This is a list of known, and repeat, AFK players that I have encountered in my battlegroup.
(This encompasses Horde side only, as I cannot take seriously the members of the Alliance past a threat that must be terminated)
The following players should be reported on sight, for they are assholes.
Warcrak, Level 70 Blood Elf Warlock - Manïfest Destïny, Scilla
Derrid, Level 70 Tauren Warrior - Veritas Invictus, Archimonde
Fätty, Level 70 Tauren Druid - Apathy, Andorhal (Something really fishy about this one. Has almost the full set of Gladiator's gear, but the rest of his gear are random stupid greens. AND he has NO PROFESSIONS. I smell an e-bay)
**UPDATE** He was active in Warsong Gulch. Even ran the flag. Did not, however, deny being afk in EotS.
(Will be updated every time new and annoying AFKers are found)
(Updated as of December 28th)
Monday, December 17, 2007
AFK Players
Posted by
Euripedes
at
2:05 AM
2
comments
Labels: PvP (General)
So You Want Some Mage Bikkits
Have I talked about this before? I don't know if I have, but here goes.
ALRIGHT, ALL YOU FUCKTARDS IN BATTLEGROUNDS WHO WANT SOME MAGE BISKITS. SHUT THE FUCK UP.
Ok, seriously. All you people in Arathi Basin, Eye, whatever, who ask for mage biscuits, and get alarmed and outraged when none appear, you guys need to know some things.
One. You are not entitled to this stuff. When you say in Alterac Valley /bg "wtf no mage table?", guaranteed I will never, ever summon a table for the rest of the night. You piss me off. What makes you think you deserve to have mage biscuits? What gives you the sense of entitlement that I would spend hundreds of gold to be able to get this spell, and give them away to some fucktard like you I've never met, and probably will never see again? Just shut up and buy your own damn food and water.
Two. What makes you think mage food/water/bikkits are free? Do you have any idea of the amount of gold we sink into this convenience? First off, buying the second highest food/water ranked spells costs us 5 gold apiece. Thats 10 gold just to get the prerequisite to being able to buy the food and water books.
Care to take a guess at how much these books cost?
Lemme check my Auctioneer addon, an brilliant, incredibly handy tool that no self-respecting mage, or any WoW player for that matter, should go without (spikes the camera).
The top ranked food book costs, on average: 180.9g (B.O.), 120.1g (starting bid)
The top ranked water book costs, on average: 226.5g (B.O.), 143.2g (starting bid)
So let's see. 10 gold to get the prerequisite to the books, bare minimum of about 300 gold to purchase said books. Combine that with the spell costing 9g to even purchase, and about 16 silver (or more, depending on reputation) PER SPELL, thats a ton of cash.
So... explain this to me. Why would I spend well over 300 gold to give you free food? Just attempt to explain this to me.
"Cause you'd be helping a temmate".
Yeah. STFU and petition Blizz to allow friendly fire.
And don't try and pull soe bullshit about it being free to cast because of the "Free spell" thing before battlegrouns. I still put down 2 of the dusts for every summon. Which is still 16 silver.
"Oooh, 16 silver, thats so much /sarcasm"
No, its not a lot of money. But why on earth would I spend ANYTHING on you?
So, yes. I have a problem with people asking for biscuits in battlegrounds. I spent a lot of money to get to the point where food/water are never a concern for me or my raid group.
I did not spend a lot of money so that some random scrub I meat from Andorhal can have some free food.
And to those people who /w me "Hey can I have some food?"
Don't get outraged when I say "Sure 3g a stack"
Remember. I paid gold so you can have the privelage of asking me for food. It will never, EVER be free.
Unless its downranked. In that case, its so bloody easy I'll give you 5 stacks for free.
For those who are wondering, I paid 120 gold for the food book, and 135 gold for the water book. Not bad, considering.
Posted by
Euripedes
at
12:56 AM
4
comments
Labels: Random
Saturday, December 15, 2007
This is Just Sloppy
I am talking about, of course, the current itemization of Mage gear.
At best, the budgets on our gear is spent haphazardly and inefficiently.
Let's look at why, shall we?
All DPS casters require Spell Damage. That's our job. It's what we need gear for. So, we all stack spelldamage.
