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Has frost really been nerfed as bad as they say?Follow

#1 Apr 07 2007 at 2:02 PM Rating: Decent
Hey guys,

As you can tell from my sig, I play a level 36 mage. I'm completely specced into frost right now--infact an AoE build to be more precise--and I can grind, run instances, etc, just fine.

I had somebody tell me you can't kite mobs when frost specced, because of the nerf. I kite just fine though. I mean, I don't even get hit, and often times am able to kill 8-12 mobs without downtime.

So, that leads me to ask, is frost really that bad? Perhaps 36 it's still good, but down the road it gets worse?

I don't know, I'm just curious to see why frost is so "bad" and "nerfed" as so many mages on my server say.

>Enigmen
#2 Apr 07 2007 at 5:18 PM Rating: Decent
Only one nerf happened that "broke" ice mages: frost nova breaks WAY more often, on ANY crit (something like 95% chance) and from ANY crit (not only the mage's).

This means that elementalists such as myself (i had a scorch elementalist build.. stacking 3-4 scorch crits on a frozen mob + ignite was quite fun) had to respecc since every scorch crit I had after the nerf broke the FN and thus shatter became a lot weaker than before.

This nerf happened because Ice Lance was doing absurd amounts of damage in pvp. Doing 3x instant casts of ~1500 in pvp for 150 mana WAS unfair (that meant 4.5k damage for 450 mana). Instead of nerfing ice lance they went ahead and nerfed Frost Nova to break on any crit by anyone attacking the mob.

I've had frost nova break from ignite ticks, from Pyro and Fireball DoTs and from molten armor hits.

This does not mean frost mages are broken. This just puts ice back where it should be : a survivability tree, not a damage one. Frost aoe grinding is intact since you don't need shatter anyway (and blizzard can't crit) so that's the same.

This affected shatter-focused ice-mages and elementalists the most but in fact it affected every mage. This does NOT mean that the ice tree is "broken" in any way though.

Edited, Apr 7th 2007 9:20pm by angelblack
#3 Apr 07 2007 at 7:39 PM Rating: Default
it's been nerfed. it's been nerfed as bad as the ubiquitous, unanimous anonymous says

-- yes.

as bad as it is, it could have been worse and it's not game-breaking.

well. it's not game breaking in purely mechanical terms...

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Doing 3x instant casts of ~1500 in pvp for 150 mana WAS unfair (that meant 4.5k damage for 450 mana)


tell me. do you know what the warlock spell "soul fire" is? or, for that matter, any other spell casters' main nuke. 4.5k isn't eye-popping and neither is the mana-efficiency. why was ice lance unfair, again? especially since, even BEFORE the nerf, it was extremely uncommon to have freeze last through one or even two crits let alone allow a third. freeze has always had a large chance to break on damage, the more damage the greater the chance is how it's always seemed to me, but i haven't found anyone to give definative answers.

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This does not mean frost mages are broken. This just puts ice back where it should be : a survivability tree, not a damage one.


frost is not only about surviveability. mages have no purpose other than to deal damage. worst yet, mages are, more than any class in the game, restricted and controlled by their talents. whatever the situation is, a mage's only choice is between two or three barely distinct spells. what this says about the class, the game, the developers i don't really think i should try to say.

mages were nerfed. it's as bad as you think. but it wasn't all just because of the nova nerf. mages have been nerfed continuously for a while now. in regards to specific OP concerns:

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I had somebody tell me you can't kite mobs when frost specced, because of the nerf


somebody lied. you can kite mobs with just frostbolt. the freeze effects performs its function fine if you don't try to abuse it for damage.

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Perhaps 36 it's still good, but down the road it gets worse?


it doesn't get worse, it gets better. mages just don't get better at the rate that every other class does.

