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Your top 3 class changes
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Post by
Falrinn
Now that 9/10 classes have had their update, I figured the time it right to make a thread about them. So everyone, what is your top 3 class changes?
Here's mine:
1. Spiritwalker's Grace: No words can describe just how awesome I find this spell. While it does solve a very real mobility issue, I'll probably have the most fun combining it with rocket boots and a few haste effects in order to unleash a hail of lightning and fire on an unsuspecting target, all while traveling at breakneck speeds.
2. The new Eclipse: I never even seriously considered playing a Balance Druid until I saw the Eclipse mastery bonus. This really drives home what the spec is about (balance) in a very functional way.
3. Smoke Bomb: This abilities does give rogues a bit of utility, but it does so in a very unique way. Rather then simply copy another classes mechanics (and perhaps attach some rogue influence), they essentially developed a completely new one. Conditionally creating LOS is something new to the game, and I really hope it works out.
Post by
Loophole
Camouflage-should have stayed in the game in the first place.
Dark Intent- an alt to focus magic but w/e. Sounds good to me.
Gushing Wound-This could possibly help warriors out from getting kited so much. Hopefully it isn't OP.
Pretty much it for me...
Post by
382219
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Post by
179111
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Post by
Falrinn
1 - Spiritwalker's Grace.
2 - Dark Simulacrum
3 - Fel Flame... Green Fire!
Yea, it's about time Warlocks got at least a bit of Green fire.
As for the spell in general, it looks like Blizzard is giving almost everyone multischool spells. Makes me think we'll see a few more immune mobs in Cataclysm then we did in WotLK.
Post by
GVHB
1 - Spiritwalker's Grace.
2 - Dark Simulacrum
3 - Fel Flame... Green Fire!
Yea, it's about time Warlocks got at least a bit of Green fire.
As for the spell in general, it looks like Blizzard is giving almost everyone multischool spells. Makes me think we'll see a few more immune mobs in Cataclysm then we did in WotLK.
Well, we'll be dealing with a lot of elementals so it is very probable
My top 3:
1- Eclipse UI for druids
2- Time Warp for mages seems interesting
3- Camo for Hunters (let's see how it ends up)
Post by
250582
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Post by
Ignjatwolf
1. Camouflage- Hunters need an edge in open fights.
2. Spiritwalker's Grace- A great trick when chasing a running enemy.
3. Smoke Bomb- Like Camouflage just an AoE ability.
Post by
Arikan
1. Heroic Leap
2. Heroic Leap
3. Heroic Leap
Post by
556357
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Post by
Achloryn
1. Heroic Leap - will make me finish levelling my warrior, oh yes it will.
2. Trap launcher - A lot of people over in the hunter forums have been crying about this, but I Think it sounds
kickass
3. Mind spike - Shadow priest has been sorely missing a quick nuke for quickly dying mobs. Too many dots make things harsh on them in fast fights.
Post by
378995
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Post by
423967
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Post by
Falrinn
1 - Spiritwalker's Grace.
2 - Dark Simulacrum
3 - Fel Flame... Green Fire!
Same for first two but my 3rd is "Leap of faith" Won't make it probably because of dumbasses abusing it when pulling MTs. It would be a really nice tool tough seeing we have 3 priest healers in my guild and mobility is sometimes an issue for some of my friends who show up at raids drunk :P
Well, I think most raiding guilds will adapt rules against blatantly abusing leap of faith. For myself when tanking PUGs, I will use a simple 2-strike policy.
If you use leap of faith on me simply to mess me up, I will whisper you a polite warning to not do it again. If do it again, then it's votekick time with "abusing leap of faith" as the reason.
Post by
443252
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Post by
Falrinn
1- Magic Mushroom, who doesnt love invisible land mines, in the form of a mushroom! and for DRUIDS!
2- Spiritwalker's Grace, its about time shammies got something flashy for themselves, now that heroism is being stolen by mages
3- Heroic Leap, another AoE for warriors, plus charge+thunderclap+AoE stun? win!
least favorites,
1 thru 5109734859072- Time warp, as mages already have enough raid utility, they dont need to steal the only freakin thing that shammies have to offer besides 5% spell haste with a (30? 40?) yard range
5109734859073- removal of tree form. Sure it'll be a cooldown, but what great fun is a cooldown that increases healing for a short time, unless its REALLY schnazzy, like every time you heal a target, that target heals all nearby targets for 50% of the effect (when suddenly tranquility will become OMGWTFHAPPENED!)
5109734859074- Blood DKs tanking, not frost. Im pretty sure that both frost and blood should be viable tanks, as to the nature of the two. Frost/Ice has a tendency to protect (like +armor, +damage reduction), and blood is obviously healing.
my... well, i guess its a lot of cents now
Well Blizzard wants to get away from any 1 class bringing a completely unique buff, particularly one as major as Heroism. All considering I'm surprised something like Time Warp didn't come sooner. Plus if you are only being invited to a raid because of Heroism, then you probably don't want to raid with that particular group anyways (since you'd just be an unwanted middleman for a powerful buff).
I don't really have much of an opinion on Tree Form, but I understand why the change was made. Time and time again I've seen Druids complain about not seeing their armor in combat, or how shapeshifting screws up various achievements. The change resolves those issues.
As for Blood Tanking, I admit the change did strike me as odd at first. However after reading their explanation I understand why the change was made the way it was. Blood has a lot of self-healing, which makes it a great candidate for tanking., While Frost is also a good choice, it has a major dual-weild component, and it therefore has enormous potential for DPS, and can differentiate itself from unholy more then Blood can while still filling the same role. Or to put it another way:
With Blood as tank:
Blood: 2-handed tanking
Unholy: 2-handed DPS
Frost: 2-handed/Dual-wielding DPS
With Frost as Tank:
Blood: 2-handed DPS
Unholy: 2-handed DPS
Frost: 2-handed/Dual-wielding Tank
As you can see, Blood as a tank enables the 2 DPS specs to feel more unique.
Post by
109170
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Post by
Falrinn
Spiritwalkers grace: Holy $%^& that is awesome run and gun for Druids.
Hunter pets at one: "Can I see hands raised on all hunters who hated levels 5-9"
Rogue recuperate: self heals ftw
Yea, hunter pets at level 1 is a huge deal.
One of the issues with hunters is that level 1-9 are absolutely NOTHING like levels 10+. Giving them a free pet, and putting more emphasis on ranged attack should teach newbie hunters what the class is about. Right now they are just this quasi-melee class with ranged openers from 1-9, which could very well be why hunters are notorious for not knowing their class at higher levels.
Post by
KingdomKnight
kinda waiting on pally changes so i can figure out what class ill be playing since they killed not only by beloved blood dps spec but the entire feel of the deathknight class.
This. And
1. Combat Readiness
2. Smoke Bomb
3. Spirit Walker's Grace
It seems the age of the Rogue has returned..
Post by
365547
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