Author Topic: Starting WoW...  (Read 10366 times)

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Offline ZeroX

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Re: Starting WoW...
« Reply #15 on: May 20, 2007, 09:18:18 pm »
Your asian you should roll a level one gnome and spam me to buy your gold.
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Offline Kaleeko

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Re: Starting WoW...
« Reply #16 on: May 21, 2007, 12:45:38 am »
Rogues are wtfstereotypical and easymode, but a good way to learn the game a bit since they aren't that complicated? I'd say go with mage, though. I really should play mine more, still only 64/65 (I don't even remember).

Mages are one of the most loved DPS classes for all instances, though, because of water and sheepage. Crowd-control is always handy. And, AoE. I've never seen a group say no to a mage. :P Warlock can be pretty darn nifty too, but I have yet to see a warlock kick as much ass as a mage.

Hunters are fun, too, but from what I've seen, they've lost their utility in end-game. If you're just going for kicks and giggles, though, they can be a lot of fun, too.

Offline Joe

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Re: Starting WoW...
« Reply #17 on: May 21, 2007, 01:20:20 am »
Bard is basically the Warrior class, right?..
I'd personally do as Joe suggests

You might be right about that, Joe.


Offline Armin

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Re: Starting WoW...
« Reply #18 on: May 21, 2007, 01:31:12 am »
Hunters are fun, too, but from what I've seen, they've lost their utility in end-game. If you're just going for kicks and giggles, though, they can be a lot of fun, too.
You sure? Ice traps for CC, some hunters can double ice trap, and they do DPS well.
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Offline Joe

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Re: Starting WoW...
« Reply #19 on: May 21, 2007, 02:27:31 am »
I wouldn't level up for the end game. Just go for kicks and giggles, since you'll (hopefully) take the StarCraft bandwagon when it comes out.
I'd personally do as Joe suggests

You might be right about that, Joe.


Offline Newby

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Re: Starting WoW...
« Reply #20 on: May 21, 2007, 10:10:30 am »
I wouldn't level up for the end game. Just go for kicks and giggles, since you'll (hopefully) take the StarCraft bandwagon when it comes out.

He plans to quit towards the end of summer, so... yeah. And SC2 won't be out when summer ends. :|
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I'd bet that you're currently bloated like a water ballon on a hot summer's day.

That analogy doesn't even make sense.  Why would a water balloon be especially bloated on a hot summer's day? For your sake, I hope there wasn't too much logic testing on your LSAT. 

Offline leet_muffin

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Re: Starting WoW...
« Reply #21 on: May 21, 2007, 10:33:41 am »
Bard is basically the Warrior class, right?..

Uhh, no. Learn2D&D.

Bard plays an instrument, and is for the most part worthless.
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Offline iago

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Re: Starting WoW...
« Reply #22 on: May 21, 2007, 10:43:57 am »
Uhh, no. Learn2D&D.

Bard plays an instrument, and is for the most part worthless.
Bards can be awesome if played properly (in real pen and paper D&D).

Offline AntiVirus

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Re: Starting WoW...
« Reply #23 on: May 21, 2007, 12:26:03 pm »
Rogues and Mages are overplayed. :P Make a shaman for wtfpwn melee/spellcast.
Shamans are terrible.  All they have going for them is burst DPS, but otherwise horrible mana control.  My main is a shaman and so I know.  They need to be fixed.
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Offline Kaleeko

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Re: Starting WoW...
« Reply #24 on: May 21, 2007, 01:14:37 pm »
Hunters are fun, too, but from what I've seen, they've lost their utility in end-game. If you're just going for kicks and giggles, though, they can be a lot of fun, too.
You sure? Ice traps for CC, some hunters can double ice trap, and they do DPS well.

It's true, but it's not as reliable as sheep (cooldowns, etc), and since I've hit 70, I've only seen one hunter that could do anywhere near as much damage as I can. I always see "LF Mage for <insert instance>", but never "LF Hunter". There doesn't seem to be any cases where you actually need a hunter for anything, whereas Pre-BC, they were pretty essential to end-game raiding. It's the main reason I stopped playing my hunter.

