Clan x86
General Forums => Gaming => Blizzard, WoW and Bots => Topic started by: leet_muffin on May 19, 2007, 02:23:13 pm
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Over summer. Playing on some server with a bunch of kids from my school.
I'm thinking Mage or Rogue.
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Over summer. Playing on some server with a bunch of kids from my school.
I'm thinking Mage or Rogue.
Rogue.
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I dunno'... I really like spellcasting, too.
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Go Warlock if you want a spellcaster
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Go Mage if you want to wtf pwn everything in PvP.
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Go Warlock+Felguard if you want to wtf pwn everything in PvP.
Fixed.
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Go Mage if you want to wtf pwn everything in PvP.
Lol.
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I like mages over warlocks because mages are all about benefiting themselves. Warlocks have to summon other people, when you can port yourself as a mage. There's a few more, but I just can't remember.
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There are summoning portals at all instances now, which cuts down pretty heavily on the need for Warlock summoning, I think. Plus, mages are water fountains. :(
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Warlocks = health stone fountains and soul stoners. Mages get those mana agates and don't have to give them out. Also, mages get free water, even if they have to give it out in instances. A fair trade IMO.
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Rogues and Mages are overplayed. :P Make a shaman for wtfpwn melee/spellcast.
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Rogues and Mages are overplayed. :P Make a shaman for wtfpwn melee/spellcast.
Yeah, shamans aren't overplayed.
::)
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Rogues and Mages are overplayed. :P Make a shaman for wtfpwn melee/spellcast.
I'll agree on the Rogues part... I don't think that mages, are, though.
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Make a Warrior (hint, you'll die a lot so make it a Nelf so you can wisp)
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Fuck it, I'm playing a Bard.
Wtflame, WoW doesn't have Bards?!
Okie, Mage time.
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Your asian you should roll a level one gnome and spam me to buy your gold.
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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.
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Bard is basically the Warrior class, right?..
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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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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.
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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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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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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).
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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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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.
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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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Warlocks are godly. :)
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Isn't fear getting a big nerf?
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Isn't fear getting a big nerf?
Warlocks
* 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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Yes, fear is getting a nerf. Check the Warlock Forum of Tears.
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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.
http://worldofwarcraft.com/info/classes/hunter/talents.html
Look at the third tier Survival talent, "Clever Traps," and the last tier Survival talent, "Readiness."
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Bard is basically the Warrior class, right?..
Uhh, no. Learn2D&D.
Bard plays an instrument, and is for the most part worthless.
Oh, heh.
I think I mixed bard and barb. Learn2D2. :P
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No survival hunter will be let into any self-respecting guild.
20 second duration with 15% increase
20 * 1.15 = 23 seconds
30 second cooldown
30 - 23 = 7 seconds of ZOMG no double.
23 + 5 = 28
30 - 28 = 2 second of ZOMG NO DOUBLE.
Conclusion: You have to pop a 5 minute cooldown to trap someone for < 28 seconds WITH diminishing returns.
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My point was you could do it. Not that it would be insanely effective.
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Conclusion: You have to pop a 5 minute cooldown to trap someone for < 28 seconds WITH diminishing returns.
Agh! Diminishing returns is irrelevant due to the 5 minute cooldown!
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Conclusion: You have to pop a 5 minute cooldown to trap someone for < 28 seconds WITH diminishing returns.
Agh! Diminishing returns is irrelevant due to the 5 minute cooldown!
Death Coil has diminishing returns and it has a 3 second fear / 2 minute cooldown. :P
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Yeah, but it diminishes Fear as well. They're both horror.
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* Death Coil is now is now subject to diminishing returns in the Horror category. Currently, only Death Coil is in this category.