Add Warglaives of Azzinoth

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Imperium
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Posts: 2058

Re: Add Warglaives of Azzinoth

Post by Imperium »

Macros like

/cast Earthshield
/equip <idol name>

etc are very popular. in fact, someone actually taught me this as a resto shaman. very smart. very buggy.
Zapcraclepop
Posts: 971

Re: Add Warglaives of Azzinoth

Post by Zapcraclepop »

You'd actually be surprised to know there really isn't many who use it though Imperium. And is there a Earth shield relic? :o

I know there's a crappy water shield one out of slave pens. something like +2 to passive mana regen and +27 to it's mana proc or something wimpy like that. Well, it was SP normal, so I guess it's bound to suck.
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Exsurgo
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Re: Add Warglaives of Azzinoth

Post by Exsurgo »

Peekaboo wrote:Mana Regeneration isn't class related, it's a game mechanic, make use of it.
Paladins can easily be locked out to prevent any heals to begin with, which is a huge problem, but saying their mana regeneration is bloody awful is just ignorance.
~100 mp5 is bloody awful, no-matter what way you look at it...
A resto druid will easily have 2 or even 2.5 times that number, and even greater regen out of combat. Lifebloom is also the most efficient heal in the game so don't start with the efficiency argument. Now it is true that restodruids in practice blow through mana quite fast, and that is mainly due to shape-shifting, but they have that option to kite that no other healers do (Shamans can occasionally kite, same with palys, but not reliably like a druid).

And the game-mechanic argument is a little old...because tbc 2.4.3 game mechanics were not balanced, neither was the game when people ran around with SWP items. We do not have to blindly embrace such game mechanics, and indeed the server administration chose to not implement some 2.4.3 changes.
Cube wrote:Weapon swapping is supposed to trigger a gcd when in combat, and it does. But if you use an ability (for example, shiv) at the same moment you swap, the gcd's will "overlap", so to speak. In other words, only one gcd will be triggered, which would be the same as using shiv without a swap.
The difference is that weapon switching is supposed to reset the melee combat swing timer. I.e if you switch any melee weapon mid way through a melee swing, the melee swing timer is reset to 0 so that you have to wait the full duration for auto-attacks to land again. I am about 90% sure this was a feature right the way through tbc. So therefore players that weapon switch in combat lose white damage and therefore dps. On SF this mechanic is not implemented and could do with a separate bug report.

If anyone can confirm/remember this mechanic I will make a bug-report about it. I think that is it for me in this topic as I have said what I needed to say about SWP items and Warglaives.
Retired Developer.
Peekaboo
Posts: 638

Re: Add Warglaives of Azzinoth

Post by Peekaboo »

So what, I bloody start with efficient healing, just because that's what Paladins have, stop starting with retarded races again, guess what it's still highly efficient. =P
And if you expect a Druid to heal everything with Lifebloom alone, then that's your opinion. Just don't expect me to take it seriously.

With a proper spec and gear you're dead even with like 150mp5 unbuffed.
And now guess what your awesome suggestion to remove the GCD when swapping librams came up with, this stuff's effect not only doesn't get removed when swapping, no you're pretty much gimped if you don't manage more idols at once, compared to someone who does, just because it comes at no cost at all to do so, and may result in being buffed up like a boss.
Most people here don't expect to see it work that way, hell most Rogues aren't even aware that they can easily spam more than 2 poisons.
It was a terrible suggestion, without putting any thought behind it, which sadly has been implemented.

And no, mp5 is still a game mechanic, it was even before SWP. I don't see how it gets old, when you can't come up with a reasonable argument to... well I don't even have a clue what your earlier post tried to come up with in that regard.
But yes, SWP stuff ruins balancing, but so does your suggestion to have no GCD on idols, just because you can't expect people to be aware of it, you should be more consistent with your opinion.
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Amgseret
Posts: 1567

Re: Add Warglaives of Azzinoth

Post by Amgseret »

Druids go for spirit and not mp5 either way. What the actual duck are you guys even talking about ?
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Zapcraclepop
Posts: 971

Re: Add Warglaives of Azzinoth

Post by Zapcraclepop »

Amgseret wrote:Druids go for spirit and not mp5 either way. What the actual duck are you guys even talking about ?
Originally, some rogue lost to a war and wants war glaives?

After that I assisted in derailing into a totally different discussion, like a boss. Cold beer's in the fridge, you're welcome.
Zapcraclepop
Posts: 971

Re: Add Warglaives of Azzinoth

Post by Zapcraclepop »

Peekaboo wrote:Mana Regeneration isn't class related, it's a game mechanic, make use of it.
Paladins can easily be locked out to prevent any heals to begin with, which is a huge problem, but saying their mana regeneration is bloody awful is just ignorance.
Bullcrap. If it was simply a game mechanic the regen would be static, like energy. However, since the attribute is increased by spirit on some classes or raw mp5 for others, it becomes more of a stat, like haste or crit; rather than a simple game mechanic.
I have a holy paladin, and with oil on the weapon, wisdom buff and flask, I top out still ~258-275 mp5 in my s4.
As a shaman, I have 209 mp5 in my 494 resil suit, and somewhat better as I apply more pve, but I still can't even get close to 400 mp5. My druid, on the other hand carries 500+ mp5 in resto gear, easily. A little pve and you can surpass 600 with somewhat ease.

Exsurgo, is not wrong in his argument. The only saving grave to the paladin, is the 30% mana return upon a crit. We get a nerfed down version of that in wrath, with imp water shield (or maybe a glyph) but we were just as thirsty as a mage until that point.
Peekaboo
Posts: 638

Re: Add Warglaives of Azzinoth

Post by Peekaboo »

Apparently it's not enough to just have access to the class, you're doing it wrong when you starve with 250mp5. And seriously, your definition of a game mechanic sucks, this stuff works the same for every class, that's as static as it can get. While some classes gain it through int or spirit aswell, it's not an excuse to neglect it (and most do).

Even if it is obviously a lower value (which doesn't make it bloody terrible, just because it's MANDATORY to not be oom after a minute), a paladin has other means to manage his manapool to back it up (illumination doesn't reg mana at all btw... fucking stack mp5 like a madman). Again, this is not the issue of that class, getting locked out is, which makes it such a joke in comp play.
And of course, Druids are allowed to use PvE stuff, while Paladins aren't? The second a Druid doesn't stack resilience in pvp he's a oneshot.
Whatever...
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Evity
Posts: 3

Re: Add Warglaives of Azzinoth

Post by Evity »

warriors with mace spec OP definitly , every 3rd fking hit is a stun procc , cba getting 4k krits on my ass while stunned
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Deems
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Re: Add Warglaives of Azzinoth

Post by Deems »

Topic goes from warglaives to mana regen. Ok.
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