But wait, mages need something else too. We need to have Spell Crit rating as well as spell damage, because we are the only offensive spellcaster in the game that fully utilizes spell crit. Amongst the cloth wearers, anyways. Priests and Warlocks, really don't need it, or want it. Do they have spell crit? Sure, sometimes. But a very hefty amount of their abilities are unaffected by crit rating, and most end up skipping the stat entirely.
When a piece of loot falls that has stamina, intellect, spell damage, crit and hit, what type of loot is it? It's obviously mage loot.
If almost the same item falls, except where the crit is moved into additional stamina, it's obviously warlock loot, except the priests are going to give 'em a run for their DKP.
In the same way that something can be labelled as "Hunter loot" or "Rogue loot" based on the stats, cloth stuff with spell crit on it is almost always "Mage loot".
So. That gives us mages a stat that the other clothies could care less about. Because of spell crit, our items will always have less stamina, less intellect, less spell hit, and less spell damage.
This isn't too bad. I, personally, do not feel this is a problem. Mages likes us our spell crit, and we have multiple talents that take totally unfair advantage of it. (Ignite anyone?)
The problem is not with spell crit. The fact is, items of a certain level have a set budget. Given a piece of cloth gear, the 'lock version will have slightly higher stats everywhere else because the mage version has spell crit. Normally, I wouldn't complain here at all.
But the problem is where the rest of the budget goes...
See, mages are cursed with a horrendous stat called "Spirit". Spirit restores mana when you are not casting. By that fact alone, totally useless for mages. A mage who is not casting is a mage who is failing at being a mage.
"But Euripedes," you say, "high end raiding has a lot of movement. Therefore, while running away from spouts or Voidreaver 'splosions, couldn't you restore mana then?"
Well, sure we could! Absolutely! We could restore maybe 50, 60 mana every 5 seconds while running around like little girls! If we spend 15 seconds running in this fashion, we get enough mana to cast an extra Scorch!
In other words, it's simply not worth it. Not even close.
What makes it even worse is the fact that Spirit is detracting from other stats. It is using up valuable budgets that could be spent on useful stats, like + spell damage, or even stamina.
There are two mechanics a mage has that takes advantage of spirit. Mage Armor, and Arcane Meditation.
Arcane Meditation is only taken by arcane mages, which we have proved before is not a spec that is well loved in raiding. And no fire mage or frost mage would even consider putting points into Arcane for this. It's just not worth it to take the points from DPS talents in other places, to stick points here to get some mp5 from a stat you'll be avoiding like the plague.
It's just nonsensical.
And Mage Armor... is laughable. It really is. Pre-TBC, it was used by any and every mage, the mana regen was far better than some extra armor crap. But with the addition of Molten Armor, Mage Armor is obsolete.
Ask any mage. Would he rather get a little mp5 from a stat that he winces at every time he sees it on gear, or get 3% crit rating?
Would you rather have 40mp5, or 3% crit?
Any mage will always say 3% crit. Hands down. Not even a question. Mana regen is a stat mages don't care about, and don't want. ESPECIALLY if it detracts from our DPS, which any level of spirit (and mage armor) does.
So. Let's recap.
Spirit is useful to arcane mages, who would still choose any other stat over spirit.
Spirit is useful to mages running Mage Armor, which is totally obsolete once you have Molten Armor avaliable.
What does this mean to you, the random reader of this blog? A mages ability to DPS is directly reduced because useless stats we do not want are consistently added to our gear. Thus, classes such as warlocks have a serious gear advantage, by simple fact that their gear is always, always better than ours.
And as an extra slap in the face?
Spell penetration is added to a lot of "mage" loot. This stat is even worse... I'd rather have spirit than spell penetration.
Where spirit is very rarely useful, penetration is always useless.
Please. Clean up my mage gear.
Posted by
Euripedes
at
2:33 AM
4
comments
Wednesday, December 12, 2007
Deep Fire: Battleground Domination
How to leave a swathe of destruction in your path as Deep Fire.
I am not talking about Arenas here. Frost is still the best there, in my humble opinion. We are talking about PvP anywhere except Arenas. Battlegrounds, World PvP, whatever.
The blunt fact is, Fire is good at battlegrounds. Fire is damn good at battlegrounds.
