I fucking love you mov.
Here.
It's 3 fucking megs download it you lazies.
Saturday, July 26, 2008
Friday, July 25, 2008
Thursday, July 24, 2008
Halfway to Cap: Up to Level 74
As good a time as any to take a break and post some thoughts...because I'm now clueless where to go and am slightly bored/tired.
I've spent the whole time playing as full frost in s3/s4 gear. I have no PvE gear which prohibits me from playing the other specs to the same extent as I can play frost. No complaints though as Frost is quite powerful and perhaps the best spec for the leveling process. Frost is obviously very strong when it comes to five mans (hi2u shatter), pvping while questing and grinding, and generally just being very good at doing good damage with so-so gear.
That's all pretty generic and obvious and yeah. That's because it sort of is. The frost playstyle is entirely unchanged. Deep Freeze is clumsy and generally unnecessary. Yes, you can extend the end of a nova into even more damage, but rarely is that necessary in PvE.
Deep Freeze is currently the most important talent in frost tree -- it is a failure at this point. On a successful Freeze, you are guaranteed two frostbolts and an Ice Lance. Assuming nobody touches you or interrupts you or you have no casting speed debuffs. It does help in setting up damage if you land it, but it doesn't guarantee it as much as people are claiming.
The problem is, and it's a bit specific, strong players will never get hit by it. I dueled Sonydigital, who was quite easily able to not only pummel my IV+mind quickening poly on the opener, but also spell reflect the IV+mind quickening deep freeze I tossed out soon afterwards. (I anticipated this, but was NOT expecting that I would be deep frozen even though I had no frost root on myself -- this is actually a pretty big deal; I can't wait to see a war reflect this on a mage and see the war's DK or Mage teammate destroy)
Let's face it. Reacting to a 1.5 second cast is pretty easy. Reacting to one when you know it's coming (HEY IM FROZEN BRO) is fucking trivial. The best you can hope for is a frostbite proc and then popping IV and hoping he misses the interrupt. In theory, you can do shit like: IV+Trinket -> Frostbot - > Pet Nova - > Deep Freeze - > Bolt -> Bolt -> Lance. (Shatter Trap)
In practice, you'll never be landing shit like that on top players. They WILL interrupt it. Or dispel your root. Every class can do either. In multiple ways. Good luck with that.
As a five second CC, Deep Freeze's value as a CC isn't amazing high. The only situation where it has any value as a CC is on a nova'd healer or as a way of extending a nova on a melee. Generally, it's not possible to do either and you're going to be using DF for it's damage. (setup)
For this spell to be where it needs to be, I really think DF needs one of the following:
Okay, back to telling baddies they're bad.
I've spent the whole time playing as full frost in s3/s4 gear. I have no PvE gear which prohibits me from playing the other specs to the same extent as I can play frost. No complaints though as Frost is quite powerful and perhaps the best spec for the leveling process. Frost is obviously very strong when it comes to five mans (hi2u shatter), pvping while questing and grinding, and generally just being very good at doing good damage with so-so gear.
That's all pretty generic and obvious and yeah. That's because it sort of is. The frost playstyle is entirely unchanged. Deep Freeze is clumsy and generally unnecessary. Yes, you can extend the end of a nova into even more damage, but rarely is that necessary in PvE.
Deep Freeze is currently the most important talent in frost tree -- it is a failure at this point. On a successful Freeze, you are guaranteed two frostbolts and an Ice Lance. Assuming nobody touches you or interrupts you or you have no casting speed debuffs. It does help in setting up damage if you land it, but it doesn't guarantee it as much as people are claiming.