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I'm completely specced into frost right now--infact an AoE build to be more precise--and I can grind, run instances, etc, just fine.


you would be able to with absolutely no talent points spent. at least, until around level 55 or so...
#4 Apr 07 2007 at 7:45 PM Rating: Default
killing people with rank 1 spells ftw
#5 Apr 08 2007 at 3:02 AM Rating: Decent
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just takes forever :P
#6 Apr 08 2007 at 2:10 PM Rating: Decent
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412 posts
Only Shatter was "nerfed"... and to be honest I thought Nova kinda broke easy before the nerf anyway so I didn't really see it as a big deal :-/ You can still reliably get the 2.5 Frostbolt -> 2k Ice Lance back to back any time the enemy is frozen. Before the "nerf" 90% of the time that broke Nova, now 99% of the time it will.
#7 Apr 08 2007 at 4:44 PM Rating: Decent
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tell me. do you know what the warlock spell "soul fire" is? or, for that matter, any other spell casters' main nuke. 4.5k isn't eye-popping and neither is the mana-efficiency.

Comparing mages to locks again? Not good if you wanna keep your blood pressure at normal rates..

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frost is not only about surviveability. mages have no purpose other than to deal damage.

You have to admit that frost is controlled damage (survivability) while fire is pure damage dealing. Arcane is a support tree.
I did not say ice had no pourpose but to keep the mage alive. But it does make it different than fire through the fact that it DOES keep the mage alive longer.

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mages were nerfed. it's as bad as you think. but it wasn't all just because of the nova nerf. mages have been nerfed continuously for a while now.

I just quit pvp since these nerfs. Been doing GRREAT.
#8 Apr 08 2007 at 6:21 PM Rating: Good
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FractalSynapse wrote:
mages have no purpose other than to deal damage.


What about crowd control, Fractal, considering mages have one of the best (if not THE BEST) CC methods in the game. Granted, this has nothing to do with the Frost Nova/Shatter/Ice Lance debate, but I hate absolute (and incorrect) statements such as this one.
#9 Apr 08 2007 at 10:19 PM Rating: Decent
Frost was never meant to be the Damage build and the fact that Ice critted so damn much was purely for the 2nd talent's into Frostbolt

as for Nerfing.. yes you'll see FN break more but really as an Ice mage what does it matter... you have Ice armor/ Cone of Cold / Frostbolt slow... chilling effects from talents

Firemages would get hit more if they use the frost nova spell then an Ice mage because like stated before

Frost = CC/Survivability
Fire - Pure DPS huge damage
Arcane = Support Mana Regen and low mana cost

I'm sticking to my Deep Frost I can still take 7-8 mobs back to back no problem with it and farm like there's no tommorrow using the build

I've never used the Blizzard grinding spec... I don't like to spend so much mana to kite mobs when 2-3 frostbolts can kill quite a few mobs effectively
#10 Apr 09 2007 at 12:20 PM Rating: Good
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FractalSynapse wrote:

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Doing 3x instant casts of ~1500 in pvp for 150 mana WAS unfair (that meant 4.5k damage for 450 mana)


tell me. do you know what the warlock spell "soul fire" is? or, for that matter, any other spell casters' main nuke. 4.5k isn't eye-popping and neither is the mana-efficiency.


The main difference is that "main nukes" need to be cast while standing still. Ice Lance is instant-cast so can be cast while you are moving. That is a huge difference in PvP. You can't really compare it with any non-instant spells.

FractalSynapse wrote:
frost is not only about surviveability. mages have no purpose other than to deal damage.


As others have mentioned, that statement is clearly not true and is an exaggeration at best. As a side note, with the greater need for crowd control in all aspects of the game post-TBC whether it be 5-mans, Heroics, or Arena PvP, being good at CC is actually a good thing.

FractalSynapse wrote:
mages were nerfed. it's as bad as you think. but it wasn't all just because of the nova nerf. mages have been nerfed continuously for a while now.


All classes get nerfed and buffed over time. How "bad" things are is a matter of opinion and should be left as such. To state it as fact is misleading and irresponsible. I would have expected such statements from the Official WoW Forums but must admit am a bit surprised and disappointed to see it here at Allakhazam.
#11 Apr 09 2007 at 3:02 PM Rating: Default
I just hit 37 on my mage, and re-specced for like the 5th time, (love experimenting) :D.

I love the simplicity and ease of AoE grinding, not to mention the exp.
#12 Apr 09 2007 at 4:42 PM Rating: Decent
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Superrmann wrote:
I just hit 37 on my mage, and re-specced for like the 5th time, (love experimenting) :D.

I love the simplicity and ease of AoE grinding, not to mention the exp.


