected by self-weapon buffs
such as Windfury.
- Rockbiter's weapon functionality has been changed. It is now a
damage proc instead of a flat attack power bonus.
- Windfury Weapon and Rockbiter Weapon enchantments will only benefit
the weapon with the enchantment on it.

Warlocks
- Range of "Drain Life" and "Drain Mana" spells have been increased.

Warriors
- Rage generation from dealing damage has been normalized.
- All Rage awards are averaged with our expected rage per swing
(adjusted for weapon speed).

Items
- The "Far Sight" effect has changed so that the camera now zooms in
to a distant location, rather than instantly showing the distant
view. This also affects the items: Ultra-Spectropic Vision Goggles,
the Ornate Spyglass, and the Hunter ability "Eagle Eye."
- Spells can now require either a totem item or a totem category item
to cast a spell. This means that the Enchanting Rods now count as
all of the lower level enchanting rods as well, so you only need a
single enchanting rod instead of all six. This also means that
"Finkel's Skinner" now counts as a Skinning Knife. Several weapons
that are picks have been flagged as counting as a Mining pick as
well.
- Items that give bonuses, such as + to crit, have been modified to
adhere to a combat rating system.
- All current items will provide the exact same benefit from ratings
at level 60 as they provided before the ratings system.
- Thrown weapon items no longer stack, but use durability instead. One
unit of durability is lost per throw, and these items can be repaired.
- The tool tip for the Great Staff of the Guardian now shows the
proper increase of 28 to the party spell critical rating.
- Items that are useable from player inventory with a cooldown will
now update the cooldown in real-time.
- Players will no longer be able to sell the "Blue Skeletal Horse" to
vendors.
- The damage Proc from the item "Misplaced Servo Arm" will no longer
break the Rogue ability "Gouge".
- The "Skull of Impending Doom" has been changed and will now increase
run speed by 60% for 10 seconds, but deals damage equal to 60% of
your maximum

- Fixed an issue where a spell with two procs would be reflected and
one of the procs would still hit the player that reflected the spell.
- Fixed an issue that was putting Hunters back into combat when they
have the "Spirit Bond" Talent or have the Cryptstalker set bonus.
- Fixed an issue where players were being awarded the wrong item when
double looting a corpse under the master loot option.
- Fixed an issue where players interrupted while casting would have a
longer cast time than normal.
- Fixed an issue where players could not see enchants when inspecting
another player.
- Fixed an issue where extra attacks from "Windfury Weapon" would not
proc "Flurry" when they crit.
- Fixed an issue where players that were killed in freezing traps
would be stuck there until releasing.
- Fixed an issue where Warlocks were able to despawn a pet to gain a
free "Soul Shard"in the Battlegrounds.
- Warrior "Shield Slam" and "Shield Bash" will no longer trigger a
proc from an equipped weapon.
- Fixed an issue where players were able to consume a Mana Emerald at
full mana.
- The totem, "Wrath of Air," will no longer be useable in "Ghost Wolf"
form.
- Fixed an issue where Warrior "Battle Shout" was causing too much
threat.
- Fixed an issue where computers with ATi video cards were sometimes
having problems when displaying a certain texture.
- Fixed an issue where the Warlock spell "Death Coil" gained double
the benefit from the talent "Shadow Mastery".
- Player pets will no longer attack CC'ed targets while in Passive
mode.
- "Prayer of Spirit" will no longer cast on the user if there is no
other target selected.
- "Lightning Shield" will now have the appropriate cool-down time
between uses.
- Fixed an issue where materials were being consumed if a player
logged out before an enchantment had finished being applied.
- The Hunter, "Auto Shot," ability will no longer activate on
resurrection.
- Fixed a bug where "Inner Focus" was not being consumed when using
"Mind Soothe."
- Fixed a bug where Rogues were able to use the ability
"Ghostly Strike" when not facing their target.
- Warlock pet dismiss sounds will now play properly.
- Fixed an issue where Fist weapons were sheathing improperly.
- Bags will no longer overlap the Bank UI when the game window is
resized.
- Players will no longer be able to whisper to enemy players in
Battlegrounds.
- The Skeletal Gryphon ride for the Eastern Plaguelands PvP event will
now fly at its correct speed.
- Players will no longer be able to whisper to enemy players in
Battlegrounds.
- Players will no longer be able to jump onto the top of the Dun
Baldur Fortress in Alterac Valley and get behind the terrain to
attack other players.
- Shapeshifting will now break "Nogginfogger Elixir" effect.
- You will no longer die when Feign Death is finished channeling.
- "Scatter Shot" will now properly do damage even if the target is
immune to the confuse effect.
- "Aspect of the Cheetah" will now properly trigger with absorbed
damage.
- Casting a lower rank polymorph on a target that is already under the
effect of a higher rank will cause an error message and not consume
mana.
- The talent, "Master of Elements," will now properly proc off of
totems.
- Players will no longer be attacked by same faction guards when using
mind control on an enemy player to attack.
- "Vanish" will now properly un-target the Rogue from the attacker
when the attacker is in the same party.
- The talent, "Improved Chain Heal," will now properly add to the base
healing done.
- "Healing Wave" Ranks 11 and 12 will now benefit from the Shaman
talent, "Healing Way."
- "Improved Curse of Agony" will now properly increase the base and
spell power.
- Warlocks will now be properly credited a Soul Shard from their pet
when they take a flight path.
- Warlocks will now be properly credited a Soul Shard from their pet
when they are dead at the end of a Battleground match.
- Warlocks will now be properly credited a Soul Shard from their pet
when they enter an Arena.
- Casting "Dark Pact" after exiting combat will no longer put you back
in combat.
- The tool tip for the "Great Staff of the Guardian" now shows the
proper increase of 28 to the party spell critical rating.
- Several Chest spawns in Dustwallow Marsh will now properly spawn
above ground.
- Items that can give +Stamina/Intellect from random suffixes will now
properly apply while dead.
- "Beastmaster's Gloves" will now give the proper 2% crit chance for
Hunter pets.
- Various graphical errors will be noticeable while viewing maps

