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  1. #2461
    blax n gunz
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    Needs to be riding a mechano hog tbh.

  2. #2462
    Ridill
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    http://files.sharenator.com/Batman_d...134532-580.png


    If I do swap my main to rogue, since i'm on a RP realm im just going to run around shouting how i'm bruce wayne.

  3. #2463
    blax n gunz
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    Quote Originally Posted by Meresgi View Post
    http://files.sharenator.com/Batman_d...134532-580.png


    If I do swap my main to rogue, since i'm on a RP realm im just going to run around shouting how i'm bruce wayne.

  4. #2464
    Ironing this Thread
    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Correction View Post
    Needs to be riding a mechano hog tbh.
    good thing my rogue has one

  5. #2465
    I'd Rather Be in Zi'Tah
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    Quote Originally Posted by CoronA1979 View Post
    Completely agree - call it my panties in a bunch if you want but there something to it when a guild that has been stucl at 1/7 or maybe 2/7 HC forever all of a sudden wtihin one night is 6/7 facerolling bosses they've never even pulled on heroic mode before.

    Nerfing Normals? Okay. Why the heroics? Shit T11 heroic (some of it) is miles beyond more complicated than T12 now.
    True, I had hoped that when they said "begin to nerf" that we would see nerfs to encounters in normal, then nerfs to encounters on heroic one by one. Oh well though. Its more fun to be able to clear content than bash your head against it.

    I would agree though that they never flat out nerfed any of t11 heroic content, even after 4.2 was released that content still sits the same as it was pre4.2. It didn't make much sense to hit heroic before 4.3 at least.

  6. #2466
    Ridill
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    My guild is one of those guilds that was only 2/7 heroic mode, and only had gotten that 2 because they did Ryo in 10man, now we're 6/7 as of last night, they did 4 heroic bosses just this week fresh...lol

    They wanted to be able to put it on our recruitment that we were 6/7 so they went in with a 10man team and got it all done even though we're a 25man guild.

  7. #2467
    Sea Torques
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    Quote Originally Posted by Meresgi View Post
    They wanted to be able to put it on our recruitment that we were 6/7 so they went in with a 10man team and got it all done even though we're a 25man guild.
    Par for the course.

    Honestly, not taking anything away from you or your guild but I am not sure most people put alot of weight into the whole "6/7 HC Firelands" thing now since the nerfs. I know our guild was the only guild on our server pre nerf that was 6/7 and now, it's just a joke so we could care less.

  8. #2468
    Ridill
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    If that spectral wyvern is the reward i get for 150 mounts i'm going to be fucking PISSED.

  9. #2469
    Ridill
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    Quote Originally Posted by CoronA1979 View Post
    Par for the course.

    Honestly, not taking anything away from you or your guild but I am not sure most people put alot of weight into the whole "6/7 HC Firelands" thing now since the nerfs. I know our guild was the only guild on our server pre nerf that was 6/7 and now, it's just a joke so we could care less.
    Oh don't worry, I dont take any offense to it, im kind of sad that it took these nerfs for us to actually do this shit, and i'm sure on 25mans we'll still struggle with the tard crowd

  10. #2470
    Sinner
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    Quote Originally Posted by Blizzard
    While we’ve been previewing the visuals of tier 13 on the front page at http://www.worldofwarcraft.com, we thought you might be interested in the magics that lay imbued betwixt their stitches and plating. Behold -- the tier 13 set bonuses!

    Please keep in mind that the below data is pre--PTR and could change prior to the release of patch 4.3.

    http://static.mmo-champion.com/mmoc/...athknights.gif Death Knight
    • Blood, 2P -- When an attack drops your health below 35%, one of your Blood Runes will immediately activate and convert into a Death Rune for the next 20 sec. This effect cannot occur more than once every 45 sec.
    • Blood, 4P -- Your Vampiric Blood ability also affects all party and raid members for 50% of the effect it has on you.
    • DPS, 2P -- Sudden Doom has a 30% chance and Rime has a 60% chance to grant 2 charges when triggered instead of 1.
    • DPS, 4P -- Runic Empowerment has a 25% chance and Runic Corruption has a 40% chance to also grant 710 mastery rating for 12 sec when activated.


