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fearlol

Member Since 04 Jul 2009
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#3860593 Bombs buffed

Posted Braindance on 12 March 2013 - 07:33 PM

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#3851820 destro will be even stronger @ S13

Posted Snackumz on 20 February 2013 - 11:02 PM

as long as demo isn't the spec im happy fuck demo


#3851595 destro will be even stronger @ S13

Posted Salutations on 20 February 2013 - 12:23 PM

they are just useless changes like affli

buff destro is : reduce chaos bolt cast time
buff affli is : buff damage


#3844140 reckful - playing rogue vs KFC

Posted Salutations on 04 February 2013 - 12:50 AM

you forgot the paypal adress at the end of your post for donations


#3839892 Nerfed AGAIN !!

Posted AcerMVP on 23 January 2013 - 09:49 PM

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#3827267 Watcha think boys.

Posted saffie on 25 December 2012 - 01:31 PM

Please change place of blood fear and howl so we can play with both coil and howl and no blood fear.


#3789532 Raid marks in arena

Posted dverik on 11 October 2012 - 08:47 PM

Bind this to some buff you got


/script SetRaidTarget("name", X)
/script SetRaidTarget("name", X)
/script SetRaidTarget("name", X)


Replace the X with

0 - Nothing
1 - Yellow 4-point Star
2 - Orange Circle
3 - Purple Diamond
4 - Green Triangle
5 - White Crescent Moon
6 - Blue Square
7 - Red "X" Cross
8 - White Skull


gg


#3789208 locks hitting a new low?

Posted Filovirus on 10 October 2012 - 05:49 PM

I ended up playing 50-60~ games of HLS and RLS on the level 90 Arena Pass last night, and I had a few thoughts.

1) BM Hunters - How did this get past... ALPHA? The first comp I tried was HLS, and I could not BELIEVE what I was seeing. I could be across the map in a CC and if my hunter popped his ZOO he would 100-0 something in 1-2 seconds, 2 seconds being a slower kill. No dots or damage from me whatsoever, while I sit in a full cyclone. There is no excuse for imbalances like that, other than Blizzard... being Blizzard I guess.

2) Mage control - With the dispel change, I think mages are grossly overpowered. A mage can sheep me, and start casting a sheep on my partner, so that as I get dispelled my partner gets to sit a full sheep. Alternatively, the mage can just sheep someone, have the healer dispel it, and then pop every one of his cds and deep + frost bomb something. I think something NEEDS to be changed about how mages work after the dispel change.

I actually didn't have a problem with their burst; it isn't anything different from what you could see from a mage in Cata. The damage could be stopped, and it seems like they have to cast to kill something. If I stop the casts, I can keep my team alive. The burst can be very high, but at least they have to CAST.

3) Warrior mobility/damage seems a bit overkill. I do not like how warrior mobility seems to be based on how well they will stick to mages or hunters. This means classes like warlocks and priests are -never- getting distance from a half decent warrior. I'm not sure where the problem lies with warrior mobility design, but I think this has always been an issue. While I do agree that warriors need a lot of their current tools to put up any sort of fight against mage teams, I also think this mobility is too much against classes without mage-level control.

4) Defensive cooldowns seem grossly overpowered for certain classes or comps. I played several games against Druid/Mage/Spriest, and it was actually the most impossible thing to kill anything. I am by no means claiming we played perfectly, but one of the games I remember our team played extremely well, and it was still -IMPOSSIBLE- to get a kill. We had a swap to the Druid (no ironbark or trinket or ice block) with a full fear on the priest, full hex on the mage, dance/demon soul swap to druid with a Haunt, but he LIVED!

If you are going for a kill on the Druid, you have to go through: Resto Leap (no idea what this is called lol), Life Grip, Barkskin, Ironbark, ICE BLOCK (words cannot describe...), Tree Form, mage peels (over-the-top with dispel change), priest off-heals, and LIFE SWAP????????????????

Random Thought: I do not like the fact that Unbound Will VT Fears you when used against Shadowpriests. Ex: I am feared and I have Vamp Touch on me, so I pop Unbound Will. I now get VT feared for a few seconds and then eat another CC afterwards. I'm not sure if this is intended, because Unbound Will does remove all debuffs, but I don't think it should VT fear or UA silence you for using it.

This is just one example, but it seems like classes have way too many defensive cooldowns and instant CC effects right now. Instant CC has got to go if this dispel change is going to be permanent.


5) Healer Mana - Doesn't matter, except maybe against Warrior/BM Hunter type comps, simply due to the imbalanced damage they do. This is the first season of the expansion, being played in -full- gear since this is the Tournament Realm, and mana does not matter. -IF- a healer somehow manages to go oom, and isn't a priest (since they don't seem like a real class atm), all he has to do is run behind a pillar and drink while his partner(s) use one of the million available defensive cds or instant ccs and he will be fine.

