11 point talent "Maybe" Info
Moderators: Fridmarr, Worldie, Aergis, Sabindeus, PsiVen
Ilara wrote:
Oh and I hate PvP. Get rid of it.
there, I said it.
It's a significant portion of this game. If you can't accept that fact, then keep crying about it like it'll actually solve something. There are many other games that don't have a PVP aspect to it if you hate it that much.
I like to both PVE and PVP. I'd be pissed if Blizzard removed either one.
In other words, DEAL!
- uke
- Posts: 1957
- Joined: Mon Mar 10, 2008 7:23 am
INCOMING MASS OF QQ ABOUT PVP VS PVE!
>.>
Seriously drop that fucking ball and keep going.
PvP is there, and so is PvE. One makes or breaks what happens to the other. ARE WE FREAKING DONE NOW?
>.>
Seriously drop that fucking ball and keep going.
PvP is there, and so is PvE. One makes or breaks what happens to the other. ARE WE FREAKING DONE NOW?
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Snake-Aes - Maintankadonor
- Posts: 15434
- Joined: Thu Nov 01, 2007 3:15 am
- Location: Thorns
Snake-Aes wrote:INCOMING MASS OF QQ ABOUT PVP VS PVE!
>.>
Seriously drop that fucking ball and keep going.
PvP is there, and so is PvE. One makes or breaks what happens to the other. ARE WE FREAKING DONE NOW?
Snake, I think I love you.
(but in a purely PLATONIC sense! don't be getting no ideas...
- uke
- Posts: 1957
- Joined: Mon Mar 10, 2008 7:23 am
I abhor pvp. 2-years-to-get-a-8k-honor-trinket bad.
not-raiding-arch-progression-and-accepting-it-so-badly-pvp-is-hated bad.
Still, it's there and many love it. It's not going anywhere.
not-raiding-arch-progression-and-accepting-it-so-badly-pvp-is-hated bad.
Still, it's there and many love it. It's not going anywhere.
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Snake-Aes - Maintankadonor
- Posts: 15434
- Joined: Thu Nov 01, 2007 3:15 am
- Location: Thorns
Just a quick heads up for anyone who hasn't played with deathknights much yet- not all mobs can be gripped. A large portion of NPC's and particularly raid bosses are immune to push/pull mechanics. If a "holy death grip" does hit the table, don't be shocked if the movement portion does not function for a large amount of pve. In the case of death knights the fixate and pull mechanics are unrelated (it works as a taunt regardless of the pull landing), so it wouldn't hurt the "single target taunt" angle.
-Splug
-Splug
Active raid character: http://www.wowarmory.com/character-shee ... an&n=Spyte
255 characters is not enough to fit my alts' armories in.
255 characters is not enough to fit my alts' armories in.
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Splug - Maintankadonor
- Posts: 2381
- Joined: Tue Oct 23, 2007 10:16 am
Just a thought here, and not too deep, but what about this:
"Space reserved for snappy name via edit"
2 Min CD
Uses 6% base mana
Removes any existing silence effects, and makes you immune to silences/interrupts for 15 seconds.
The thought: It is definately a viable PvE prot talent. Think maiden, mother, etc, it would be great for knocking off that annoying silence that happens to drop just at the wrong time, but on a long enough cooldown that it couldn't be abused horribly to make us "silence-proof". It would also be somewhat viable for rets in PvP, (disclaimer: I have played VERY little ret pvp) allowing them to cast unimpeded, or heal, but again, not long enough to be horribly abused. If they wanted to make it a teensy bit stronger, make it a "hand" spell that could be used on others, but this might be a bit OP for an 11 point.
Thoughts?
"Space reserved for snappy name via edit"
2 Min CD
Uses 6% base mana
Removes any existing silence effects, and makes you immune to silences/interrupts for 15 seconds.
The thought: It is definately a viable PvE prot talent. Think maiden, mother, etc, it would be great for knocking off that annoying silence that happens to drop just at the wrong time, but on a long enough cooldown that it couldn't be abused horribly to make us "silence-proof". It would also be somewhat viable for rets in PvP, (disclaimer: I have played VERY little ret pvp) allowing them to cast unimpeded, or heal, but again, not long enough to be horribly abused. If they wanted to make it a teensy bit stronger, make it a "hand" spell that could be used on others, but this might be a bit OP for an 11 point.
Thoughts?
- warden
- Maintankadonor
- Posts: 536
- Joined: Tue Sep 30, 2008 1:17 pm
Warden wrote:Just a thought here, and not too deep, but what about this:
"Space reserved for snappy name via edit"
2 Min CD
Uses 6% base mana
Removes any existing silence effects, and makes you immune to silences/interrupts for 15 seconds.