1) The Theory
Ok, this right here might be the most contraversial part of this post. Let's take a broad look at this. Mages do damage. Fire is a tree that amplifies the damage dealt. It increases damage, and crit rating, etc. If you look at a raiding mage, a standard spell rotation is to Scorch up a target to max debuffs, then fireball spam away. Most of a fire mages DPS comes from these fireballs. Max out Emp and Imp Fireball, and the damage is riding high.
However, we cannot cast Fireball in PvP. Well, ok, we can, but it is highly NOT recommended to do so (explained below). Therefore, sans fireball by the very nature of PvP, fire mages lose out on a spell that is their greatest source of damage.
Therefore, in a PvP battleground, compared to other classes, on a straight up DPS scenario, fire mages are way behind the average. Warriors, hunters, rogues, et al, do not lose a major source of DPS because of the mobility issue of PvP. They can still use their heaviest hitting attacks, and pump out plenty of damage.
Can fire mages match that? Of course we can, in fact, fire mages usually find themselves at the top, or near the top of the damage chart in battlegrounds. But the fact is, out of the classes involved in PvP, we do not have the same DPS potential as many other classes.
For example. At ~800 damage, Scorch hits for 750. Two of those in the time of a fireball cast is 1500 damage. In the same time span, fireball will hit for about 1700 (2200 if scorch debuffs are present). Fireball does more damage, but effectively roots you to the ground. Which is very bad.
As a fire mage in a battleground, you will not come close to matching the DPS of pretty much any other class in the game. Even kitty druids can school you in this department.
HOWEVER.
The theory of PvP is not to DPS. DPS is not your job as a mage in PvP.
So what are we there for? If not to DPS, then what?
Quite simply, we are there to purt the hurt on people. "Huh? Isn't that DPS?" Nope. Not in PvP anyways.
See, in both PvE and PvP, each class/spec has a "job" that they do. Mages are there for Crowd Control and DPS in PvE. In PvP, we are to disrupt the enemy team, and significant Burst Damage.
For burst damage, we have plenty of Ice Lances we can rely on. I mean, plenty of Instant Casts we can rely on. Fireblast, Ice Lance, Blastwave, Arcane Explosion, the list goes on. We have a very hefty arsenal of PvP spells we can use.
Now, the job that I think we mages are the best at doing is shutting down and destroying healers. Can we kill other classes? Sure, but we're best at removing healers from the picture, either permanently or temporarily. Failing that, we can make their lives miserable.
Think about it. A 10% chance for stun every fire spell? Ability to unload plenty of burst damage? On ten targets at the same time? And able to counterspell the first heal they cast, locking them out for 8 seconds? Even outright silencing them? Perhaps sheeping them and destroying their allies whilst they can do nothing?
It's a beautiful thing.
2) The Spells
In PvP, the faster you can get stuff done, the better. Due to the nature of PvP being fast as hell, you want to avoid casting anything that's going to take longer than 2 seconds to get off. What this means... NO FIREBALL. Sorry, mages, you're going to be skipping that spell in this here PvP.
Spells like Scorch, and any and all instant casts will be used and abused by you. Fireball, Pyroblast (unless you have PoM), skip them. "Why?" you ask. Simple.
One of the hugest things about PvP is mobility. You want to stay mobile, and keep your foes as immobile as possible. As a mage, if you let something get to melee range, you are going to get hurt. Seriously. Like, a lot of hurt. If you are sitting there, for 3 seconds, casting a fireball, you are not mobile. You are stuck there, essentially rooted to the ground. Thus, you become an instant target.
Second, if you're PvP'ing, you have Impact. No question. Impact is a 10% chance to stun on any fire spells. The more fire spells you cast, the more stuns that occur. If you cast a fireball, that takes 3 seconds. You have a 10% chance to stun in those 3 seconds. You can cast two scorch's in that time frame, thus giving you two chances to inflict a stun. Thus, 20% chance to stun in those same three seconds.
Blastwave and Dragon's Breath are essential tools of the trade. Blastwave is just nasty, and DB has the capability to shut down a group of people. And it hits really hard. Harder than Blastwave.
Fire Blast should be used as much as possible. Use it as a finisher, opener, or every time the cooldown is up. Spam it.