I think healer mana needs to be re-evaluated  or the only comps that exist will be comps that can 100-0 something in a few seconds, or comps that can CC a healer for a year.

6) Getting Kills - Feels a lot harder than it should be. It seems like the only things that end games right now, are broken cooldowns. Ex: Warrior damage with CDs up, BM Hunters unleashing a zoo (I don't even), etc. While I do think damage cooldowns + CC on a healer should be necessary to score a kill, I think it requires too much to get a kill right now. Survivability is simply too high.

7) The State of Affliction

Granted I have only played one night of MoP, the class feels more or less the same as it did in Cataclysm. I felt like I played the majority of the games well, and while not my best play, certainly well enough to get a feel for the class and arena in general.

Affliction damage, when taking current defensive cooldowns, healer cooldowns, and healer mana into account, is completely miserable. My dots were not critting for more than about 15-16k on 375-400k health pools. This is with FULL gear, gemmed and itemized pretty well (could be a tiny bit better I'm sure), and with Mastery reforged on every possible piece of gear. At level 85, my dots were critting for 8-10k on 140-150k health pools (this is also with haste reforge, not mastery). So essentially, our dots are doing about 70%~ more damage than they did at 85, and health pools are 150%~ larger than they were at 85. Additionally, every class has a lot more survivability and defensive cooldowns, including healers, and healers don't actually use mana.

As for the Affliction playstyle, Blizzard seems to be following the awesome trend of dumbing things down until warlocks don't actually have to do anything at all to put up full dots. Being able to Soulburn: Soul Swap full dots onto any target, 4 times (with glyph) in a row is... umm... what? In Cata, I thought warlocks were in a relatively good spot for getting dots up; Soul Swap had a 30 second cooldown, and you could use Fel Flame to refresh your UA. You still had to cast a significant amount to generate a high amount of pressure. Now, you don't actually ever have to cast to get your UAs up. In fact, I had a few games where I would pop Demon Soul and my on-use trinket, and Soulburn: Soul Swap dots on their -entire- team with 3 globals. I think this is a terrible direction for the class. Warlocks need to be required to cast a lot more, and their dots NEED to do significant damage. Malefic grasp spam with full dots during Demon Soul + on-use is good damage, but outside of that, Affliction is completely underwhelming.

TLDR: Unless something gets changed with healer mana, Affliction is going to need a significant amount of damage buffs to make the spec competitive. Should Affliction get the damage buffs that it needs, I also think Soulburn: Soul Swap needs to be either a) removed from the game or b ) redesigned.

I haven't had a chance to play around with Destruction or Demonology yet, so I am not going to make any comments on either of those specs. I have heard that they both do well, but I have a hard time believing Destro would do decently vs. any moderately coordinated 3s team. Getting a Chaos Bolt off at a crucial moment seems like it would be extremely difficult.

Thanks for reading, feel free to correct anything in my post. I just got MoP a few days ago, so I am not an expert by any means.


#3787347 Warning! Skype Worm

Posted Mexico on 06 October 2012 - 04:42 AM

Recently a Skype worm started going around, it is Backdoor.Win32.Hupigon it works like the old A.I.M Trojans, the more people who open it the more people it messages/infects. You will get a message from any person with the Trojan as seen below.

lol is this your new profile pic?
[http://goo. gl/QYV5H?img=YOURSKYPENAME]




More Info:
http://www.microsoft...tID=-2147479551

Runs several processes such as:
1828.exe



1. As long as you did not open the .ZIP file it downloaded you are safe.
IMPORTANT: DELETE THE FILE ASAP


2. If you did download and extract the .ZIP these are the programs, I recommend.



Cleaning the Trojan
These steps may not work for everyone.

1. Delete the .ZIP


2. Download/Install & Update:

Anti-Virus
https://www.avira.co...-free-antivirus (Recommended)
or
http://www.avast.com...ivirus-download

Anti-Spyware:
https://www.superantispyware.com/
and
http://www.malwarebytes.org/


#3786678 Hm...this seems like a problem

Posted averagepriestz on 04 October 2012 - 07:37 PM

View Posttarnization, on 04 October 2012 - 07:23 PM, said:

hybrids...the warlock done pmuch the same healing as a ret? wtf u on about u crazy troll :(

Warlock is healing himself atleast, not others.


