Yeah same goes for me, WoW till bored -> FFXI till bored -> Repeat. Doesn't make guilds/linkshells very happy though.
Yeah same goes for me, WoW till bored -> FFXI till bored -> Repeat. Doesn't make guilds/linkshells very happy though.
My guild only does ulduar to sell proto drakes now both 10/25mans
Very good money for personal use (like theirs anything really cept flasks and 10,000 arrows a raid night) making an average 5000-8000g a week or something now, and probably more when selling 10man toc mounts.
although having guild repairs on 24/7 is really nice.
Once ic comes out though people will probably stop doing that... maybe... (well cept for the raid weekly quest)
"Glyph of Mind Flay now Increases the damage done by your Mind Flay spell by 10% when your target is afflicted with Shadow Word: Pain.
Glyph of Shadow Word: Pain changed to - The periodic damage ticks of your Shadow Word: Pain spell restore 1% of your base mana.
Glyph of Shadow now increase your spell power by 30% of your spirit for 10 sec. (Up from 10%)
Improved Devouring Plague: This spell now deals 10/20/30% of its total periodic effect instantly, up from 5/10/15%.
Shadowform: This talent also now causes Devouring Plague, Shadow Word: Pain, and Vampiric Touch to benefit from haste. Both the period length and the duration of these spells will be reduced by haste. In addition, the mana cost has been reduced from 32% to 13% of base mana.
Vampiric Embrace: This ability is now provides a 30-minute buff that cannot be dispelled, instead of a target debuff."
<3.
Dots and channeled spells benefiting from haste confuses me slightly -- am I correct in assuming that it means they deal the same amount of damage across fewer-but-larger ticks with haste added in?
100% necessary change. Priest dps is pretty awful right now.
Yeah it's pretty much just a straight buff to DPS.
Spoiler inc
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.. you know what I think...!
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They've said plainly IC won't work like that, I was mostly just kidding lol, surprised the discussion went that direction.
But yeah, IC is only 1 instance per size per week, not like ToC with separate heroic and normal instances. Instead, hard mode or easy mode is decided, and changeable throughout the instance, by the heroic option.
I.E. if you want to do all easy modes up to 10 man Arthas so that you can work on his heroic, you set it to 10 man normal, clear to him, then set it to heroic for his fight.
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Tank Trinkets
* Item - Icecrown 10 Normal Tank Trinket - Each time you dodge an attack, you gain 24 stamina for the next 10 sec, stacking up to 10 times.
* Item - Icecrown 10 Heroic Tank Trinket - Each time you dodge an attack, you gain 27 stamina for the next 10 sec, stacking up to 10 times.
It's official, the Sundi has infiltrated Blizz.
Trinkets have always been hit/miss given their odd nature.
Trinkets are almost all moving in one direction now: terribly worthless.
For any boss that dual wields that should basically be a 270 stam trinket. Though I agree the RNG can make it useless at times, it still seems fairly nice unless the RNG hates you (and the RNG hates me so...)
Will need to see more details but it's unlikely the stam gain duration * ICD of the trinket will allow 100% uptime, and less than 100% uptime on a stam trinket is really, really bad.
True. If they increased it to 15s or so I think it'd be pretty strong. You don't really need to start fights at full, most fights get harder as you go along (like Koralon) so it just needs to be up for that. I can see Anub'arak being terrible for these trinkets though because you can't dodge while stunned and a 3-4s stun (however long it actually is) can really hurt your uptime.