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wuzzle

Member Since 21 Mar 2009
Offline Last Active Mar 09 2013 10:10 AM
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#3826202 S12 Gladiator Mount Reward

Posted aiba on 22 December 2012 - 10:25 PM

Stumbled across this while browsing around and i couldn't find it on AJ.




#3827115 Best Healer 5.2?

Posted Ilidio on 25 December 2012 - 03:18 AM

shadow priest.


#3827361 changes to druids id like to see for 5.2

Posted averagepriestz on 25 December 2012 - 09:26 PM

View PostSkizzlol, on 25 December 2012 - 09:09 PM, said:

"changes I'd like to see"

No one gives a fuck about what you'd like to see. Druids are fine at healing right now and unsappable tree form? you just want to be double retard proof now?

stopped reading after that. get a clue.

Druids are actually the best healers currently. Just like Rogues are extremly good defensively, and they have insane pressure. I was helping my friend level the other day, he was a 88 warrior, a level 89 rogue took him to 0% in stun and smoke before I could even help. I then ran after him, but he just blinded me. Basicly 2vs1 and I am level 90. Warriors should have better defense and Mages more mobility.


#3825936 LOLOLOLOLLOL ROGUES

Posted Raak on 22 December 2012 - 01:09 PM

View Postmethodman2, on 22 December 2012 - 12:20 PM, said:



rps and rpd are good because of other classes not rogues xD

we deserve being OP again after being dogshit compared to other classes for 4 months

No class deserves to be overpowered, just like no class deserve to be dogshit. It doesn't work like that.


#3824639 Ret healing down to uselessness?

Posted terribleperson on 20 December 2012 - 03:48 PM

@OP

For the time being i suggest speccing  into divine purpose. You'll sometimes get lucky with 3-5 procs in a row and you'l be able to tank things a little better, however, it's very rng and you're just screwed at times. I'll also pop my on-use trinket defensively now because of the shorter CD on it. Since our SP scales with STR, it will help you in times where the other team is putting it in your dick hole. Also good for counter burst pressure w/o popping major cd's.


#3824726 Healing in arena nerfed to much ?

Posted Cranky on 20 December 2012 - 07:20 PM

I love the two camps in this game. "All you do is tunnel and derp derp" - Caster "All you do is cc forever and still do crazy dmg" - Melee. Been like that forever. For some reason "casters" have a superiority complex. I know from personal experience playing at 2450+ with priest, druid, hunter, rogue, and warrior that there really is not a difference in the leet skillzors it takes to play well. Some classes are just more limited than others in what they can do. Very amusing to see all the casters whine since forever when a melee team beats them. But when they win its cause of they are so skilled and outplayed the derpy melee. /sigh I guess that's WoW for ya haha.

ON TOPIC: My rdruid feels weak now. Need to play with an spriest or mage at the least. Went regrowth glyph to help me keep people up :D


#3824172 Question re:Which toon to play

Posted Hackattack3 on 19 December 2012 - 07:39 PM

I'm going to throw out mage hoping you have more sense than that and just compare the hybrid classes:

Since it will take you several weeks to get to a decent gear level it's important for you to look forward and predict what types of changes might be coming around the corner.


priest - nerf bat radar, low
Looks like 5.2 will bring some disc and MW monk buffs so hopefully there will be more variability with healers from an arena standpoint.  Disc is not competitive yet but with changes to other classes its moving in the right direction.  SP is a fantastic dps option, great synergy with most classes due to unique abilities to off heal and defensive dispell.

pal - nerf bat radar, medium
HPals are very strong now esp as 2s healers and in melee cleave comps.  People are kind of bitching about the cc chains so that might get looked at but will still be plenty playable.  

druid - nerf bat radar, high
Resto might get an indirect nerf from cyclone changes due to people bitching about feral instant cyclones.  Survivability would also greatly suffer from any changes to displacer beast.  Boomer is alright for rbgs/bgs but I don't see it very often in arenas, definitely not 2s.  You might see more now with mages and wars toned down, boomer burst is under-rated.

*I did not look at ret and feral b/c seems like you prefer casters.


My recommendation would be spriest w/ potential for disc.