    http://static.mmo-champion.com/mmoc/...ns/idruids.gif Druid
    • Balance, 2P -- Insect Swarm increases all damage done by your Starfire, Starsurge, and Wrath spells against that target by 3%.
    • Balance, 4P -- Starsurge generates 100% extra Lunar or Solar energy while Eclipse is not active.
    • Feral, 2P -- While Berserk is active, Savage Defense absorbs are 100% larger, and your Blood in the Water talent now causes Ferocious Bite to refresh the duration of your Rip on targets with 60% or less health.
    • Feral, 4P -- Frenzied Regeneration also affects all raid and party members, and your Stampede talent now grants two charges after using Feral Charge (Cat).
    • Restoration, 2P -- After using Innervate, the mana cost of your healing spells is reduced by 25% for 15 sec.
    • Restoration, 4P -- Your Rejuvenation and Regrowth spells have a 10% chance to Timeslip and have double the normal duration.


    http://static.mmo-champion.com/mmoc/...s/ihunters.gif Hunter
    • 2P -- Steady Shot and Cobra Shot generate double the amount of focus.
    • 4P -- Your Arcane Shot ability has a chance to grant 25% haste to you and your pet for 10 sec.


    http://static.mmo-champion.com/mmoc/...ons/images.gif Mage
    • 2P -- Your damaging spells have a 30% chance to grant Stolen Time, increasing your haste rating by 50 for 30 sec and stacking up to 10 times. When Arcane Power, Combustion, or Icy Veins expires, all stacks of Stolen Time are lost.
    • 4P -- Each stack of Stolen Time also reduces the cooldown of Arcane Power by 3 sec, Combustion by 4 sec, and Icy Veins by 6 sec.


    http://static.mmo-champion.com/mmoc/.../ipaladins.gif Paladin
    • Holy, 2P -- After using Divine Favor, the mana cost of your healing spells is reduced by 25% for 15 sec.
    • Holy, 4P -- Increases the healing done by your Holy Radiance spell by 20%.
    • Protection, 2P -- Your Judgement ability now also grants a physical absorb shield equal to 30% of the damage it dealt.
    • Protection, 4P -- Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.
    • Retribution, 2P -- Your Judgement ability has a 50% chance to generate 1 Holy Power.
    • Retribution, 4P -- While Zealotry is active your abilities deal 12% more damage.


    http://static.mmo-champion.com/mmoc/...s/ipriests.gif Priest
    • Healer, 2P -- After using Power Infusion or Lightwell, the mana cost of your healing spells is reduced by 25% for [10|15] sec. (10 sec for Discipline, 15 for non--Discipline.)
    • Healer, 4P -- Your Power Word: Shield has a 10% chance to absorb 100% additional damage, and the cooldown of your Holy Word abilities is reduced by 20%.
    • Shadow, 2P -- Shadow Word: Death deals an additional 55% damage, and you no longer take damage from your own Shadow Word: Death when the target fails to die.
    • Shadow, 4P -- Your Shadowfiend and Shadowy Apparitions have a 100% chance to grant you 3 Shadow Orbs each time they deal damage.


    http://static.mmo-champion.com/mmoc/...ns/irogues.gif Rogue
    • 2P -- After triggering Tricks of the Trade, your abilities cost 20% less energy for 6 sec.
    • 4P -- Increases the duration of Shadow Dance by 2 sec, Adrenaline Rush by 3 sec, and Vendetta by 9 sec.


    http://static.mmo-champion.com/mmoc/...s/ishamans.gif Shaman
    • Elemental, 2P -- Elemental Mastery also grants you 400 mastery rating 15 sec.
    • Elemental, 4P -- Each time Elemental Overload triggers, you gain 200 haste rating for 4 sec, stacking up to 3 times.
    • Enhancement, 2P -- While you have any stacks of Maelstrom Weapon, your Lightning Bolt, Chain Lightning, and healing spells deal 20% more healing or damage.
    • Enhancement, 4P -- Your Feral Spirits have a 45% chance to grant you a charge of Maelstrom Weapon each time they deal damage.
    • Restoration, 2P -- After using Mana Tide Totem, the cost of your healing spells are reduced by 25% for 15 sec.
    • Restoration, 4P -- Increases the duration of Spiritwalker's Grace by 5 sec, and you gain 30% haste while Spiritwalker's grace is active.


