More Classic Warlock memories...
The 8 debuff limit meant that Warlocks were effectively useless. A Warlock of any stripe would bring a minimum of 3 debuffs (Curse, Corruption, Immolate) with more depending on the spec. 2 debuff slots were reserved for Warlocks, though, as Curse of Shadow and Curse of the Elements were considered "valuable" enough. The other required debuffs were Hunter's Mark and Sunder Armor.
Hunters weren't allowed to use their pets in most Classic Raids, except to Eyes-of-the-Beast-Pull Baron Geddon.
Warlocks could use a pet, but only if it was the Imp and only if it was parked next to the tank and never attacked. This way the Tank could get the health buff (Blood Pact).
Demonology was by far the worst Warlock talent tree as it was full of talents that increased Pet Health, Mana, and Damage - only the Warlock wasn't allowed to use his pet. Oh, and not only did we have to spent 15+ talents on pet improvements, we also had a talent to KILL the pet and get a self buff (Demonic Sacrifice).
Soul Link was originally a 50% damage transfer to the pet, but it had to be activated and only lasted 30 seconds. It also cost the Warlock AND his pet Mana, making it nearly impossible to keep active 100% of the time. AND since pets couldn't recieve commands while the Warlock was under CC effects, 99% of the time your top-talent was inactive when you needed it most (IE - when a rogue opened up on you).
In Classic the only class WORSE than a Warlock in PvP was the Druid. Everyone else could kill the Warlock with nigh impunity. Even worse, DoT effects were removed if (when) the Warlock died. Druids, though, were worse.
Warlocks recieved the first talent revamp during Classic and it made us much more dangerous in PvP. However, Alliance Warlocks were still bottom-of-the-barrel due to the 30-second Will of the Forsaken. Consider all the original great Warlock PvP "heroes" were Undead. I still hate them to this day.
Changing directions from Warlocks
The world first kill of C'Thus was made possible due to a non-combat pet. The Disgusting Oozeling pet puts a debuff on his "owner". Originally, this debuff could stack if you summoned the pet over and over in rapid succession. These debuffs would force other debuffs OFF the player. This was used by players to remove the killer debuff while inside C'Thun's stomach, allowing them to stay inside longer and kill the boss.
Not sure if this was mentioned (56 pages, wow!), but you used to be able to throw a snowball at a player when they started a flight path and it would teleport them to their next destination.
Also, bit off the general musings of WoW, but Addons were not limited in any capacity for a large portion of vanilla. Things like HealBot were... really just bots, though there was another really really popular one I actually used to level my paladin so long ago. Click a button and it would automatically heal the person that needed it with the best spell for the job. It would also automatically buff people. These addons were overpowered to the point that you could tell it to cast on anybody near you, not just party members. This took all thought out of healing and made it just a click game. How fast can you click? Some didn't even require you to click anything, just a quick scroll of the mousewheel was enough. Some of these addons still worked up until recently (and some still do) while out of combat, such as ZOMGBuffs.
Hunter pets were also controlled by an addon called SmartPet, it increased hunter DPS by a large portion because it would cast the pet abilities automatically to maximize the damage for focus usage.
When the nerf to autocasting addons came in, things such as healing mods and SmartPet relied on the user to move or press a button, thus activating an EVENT_**** in the WoW interface, to use abilities. Eventually it required movement only, and only instant casts worked at this point. It wasn't until much much later that addons were banned from doing anything that affected combat, of course they were and are still able to modify frames on the screen, though they cannot cast abilities while in combat.
Last edited by k0nker; 2010-09-06 at 03:25 AM.
Bump
I swear I've never seen a demo lock in vanilla, it was more than useless.Demonology was by far the worst Warlock talent tree as it was full of talents that increased Pet Health, Mana, and Damage - only the Warlock wasn't allowed to use his pet. Oh, and not only did we have to spent 15+ talents on pet improvements, we also had a talent to KILL the pet and get a self buff (Demonic Sacrifice).
Nice thread... did you mention the fact that paladins also had a healing aura and a mana regen aura at one point? Also I disagree concerning Elwynn/Westfall. Before the BE and Draenei starting areas were released, I think the human newbie/lowbie zones were the best designed in the game.
Where was the guardian of blizzard?(sorry if i spelled that wrong at all)He seems cool
Not only did Paladin Seals last so little time, they were removed with Judgement. They effectively had a ~10 second duration, especially in vanilla. I remember being a Holy Paladin in vanilla and going questing... it was an infinitely repeated cycle of seal then judge, seal then judge, seal then judge, over and over and over. Good times.
t1 for preists had strength in vanilla until they took it off
http://codemajicgaming.blogspot.com/ sc2 blog
What is kara crypts what is the purpose of it? or did it not have a purpose?...i wanna check the place out ive seen afew videos of it on youtube...it seems AWESOME!
This was awesome, thank you very much for the read![]()
To die would be a grand adventure!
Just read through every single page (about 6 hours well spent), OMG NOSTALIGAThanks for making this!
In the green grassy zones, such as Grizzly Hills, you can sometimes see three-leaved clovers on the ground. I haven't seen a four-leaved one yet though.
Enstraynomic - League of Legends
TheEnst - Starcraft II