The thought: It is definately a viable PvE prot talent. Think maiden, mother, etc, it would be great for knocking off that annoying silence that happens to drop just at the wrong time, but on a long enough cooldown that it couldn't be abused horribly to make us "silence-proof". It would also be somewhat viable for rets in PvP, (disclaimer: I have played VERY little ret pvp) allowing them to cast unimpeded, or heal, but again, not long enough to be horribly abused. If they wanted to make it a teensy bit stronger, make it a "hand" spell that could be used on others, but this might be a bit OP for an 11 point.
Thoughts?
While a good idea, I don't think it would be useful at all for ret in PVP.
Silences are annoying, but happen much more infrequently and less of an issue as dealing with kiters.
I think a charge of some sort would be much more useful both for Prot and Ret.
As a side note, did anyone here ever play Diablo 2? Remember the 'Charge-a-din', i.e. paladin with a big hammer charging baddies left and right?
Yeah...that would be pretty sweet.
- uke
- Posts: 1957
- Joined: Mon Mar 10, 2008 7:23 am
Warden wrote:Ya, ret PvP experience is definately my weak point in this suggestion. 90% of my arena experience is hunter or shammy.
That's cool, I was just giving my two cents.
From a purely ret PVP view, I'd take a charge over a silence immunity anyday. I think it would be pretty sweet (though not essential, which is what GC stated their goal was) for Prot as well.
- uke
- Posts: 1957
- Joined: Mon Mar 10, 2008 7:23 am
I've got it! It's over-the-top and paldiny-flavoerd, and might be stealing from lots of classes.
Crusader's Charge
3 minute or so cooldown
20 or so % base mana
8-30 yard range
The paladin sprints toward his enemy with increased speed for a few seconds (3-4)?, trampling all foes who get in his path. This ability is enhanced by the paladin's riding skill.
0 riding skill. The paladin sprints 30% faster than he normally runs, dealing damage equal to twice his level to all foes in his path.
75 riding skill: The paladin summons his warhorse, dealing damage equal to five times his level.
150 riding skill: The paladin summons his Charger, dealing damage equal to ten times his level.
Not quite a charge, as it could expire before the pally reaches his enemy. But it gives multi-target damage, a gap closer, and it would be all sorts of awesome to see when it happens.
Crusader's Charge
3 minute or so cooldown
20 or so % base mana
8-30 yard range
The paladin sprints toward his enemy with increased speed for a few seconds (3-4)?, trampling all foes who get in his path. This ability is enhanced by the paladin's riding skill.
0 riding skill. The paladin sprints 30% faster than he normally runs, dealing damage equal to twice his level to all foes in his path.
75 riding skill: The paladin summons his warhorse, dealing damage equal to five times his level.
150 riding skill: The paladin summons his Charger, dealing damage equal to ten times his level.
Not quite a charge, as it could expire before the pally reaches his enemy. But it gives multi-target damage, a gap closer, and it would be all sorts of awesome to see when it happens.
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Jtree - Posts: 382
- Joined: Wed Sep 19, 2007 2:29 am
- Location: Fort Worth, Texas
Mmm I like the idea of a sprint-style ability. It is technically another class's ability but not a tank (unless you count catform druids).
I'm not sure how well it would work if it was linked to riding skill, but I love the idea of using the Charger.
I'm not sure how well it would work if it was linked to riding skill, but I love the idea of using the Charger.
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Lore - Global Mod
- Posts: 7757
- Joined: Wed Mar 21, 2007 11:52 am
Lore wrote:Mmm I like the idea of a sprint-style ability. It is technically another class's ability but not a tank (unless you count catform druids).
I'm not sure how well it would work if it was linked to riding skill, but I love the idea of using the Charger.
I know an ability like that would of helped last nite when I was messing around killing scourge and farming drops (was bored).
Got jumped by a frost mage and holy (bloodelf) paladin...I didnt have a chance in hell...frost mages are just way to good at keeping distance.
- Garath.Gorefiend
- Posts: 406
- Joined: Mon Aug 25, 2008 2:07 pm
Jtree wrote:I've got it! It's over-the-top and paldiny-flavoerd, and might be stealing from lots of classes.
Crusader's Charge
3 minute or so cooldown
20 or so % base mana
8-30 yard range
The paladin sprints toward his enemy with increased speed for a few seconds (3-4)?, trampling all foes who get in his path. This ability is enhanced by the paladin's riding skill.
0 riding skill. The paladin sprints 30% faster than he normally runs, dealing damage equal to twice his level to all foes in his path.
75 riding skill: The paladin summons his warhorse, dealing damage equal to five times his level.
150 riding skill: The paladin summons his Charger, dealing damage equal to ten times his level.
Not quite a charge, as it could expire before the pally reaches his enemy. But it gives multi-target damage, a gap closer, and it would be all sorts of awesome to see when it happens.
better to go off level, lvl 30, warhorse, lvl 60 charger, that way money isnt put into the equation

Lore wrote:JEAPORDY: CREEPY BASEMENT EDITION
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Conaan! - Posts: 1271
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