#3821981 Marking teammates in arena

Posted Zub on 16 December 2012 - 12:04 AM

/script a="player" b=UnitClass c="party" d={1,1,3,4,8,6,7,5,3,7,2,2} e=SetRaidTarget g = GetNumGroupMembers() _,_,f=b(a) e(a,d[f]) if g>1 then _,_,f=b(c.."1") e(c.."1",d[f]) end if g>2 then _,_,f=b(c.."2") e(c.."2",d[f]) end


#3808895 Some 5.2 updated addons (AAV, SpellAlerter, Icicle, SpellLock, PAB, Interrupt...

Posted Draakex on 21 November 2012 - 03:18 PM

For those who are interested - i fixed some old addons for 5.2 and wrote small ones for myself:

AAV (Atrox Arena Viewer)
- records and plays arena-matches
http://rapidgator.ne...aav.rar.html
(currently bugged when viewing matches with deathknights - freezes your wow)

PAB (Party Ability Bar)
- shows cooldowns of your party-members
http://rapidgator.ne...PAB.rar.html
http://www.mediafire...134781tocn4r8vj
(if you have the blizzard raidframes enabled, you need to set "Sort By:" to "Role" and mustn't select any role)

InterruptBar
- shows Interrupt (can't differ cooldowns from real counterspell-interrupt or just blanket)
http://www.mediafire...c6zrrcw53fa709z

InterruptTracker
- like InterruptBar but able to show multiple cooldowns of the same interrupt-spell and only shows possible interrupts by the specific classes
http://rapidgator.ne...racker.rar.html

SpellAlerter
- shows notifications on the screen if certain spells/buffs are casted
http://rapidgator.ne...lerter.rar.html

SpellLock
- tracks spell school lockouts on enemy player targets by you or members of your party
http://rapidgator.ne...lLock.rar.html

CombatTimer
- shows a 5sec (+- delay-time) timer for the exact time of when you drop out of combat
http://rapidgator.ne...tTimer.rar.html

ClassColor
- colors the background of the unitframes by class
http://rapidgator.ne...sColor.rar.html

StopWatchTimer
- shows stopwatch when focus active and counts the interrupt-cooldowns (plays "click"-sound when ready)
http://rapidgator.ne...hTimer.rar.html

Icicle
- shows enemy cooldowns over the NamePlates
http://rapidgator.ne...Icicle.rar.html
http://www.mediafire...1jpzjgy10i80g1o

LeaveCanceller
- disables the leave-confirmation when leaving arena
http://rapidgator.ne...nceler.rar.html

If any of the links are not working for you or you need mirrors, just tell me and i'll upload it elsewhere.

If you have any other wishes for addons, you need to be fixed for the current patch, please let me know and i'll try.

+rep would be very appreciated

Edit:
If you notice any .lua-Errors please let me know (and make screenshots of them, so it's easier to find the error-source).


#3822219 Shockwave

Posted Jinngofagswag on 16 December 2012 - 08:26 AM

View PostXandyn, on 16 December 2012 - 03:49 AM, said:

nerf rog is over the top pls
thanks


wtf do you have net in jail?


#3791273 Int Vs PvP Power For Rdruids!

Posted Minpojke on 16 October 2012 - 03:09 AM

View PostHackattack3, on 16 October 2012 - 02:57 AM, said:

Keep in mind return on pvp power will be greater the more int you acquire.  Most people are hanging around 9,500~10,000 int in full dreadlful gear.  At 12,000~13,000 int ranges, +1% of pvp power will yield a lot more.


No, this was tried in full t2 gear on the tournament realm thats where i came the the conclusion that int -> pvp power the entire season out.

Also in full t2 gear you will never run oom in 3v3 games so the best way to gem is the way i explained earlier unless you like to run with alot of resil etc.

I also dont see what the difference would be with other healers and rdruids i guess everything scales the same and that way int should be best for every healer? also one thing i forgot to add to the main post is that if you play with the Glyph of Blooming theres no reason to go for the 4229 haste cap since you will only get out 12 lifebloom ticks out of 17 so what you want to do is to aim for 2850 haste to get the 11th tick and then go full out mastery! hope this helps :)


#3819001 DK damage

Posted Fistagon on 11 December 2012 - 07:44 PM

Disagree must I. Fine is damage their think I but, me just it's maybe. Much too bit a be to believe I which of, Locks and Mages by dealt being damage the address must we think I, presently.


