Originally Posted by
oldgeezer
I've found that Mirror Images can also be used to taunt Karam during the frost mage challenge, at least during the first phase. You get around 30s of uninterrupted damage on him if you use this strategy. You don't even need to let Karam hit you first; pop Mirrors before Karam walks through your Blizzard on the pull.
A caveat; be careful with Mirror placement; if Karam knocks them off the 'island' with his attack he can bug and reset the scenario.
This is a good suggestion. Phase 1 is not particularly difficult, but it's still an interesting tactic. I'll add a line suggesting it.
Originally Posted by
Theoris
What is Energizing Mist? Can't find it in my spellbook
Ability names are very hard; I meant Enveloping Mist. I've fixed that now.
Originally Posted by
Nitros14
I wouldn't go lonely winter for the Frost Mage challenge. You can use a pet move macro to move your pet onto the summoning circles so you don't have to stomp them yourself. Pet freeze is also procs on command for hands.
Yeah, I changed it out to be the default build. I had it in the notes as a suggestion, but it should have been the default build example. I used Lonely Winter because I really don't like the elemental, but I probably made things harder for myself than I needed to.
Originally Posted by
Kaedis
Um...wat?
Until pre-patch (when the mage tower is no longer available), pets can have their specs swapped any time you want out of combat. Any pet a hunter can tame can be tenacity right now. And even once pre-patch hits and you can't change pet specs anymore, Spirit Beast are going to be tenacity anyway!
My Lone Wolf Marksmanship main spec is showing; I've fixed those lines.
Originally Posted by
Evilfury
Mostly checked talents, so not judging the whole guide, but CORRECT TALENTS are the most important for Mage Tower imo!
They're really not. Some talents are nearly mandatory, sure, but none of the ones you mentioned are even close to mandatory.
Originally Posted by
Evilfury
Stopped reading after i saw Destro (5 out of 7 talents wrong)
no First Avenger and Knight Templar for Prot Pala, and no Demonic + Soul Rending for Havoc DH ;/
???????????????
Front Page (?!) No offense :P
In general, these are example builds. There a -lot- of different choices to be made in talent builds, and these are generally the ones I found worked best for me. I try to note choices where they are important. That said, I'm totally willing to change the listed example build talents, and I'm not an expert by any means in like 75% of the game's specs.
I can admit a lack of expertise in Destruction. I much prefer Affliction in general. This said, I really don't know which talents you're referring to since it is a single target burst fight with basically zero cleave and no adds except the egg-hatched worms that you can skip or kill with one Rain of Fire. Mortal Coil, Soul Harvest, and Grimoire of Supremacy are obviously correct (well, Supremacy or Service is arguable there, but I talk about that a lot in the guide so I'm guessing you are talking about something else). My best guess is that you want to suggest Backdraft, Reverse Entropy, Demon Skin, and Channel Demonfire. Channel Demonfire is actually probably a good suggestion. I'll make that change. Demon Skin is also reasonable. It's just up against a talent that is so new-player-friendly that I don't want to swap it out. I have no idea why you'd recommend changing the other two those. My understanding is that Roaring Blaze and Eradication are the preferable single-target talents at the moment, but like I said, I'm not an expert on Destruction.
I'm going to change things as you suggest for Havoc. I found it easier with Chaos Blades than Demonic because the burst DPS stacks so nicely to obliterate the shadow boss at the beginning of Phase 2, but both you and another user suggested Demonic there and I think you may be right as a general case.
Lack of First Avenger was a mistake (I accidentally copied my live build over instead of my challenge build), fixed in an earlier version of the guide. Must have came undone (I do my edits in Notepad++ and copy them over so I must have done that one on the forum's version only), so I just re-fixed that. Knight Templar is not bad; it's certainly viable. I just feel that Hand of the Protector is too good to pass up for a minor conditional damage reduction talent in a specialization that already has more damage reduction than virtually any other specialization in the game. I would much rather have the added self-healing in order to save every orb for Phase 2 more easily.
Like I mention in the guide, I'm not an expert for most specs, so I would appreciate any further suggestions. That said, if you got to Destruction Warlock before you stopped reading, you were almost done with the guide anyway.
Originally Posted by
Evilfury
PS: Don't hate plz, im a trihard
36/36 done months ago, used flasks/food/drums/prolonged on each try for each spec (so i am not trolling)
I am in a pretty similar boat (maybe less trihard but still fairly so). My last one was done in May, and I used consumables for every attempt on every specialization. Didn't have every character enchanted properly though, just the tanks and healers.
Originally Posted by
Erelyn
I get that there's a lot to cover and it's subjective + different things might work for you than for someone else. But I had to comment on MW. First of all, it's called enveloping mist, not energizing mist. 2nd telling people to not use vivify is only making it harder for them. Either be it raids or dungeons, vivify is your "spammable" healing spell, not effuse..effuse is shit. Same probably applies to the other healing classes where you tell them not to use aoe healing..oof.
To be fair, this isn't a raid or a dungeon; it's a 4-man scenario. In this challenge, only one person is usually taking damage at a time except during Scouts' knives attack (or Stage 7, I suppose; Vivify would be good there). The #1 issue I see people complain about in Phase 1 is mana issues, and the #1 reason why is because are using AoE spells in a 4-man scenario with very specific damage intake.
Still, you have a point. I went through and reworded my warnings for every spec to be more detailed. I tended to group together abilities never worth using (Efflorescence) with abilities that have some use but should be used sparingly (Wild Growth). I also removed Vivify from the list of abilities I recommended against in general after looking into its healing per mana vs other spells suggested. In a 4-man scenario, a 3-target ability like Vivify is probably still a good idea, and its mana cost, while higher than anything else I recommended, is still not crazy.
I think the warnings are much clearer now; let me know if you disagree.