The problem is, and it's a bit specific, strong players will never get hit by it. I dueled Sonydigital, who was quite easily able to not only pummel my IV+mind quickening poly on the opener, but also spell reflect the IV+mind quickening deep freeze I tossed out soon afterwards. (I anticipated this, but was NOT expecting that I would be deep frozen even though I had no frost root on myself -- this is actually a pretty big deal; I can't wait to see a war reflect this on a mage and see the war's DK or Mage teammate destroy)
Let's face it. Reacting to a 1.5 second cast is pretty easy. Reacting to one when you know it's coming (HEY IM FROZEN BRO) is fucking trivial. The best you can hope for is a frostbite proc and then popping IV and hoping he misses the interrupt. In theory, you can do shit like: IV+Trinket -> Frostbot - > Pet Nova - > Deep Freeze - > Bolt -> Bolt -> Lance. (Shatter Trap)
In practice, you'll never be landing shit like that on top players. They WILL interrupt it. Or dispel your root. Every class can do either. In multiple ways. Good luck with that.
As a five second CC, Deep Freeze's value as a CC isn't amazing high. The only situation where it has any value as a CC is on a nova'd healer or as a way of extending a nova on a melee. Generally, it's not possible to do either and you're going to be using DF for it's damage. (setup)
For this spell to be where it needs to be, I really think DF needs one of the following:
- Half second cast. No global. This would make it very hard to interrupt and would honestly be perfect. Only with a casting speed debuff and very careful attention could you prevent this. DF would become a flexible offensive and defensive tool but it still is "given away" by needing to root your target first. (Or hope for a Shatter Shield nova or frostbite)
- Remove the second frozen check. This would mean removing the root effect midcast would not avoid the DF and you would HAVE to interrupt it. I think this is incrementally a reasonable buff, but even with this change, DF's use is somewhat limited.
- Remove the whole "requires frozen" aspect of the ability. Target takes 30% less damage while frozen. Makes the spell much more defensive.
- Or make it do a billion dmg instantly and suck your dick and swallow and gargle that shit like it's Scope Winterfresh.
Okay, back to telling baddies they're bad.
Tuesday, July 22, 2008
JesusBolt
So, for those of you mages not trolling EJ or the beta boards:
Frostfire Bolt is affected by:
Impact
Ignite
Burning Soul
Scorch
Master of Element
Playing with Fire
Firepower
Combustion
Pyromaniac
Burnout
Elemental Precision
Ice Shards
Piercing Ice
Frost Channeling
Arctic Winds
Winter's Chill
Winter's Grasp
Improved Scorch
All DK Debuffs
Curse of Elements (Gets Double Benefit)
That's pretty fucking sick. ^^
I stole JesusBolt, fuck you.
Basically, it gets everything but range talents. This is no big deal as the spell is 40 yards base.
For PvE, this obviously makes 34/37 of some sort damn sexy. (Not that I currently PvE)
For PvP, it's unclear what this means. Considering how much shallow Arcane has improved, it's hard to imagine not investing at least 17. Deep Frost doesn't get much use out of JesusBolt though. Perhaps a very down syndrome tri spec. Can a frost mage switch to nuking with JesusBolt for ignite crits and Burning Soul cast anti interruption? Or just give up on the arcane talents and run 0/30/41?
Frostfire Bolt is affected by:
Impact
Ignite
Burning Soul
Scorch
Master of Element
Playing with Fire
Firepower
Combustion
Pyromaniac
Burnout
Elemental Precision
Ice Shards
Piercing Ice
Frost Channeling
Arctic Winds
Winter's Chill
Winter's Grasp
Improved Scorch
All DK Debuffs
Curse of Elements (Gets Double Benefit)
That's pretty fucking sick. ^^
I stole JesusBolt, fuck you.
Basically, it gets everything but range talents. This is no big deal as the spell is 40 yards base.
For PvE, this obviously makes 34/37 of some sort damn sexy. (Not that I currently PvE)
For PvP, it's unclear what this means. Considering how much shallow Arcane has improved, it's hard to imagine not investing at least 17. Deep Frost doesn't get much use out of JesusBolt though. Perhaps a very down syndrome tri spec. Can a frost mage switch to nuking with JesusBolt for ignite crits and Burning Soul cast anti interruption? Or just give up on the arcane talents and run 0/30/41?