Counterspell is extremely deadly. Use this every time you can, especially on healers. 8 seconds is an eternity in PvP, especially for a healer type. It can also be used to blanket paladins/ice mages to prevent those "Immune" abilities.
Abuse Polymorph. Everyone hates it. See a healer? Sheep it. See a rogue? Sheep it. See a druid in caster form? By gum, sheep it! Polymorph forces your opponent to either be useless for 10 seconds, or to use a major cooldown to escape. Thus being vulnerable to something else. Like cyclone. Or fear. Or even frost nova. Teamwork, people.
3) The Spec
Right now, this is an excellent PvP spec. Icy Veins has no home in a deep fire PvP spec.
Improved Counterspell is ESSENTIAL. You MUST have it. A 4 second silence is incredibly cruel, and incredibly deadly to any class that casts spells. From paladins to to druids, it is deadly as hell. Try to remember when you got silenced at some other point. Think of those thouhts. "Oh, hell." "Shit!" You are useless when you are silenced. Ask a healer. ^_^
What you do with the other 15 points in the arcane tree is up to you. Generally, get clearcast, and the rest put anywhere. Get Imp. Arcane Missiles if you plan on doing the whole "Clearcast/uninterruptiblemissiles" thing.
In the fire tree, you MUST get the following:
- Impact (Stuns? You cannot skip this)
- Imp. Fire Blast (More instants = more damage without sacrificing mobility)
- Burning Soul (spell pushback. Duh)
- Blastwave (Instant AoE? Just say yes)
- Fire Power (10% more damage. Kinda duh)
- Blazing Speed (Incredibly useful mobility tool)
- Dragon's Breath (Instant? Stuns? Fuck yes!)
Obviously, you have to take Critical Mass and Combustion, so you can get at Dragon's Breath.
The scorch debuffs are a tossup. Generally, your target will not be able to stay alive long enough to get th true benefit from them.
However. It's something that has to be dispelled. If a Paladin tries to dispell Curse of Agony, but hits this instead... heh, thats cool. If you think about it, each scorch will hit harder, and makes dispellers pissed off.
Skip MoE.
In general, anything that gives a percentile increase to fire damage should be taken. Even Playing with Fire.
PvP as a fire mage is NOT about surviving. It is about killing off the other guy before they can kill you off.
Your play style has to be frantic. You have no time to waste. When you die, leave the enemy survivors in as bad of shape as possible. Blastwave, DB, do something to make your presence felt before you die.
And always REMEMBER:
KILL THE DAMN HEALER.
Posted by
Euripedes
at
10:46 PM
4
comments
Labels: PvP (General), Spec
Sunday, December 9, 2007
Ok Stop Math
So why is it, then, that people spec arcane? Why is it that when fire is so obviously the best DPS spec to get, why do people go arcane? What is it that compels people to spec into it?
Well, Arcane gives the illusion of DPS. When you first shoot something as Arcane, you see tons of damage. When you fire up your cooldowns and spam Arcane Blast, all you see are huge numbers that go unrivalled.
Quite simply, Arcane has the best burst DPS of any mage spec.
So let's run our standard test, 500 Intellect, 1k spell damage, hit capped, 200 crit rating.
And compare Arcane/IV with Fire/IV over DPS 1 minute, all cooldowns blown :P
Arcane/IV
Max DPS: 1613.07
Average: 946.43
Fire/IV
Max DPS: 1248.55
Average: 1138.13
In a single solid burst, fire gets its assed kicked. Running with all cooldowns, Arcane beats it out by almost a good 400 DPS!!
But as the fight draws out, Arcane's DPS starts to falter, and fire stays consistent.
And that, right there, is the difference.
Arcane can has much higher burst damage than fire could ever do, but fire has sustained damage that is better than arcane could hope for.
And thus concludes my random posts comparing fire and arcane. For the time being, anyways.
Posted by
Euripedes
at
8:51 PM
0
comments
Labels: Spec
Saturday, December 8, 2007
Thinking
.... about moving over to Wordpress.
So many wow bloggers have done that already.
Gonna goof around a bit on wordpress over the weekend, see whats what.
".blogspot" could very well become ".wordpress" in the near future.