#3820050 Frost Bomb hotfix nerfed oh and warriors too

Posted Xandyn on 13 December 2012 - 02:17 AM

In my opinion, it's a change that's healthy for the game, the only reason this is bad because they need to make some other changes towards other classes/mechanics in the game;

1) Change shadow-priests, maybe improve damage - reduce utility/survival

2) Nerf ferals, ugh.. everything about them is just crazy.

3) Perhaps increase the defensive dispel cooldown to 10-12 seconds, I think this would probably be a good change. Not sure.

4) Reduce the amount of insane instant CC's in the game and the amount of interrupts as well + add some non-interrupt/non-cc spells to certain classes, spells with interesting mechanics, because the game is just ridiculously boring to play... And that is a big issue, balance isn't even the main issue IMO. Some classes should have a lot of CC, right now every class in the game does. It doesn't make sense and makes the game boring as you can't even play, you just AFK while you are CC'd. Also I don't understand why the game is based on cooldowns so much, tone down ALL burst cooldowns, increase consistent damage to compensate.

5) Perhaps completely change the way frost bomb works, make it do little to no damage, and only snare (+procs) the enemies surrounding explosion for 3-4 sec instead, bringing back the Cone of Cold kinda mechanic. That would make sense, seeing as we are frost mages, not elemental shamans, I don't understand why we got placed in such a role. We were meant to control things, and now we basically only have RoF+Nova left for that.

6) With the way they are designing this x-pac, I assume that they don't want cooldowns/spells to be countered with one spammable button press. Remove snare removal upon shapeshifting, maybe I am a little biased here, but it also doesn't make sense with the way the game is now. Give them a talent/glyph that makes escape slows/snares every 12 seconds upon shape shifting, rather than unlimited use.

Furthermore, buff Frostbolt/Ice Lance damage. Get rid of the Spell Steal completely (replace with new, interesting ability), it's a spell that doesn't make sense right now at all. It's a weird mechanic, not a good design at all. Press spell steal twice, hope to get a game changing buff, or go oom and get nothing. What were they promoting with this?

That is, my constructive feedback for this expansion, and I've played a ridiculous amount of arena games so far. Sadly the arena experience has become kind of garbage, not because of balance or anything, it's just boring and unrewarding, also the 'entire pop-cooldowns and win, no cooldowns and do nothing' is a very poor design.


#3820040 Frost Bomb hotfix nerfed oh and warriors too

Posted Leeston on 13 December 2012 - 01:56 AM

View PostIcedbrisktea, on 13 December 2012 - 12:07 AM, said:

The problem I found was that one-shotting all these idiots was not even fun to me. In fact, I would even get frustrated because the game shouldn't be played like that. All I want in this game is to be able to win a game and actually feel like damn...we really out played them there.

This was the problem I was having.  It just wasn't an enjoyable playstyle.  I felt like every game I wasn't really doing much until I just randomly did ridiculous burst.  Because of this burst, most teams have to train a mage to stop damage, this went on until the mage got free for a moment and killed someone or the team killed the mage.  This wasn't fun for the mage or the other team.  At least they unnerfed fire a bit, probably more useable now.


#3819783 Frost Bomb hotfix nerfed oh and warriors too

Posted pyrellael_3428244 on 12 December 2012 - 07:02 PM

The 30% healing reduction just makes mortal strike even stronger... 55% reduction on healing overall when in pvp combat

The TFB thing is nice and all... but I'd have prefered to see shockwave NOT do damage to players, Warrior utility aoe stun now does more damage than the nerfed frostbomb (which is their main skill) if you explode it with FBlast

Frost Bomb... Like yes we all know it did too much damage but does anyone not notice mages hit like little girls without it?
Inb4 flaming, I play a holy paladin I've been victimized for the entire game by frost mages, I still don't like this change.
You wanna talk about why Frost bomb hit too hard? CD stacking.

Incanter's ward is a 30% spell damage increase every 25 seconds, (lets be real you train mage all day so it's always up) and on use trinket (which also was cut in half).

No I'm not defending Frost bomb damage but that's not the way to nerf it. And I think i'm more Baffled at the fact that warriors honestly get indirectly buffed from all of these changes when they're by far the best class in the game.




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