The_Griffin Nov 14, 2006 06:06 AM

Oh, joy. Well, so much for getting any changes done to Elemental (unless they do it between this patch and BC).

And to make things worse, according to reports from beta testers, shamans are more or less free HKs in the expansion. Doesn't surprise me much, either, since in terms of PVP both Elemental and Enhancement are more or less going into the expansion with the pre-expansion talent trees as far as usefulness is concerned.

*sigh* At least the fire elemental isn't UTTERLY terrible...

Zio Nov 15, 2006 03:13 AM

Quote:

Originally Posted by The_Griffin
Oh, joy. Well, so much for getting any changes done to Elemental (unless they do it between this patch and BC).

And to make things worse, according to reports from beta testers, shamans are more or less free HKs in the expansion. Doesn't surprise me much, either, since in terms of PVP both Elemental and Enhancement are more or less going into the expansion with the pre-expansion talent trees as far as usefulness is concerned.

*sigh* At least the fire elemental isn't UTTERLY terrible...


I know the problem from what you speak off but I think truely that you are over exggerating from the usefullness of them in PVP whatever spec they are. But that's jsut me...

And I like how hunters need two seconds to drop traps and etc. It's about damn time. And as well with thrown weapons being able to be repaired, now i don't have to keep farming for those blue hatchets you can get as thrown weapons. ^.^ Been farming them for BC.

The_Griffin Nov 16, 2006 04:32 AM

Quote:

Originally Posted by Zio
I know the problem from what you speak off but I think truely that you are over exggerating from the usefullness of them in PVP whatever spec they are. But that's jsut me...

Eh, I'd have to see the changes for myself before I can make a final judgment.

But it's pretty much obvious that when you play a level 70 game with what is effectively level 60 talent trees, you're not gonna be as strong as you were at 60. =\

Zio Nov 16, 2006 11:39 AM

What are you talking about? Everyone's tree is almost the same. I think your just being pessmistic.

The_Griffin Nov 16, 2006 02:45 PM

Quote:

Originally Posted by Zio
What are you talking about? Everyone's tree is almost the same. I think your just being pessmistic.