Posted by
Euripedes
at
12:54 AM
0
comments
Labels: In Other News
Thursday, December 6, 2007
More Math!
Today I am going to compare the DPS capacity of an arcane mage with Tier 5 compared to one without.
First off, the set bonus from having two pieces of the Tier 5 magey gear increases the damage dealt by Arcane Blast by 20%.
So let's have a looksie at some math, kk? We're going to do 50/0/11 arcane/IV spec.
(Assuming 550 base Intellect, hit capped, crit rating of 200, and + damage of 1k for each school. Essentially rough approximations of where mages would be at given average Tier 5 content)
For this DPS test, we will use this spell rotation: Arcane Blastx3, Arcane Missiles, and then a frostbolt. Starting the next Arcane Blast timed just so to get the minimum cast time, and ending the spell at the end of the rotation to get minimum mana cost at well.
DPS without Tier 5 set bonus : 919.56.
(If we blow all cooldowns and simply spam Arcane Blast, and mana be damned, we achieve a maximum DPS of 1631.35. We can only keep it up for about 15 seconds, but there ya go)
Now, if we get two pieces of Tier 5
DPS with Tier 5 set bonus: 1008.70
(Again, if we blow all cooldowns and simply spam Arcane Blast, and mana be damned, we can achieve a max DPS of 1957.62. Again, we can only do that for about 15 seconds)
So. If we get two pieces of Tier 5, thats a DPS increase of 9%.
9 Bloody percent. That is incredibly huge.
If the number doesn't seem that big, consider that if you simply spam Arcane Blast, you're looking at a DPS increase of, in essence, 20%. (Math shows 17%, but that is still huge).
Consider that with icy Veins in the game, that a ton of mages will be dumping eleven points into Frost for, essentially, a 3% DPS increase.
Jumping that number by 9% is just absolutely incredible. You simply cannot say no to that.
Or can you?
Comparing Arcane/IV DPS to Fire/IV DPS, considering Tier 5. Let's see what happens.
And for shits and giggles, lets assume you have The Lightning Capacitor.
Arcane/IV DPS: 1068.97
Fire/IV DPS: 1130.15
Wait.... what?
Why is fire still ahead of the game by 5.5%?
Simple. Fire mages have Molten Fury.
/smug
Posted by
Euripedes
at
6:47 PM
1 comments
Labels: PvE (General), Spec, Stats
There's Someone From Texas Reading My Blog...
WAS IT YOU, GHOSTKID? WAS IT YOU?!@?!?111
Euripedes' Shopping List:
28 Spellcloth
10 Primal Might
Far Too Much Primal Fire
Essentially, I am looking to complete the Spellfire set and, perhaps, get the Spellstrike set.
Before I go any further, let me say this...
If you are playing a mage, and you intend to do serious Raiding of any sort, you MUST have tailoring!
No ifs. No buts. Just shut up and get the damn profession.
The Spellfire set you get from tailoring is just that bloody awesome. To put it bluntly, you are GIMPING yourself if you don't have it. Same goes if you're raiding frost, get the Frozen Shadoweave set.
Nothing in any heroic or 10-man instance holds a candle to the crafted sets.
You will not see a single drop from Tier 4 that will come close to your crafted set. If I ever catch a mage wearing the Chest Piece from Tier 4 or 5, I will slap them.
And in Tier 5, any and all "upgrades" are questionable. Generally, anything in Tier 5 content that drops will be, at best, a decent side-grade. And also keep in mind that anything you do replace means that the set bonus is broken. Not too bad for Frozen Shadoweave, but it is extremely painful for Spellfire users.
Keep your set together. Only drop Spellfire/Shadoweave when you have a solid upgrade for each piece, that is worth losing the incredible damage and set bonuses for.
Most likely, you will still be wearing these crafted sets right into Tier 6 content, where you will finally be able to find stuff that is actually, clearly, an upgrade.
And if at all possible, search high and low for someone who can make spellstrike. It, too, is an incredibly useful set, and also has an extremely useful set bonus.
You will be farming primals for a long time. Get used to it, the gear from tailoring is spectacular on a million and one levels.
Also, Anathema dropped Void Reaver again. Some more Tier 5 tokens went out (obviously we didn't get any), and yours truly really shined, for once.