I did AoE grinding from level 40 to 60 prior to TBC. Yup, the experience is consistently high... but it gets so boring that at the end of it all I felt like pounding my forehead on the keyboard rofl :P That's why I'm questing my way to level 70 now hehe
#13 Apr 09 2007 at 4:50 PM Rating: Decent
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not to mention that questing in outland is faster, more reliable and more profitable. I could AoE every now and then but I am hard pressed to find a decent place to do so in outland. mobs have too many special abilities that make AoE less effective compared to Azeroth. Ogres know how to charge in combat, can stun with their kicks, know how to pummel. mobs have strong range abilities and a lot of camps with roaming casters. even the simplest of Naga has a heroic strike skill (grrrrrrrrr)

I did manage to save enough to buy a flying mount the moment I dinged 70. Now to find a way to complete that Teron Gorefiend quest.....
#14 Apr 09 2007 at 5:19 PM Rating: Default
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I did AoE grinding from level 40 to 60 prior to TBC. Yup, the experience is consistently high... but it gets so boring that at the end of it all I felt like pounding my forehead on the keyboard rofl :P That's why I'm questing my way to level 70 now hehe


I've respecced from frost grinding build to fire\pvp\single target builds, yet they are all alot slower, gone back to frost aoe now, plan to lvl as fast as I can, don't care how boring :P.
#15 Apr 10 2007 at 2:42 AM Rating: Default
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What about crowd control, Fractal, considering mages have one of the best (if not THE BEST) CC methods in the game. Granted, this has nothing to do with the Frost Nova/Shatter/Ice Lance debate, but I hate absolute (and incorrect) statements such as this one.


well, you're just gonna have to deal with it. it's an absolutely correct statement. sheep doesn't kill mobs, and mages don't heal OR tank (outside a very specific case which was designed that way, and i wouldn't call it technically tanking anyway). guess what that leaves?

fact is, mages are a damage class, and if we aren't the best, then we have absolutely no secondary abilities to make us worth a group slot. i've already spent plenty of time explaining why i believe mages have very weak crowd control abilities; suffice to say that sheep is beyond doubt one of the worst examples of "crowd control" i've ever seen in a game. but since when has blizzard paid lore any respect? as far as improved blizzard is concerned... that's a TALENT. not all mages have it, it's not useful for precise crowd control and let's not forget: it doesn't actually stop mobs from hurting anyone. swarm kiting is more like an extreme case of temporary relief than anything that could or should be classified as control.

by the way. AoEs were nerfed. which harder on frost mages than fire or arcane.

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You have to admit that frost is controlled damage (survivability) while fire is pure damage dealing.


controlled damage is not surviveability, it's controlled damage. the distinction is that control allows a [smart] mage to prevent predictable types of damage (melee). surviveability mitigates un-preventable incomming damage. the frost tree provides both. this is why i said

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frost is not only about surviveability.


but i did clarify this statement by making a reminder about the ultimate goal and purpose of mages:

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mages have no purpose other than to deal damage.


on with the show.

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The main difference is that "main nukes" need to be cast while standing still. Ice Lance is instant-cast so can be cast while you are moving. That is a huge difference in PvP. You can't really compare it with any non-instant spells.


yes. i can compare it. if a target is FROZEN, you don't need to move. because of the global cooldown it still takes you an amount of time to cast however many ice lances. you can't deal the total 4.5k (or whatever number you want) damage instantly no matter what you do. there is always a cost in time. what you should have pointed out, instead of mobility concerns, is a concern for silence effects. unlike stuns or other effects that interrupt your casting, counter spell (or shield bash, kick, or earth shock for example) requires that it hit you while you are casting or channeling a spell. however. since priests' silence, silence shot, and improved counter spell can all prevent any casting for a period of time it's a little bit of a gamble to cast anything at any time.

i worry that a new breed of mages is growing: the sort who wish they had rolled druids. i see a disgusting amount of ice lance spam in the manner of oomkins' moonfire and, frankly, it's enough to make me both laugh and remove the "spell" from my bar.