#3786483 MoP Arena: First Impressions

Posted Pitiless on 04 October 2012 - 09:04 AM

Too much CC too many stuns too many warriors is my first impression


#3786439 MoP Arena: First Impressions

Posted Beijaflor on 04 October 2012 - 07:33 AM

I agree with previous comments.  The games either seem go very fast (warrior/bm hunter blowing up my spriest through ironbark in 5 seconds with 3 blooms rejuv swiftmend blah blah) or go very long (5-15 minutes).  I am actually surprised at the amount of control healers can exert at the moment.  We have enough power to really heal through anyones damage (excluding warrior/hunter, from what I've seen so far)  

I think if warriors were to receive a damage nerf, coupled with BM (and hopefully hunters could receive buffs to mm/surv) then the game would look a bit better.  Seems aflic locks are a bit weak, and destro is very strong.  Maybe nerf destro a bit and buff afflic a bit.  Rogues obviously need work, but they're viable as assasination if they can stick on their targets (which so far it seems they can).  

I'm anxious to see if blizzard resets MMR / Teams.  Otherwise this season is about to go stale in 1-2 weeks.  


Overall I think the pace of the game is better than it has been in previous seasons during the first weeks of an expansion.  I'm looking forward to seeing if blizzard actually follows through and nerfs warriors / bm hunters / destro locks and gives a little bit more viability to rogues/disc priests/aflic locks.


#3782233 Int vs. PvP Power

Posted Òórly1296679975 on 28 September 2012 - 05:17 AM

Like i promised i did some math.

For my calculations i took a Lvl 90 Holy Paladin with the best available PvP-Gear (S12 Elite with 322 PvP Power-Trinket + 1342 PvP Power-Trinket), the best enchants and Blacksmith profession.

First i tell you the Spellpower and PvP Power values on the full enchanted gear without gems (but still with socketbonus, because we just want to find out which stat to gem and we would get the bonus anyway):

Spellpower: 18035
PvP Power: 34.01%



If we add the following gems (focus on Int):
Red: 160 Int
Blue: 80 Int + 160 PvP Power
Yellow: 80 Int + 160 Resil
Prismatic: 160 Int

Spellpower: 19475
PvP Power: 35.82%


If we add the following gems (focus on PvP Power):
Red: 80 Int + 160 PvP Power
Blue: 320 PvP Power
Yellow: 160 PvP Power + 160 Resil
Prismatic: 320 PvP Power

Spellpower: 18355
PvP Power: 44.88%

---------------------------------------------------------------------------------------------------------

So now we have all the stats we need to calculate the Heal-/Dmg-Output.
I used the spellvalues as listed on wowdb.

Spell:-------------Heal or Dmg general/in PvP Zone (Int):--------H o D gen./PvP Zone (PvP Power):

WoG----------------------14619.75 / 19856.54-----------------------------14070.95 / 20385.99
Holy Shock--------------25610.68 / 34784.43-----------------------------24677.72 / 35753.08
FoH-----------------------34419 / 46747.89---------------------------------33164.6 / 48048.87
Holy Radi.---------------18809.63 / 25547.24-----------------------------18053.63 / 26156.1
HL-------------------------24155.88 / 32808.52-----------------------------23276.68 / 33723.25
DL-------------------------45834.75 / 62252.76-----------------------------44165.95 / 63987.53
LoD-------------------------4442.4 / 6033.68-----------------------------------4281.12 / 6202.49

Holy Prism 1-------------43946.3 / 59687.86-------------------------------42346.94 / 61352.25
Holy Prism 2-------------29616.95 / 40225.74-----------------------------28539.51 / 41348.04

Judgment----------------11256.35 / 15288.37------------------------------10644.83 / 15422.23
Holy Shock--------------31054.38 / 42178.06------------------------------30018.38 / 43490.63
Denounce---------------27242.5 / 37000.76--------------------------------25876.1 / 37489.29
HoW----------------------33192.75 / 45082.39------------------------------31389.55 / 45377.18


As you can see, PvP Power is slightly better on every spell we got. I did a few extra calculations with buffs that give you 5% more Int, 10% more Spellpower or both together and the result is always the same: PvP Power stays better than Int even if you stack more Int/Spellpower!

But Int also gives Crit. With the focus on Int you'll get 1120 more Int which equals ~0.8% more Crit than with focusing on PvP Power. 0.8% more Crit equals 0.8% more healoutput (if i am correct here).
If you compare the healvalues on my chart you see that focusing on PvP Power will give you ~2,5% more healoutput.
~2,5 - ~0,8 = ~1.7
-> In S12 PvP Power has ~1.7% more healoutput than Int


Since my calculations are only for a full S12 Pala, i would be happy if someone whos better at math :P and who has more detailed informations could come up with a chart that could be used in general.


#3762777 Bilian returns for Mists of Pandarian!

Posted Chromix on 08 September 2012 - 12:42 AM

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#3762764 Bilian returns for Mists of Pandarian!

Posted Minpojke on 08 September 2012 - 12:21 AM

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