For a mage wearing primarily PvP gear, without even a complete spellfire set, being on spam sheep duty, and spending most of the first 2 minutes of the Void Reaver running around, I think I did pretty damn well.
WWS STATS
8th overall in the whole raid for damage done.
My DPS isn't as great as the other mages, but I attribute that solely to Void Reaver forcing me to do pretty much nothing for the first few minutes of the encounter.
It was basically "/cast Arcane Blast. Run away. Run back. Start casting Arcane Blast. Run away. Run back. Run away again. Be forced to run in a circle because he targeted me again while I was running away. Run back. Start casting Arcane Blast. Run away."
And so on.
There was about a good 130 seconds where my DPS was about 8.
Ahh, well.
Arcane is working for now, but when 2.3.2 hits, and most importantly, whenn spellfire/spellstrike sets are achieved, I'll be bidding arcane fare well.
Need to get me some action with the Fires of... Fire. /cough
Posted by
Euripedes
at
12:16 AM
4
comments
Labels: Gear, PvE (General), Spec
Wednesday, December 5, 2007
Zen Have a Nap!
Time to Theorycraft!
But I am le tired...
Zen have a nap!
ZEN THEORYCRAFT!
So, I'm going to use this primarly to theeorycraft. This is entirely for myself, and I am studying the effects of crit rating on theoretical DPS numbers given a variety of specs. The specs that shall be tested are as follows:
Arc/Pyro - Deep arcane, and deep enough into fire to get Pyroblast
Arc/IV - Deep arcane, and deep enough into frost to get Icy Veins
Arc Frost - Deep(ish) arcane, and about 21 points into Frost for the awesome crit talents and Icy Veins
Fire - standard 10/48/3 thing
Fire/IV - Deep fire, but with 11 in frost to get Icy Veins
Deep Frost - Water Elemental deep in frost
On with the Theoriorizing!
We shall be making the following assumptions:
Base Intellect of 500.
No buffs at all outside of self buffs. (Arcane Intellect and Molten Armor)
Hit capped in all scenariors.
Base spell damage of 1000 for all schools.
Assuming Fight Duration of 9 minutes (considering raid boss fights, this number is about damn average)
At a crit rating of Zero:
(Produced DPS numbers)
Arc/Pyro = 903.17
Arc/IV = 922.30
Arc Frost = 997.88
Fire = 1044.40
Fire/IV = 1066.21
Deep Frost = 1052.75
HIGHEST DPS = Deep fire with Icy Veins. Deep Frost is beating out Deep Fire at this point.
At a crit rating of 100:
(Produced DPS numbers)
Arc/Pyro = 930.88
Arc/IV = 949.44
Arc Frost = 1036.01
Fire = 1082.90
Fire/IV = 1105.52
Deep Frost = 1086.17
Highest DPS remains Deep fire with Icy Veins. Arcane is getting it's butt kicked.
At a crit rating of 200:
(Produced DPS numbers)
Arc/Pyro = 976.59
Arc/IV = 958.59
Arc Frost = 1074.13
Fire = 1121.70
Fire/IV = 1145.13
Deep Frost = 1119.59
Fire with Icy Veins is still the highest DPS. Deep Fire has overcome frost for DPS.
At a crit rating of 300:
(Produced DPS numbers)
Arc/Pyro = 986.30
Arc/IV = 1003.74
Arc Frost = 1112.26
Fire = 1160.79
Fire/IV = 1185.03
Deep Frost = 1153.00
Let's do another, at 400 crit rating:
At a crit rating of 400:
(Produced DPS numbers)
Arc/Pyro = 1014.01
Arc/IV = 1030.88
Arc Frost = 1150.38
Fire = 1200.17
Fire/IV = 1225.24
Deep Frost = 1186.42
Hmm. No matter what the crit rating is, Fire is always on top. At about 1k spell damage, mind you, which is about where Tier 4/5 ish mages will be.
Let's do something ridiculous, and do 2ooo crit rating, just for fun:
At a crit rating of 2000:
(Produced DPS numbers)
Arc/Pyro = 1388.32
Arc/IV = 1398.61
Arc Frost = 1673.18
Fire = 1767.90
Fire/IV = 1804.83
Deep Frost = 1593.93
Why did I do all this?