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As others have mentioned, that statement is clearly not true and is an exaggeration at best. As a side note, with the greater need for crowd control in all aspects of the game post-TBC whether it be 5-mans, Heroics, or Arena PvP, being good at CC is actually a good thing.


the statement you refer to is the one where i said "... mages have no purpose other than ... " blah blah blah. i already defended my statement, and it still holds despite whatever whining or petty animosity anyone may hold against me personally. you can't argue with truth. it would be better to understand what class you are playing, understand what your tools do and understand what you are doing than you complain that you think the class is something it simply is not.

retribution paladins be damned; they aren't damage and even they know it. i could say strawberries are oranges all day long, and wish as much as i may, it just isn't gonna be so. consider. what are the functions of a group? to kill mobs with the greatest economy. through the game mechanics provided, this requires a few certain roles that a balanced group needs. damage mitigation, health recovery, and damage output. of those three roles, mages only perform one. damage output. in the special case of what we politely refer to as "crowd control", mobs are effectively removed from combat such that they are no longer a source of incomming damage. you could perhaps conceive of this as being a kind of "damage mitigation", but i would say that it's just an irrelevant act because (in world of warcraft) there's no way for anyone to hurt a target that has been sheeped. at least, not without unsheeping it.

and here's the fun part. crowd control is completely unnecessary. yeah you heard me, keep your panties on. the simple fact is: incomming damage is compensated for by both damage mitigation and health recovery. with an off tank or an extra half healer, you don't need to sheep anything. crowd control is to provide flexibility in the group's make up (after all, pugs do suck). a group with a weak or stupid tank has more pressing concerns than keeping a single mob under control out of four or six. similarly, a group with a weak healer could make up for it with adequately increased damage output. after all, if mobs die faster, you take less damage.

question: is your job best performed by ignoring the sheep button and just concentrating on damage?

no. sheep takes a mere 1.5 seconds to cast and will remove a beast or humanoid from combat for a minute more or less. the tradeoff in time and mana is well worth it and that's why i use the polymorph spell. it's not my main job. how dare anyone suggest that it is. if you think fights are so tough that you need me personally to use my button, then you aren't hauling your weight.

furthermore. i contend your idea that crowd control is more needed than ever. i would have said exactly the opposite. i've never seen more poorly designed dungeons in any game. fights go faster, are easier to pull and requires less strategy than ever before -- pugs are getting dumber, maybe, but the instances are getting shorter, faster and easier to compensate for it.

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All classes get nerfed and buffed over time. How "bad" things are is a matter of opinion and should be left as such. To state it as fact is misleading and irresponsible. I would have expected such statements from the Official WoW Forums but must admit am a bit surprised and disappointed to see it here at Allakhazam.


if i'd said anything was fact without proof, you could sue me. since i haven't, then you can't. in fact, it's a little silly to accuse anyone of making an unenforced statement. it's insulting to your own intelligence that you would take anything as fact without proof. i've always been taught to assume something is opinion until i've proven it wrong. as an aside, i'll note that you've been introduced to me personally before so i don't see why on earth anything i've said could be taken as anything but my personal opinion. you're free to agree or disagree, but you aren't free to slash my opinion without proof of why.

any perceived difference between the populace of the O-boards and alla should be dropped at the curb for the trash man to collect in the morning. it's conceited to believe in or attempt to perpetuate some kind of deference to the alla boards for no other reason than that they aren't the O-boards. spaniards don't suddenly start speaking french when they take a step across the border.

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Comparing mages to locks again? Not good if you wanna keep your blood pressure at normal rates..


pulse 120, pressure 130/110... ****, you're right. the internet is bad for my health.
#16 Apr 10 2007 at 4:54 AM Rating: Decent
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"FractalSynapse" wrote:
and here's the fun part. crowd control is completely unnecessary. yeah you heard me, keep your panties on. the simple fact is: incomming damage is compensated for by both damage mitigation and health recovery. with an off tank or an extra half healer, you don't need to sheep anything. crowd control is to provide flexibility in the group's make up (after all, pugs do suck). a group with a weak or stupid tank has more pressing concerns than keeping a single mob under control out of four or six. similarly, a group with a weak healer could make up for it with adequately increased damage output. after all, if mobs die faster, you take less damage.


You are very very wrong here.

Have you ever tried a heroic instance?