Sunday, July 20, 2008
Still No Beta Keys OMG
Still waiting zzz. I'm off to watch Dark Knight again this morning, but while trolling forums, I saw a post on the current "dangerous" abilities in WotLK Beta -- it's not that interesting, but fuck you:
Death Knights
Blood Strike: Hit for 60% weapon damage plus 311 (talented) for each disease effect on the target. A DK specced for it has 3 diseases up. Ten DKs in a raid have 30 diseases up, making this hit for 9k, non-crit. Needs a cap on diseases that benefit it.
Druids
Flourish: Heals 4410 over 7 seconds to 5 people for only 1125 mana, instant cast with no cooldown. (3.92 healing/mana, 19.6 w/ 5 targets)
Compare to:
Prayer of Healing: Party members only, 2091 to 2209, 3 second cast, 1840 mana. (1.17 healing/mana, 5.8 w/ 5 targets)
Circle of Healing: 5 people for 684 to 756, 730 mana, instant cast with 6 second cooldown. (0.99 healing/mana, 4.9 w/ 5 targets)
Beacon of Light: All raid members in 10 yards of target, 2000 over 15 seconds for 2330 mana, 1.5 second cast, no cooldown. (0.86 healing/mana, 4.3 w/ 5 targets, 21.5 w/ 25 targets)
Grants better, more mana efficient AOE healing than any other healer can put out. The only way for another spell to match Flourish's mana efficiency is to hit 25 targets with beacon of light.
Nourish: Heals for 1883 to 2187, +20% if you have a HoT on the target (you're a druid, you do), 1.5 sec cast, 600 Mana. (4.07 healing/mana, 1628 HPS)
Compare to:
Flash Heal: 2054 to 2386, 775 mana, 1.5 sec cast (2.86 healing/mana, 1480 HPS)
Lesser Healing Wave: 1606 to 1834, 965 Mana, 1.5 sec cast (1.78 healing/mana, 1147 HPS)
Flash of Light: 585 to 655, 420 Mana, 1.5 sec cast (1.48 healing/mana, 413 HPS)
Better mana efficiency and HPS than any other spell of equivalent speed.
Hunters
Invigoration + Cobra Strikes: Invigoration means that whenever my pet crits with a special, I gain 2% mana. Cobra strikes means that 60% of the time that I crit, my pet's next 3 specials crit. I have 30% crit rate and use steady shot 6 times every ten seconds. Assuming my pet receives no crits just at random on its own, I'll get 6% mana returned every 10 seconds. I now have infinite mana, go me.
Mages
I see no huge issues, aside from the fire tree sucking.
Paladins
Sheathe of Light: Grants 30% of AP as spell power and applies a HoT equal to 60% of the amount healed whenever a heal crits. This talent is high enough up that you can forgo basically just Beacon of Light to take this, along with the 5% crit rate. If it isn't moved down, beacon of light won't be worth taking even with how good it is, which will be lame. A sample spec.
Priests
Nothing sticks out, that I see.
Rogues
Hunger for Blood: Dispel a magic or bleed effect from yourself for no energy with no cooldown (plus some other stuff). A free, instant cast, spamable dispel will get nerfed, I think.
Shamans
Elemental Oath: Your spell crits grant a stacking 2% buff to spell crit chance/spell crit damage for your entire party. Stacks to 3, lasts 15 seconds. This comes out, effectively, as +6% crit and +6% crit-damage for your party at all times, 9% crit with totem of wrath. Will get nerfed to either a 2-stack, or 1% per level of the stack (possibly stacking higher, then).
Warlocks
I see no specific ability that will get the nerfbat.
Warriors
Vigilance: Grants one target 5% dodge and 10% threat reduction, lasts until canceled. Whenever they are hit, your taunt is refreshed. I think that, if the 10% threat reduction isn't increased, this will be too good of an ability for off-tanks to use on maintanks.
There's obviously other stuff such as Shadowdance (2min CD triple vanish), Winter's Grasp, Improved Soul Leech, Hunting Party, Sanctified Wrath, Repentance, Sacred Cleaning, Brambles, Paralysis, Spirit Link, and pretty much every single DK talent. =p
Post stolen from jame on WotLK Wiki.
