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Old 06-28-2008, 03:59 PM   #46 (permalink)
Dynalisia
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Originally Posted by Zarcath View Post
Wrong. Unless they make drastic changes to chain heal, they'll still be highly desirable.
Like was said before, they won't make drastic changes to chain heal. Instead, they will make drastic changes to the abilities of other classes so they can catch up to the power of chainheal and perhaps even heroism/bloodlust. Just go and look at the new talents for druids for example, they seem especially tailored to increase a druid's mass reactive healing capabilities. Paladins are getting a kind of PoM, another heat seaking healing missile and although I have to admit I haven't looked at the priest talents, they currently already have very powerful abilities for both mass healing and reactive healing individually and in combination. Bloodlust will likely be empowered similar to totems, but nerfed to make sure the problem doesnt just become worse than it already is.

Last edited by Dynalisia : 06-28-2008 at 04:01 PM.
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Old 06-28-2008, 04:36 PM   #47 (permalink)
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P.S. TO SOMEONE AT THE FUCKING WWI ASK WHEN THEY ARE OPENING PVE->PVP TRANSFERS. NO ONE GIVES A SHIT ABOUT US<->EU. FUCK THE PERSON THAT ASKED THAT.

Thank you in advance, and God bless.
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This is a really fucked up link, I dont know where I found it but if anyone know's the name of this song I'd appreciate it.

http://dictionary.reference.com/search?q=diden%27t
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Old 06-28-2008, 05:21 PM   #48 (permalink)
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P.S. TO SOMEONE AT THE FUCKING WWI ASK WHEN THEY ARE OPENING PVE->PVP TRANSFERS. NO ONE GIVES A SHIT ABOUT US<->EU. FUCK THE PERSON THAT ASKED THAT.

Thank you in advance, and God bless.
Yeah people asked some retarded fucking questions, honestly. "When is the next patch coming?" Seriously wtf, they've stated several times (probably at one point a headline on the site this retard works for) that 2.4 is the last major patch before Wrath and 2.4.3 is already on the PTR so, knowing blizz, it'll be out in 2-4 weeks.

This ones my favorite: "PvP players have to do more PvP to be better for PvE. Are there plans to better separate the two?"

That doesn't even fucking make sense. I find it hard to believe someone answered that abortion of a question with a straight face.

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Except that every X*10 talent is worse than its (X+1)*10 talent for the most part. So giving someone the option to go 10 deeper usually forces them to go 10 deeper and just reduces the number of points they can spend elsewhere from 20/21 to 10/11.
True, my idea wasn't really well thought out, it seemed good at the time though. :P

But that was kinda the idea, to provide stronger trees and kind of remove sub-trees but what you're saying does make me think twice about what adverse effects there'd be.
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Old 06-28-2008, 05:25 PM   #49 (permalink)
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Have they said anything about Demonic Circle aside from "wuwu you can teleport to it"? Also, if Death Knights are supposedly getting Death Coil, it seems to me they're going to axe Death Coil for, I presume, this ability.

Need beta infos, wru?

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I'm getting a crazy Ravnica Block vibe from this for some reason. Dual-mana spells were pretty cool.
More like Eventide, which is enemycolor hybrid, since Ravnica was about multicolor while hybrid is more about one, the other, or both, which is more appropriate here since we're talking about either "red" or "blue".

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Old 06-28-2008, 05:35 PM   #50 (permalink)
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Have they said anything about Demonic Circle aside from "wuwu you can teleport to it"?
Yeah, demon summoning is faster inside the circle, the circle itself is a medium cast (2-3 seconds is likely and reasonable), and the teleport itself is instant.

What I'd like to know is if you're able to port to it more than once. I'm assuming that's how it'll be.
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Old 06-28-2008, 05:38 PM   #51 (permalink)
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Deathcoil for DK is supposed to be basically dmg+heal, but no fear
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Old 06-28-2008, 06:26 PM   #52 (permalink)
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Yeah, demon summoning is faster inside the circle, the circle itself is a medium cast (2-3 seconds is likely and reasonable), and the teleport itself is instant.

What I'd like to know is if you're able to port to it more than once. I'm assuming that's how it'll be.
So anyone who's Demonology spec has nearly no reason to use it (Fel Domination more than overshadows it). Gotcha. Not even a damage bonus or some form of mitigation while you stay in it for long periods of time, or a bonus to you and/or demon if you summon one in it (discharging it?)... You get the idea of where I'm going. It seems lackluster except for the teleportation, which I assume has a short range as to really only be for PVP.
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Old 06-28-2008, 06:30 PM   #53 (permalink)
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So anyone who's Demonology spec has nearly no reason to use it (Fel Domination more than overshadows it). Gotcha. Not even a damage bonus or some form of mitigation while you stay in it for long periods of time, or a bonus to you and/or demon if you summon one in it (discharging it?)... You get the idea of where I'm going. It seems lackluster except for the teleportation, which I assume has a short range as to really only be for PVP.
You could drop it outside the boss room, and when the raid is wiping, teleport out and save repair costs. Sounds overpowered to me ^^.

There will probably be some kind of buffs that come with staying inside the circle. Other than faster summoning. Could increase everyone's spell dmg or some stuff, at the cost of all being packed like idiots when the bosses decide to random target someone with an AE.
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Old 06-28-2008, 06:37 PM   #54 (permalink)
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I have 3 characters that leveled 1 - 70 on a PvP server, and spent 3 months on a PvE server, before realizing that I wanted to be playing with my old guild [don't ask, long story] Blizzard would not allow me to transfer those characters back, even though the supposed reason they don't allow it is the easier time leveling on the PvE server etc... [which I didn't do on the PvE server at all]

A change to that system would be welcome. I can understand them saying you can't take a PvE character and transfer it to a PvP server, but it does seem like if you level a character to 'max level' on the PvP server [whatever max level is at the time] then your character should be 'flagged' internally, so that it can transfer wherever the hell it wants.