Let's look for a moment at the new or changed talents shamans received:

Elemental:
  • Unrelenting Storm: 10% of your intellect converted into MP5.
  • Elemental Precision: +3% chance to hit, -10% threat on your spells.
  • Elemental Shields: -6% chance to be crit. Conflicts with Eye of the Storm, something which previously only the Paladin's Protection tree could boast (and was fixed).
  • Lightning Overload: 5% chance to cast another lightning spell at no additional cost. Burst aggro in PVE, unreliable at BEST in PVP. (There have been reports of people going for over 15 minutes without a single proc, to give you an idea of the value of this talent)
  • Totem of Wrath: +3% chance to hit and crit to your party, on a totem with 5% HP. Before the addition of +hit, contributed less DPS to a raid than Searing Totem, has not been re-tested since.

Enhancement:
  • Spirit Weapons: Adds the parry capability to shamans, and -15% threat on melee attacks.
  • Mental Quickness: -6% mana cost on all instant-cast spells.
  • Stormstrike: Attacks with both weapons instantly, on a 10 second cooldown. Increases sources of Nature damage by 20%.
  • Dual Wielding: Obvious, I should think.
  • Dual Wielding Specialization: Increases chance to hit while Dual Wielding by 6%.
  • Unleashed Rage: 10% AP to party members and yourself after a crit.
  • Shamanistic Rage: Chance on hit to regain mana equal to 15% of your attack power, lasts 30 seconds (has been called Shammervate by beta testers)

Restoration:
  • Focused Mind: +15% chance to resist silence and interruption effects.
  • Mana Tide Totem: Restores 24% of your party's mana over 12 seconds.
  • Nature's Guardian: 50% chance to heal yourself for 10% of your health and reduce threat on the target when damaged by an attack that takes you below 30% health.
  • Nature's Blessing: Increases spell damage and healing by 30% of your Intellect.
  • Improved Chain Heal: Increases healing done by Chain Heal by 20%.
  • Earth Shield: Adds 30% spell interruption resistance, causes melee attacks to heal the target for 270 health. 10 charges. Scales with +healing, stacks with other anti-interruption mechanics (such as Healing Focus in the earlier tree).

Of the new talents we received, the only ones that are of more than questionable or situational use in PVP are in the Restoration tree (Earth Shield, apparently, is amazing). Our Fire Elemental is okay, but runs out of mana insanely quick (as in 10-15 seconds), and our Earth Elemental is questionable at best. Bloodlust hasn't been tested much, but has been confirmed as dispellable. Wrath of Air conflicts with Grounding Totem, and Water Shield is a mana regen spell, which is useless in PVP.

It's not pessimism when you can put two and two together.

Zio Nov 17, 2006 12:12 AM

Earth shield is going to get nerfed...

And I can call it that because sometimes people pull out theories and etc. You can test and do many things but in the long run it works.

That's like saying Mace rogues suck or non-undead rogues suck.

Or that going feral as a druid sucks or whatever.

I don't know, I just don't see many shammies in my guild ever complain save for the elemental spec is worthless in PVE that's all.

The_Griffin Nov 17, 2006 01:35 AM

I dunno, but you can't deny that shammies aren't going to be as strong as they are in live, especially with the new stamina scaling. =\

immp Nov 17, 2006 01:37 AM

Quote:

Originally Posted by Zio
I don't know, I just don't see many shammies in my guild ever complain save for the elemental spec is worthless in PVE that's all.

Same here, they're all even still pretty convinced they're playing the best class in the game.

Xellos Nov 17, 2006 03:12 PM

Err is earth shield a joke? that seems pretty overpowered? With healing gear we're talking what, 500 per hit? times 10? Surely there's something that it only works once every 3 seconds or something?

Fucking blizzard. Shamans get a 6% hit for free. Rogues get 5% for free, why don't they give warriors a talent that gives 5% hit, sigh.

Zio Nov 19, 2006 01:46 AM

Xellos what do you mean for free, you mean the +hit skill? I thought warriors had something in like arms tree since you are 'arming' yourself. No pun intended.

And Earth shield is a joke, they are going to nerf it hopefully cause someone was posting on the forums about it and that with a shit load of +healing gear. Shammies were able to just sit there spam that ability, and take out like 65 elites.