In heroics you need perfect CC else everyone takes unhealable damage. Also in heroics a tank can HARDLY tank more than 2 mobs, all the rest must be CCed to the groups best ability. A tank tanking 2 melee mobs in heroic steamvault for example needs constant healing, ANYONE else taking damage is 2-shot and the healer is risking losing the tank and wiping, it is that hard so.... Crowd Control is vital.

These situations mean that incoming damage can not be compensated by mitigation OR healing. The order is that incoming damage must be:
1st) prevented (crowd control)
2nd) mitigated (armour)
3rd) restored (healer)

In fact heroic instances made hunters popular for the reason the traps affect every type of enemy in the game as opposed to sheep/banish/sap etc.

But Fractal I don't understand the reason you insist that mages are so badly broken. I have no personal animosity but I also don't see the reason, if you don't enjoy playing mage then reroll.

I've recently started a mage and love the class, huge versatility, infinite talent choices, interesting talents and spells, good damage, great control in pvp.. Generally an awesome class.
#17 Apr 10 2007 at 1:57 PM Rating: Default
heroics aren't that hard. i don't see why everyone screams and rants about how "dangerous" heroic mode is. call me spoiled, but the people i do heroic with just make it like any old dungeon crawl. the rules are the same, the mobs behave the same, the geometry is the same -- everything is the same. heroic is hardly heroic. it merely requires better gear than mundane instances. i remember when there were rumors on my server that Rags was designed to be unkillable.

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These situations mean that incoming damage can not be compensated by mitigation OR healing. The order is that incoming damage must be:
1st) prevented (crowd control)
2nd) mitigated (armour)
3rd) restored (healer)


incomming damage is always compensated for by mitigation and restoration. if there is a way to kill enemies with absolutely no risk or expenditure, then that method is overpowered. "prevention" via crowd control is an optional or un-guaranteed means to make up for a lack of mitigation and/or healing. it's purely because of the population limit that parties cannot include more tanks or healers. the equation is still absolutely true, when you start adding your own caveats or catches then you have to understand how they impact the damage flow or you do risk a sudden wipe. i don't have to make any excuses for bad players or bad groups or bad gear.

i'll break my own rule and talk about another game on the WoW forums.

it's either just me or WoW is childs' play compared to how i remember EQ1. maybe you'll get 2-shot in "heroic" if you're cloth, but you got one-shot by anything in EQ1 and that game actually was built with crowd control as an important element. and by the way. a mistake in EQ1 cost way more of your time than the piddly-dink 30seconds in WoW. as in. hours or days of your time. interestingly, EQ1 was built so that even crowd control was not enough. unlike WoW, EQ1 built in and required outright melee slow and haste effects and assumed such effects were always in place.

there's an extreme difference between WoW and EQ1 just in the basic strategy of combat alone. in WoW, you prefer to off tank things and kill it all faster at once. this is because player damage output is monstrous and efficiency is almost a meaningless term because downtime is nothing. in Eq1, if anything more than a single mob was awake and active, you were losing efficiency and potentially hours of downtime. and that's just regular groups.

maybe it is time for me to find a new class or move on, but all the things i've seen happen to the mage class these recent months during the release of BC have absolutely convinced me that blizzard couldn't re-balance mages even if they fired the whole development team.

that is why i have several characters. and i can tell you from the experience of a druid: i have no problems healing my tanks and i don't care if the mage pulls aggro and dies -- it doesn't wipe my groups. in pugs, i can see how a mage would be dumb enough to grab aggro on his way to the top of the glorified damage meter. that problem goes away somewhere before heroics. as a mage, i consider it terribly easy to "crowd control" and continue damage because i only have a single measly sheep to keep track of. i look back fondly on the days when i kept ten or fifteen mobs under constant mez and passed them to the group one at a time under slow. see, those were the days where a single class had the task of controlling combat and it was much more involved than wearing down my "1" key. as a tank, i've never had it so easy. you can instantly force the aggro of an entire room with a single button! tanks can create absurd threat in a relatively short amount of time without even using the taunt mechanic. worse yet, warriors are one of the top two damage classes in the game. unbalanced? priests that out damage mages? i may not have believed any game developer would be so stupid if i hadn't been watching my threat and damage meters for these several years of playing WoW.

the only good thing about swearing myself off pvp is that ... oh wait. classes which are unbalanced are still unbalanced and it still shows in pve.
#18 Apr 10 2007 at 3:36 PM Rating: Decent
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Clearly you just don't like WoW anymore, nothing bad with that.