If you are on a PvE server when the expansion comes out and level cap is raised, you lose that flag and are now, PvE only.

Characters leveled on a PvP server should have no penalty as far as what kind of server they can transfer to/from.

It makes no sense why there would be.
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Old 06-28-2008, 06:59 PM   #55 (permalink)
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Originally Posted by Nehrak View Post
So anyone who's Demonology spec has nearly no reason to use it (Fel Domination more than overshadows it). Gotcha. Not even a damage bonus or some form of mitigation while you stay in it for long periods of time, or a bonus to you and/or demon if you summon one in it (discharging it?)... You get the idea of where I'm going. It seems lackluster except for the teleportation, which I assume has a short range as to really only be for PVP.
Are you fucking high? Set your circle to the gates of arena at the start, teleport back as soon as you're in trouble. Instant los for bandage, etc while your dots tick down. Plus, the talent is a 15 minute cooldown. If the circle reduces by at least 6 seconds (doubtful but we can dream) your pets will always be instant cast inside it and make the talent itself actually pointless unless you really need to have that functionality outside of the circle.

As long as the circle stays up for 5 minutes (no reason it shouldn't provided they instate a max range check) it is pretty much exactly what warlocks need. Felhunter is dead and the rogue is on you. Bai2u and hai2mr voidwalker keke ^_^.

Anyone who calls this lackluster on paper has never had the unadulterated joy of having a rogue push your shit back up through your intestines.
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Old 06-28-2008, 07:26 PM   #56 (permalink)
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I saw mention of a dire cat form. Wonder if he meant just a new model along with dire bear form for higher lvls or a completely new form.
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Old 06-28-2008, 07:47 PM   #57 (permalink)
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Are you fucking high? Set your circle to the gates of arena at the start, teleport back as soon as you're in trouble. Instant los for bandage, etc while your dots tick down. Plus, the talent is a 15 minute cooldown. If the circle reduces by at least 6 seconds (doubtful but we can dream) your pets will always be instant cast inside it and make the talent itself actually pointless unless you really need to have that functionality outside of the circle.

As long as the circle stays up for 5 minutes (no reason it shouldn't provided they instate a max range check) it is pretty much exactly what warlocks need. Felhunter is dead and the rogue is on you. Bai2u and hai2mr voidwalker keke ^_^.

Anyone who calls this lackluster on paper has never had the unadulterated joy of having a rogue push your shit back up through your intestines.
Tell you what, I'll admit to being "fucking high" if you admit to being a fucking moron. Do you seriously think they're going to allow that kind of imbalanced behavior in PVP? Allowing teleportation of that kind in the arena? What the fuck are YOU on because man I could use a good bake session about now after your first paragraph.

That said, they wouldn't set the cast reduction to hard time versus percentage BECAUSE of Master Summoner. Who would need Fel Domination? Hmm, let's think. I'll even give you a chance to respond before the obvious answer gets told.

Seriously, do you have no concept or even sense of balance? It sure as hell doesn't look like it and you seem to think it's your God-given right to get to play your whackoff retardation class of the month -- how many times have you changed mains again? Rogue, Warlock, Hunter... I lost count -- while thinking you're just so cool when really you're just masturbating cum all over your face and thinking you're a knowitall because you're telling everyone you're drinking lots of "smart milk" when you miss and it goes down your throat instead of your anus where you probably get off fucking yourself with your proclaimed (which is to say, "implants") e-penis.

@Pyros: I really doubt that works, teleporting outside the boss room during a wipe. Everyone's thrown into combat, remember. They'll come AIAIAIAI after you, depending on the boss. Maybe it'll despawn, but I can't imagine you wouldn't get ganked after the teleport.
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Old 06-28-2008, 08:02 PM   #58 (permalink)
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I don't see why it wouldn't work that way in the arena Nehrak. I mean of all the things you could bash someone over, the idea of setting a circle at the entrance gate of the arena to teleport back too and bandage/resummon/whatever is exactly what the idea of the spell is.

It's not like arena's are huge areas either, basically it's a targeted blink.

And who's to say they won't revamp fel domination? A ton of spells are getting that treatment. Although with a 15 minute cool down, fel domination would still have it's place.
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Old 06-28-2008, 08:13 PM   #59 (permalink)
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Wrong. Unless they make drastic changes to chain heal, they'll still be highly desirable.
It's not chain heal that needs a change to prevent shaman stacking, it is Hero/Bloodlust, which I am sure will get an "exhaustion" type debuff in WotLK.

If they do bring everyone up to Shaman's raid power, or bring shamans down a little, you will still want 4 or five just to buff everyone with the totems they need to maximize their potential.

Assuming healing is balanced in WotLK, these changes allow for shaman raid spots to be balanced as well.
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Old 06-28-2008, 08:37 PM   #60 (permalink)
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It's not chain heal that needs a change to prevent shaman stacking, it is Hero/Bloodlust, which I am sure will get an "exhaustion" type debuff in WotLK.

If they do bring everyone up to Shaman's raid power, or bring shamans down a little, you will still want 4 or five just to buff everyone with the totems they need to maximize their potential.

Assuming healing is balanced in WotLK, these changes allow for shaman raid spots to be balanced as well.
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Totems are being "condensed" into a smaller amount of totems, for exemple Strength of Earth and Grace of Air totems will be merged into the same totem
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Most of the shaman totems, Unleashed Rage, and Battle Shout are some of the buffs changed in WotLK to affect the whole raid instead of the party.
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