And what stamina scailing?

Xellos Nov 19, 2006 10:28 AM

There's no talent that gives a warrior +hit. Not sure if they ever plan to give us such a talent.

Yeah seems quite easy to nerf that talent by making it cost 2k mana or like works once every 5 seconds. The way it's now, it's unbalanced as hell.

The_Griffin Nov 19, 2006 05:01 PM

It DOES only work once every few seconds. The only difference between Earth Shield and Lightning Shield is the number of charges and the effect.

Also, it's more of a support spell than anything. It's targetable, so you can cast it on the tank. Surprisingly, all you really need in a 5-man is a competent tank, Earth Shield, and the occasional Chain Heal to be a good healer.

I never thought I'd say this, but Earth Shield is seriously making me reconsider my stance on speccing Restoration.

dagget Nov 19, 2006 05:02 PM

http://www.worldofraids.com/forum/vi...t=1264&start=0

T5 Gear. Guess it's slated to fall in the 25 mans.

Six Machine Nov 19, 2006 06:04 PM

From my experience in the beta so far the dungeons are very easy and pretty boring like most five mans. This of course isn't on hard mode, but I was expecting the normal mode to at least be somewhat challenging. They feel more like disneyland rides than dungeons.

Hopefully the 10 and 25 mans can recapture the fun of the 40 man raids or I won't have any reason to pick up the expansion. :(

Zio Nov 19, 2006 09:45 PM

Quote:

Originally Posted by The_Griffin
It DOES only work once every few seconds. The only difference between Earth Shield and Lightning Shield is the number of charges and the effect.

Also, it's more of a support spell than anything. It's targetable, so you can cast it on the tank. Surprisingly, all you really need in a 5-man is a competent tank, Earth Shield, and the occasional Chain Heal to be a good healer.

I never thought I'd say this, but Earth Shield is seriously making me reconsider my stance on speccing Restoration.

Even then it's still not balanced at all especially since there so little ammount of classes who can dispell it.

It is a support spell, with no cooldown and I think it even has rank up where you can go up rank 3 and with a shitload of +healing. I could crit you for 2000 but yet if unlucky you heal for 2000+? That's bullshit.

samer9666 Nov 20, 2006 05:01 AM

hey guys :)
I'm living in egypt and i play wow on US servers
i was wondering if there is anyone who is in europe or in a closer time zone cos i've been having a hard time with raids and the time zone differences
i currently play on Khadgar (pve) and blackwing lair (pvp) (the pvp character is still a low lvl character though)
i'd appreciate server suggestions or guild suggestions on the given server with people who are in a closer time zone (GMT or GMT+1/+2)
thank you :)

The_Griffin Nov 20, 2006 09:12 AM

Quote:

Originally Posted by Zio
Even then it's still not balanced at all especially since there so little ammount of classes who can dispell it.

It is a support spell, with no cooldown and I think it even has rank up where you can go up rank 3 and with a shitload of +healing. I could crit you for 2000 but yet if unlucky you heal for 2000+? That's bullshit.

A few things:

The effect doesn't discriminate based on how much damage you do. Save that 5-point CB + Eviscerate for AFTER the healing effect goes off.

Also, you're really exaggerating there. Beta reports that the MAX it heals for is 500-ish with decked-out healing gear. =\

Priests, Shamans, Warlocks with a Felhunter out (and what warlock not using FD to summon a Succubus to fight off a melee class DOESN'T have a felpup out?), and Warriors with Shield Slam (lol) can dispel it. Mages can steal the buff off you, as well (and immediately get it purged, so it basically counts as a dispel). So... basically around half the classes in the game have the potential to dispel it. Hunters can also silence you once Earth Shield runs out, preventing you from recasting it (but that requires that they don't spec The Beast Within... which even after the nerf to it is utterly stupid). So, that leaves Rogues, Pallies, and Druids with no method of at least COUNTERING Earth Shield.

Also keep in mind that if you get Earth Shield, you more or less sacrifice most of your damage-dealing capacity. No Elemental Mastery. No improved Windfury. No Lightning Mastery. No Stormstrike. No dual-wielding. No Elemental Fury.