Death Knights
Blood Strike: Hit for 60% weapon damage plus 311 (talented) for each disease effect on the target. A DK specced for it has 3 diseases up. Ten DKs in a raid have 30 diseases up, making this hit for 9k, non-crit. Needs a cap on diseases that benefit it.
Druids
Flourish: Heals 4410 over 7 seconds to 5 people for only 1125 mana, instant cast with no cooldown. (3.92 healing/mana, 19.6 w/ 5 targets)
Compare to:
Prayer of Healing: Party members only, 2091 to 2209, 3 second cast, 1840 mana. (1.17 healing/mana, 5.8 w/ 5 targets)
Circle of Healing: 5 people for 684 to 756, 730 mana, instant cast with 6 second cooldown. (0.99 healing/mana, 4.9 w/ 5 targets)
Beacon of Light: All raid members in 10 yards of target, 2000 over 15 seconds for 2330 mana, 1.5 second cast, no cooldown. (0.86 healing/mana, 4.3 w/ 5 targets, 21.5 w/ 25 targets)
Grants better, more mana efficient AOE healing than any other healer can put out. The only way for another spell to match Flourish's mana efficiency is to hit 25 targets with beacon of light.
Nourish: Heals for 1883 to 2187, +20% if you have a HoT on the target (you're a druid, you do), 1.5 sec cast, 600 Mana. (4.07 healing/mana, 1628 HPS)
Compare to:
Flash Heal: 2054 to 2386, 775 mana, 1.5 sec cast (2.86 healing/mana, 1480 HPS)
Lesser Healing Wave: 1606 to 1834, 965 Mana, 1.5 sec cast (1.78 healing/mana, 1147 HPS)
Flash of Light: 585 to 655, 420 Mana, 1.5 sec cast (1.48 healing/mana, 413 HPS)
Better mana efficiency and HPS than any other spell of equivalent speed.
Hunters
Invigoration + Cobra Strikes: Invigoration means that whenever my pet crits with a special, I gain 2% mana. Cobra strikes means that 60% of the time that I crit, my pet's next 3 specials crit. I have 30% crit rate and use steady shot 6 times every ten seconds. Assuming my pet receives no crits just at random on its own, I'll get 6% mana returned every 10 seconds. I now have infinite mana, go me.
Mages
I see no huge issues, aside from the fire tree sucking.
Paladins
Sheathe of Light: Grants 30% of AP as spell power and applies a HoT equal to 60% of the amount healed whenever a heal crits. This talent is high enough up that you can forgo basically just Beacon of Light to take this, along with the 5% crit rate. If it isn't moved down, beacon of light won't be worth taking even with how good it is, which will be lame. A sample spec.
Priests
Nothing sticks out, that I see.
Rogues
Hunger for Blood: Dispel a magic or bleed effect from yourself for no energy with no cooldown (plus some other stuff). A free, instant cast, spamable dispel will get nerfed, I think.
Shamans
Elemental Oath: Your spell crits grant a stacking 2% buff to spell crit chance/spell crit damage for your entire party. Stacks to 3, lasts 15 seconds. This comes out, effectively, as +6% crit and +6% crit-damage for your party at all times, 9% crit with totem of wrath. Will get nerfed to either a 2-stack, or 1% per level of the stack (possibly stacking higher, then).
Warlocks
I see no specific ability that will get the nerfbat.
Warriors
Vigilance: Grants one target 5% dodge and 10% threat reduction, lasts until canceled. Whenever they are hit, your taunt is refreshed. I think that, if the 10% threat reduction isn't increased, this will be too good of an ability for off-tanks to use on maintanks.
There's obviously other stuff such as Shadowdance (2min CD triple vanish), Winter's Grasp, Improved Soul Leech, Hunting Party, Sanctified Wrath, Repentance, Sacred Cleaning, Brambles, Paralysis, Spirit Link, and pretty much every single DK talent. =p
Post stolen from jame on WotLK Wiki.
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