However what you say about heroics still is very wrong.
Crowd Control is paramount, I just logged off after doing all the terrokar instances so I want to focus on a few points while it is still fresh.

BTW with my guild we clear Karazhan and Gruul's, our gear is very much above average, we routinelly comunicate via ventrilo and know how to play.

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incomming damage is always compensated for by mitigation and restoration. if there is a way to kill enemies with absolutely no risk or expenditure, then that method is overpowered. "prevention" via crowd control is an optional or un-guaranteed means to make up for a lack of mitigation and/or healing. it's purely because of the population limit that parties cannot include more tanks or healers. the equation is still absolutely true, when you start adding your own caveats or catches then you have to understand how they impact the damage flow or you do risk a sudden wipe. i don't have to make any excuses for bad players or bad groups or bad gear.


Starting off with Sethekk Halls heroic, the first two guards can not be crowd controlled in any way so the tank must tank both. His health is droping by 50% every time both mobs swing+thunderclap, more or less every 2-3 seconds. This is a 4-piece tier 4 protection warrior who has tanked every boss in Karazhan and Gruuls. If anyone gets agro the mobs will run in the group, thunderclap and cleave and instantly you have 2-3 people near death, the healer CAN NOT (and SHOULD NOT) heal all this.

Later you get undead accompanied with 2-3 humanoids+beasts. The undead curse and mind control so it is imperative that they are removed from the battle and dealt with alone, else they can mess things up badly.

Later you face packs of 6 mobs, tanking ALL of them is impossible as there are casters, healers, summoners and very heavy melee damage incoming as well.
It is not a matter of skill or gear, these packs CAN NOT be cleared without crowd control.

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it's purely because of the population limit that parties cannot include more tanks or healers


I'm sorry but this quote is illogical, this is the way parties have been since the game was released, you have to work like this whether you like it or not else you would get 300 players in MC and any boss would be insignificant.

I can't believe you say prevention via crowd control is "optional" and "unreliable". I can easily chain trap ANY mob I want in ANY pack of the game as long as it is not immune. In fact there are battles like Moroes in Karazhan where my raid group requires me to ONLY do that, no DPS no nothing just keap that MS warrior, paladin or protection warrior chain traped for about 1 minute while they deal with the other adds of the boss. This is a battle for which my job as a hunter is crowd dontrol for the most part.
Also I can't believe you say optional, sure you can TRY not doing any CC but you'll end up with half the party dead in every pack, hardly a real other option.

Today I got a 9k crit from an enraged Ravenguard in Sethekk Halls, normal hits 4-5k. This only happened because the warrior made a mistake and thunderclaped a little too close to a frozen mob who feared him and then the mob he was tanking attacked the second in agro, myself. Of course 9k crits, even 4k non crits are NOT HEALABLE, I died, we didn't wipe, but it would have been prevented if people where a little more carefull judging distances for CC.

Anyway, there is no reason to try to convince you about anything, saying that crowd control is "optional", "unreliable" and "overpowered" is absurd. Saying that ANY damage can be mitigated and healed is plain not true.

I like WoW though, especially hunters and mages :D

#19 Apr 10 2007 at 7:21 PM Rating: Default
yes it's optional, you have many options for who to invite to your party. no class has crowd control that functions the same way.

yes it's unreliable. if crowd control is ****** up, then everyone is ******* makes you seriously consider if you trust that player to handle the job.

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saying that crowd control is "optional", "unreliable" and "overpowered" is absurd.


i did not say that crowd control was overpowered. quite the opposite, i thought i made it quite clear that i believe CC in wow is very weak. as for the former half, i did already clarify my use of those terms.

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Saying that ANY damage can be mitigated and healed is plain not true.


if it has health, it can be healed. the only damage i am aware of that cannot be mitigated through armor or resistance is very special effects like bleed or other "red" debuffs which bypass defenses.