Mostly I was out to prove that no matter what you're crit rating was, fire would still be the superior damage dealer. And I was hella right.
Assuming identical gear, and the only variation being the amount of crit rating, which would come out on top? Fire, or Frost?
The numbers speak for themselves. Fire wins.
And Arcane cannot even contend.
CONCLUSION:
No matter what your crit rating is, Fire will STILL be able to output more damage than Frost.
And before you ask, yes, this does take into calculations the Water Elemental, the new Icy Veins, Winter's Chill, all that good stuff.
Fire wins. 'Nuff said.
Posted by
Euripedes
at
1:19 AM
3
comments
Tuesday, December 4, 2007
PoM Pyro For Nubs

In the old days, back when level 70's were still fresh and the majority of us were still getting boned in Hellfire or goofing off in Nagrand, the mage forums were alive with cries and screaming about PoM Pyro.
Specifically, the Arcane Power + Presence of Mind + Pyroblast + Damage Trinket that was causing mages to output incredibly high numbers with a single spell. Especially when the thing crit. (See above picture)
Many, many people called for nerfs, for cooldown to Pyroblast, for anything and everything to lower the damage that mages can output.
Idiots, the lot of them.
The forums have quited down about this issue, but roughly once or twice a day, a new thread pops up complaining about PoM Pyro, complaining about being one shot, on and on and on.
Now, I hate to take the standpoint of many other trolls, but I don't really have a choice here.
Y'all are idiots. Seriously, L2play, nub.
You will only ever get hit by incedibly high amounts of damage from PoM Pyro in the following situations:
1) You are an idiot, and do not know how to play or gear for PvP.
2) You have yet to spend enough time gathering resilience, and you are squishy and mine eyes. And when thou art squishy, thou gettest squished.
First off, every class in the game has options to survive / become completely immune to a Pyroblast. You might not always have these options avaliable to you, but then again, the mage is not always able to PoM Pyro you for insane amounts of damage.
Druids have little choice but to take the damage and hope for the best. Bear form can take an incredible beating, and you always have the options of Heal over Time spells. If a druid's reaction time is fast enough (which it will be if your any good at PvP), you will be able to shrug off a Pyro without much, if any, difficulty.
Of course, if you're a Bad Druid, you will get rofl-stomped
Warriors have a load of hitpoints avaliable to them, and most of them will simply raise their eye-brows at Pyroblast. Spell-reflect is also avaliable to be used, and quick warriors can knock up a spellreflect on a PoM Pyro fast retro-actively.
Paladins can bubble, and are usually in the same boat as Warriors HP-wise. No, you will not always have bubble avaliable to you, but you will always be able to heal yourself. And when our Counterspell is on cooldown, there is shit all we can do to stop you. The fact is, you're a Paladin. You can survive a Pyro. Not a problem.
Rogues can CloS. Oh, look, no damage. And don't complain about that being on cooldown. It's 1 bloody minute. You have that sucker ready to go, don't you? I have never, ever fought a rogue (since CloS became trainable, mind you) that was not able to pop CloS while fighting me. And if you're Subtlety spec (I see you little blink-stealing buggers), then you probably won't be killed by Pyro anyways. The laws of gambling and cheat death are in your favor.
Fellow mages can shield themself, Spellsteal Presence of Mind, Arcane Power, whatever, Ice Block themselves, even silence the other mage to prevent a Pyro. There are a lot of options avaliable to cut down on some of the damage, avoid the damage for a while, or completely avoid it.
Warlocks are strange in that some of them can take the damage, some can't. Some will be totally immune to fire damage for a while, some will simply be impossible to get high damage with (Soul Link, dontchaknow?), and some will simply deathcoil/chain fear/pinkhearts you when they see major cooldowns being used. Or spell lock you. Or simply eat your Arcane Power/Presence of Mind. Warlocks quick on the uptake will be like "What is this mage doing? Arcane Power? /sigh... spell lock... deathcoil... hrm, that was fun, wasn't it, mister wasted 3 minute cooldowns?"
Some warlocks simply will not have the reaction speed/spec, and will eat a lot of damage. Which they'll usually shrug off anyway, use a health stone, or fear / drain life you. Whatever they're into, I guess.
