Originally Posted by Nowyn
Stop that thinking stuff. It's more fun to just bitch.Originally Posted by Saberoy
i realy hoop the are just place holders
becuas the look to much as s4 to me -_-
but welcom all warriors to the world of nurfcraft
of paladins and Locks
we are daling this #%(^T for over all time now :P
so take a seat and relaxe :P
you whill life trough it :P
Because it's not updated yet? seems pretty simple. Just use the calculator on this page.Originally Posted by sakrem89
You sound like an awful player. Have you ever broken 1500?Originally Posted by HurfDurf
Yea try kiting a class with a 15 second distance closer that stuns you for 3 seconds, procs more stuns on you, slows your movement speed by 50%, reflects spells, debuffs your healing, etc etc.....
Also, spells go through all armor, you're not any worse off than any other class.
QQ more, there's a reason warriors were on almost every team in BC, especially 5v5.
You're fucking retarded. Remove curse has no cooldown, just decurse them again after 6 seconds. What this means is CoEx is worthless vs. melee, CoT is worthless vs. casters, in short, our utility debuffs (curses) are going to be worthless vs. a mage.Originally Posted by Marvdatboi
It was ok in BC the mage had to spend just as much time decursing as you did putting them up. Now he gets 6 seconds of invulnerability for 1.5 seconds of GCD.
/agrees with Marvdatboi
A lot of things aren't in the Blizzard list of changes. For some reason, blizzard is worse with keeping up on their changes than fansites are.
Now there's the stuff with additional armor no one found in the up-to-77 gear!Originally Posted by Boubouille
But your duty to Azeroth is not yet complete. More is demanded of you... a price the living cannot pay.
Heh.... despite the nerf of removing mace stuns, they've actually made Rogue's mace spec superior to Fist spec in the Combat tree. If changes aren't seen soon to Fist and Dagger spec, we'll know Blizz may have hit the pipe one too many times...
Mace stun was not ok, and this is coming from a warrior. They shouldn't have removed, just remove the RNG.
Warlock crying about Warriors....doh
http://forums.worldofwarcraft.com/th...10748&sid=2000Due to some issues that are occurring with Storm Peaks, we are closing this zone until further notice while we work on correcting them. We will notify everyone when this zone is available once more. Thank you for your continued patience and feedback.
Still wanting to see what changes are coming to druid tanking. As of right now the mitigation is way low
(not at 80 stage in beta yet of course so we'll see)
The quest to get the JC perk Gem Perfection (little chance of getting a better gem when cutting northrend gems) got changed.
It's now availiable with lvl 70, instead of lvl 72, and for Horde you get it in Vengeance Landing:
=> http://wotlk.wowhead.com/?quest=12952
Nothing big, but still a neat change to have it straight from the beginning
QQ more. That's suposed to happen when a CLOTHIE gets in melee range. Want plate?!?!Originally Posted by Zainfear
What about melee getting owned hard when they're not in melee?!?! Ah, that "should happen when you're not in melee range against ranged classes" right? LoL
First, if your fury warrior isn't critting at least once every ten seconds, just quit the game right now.Originally Posted by rothomp3
They are trying to split the feral tree into cat talents and bear talents, thus allowing ferals the opportunity to specialize into a melee dps or a main tank role. Said dps will always be lower than the pure dps classes due to the vaulted utility brought by the class. LotP is a PARTY buff, while Rampage is a RAIDWIDE buff; which would you rather have? One feral tank using mangle to apply the debuff (as well as faerie fire), and the vastly superior spec (resto) brings the battle rez and innervate, marginalizing feral dps builds. A feral dps brings nothing to the table now that isn't brought by someone else, as well as poorly scaled dps that puts them on the bench anyway: why bring one?
You should totally talk more like a 14 year old valley girl while taking great offense to a sardonic post not directed at you, seems to be working for you. Totally.Oh wait, it doesn't say either of those things and you're spewing nonsense. Got it.
Glyph of Innervate - Your innervate ability now has an additional 20% strength mana regeneration effect on you in addition to the effect on your primary target.
I don't understand that glyph.
1.) Looks like there isn't going to be any Strength on Feral gear, and even if there was, how often do ferals run out of mana in a raid?
2.) Boomkins or Trees who would be likely to use it on someone else are going to have even less strength than the Feral Druids.
They aren't saying that in the sense of strength in WoW stats, but the word Strength in general.  20% of the innervate goes to you.
also: senior member, woot
The problem with this curse-decurse game is: While the Warlock's DoTs are still ticking (all of which are magic and hence not dispellable by a mage), the mage is actively prevented by this tactic from doing anything but dispelling curses, becaus a mage has only direct damage spells of which everyone is affected by GCD. So, als long as a mage does not has at least one dot this rune is perfectly fine. It still only one class which can make the target somehow curse-immune, compared to 3 classes which can decurse (with shamans coming in). And you'll have to use a rune-space which means you'll have to drop down something else instead.
Making a target immune against all magical DoTs would be unfair. This one isn't.