    http://static.mmo-champion.com/mmoc/.../iwarlocks.gif Warlock
    • 2P -- The duration of your Doomguard and Infernal summons is increased by [15|45] sec and the cooldown of of those spells is reduced by 4 min. (45 for Demonology, 15 for non--Demonology.)
    • 4P -- Soulburn grants a 10% increase to your spell power for 10 sec.


    http://static.mmo-champion.com/mmoc/.../iwarriors.gif Warrior
    • Protection, 2P -- Your Revenge ability now also grants a physical absorption shield equal to 20% of the damage done by Revenge.
    • Protection, 4P -- Your Shield Wall ability now grants 50% of its effect to all party and raid members.
    • DPS, 2P -- Heroic Strike costs 10 less rage while Inner Rage is active.
    • DPS, 4P -- Your Execute critical strikes have a 20% chance to refresh the duration of Colossus Smash.

  11. #2471
    Ridill
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    Resto druid bonuses kinda suck.

  12. #2472
    Ridill
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    dk dps ones aren't stellar either. all tanks basically getting an extra raid CD makes me wonder how heavy the 4.3 dmg is going to be.

  13. #2473
    I'd Rather Be in Zi'Tah
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    Interesting set bonuses to be sure. Some seem craptastic. Some seem a bit OP (Hunter's basically gives them more focus and more haste than they know what to do with.)

    The 4 tank 4piece bonuses are what really has be scratching my head. We have been complaining as warriors that we have a raid cooldown that we either have to use as a raid CD and not have access to a personal CD or have a personal CD and not have a raid cd. This takes this even further. Now all the tanks have a raid cooldown that ranged from phenomenal (Frenzied Regen/Shield Wall) to mediocre (Vampiric Blood) while Paladins remain with DG. The problem is, once again, we all want the raid cooldown, but we do not want it at the cost of the ability to use our own cooldowns to save our behinds while tanking. Choices are interesting in rotation design, but they need to be compelling and not punishing.

  14. #2474
    Yoshi P
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    No way in hell will I get rid of shaman ele 2pc. Blizzard is stupid

  15. #2475
    Nidhogg
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    Quote Originally Posted by niwaar View Post
    Interesting set bonuses to be sure. Some seem craptastic. Some seem a bit OP (Hunter's basically gives them more focus and more haste than they know what to do with.)

    The 4 tank 4piece bonuses are what really has be scratching my head. We have been complaining as warriors that we have a raid cooldown that we either have to use as a raid CD and not have access to a personal CD or have a personal CD and not have a raid cd. This takes this even further. Now all the tanks have a raid cooldown that ranged from phenomenal (Frenzied Regen/Shield Wall) to mediocre (Vampiric Blood) while Paladins remain with DG. The problem is, once again, we all want the raid cooldown, but we do not want it at the cost of the ability to use our own cooldowns to save our behinds while tanking. Choices are interesting in rotation design, but they need to be compelling and not punishing.
    A lot of times, the time the tank and the raid want the cooldown overlaps. Alysrazor after burnout, Rhyolith P2 stomps, Bethtilac P2 in general, Domo slashes. (Of course, nothing matters post nerf). In any case, there are a few times you may have to pick, but for the most part, there's a decent bit of overlap.

    IDK wtf to say about Ele shaman...maybe they will fix the class outside of a set bonus, but admittedly that bonus was amazing and made the class top-slot competitive vs where it was before (+ other changes). I think it was a bit too powerful for a set bonus, but I think the class as a whole needed a change along those lines...

    As for hunter 2pc, you're overrating it, as is most the internet at the moment. The current rotations being proposed on various forums may be more "focus efficient", as in they don't cap on focus and waste it, but they are -lower- DPS rotations than what are currently being used, that just happen to chew through focus faster.