Offline Blaze

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Re: Starting WoW...
« Reply #25 on: May 21, 2007, 04:30:18 pm »
Hunters are fun, too, but from what I've seen, they've lost their utility in end-game. If you're just going for kicks and giggles, though, they can be a lot of fun, too.
You sure? Ice traps for CC, some hunters can double ice trap, and they do DPS well.

Ice Trap has a 30 second cooldown now with a 20 second duration, good luck doubling.
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Offline Newby

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Re: Starting WoW...
« Reply #26 on: May 21, 2007, 05:47:47 pm »
Warlocks are godly. :)
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[17:32:45] * xar sets mode: -oooooooooo algorithm ban chris cipher newby stdio TehUser tnarongi|away vursed warz
[17:32:54] * xar sets mode: +o newby
[17:32:58] <xar> new rule
[17:33:02] <xar> me and newby rule all

I'd bet that you're currently bloated like a water ballon on a hot summer's day.

That analogy doesn't even make sense.  Why would a water balloon be especially bloated on a hot summer's day? For your sake, I hope there wasn't too much logic testing on your LSAT. 

Offline Sidoh

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Re: Starting WoW...
« Reply #27 on: May 21, 2007, 05:56:31 pm »
Isn't fear getting a big nerf?

Offline Furious

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Re: Starting WoW...
« Reply #28 on: May 22, 2007, 08:22:55 am »
Isn't fear getting a big nerf?

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    * Aftermath: The delay on the daze effect has been reduced.
    * Amplify Curse: This ability is now consumed correctly by a Curse of Doom casting.
    * Conflagrate: The button for this ability will now be greyed out when your current target does not have Immolate.
    * Create Healthstone: These abilities will now be sorted in rank order in your spellbook.
    * Create Spellstone: These abilities will now be sorted in rank order in your spellbook.
    * Curse of the Elements and Curse of Shadow now have a duration of 2 minutes when used on PvP targets.
    * Curse of Tongues now has a 12 second duration when used on PvP targets.
    * Dark Pact: This ability is now unuseable while the mana and health of a pet are being adjusted by pet scaling.
    * Death Coil is now is now subject to diminishing returns in the Horror category. Currently, only Death Coil is in this category.
    * Demonic Knowledge: This ability will now work with enslaved demons.
    * Enslave Demon: The health bar and mana bar for enslaved demons will no longer appear to go down when they become enslaved.
    * Felguard: This pet will periodically check to see if you know the talent which allows you to summon it, and die if you do not know the talent.
    * Fixed some data errors that caused Soul Leech and Conflagrate to generate more threat than intended.
    * Improved Drain Soul: This talent will no longer trigger when a creature other than the one you are draining dies.
    * Insignia of the Alliance/Horde and Medallion of the Alliance/Horde now remove Fear, Stun and Slowing effects and no longer remove Charm and Polymorph effects.
    * New art added for Ritual of Souls channeling focus and Soulwell created by the spell.
    * Ritual of Souls no longer consumes a Soul Shard when cast in arenas.
    * Seed of Corruption: This spell will now interact properly with town guards when bystanders are hit by its detonation in a duel.
    * Shadowfury now properly benefits from the Intensity talent.
    * Spell Lock (Felhunter) duration reduced to 5 seconds (rank 1) and 6 seconds (rank 2), and cooldown reduced to 24 seconds.
    * Soulwell now plays a sound and visual effect when you create a Healthstone through using it.
    * Soul Link: Adjusted tooltip to explain that the damage transferred to the pet cannot be prevented. The functionality remains unchanged. This ability will now work with enslaved demons.
    * Unholy Power: The tooltip has been corrected to indicate it works with the Imp's Firebolt.
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Offline Warrior

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Re: Starting WoW...
« Reply #29 on: May 22, 2007, 08:36:40 am »
Yes, fear is getting a nerf. Check the Warlock Forum of Tears.
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