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I'm sorry but this quote is illogical, this is the way parties have been since the game was released, you have to work like this whether you like it or not else you would get 300 players in MC and any boss would be insignificant.


don't make the mistake of thinking that WoW exists in a bubble. there have been many games before and will be many games since WoW. neither is the idea of a population limit (maximum party size, max raid size, etc etc) exclusive to WoW -- it's an easy and effective means for the developers to limit players' power and thereby be able to more accurately balance an encounter's difficulty. by the way. molten core IS insignificant now. and it doesn't take even thirty people to make it so. for that matter, have you seen the five-man onyxia video? that was done long before BC.

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It is not a matter of skill or gear, these packs CAN NOT be cleared without crowd control.


i'd correct you. it's not a matter of gear yet, and those packs cannot be cleared without crowd control or without many more players than is allowed in the instance. it really is obvious that there's quite a few variables which could easily change the difficulty of these encounters. it's silly to rant about your own incredulity just because no one's done it yet.

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Starting off with Sethekk Halls heroic, the first two guards can not be crowd controlled in any way so the tank must tank both. His health is droping by 50% every time both mobs swing+thunderclap, more or less every 2-3 seconds. This is a 4-piece tier 4 protection warrior who has tanked every boss in Karazhan and Gruuls. If anyone gets agro the mobs will run in the group, thunderclap and cleave and instantly you have 2-3 people near death, the healer CAN NOT (and SHOULD NOT) heal all this.


question. has your group gotten past these mobs? is it not merely the first two guards?

parties can and do regularly move past this encounter. by whatever means necessary, it's been proven that players are more than a match for this encounter. so what? by whatever means necessary, a group performs in its best interest. this includes crowd control.

calm down and stop acting like i just preached an hour long sermon about how crowd control is the worst thing you could possibly do. i don't like scorch. but i still use it. when i need to. i do like polymorph, but i'm extremely aware of it limitations and am conscious of the fact that it is not the best CC in the game.

i hate hunters. i have refused to group with any hunter for almost a full year now. i've never regretted it.

back to the topic of the OP.

frost remains as nerfed as i've said. i've merely clarified why i believe so by explaining a few points about why the entire mage class remains in a chronic state of nerf. of any class i've played to this level, none disappoint me more than the mage.
#20 Apr 10 2007 at 10:01 PM Rating: Good
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FractalSynapse wrote:
question. has your group gotten past these mobs? is it not merely the first two guards?



As I understand it, there are other pulls like this in there. However, the main difference is in the room you have to fight them. I'd imagine a good kiting class could take one and basically CC it on any of the other pulls like this, if given the room you don't actually have here.
#21 Apr 10 2007 at 10:52 PM Rating: Decent
**
253 posts
A quote from Franz Kafka comes to mind :P

P.S. We did clear all the terrokar instances yesterday, only wiped once in auchenai crypts 1st boss and shadow lab 3rd boss, not once in packs, 11 badges and 22 spirit shards plus 6 void crystals is not bad at all.
#22 Apr 11 2007 at 2:27 AM Rating: Decent
Quote:
it's either just me or WoW is childs' play compared to how i remember EQ1. maybe you'll get 2-shot in "heroic" if you're cloth, but you got one-shot by anything in EQ1 and that game actually was built with crowd control as an important element. and by the way. a mistake in EQ1 cost way more of your time than the piddly-dink 30seconds in WoW. as in. hours or days of your time. interestingly, EQ1 was built so that even crowd control was not enough. unlike WoW, EQ1 built in and required outright melee slow and haste effects and assumed such effects were always in place.


I have to agree with you, at least partly. Crowd Control does not seem to play nearly as large a role in WoW as it did in EQ1. But I am not sure that is a bad thing. While I did love the added danger and strategy necessary with large scale crowd control, it did mean that having an Enchanter was pretty much mandatory.

The whole grouping dynamic was based on the presence of that one class. There were multiple classes that could tank, dps, slow, haste, rez, evac or heal(though clerics were pretty necessary as well), but, with the exception of a few places where a very well-played bard could sub in, the enchanter was not optional. With one class such an integral component, it sometimes made putting together a group a very frustrating affair. I don't think it's ever a good thing for single group encounters to be so highly and consistently dependent upon a single class.


Pretty much the only thing I miss from EQ1 is my bard. That was by far the most enjoyable character I have ever played on any MMRPG. A truly unique class and playing experience that I have yet to see duplicated.