  16. #2476
    Sinner
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    Priest: Shadow 4 piece will be... interesting... o be sure, I'm hoping they make the 2 piece still work with Masochism.

    Healing: 2 piece is alright I guess, if I'm using PI on myself I'll be spamming spells anyway, I guess it's marginally helpful when I cast on a dps. 4 piece will be alright for tank only healing I guess, but for raid healing it'll fuck with my raptures occasionally I'm sure

  17. #2477
    Salvage Bans
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    Dragonblight

    Protection, 4P -- Reduces the cooldown of Divine Guardian by 60 sec and increases the radius of its effect by 70 yards.

    did they seriously nerf this ability so they could buff it later on in a 4pc? -.-

  18. #2478
    Ridill
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    DK 2pc as UH is pretty blah, I machine gun out death coils as it is and Sudden Doom procs like crazy, I can't imagine having even more procs to shoot out, as Scourge Strike outweighs DC in terms of dps. Only benefit would be getting DT up on your ghoul a little faster then usual.

  19. #2479
    Hydra
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    Warlock bonuses are pretty underwhelming. Sure, 15|45 seconds on Infernal/Doomguard is beneficial but it feels pretty lackluster. As for 4-pc, I don't even use Soulburn on Affliction outside of killing Sons of Flame on Rag or corruptioning an AoE pull.

  20. #2480
    Nidhogg
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    Quote Originally Posted by Siniroth View Post
    Priest: Shadow 4 piece will be... interesting... o be sure, I'm hoping they make the 2 piece still work with Masochism.
    Yea, if it fucks masochism over, it's gonna be bad, otherwise spriest got some nice bonuses.

    Healing: 2 piece is alright I guess, if I'm using PI on myself I'll be spamming spells anyway, I guess it's marginally helpful when I cast on a dps. 4 piece will be alright for tank only healing I guess, but for raid healing it'll fuck with my raptures occasionally I'm sure
    4pc can be bad even for tank healing (Domo cat phase it just may not proc rapture), and it seems utterly useless and even bad for raid healing as you say. Holy is way worse than disc though, I dunno what they are thinking there.

    Quote Originally Posted by Meresgi View Post
    DK 2pc as UH is pretty blah, I machine gun out death coils as it is and Sudden Doom procs like crazy, I can't imagine having even more procs to shoot out, as Scourge Strike outweighs DC in terms of dps. Only benefit would be getting DT up on your ghoul a little faster then usual.
    I think the UH one is better than Frost at least, but it's pretty lackluster...30% on a 20% is like a 6% proc to begin with, and even when it procs it isn't -that- good, though it will be nice if it procs near the end of a transformation to allow you to get transformation back up faster. The frost one is utterly useless, as Rime as it is now is in a pretty perfect situation of GCD capping a decently geared DK, while still being at the very bottom of the priority list...giving 2 charges on it isn't gonna accomplish much at all.

    Quote Originally Posted by Positive View Post
    Warlock bonuses are pretty underwhelming. Sure, 15|45 seconds on Infernal/Doomguard is beneficial but it feels pretty lackluster. As for 4-pc, I don't even use Soulburn on Affliction outside of killing Sons of Flame on Rag or corruptioning an AoE pull.
    Warlock bonuses are among the best listed. For affliction, 15sec on Doomguard isn't too huge overall, but it's still really good for burns, since that's when you use it, and don't forget the -4min cd making it much more reliable for progression (or usable 2x on some fights). As for the 4pc, it's amazing, and you don't need to use Soulburn to get it...you can get 3 Soulburns per fight just using Soulburn and letting it time out (or casting a Seed to get the shard back?). With Demon Soul it's just adding 10% more to already beefy DoTs/Doom, use it before summoning your 1.5min Doomguard to get a +10% 1.5min Doomguard, etc. What I'm wondering the most is if it'll be worth using Soulburn + Seed to Corruption single enemies just to get the shard back. Locks got amazing bonuses regardless...

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