Considering the sacrifices in damage you'd take to get Earth Shield, I'd say that the survivability it gives should damn well better be good.

I actually wouldn't mind much of a PVP nerf to Earth Shield if it weren't for the fact that Earth Shield is the ONLY good PVP spec we have in TBC, literally. Elemental can't frontload enough burst damage to overcome the new stamina scaling - in fact, we hit as hard in live as we do in Beta, and we use the same spells, the same playstyle. Nothing at all has changed for Elemental. Enhancement lacks the utility and anti-CC measures in order to get close enough to do any damage. They're basically Warriors with a choice between either an AOE hamstring that can be dispelled with a wand, or a ranged hamstring that falls under diminishing returns, and no charge/intercept.

Zio Nov 21, 2006 12:52 AM

Quote:

Originally Posted by The_Griffin
A few things:

The effect doesn't discriminate based on how much damage you do. Save that 5-point CB + Eviscerate for AFTER the healing effect goes off.

Also, you're really exaggerating there. Beta reports that the MAX it heals for is 500-ish with decked-out healing gear. =\

Priests, Shamans, Warlocks with a Felhunter out (and what warlock not using FD to summon a Succubus to fight off a melee class DOESN'T have a felpup out?), and Warriors with Shield Slam (lol) can dispel it. Mages can steal the buff off you, as well (and immediately get it purged, so it basically counts as a dispel). So... basically around half the classes in the game have the potential to dispel it. Hunters can also silence you once Earth Shield runs out, preventing you from recasting it (but that requires that they don't spec The Beast Within... which even after the nerf to it is utterly stupid). So, that leaves Rogues, Pallies, and Druids with no method of at least COUNTERING Earth Shield.

Also keep in mind that if you get Earth Shield, you more or less sacrifice most of your damage-dealing capacity. No Elemental Mastery. No improved Windfury. No Lightning Mastery. No Stormstrike. No dual-wielding. No Elemental Fury.

Considering the sacrifices in damage you'd take to get Earth Shield, I'd say that the survivability it gives should damn well better be good.

I actually wouldn't mind much of a PVP nerf to Earth Shield if it weren't for the fact that Earth Shield is the ONLY good PVP spec we have in TBC, literally. Elemental can't frontload enough burst damage to overcome the new stamina scaling - in fact, we hit as hard in live as we do in Beta, and we use the same spells, the same playstyle. Nothing at all has changed for Elemental. Enhancement lacks the utility and anti-CC measures in order to get close enough to do any damage. They're basically Warriors with a choice between either an AOE hamstring that can be dispelled with a wand, or a ranged hamstring that falls under diminishing returns, and no charge/intercept.

Oh really? I was hearing it healed for more then 500.

Second the only nerf I was thinking was 2 min cooldown. Yanno? Maybe even one minute. Yanno? Just something so you just don't spam it.

The_Griffin Nov 21, 2006 05:07 AM

Quote:

Originally Posted by Zio
Oh really? I was hearing it healed for more then 500.

It theoretically COULD. In the same way that Soul Fire can theoretically do 20K damage. You'd need a shitload more +damage (or +healing) gear than is available in the game to have it do that much.

Quote:

Second the only nerf I was thinking was 2 min cooldown. Yanno? Maybe even one minute. Yanno? Just something so you just don't spam it.
A 2 minute cooldown on a support spell designed mostly for tank mitigation, with the added bonus of interruption prevention for self-buffing and caster-buffing. You're thinking just PVP. A 2-minute cooldown would wreck the ability in raids, and it would make the 21-point alternatives (Elemental Fury, especially) more attractive than the 41-point talent.

Zio Nov 22, 2006 11:56 AM

Quote:

Originally Posted by The_Griffin
It theoretically COULD. In the same way that Soul Fire can theoretically do 20K damage. You'd need a shitload more +damage (or +healing) gear than is available in the game to have it do that much.

It used to do that much with negative resistance. Now it's impossible. I was being told it could due to say having +1000 to heal. I think someone in the test realm had all the epic enchants and the highest tier set and I think they had around that for the closed beta. It was doing more then 500.