Thanks for the stroll down memory lane!
#23 Apr 11 2007 at 4:37 AM Rating: Decent
As a Mage that was around before the patch, and using my full Frost tree still, not much has changed, i still see a lot of Crits, and in PVP i don't suffer at all from being frost.

1. Frost Nova (based on what i play with and see), its always been iffy it breaks even from a frost bolt after you send it flying sometimes, thats the way its always been, its a 25% chance it will break before you get a spell cast off, its a 50% chance it will break from a fire spell... duh fire melts ice >.>, if you cast another frost spell at it it has the same now i think as a fire spell to break but hey its time to be more creative, and i still pull like 8-12 creatures and blow them up using the kite tactic over and over, its still the same maybe occasionally you have to do a little more work but thats normal.

2. it hasn't been nerfed to the point that i should delete my mage, so don't do that... unless you are not so good and give mages a bad name ... be my guest then, but all kidding aside, its not a major nerf just a little tweak to make us less a damage machine. i mean.. in pvp when i still do 2k of damage up... without frost damage up gear... its a really wonderful thing to see, with damage gear speced to frost its still around 3-5k of damage.. so i don't see a difference

3. that is just my opinion others may have their own, but flame me if you want who cares.. i sure don't

happy gaming to all!
#24 Apr 11 2007 at 5:46 AM Rating: Decent
1. Frost Nova (based on what i play with and see), its always been iffy it breaks even from a frost bolt after you send it flying sometimes.

I'm a fire mage. I open with a pyro and a fireball and when the mob is next to me i use frost nova. The ticks from the pyro and the fireball are enough to break the nova instantly sometimes.

Believe me, this nerf sucks.
Maybe in pvp you don't see it as often but when you freeze a mob in an instance to let the tank get the aggro off of you and it breaks from the warrior's 500 crit.. yeah... it kinda sucks.
#25 Apr 11 2007 at 5:56 AM Rating: Decent
the thing that bugs me is that they not only made it so nova breaks on OUR crits but they made it so nova breaks ON ANYONES CRITS you party with a rogue bam their goes your nova and they are on you i mean really and it breaks on even 1 frostbolt now and days it bugs the crap out of me i mean it was already fragile i regret going from fire back to frost again i did it for the aoe grinding but still i want to at least be able to somewhat keep them frozen i mean back when it broke on fire spells i could understand but its just rediculus they nerf one of the very few spells that mages absolutely need to survive and the one tool that a frost mage used better than any other spec its just sorta sticking it to the frost mage i mean if they were going to nerf something nerf ice lance to do 2 times more damage on frozen targets instead of 3 or something like that if ice lance really is the problem but dont nerf the spell that formally ice mages relied on for dps frost nova is essential to the mage before BC they wouldnt even dream of nerfing it now they just decide o come on lets stick it to the mages we will get to the thousands of requests to nerf fear later.
#26 Apr 11 2007 at 9:11 AM Rating: Decent
Quote:
"from angelback" I'm a fire mage. I open with a pyro and a fireball and when the mob is next to me i use frost nova. The ticks from the pyro and the fireball are enough to break the nova instantly sometimes.


key word i said this wow.. im pure frost, and secondly
Quote:
its a 50% chance it will break from a fire spell... duh fire melts ice >.>,
i did say that.

i don't see a difference in both mob and pvp the frost nova break rate is the same. , i will even quote that to.
Quote:
and i still pull like 8-12 creatures and blow them up using the kite tactic over and over, its still the same maybe occasionally you have to do a little more work but thats normal.


but granted your playing in a instance... of course you gotta pay attention and crowd control the stuff people are not targeting >.> i hope you are... it makes no sense to target something another person is attacking even if it is 4 of them...

another thing is... i have had no problems controling aggro... you still can kite in a instance solo... and in a group. i solo things a lot i solo'd scholomance elites for gods sakes at lvl 56 >.> and i was taking on 2-3 things... hopefully you just need a better party, and the warrior hopefully is not targeting more then one mob and is in berserker stance he shouldn't.. he should be in defense... i would hope.


bah i said enough anyway, *shouldn't have even responded*

Edited, Apr 11th 2007 1:15pm by CyrogenicMage
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