Quote:

A 2 minute cooldown on a support spell designed mostly for tank mitigation, with the added bonus of interruption prevention for self-buffing and caster-buffing. You're thinking just PVP. A 2-minute cooldown would wreck the ability in raids, and it would make the 21-point alternatives (Elemental Fury, especially) more attractive than the 41-point talent.
The only thing I would say is /cry really. Even if it did ruin it for raids, well too bad I suppose.

The only reason they did do that ot prevent buffing to everyone was cause you could buff the whole raid, and hey you wouldn't have to heal the rogues anymore. It's still bullshit both PVE and PVP. A one to two minute cooldown would be fair enough cause a lot can change within that minute or two. Hell you know what? You might not even expand all the charges within a min or two in cooldown, hell there will be MORE then one shammy buffing that main tank.

Thus either way a cooldown wouldn't harm you one bit. Besides, I thought all shammies were gimped to going resto anyway.:rolleyes:

The_Griffin Nov 22, 2006 07:08 PM

Quote:

Originally Posted by Zio
It used to do that much with negative resistance. Now it's impossible. I was being told it could due to say having +1000 to heal. I think someone in the test realm had all the epic enchants and the highest tier set and I think they had around that for the closed beta. It was doing more then 500.

Odd, from what I've heard Tier-3 decked players are hitting for a little over 500, but nowhere near that high an amount.

Quote:

The only thing I would say is /cry really. Even if it did ruin it for raids, well too bad I suppose.
Blizzard has, if their latest changes are any indication, been focusing more towards EVERY spec having raid viability for every class. Shadowpriests got mana regen to their party. Feral druids are viable tanks, and can do decent DPS thanks to Mangle. Protection pallies are viable tanks, and Ret pallies allow the other pallies to focus more on their specific task than running up and whap a mob every few seconds. Restoration shamans bring Earth Shield to the table, mainly. Chain Heal is amazing, but it alone doesn't provide viability for resto shammies, and non-resto shammies and other classes can heal almost as well as resto ones. Before, they brought Mana Tide to the table, but now it's not as required with the emphasis on mana regen that other classes are getting. Nerfing Earth Shield would wreck the viability of Resto shamans in raids. You generally don't nerf the class that is weakest (in terms of PVE), as a rule of thumb. =\

Quote:

The only reason they did do that ot prevent buffing to everyone was cause you could buff the whole raid, and hey you wouldn't have to heal the rogues anymore. It's still bullshit both PVE and PVP. A one to two minute cooldown would be fair enough cause a lot can change within that minute or two. Hell you know what? You might not even expand all the charges within a min or two in cooldown, hell there will be MORE then one shammy buffing that main tank.
You won't get hit 10 times in two minutes? Maybe if you're AFK in Orgrimmar, no, you wouldn't. =\

Also, "2 shammies buffing lolol" doesn't work in 25-man raids. MAYBE in 40-mans, but in 25-mans you can't afford to have two shammies Resto without sacrificing another class or a different-specced shammy. I also have to wonder where the hell this crap about buffing the whole raid came from. I never made a single mention of that in my post.

Quote:

Thus either way a cooldown wouldn't harm you one bit. Besides, I thought all shammies were gimped to going resto anyway.:rolleyes:
If that happened, then there will most likely be no shamans on raids period, except for one token enhancement shammy to pick up class-specific loot. Seriously, we're already close to disposable as is. =\

Zio Nov 23, 2006 05:18 AM

Quote:

You won't get hit 10 times in two minutes? Maybe if you're AFK in Orgrimmar, no, you wouldn't. =\
I mean it won't proc/take all the charges....

Quote:

Also, "2 shammies buffing lolol" doesn't work in 25-man raids. MAYBE in 40-mans, but in 25-mans you can't afford to have two shammies Resto without sacrificing another class or a different-specced shammy
Hmmm, it seems in AQ/ZG 20 we always have 4 hunters and 4 shammies not only for healing but totems + Nature resist.

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I also have to wonder where the hell this crap about buffing the whole raid came from. I never made a single mention of that in my post.
I said it cause you could easily if they didn't throw that last part, buff everyone with earth shield and heal very well especially say like rogues.

And I say again, you think it's major and the shammy is weak. I have yet to see it at all. Shammies do very well both PVE and PVP.


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