Priests are one of the more vulnerable classes to a successful PoM Pyro. They only have one lousy bubble, which even in its buffed form, can be knocked aside rather quickly. Specced into Disc, the priest will be hurting the mage substantially as well, but thats not much of a consolation when you suddenly eat 4k damage. A priest practically has to be disc spec to survive a PoM Pyro, because Pain Suppression / Improved MiniBubble are simply that good. Holy is pretty much boned, as is Shadow. Its certainly survivable, they are just a wee bit more vulnerable than other classes.
Shaman can have a lot of trouble with PoM Pyros. They only have one reliable way to avoid it, and thats Grounding Totem. Which the mage will probably shoot an Ice Lance at. /shrug. Without that, you are naked to the massive damage. At this point, only earth shield and praying Counterspell is on cooldown can save you. Thats no fault of your own, its just you class doesn't do good againt Mages.
Hunters are the worst off class versus a PoM Pyro. They're only defence, Feign Death, is little more than a distraction that might buy a second, or two if the mage is slow on the uptake. The only real defence hunters have is to try and keep the mage locked down as much as possible. Scatter shot, Wyvern Sting, Intimidation, even Arcane Shot and hope it dispells something important.
But even if you don't have the cooldowns ready to go, even if you don't have any real defences against a PoM Pyro, it should not be hard to shrug off the damage if you have any level of decent gear.
You're here to PvP, right? Then pick up some stats that are suitable for the job.
Pyroblast taking too much out of your hitpoints? Get more stamina. Pyroblast critting you for 7k? Grab some resilience, and watch that crit damage steadily fall.
Watch that 7k turn into 4k, assuming it crits at all anymore.
If you get the right gear, and all those shiny 3 minute cooldowns and 21, 31, 11 tier point talents will amount to is hitting for 2-3 thousand damage, and maybe critting for 4000-ish. Assuming it crits at all. And seriously? Thats not very much damage at all.
Literally any PvP spec (besides healers) can easily deal out that much without a lot of effort.
And just for speccing to get PoM Pyro, that mage is squishy as hell. We pay through the nose to get a crap load of damage, and watch it all amount to practically zilch thanks to Resilience.
A single Holy Light spell from a Paladin in any decent amount of healing gear will be able to heal up the entirety of a PoM Pyro.
In conclusion.
Stop whining. Learn to Play. Get some fuggin' resilience. PoM Pyro ain't that great, when you bother to build even a half-assed defence against it.
Posted by
Euripedes
at
12:51 AM
46
comments
Labels: PvP (General), Rant
Sunday, December 2, 2007
Ok, No More Roleplay

That was ugly. Really, really ugly.
Awesome things that have happened.
- We got the Spellfire Belt
- We finally reachd max skill in wands
- Reached the Hit cap as arcane
- Six months after getting it, my epic red gem of +12 spell damage has a home
- Dinged 30 on an alt
- Got epic boots!
- Reached over 20% crit rate unbuffed
- Hit Honored with the Sha'tari Skyguard
- 300 Resilience in PvP gear. Woo!
Posted by
Euripedes
at
7:22 PM
1 comments
Labels: In Other News
I Try To Roleplay
After many months of playing a troll, I wondered what it would be like to roleplay one. Hmm....
"Yo, mon. I am Euripedes, and I am a mage. The forces of the arcane, and the elemental powers of fire and frost are at my control. I can destroy you in a blaze of fire at a whim. I can become immune to anything and everything, including gravity. I can even turn the most potent enemy into a cute wittle piggy.
So why, I ask, is the Darkspear tribe in such a horrible condition? Why is our entire society degraded into a tiny little hovel at the bottom of Durotar? We are trolls! We are strong! Why do we not take action?
*sigh*
I suppose there is something to be said for sacrificing oneself for the greater good. It is no longer about the Tribe, it is about the Horde. We have a Warchief now. We have blood brothers now, outside the tribe.
We are scarred peoples. The trolls used to weild far and widespread power. Our history is one of bloodshed, of betrayal, and death. Our empires were torn to pieces by the elves, by the humans, by even other trolls. We, the Darkspear tribe, have fallen very, very far. But we will have our revenge. Of all the members of the Horde, we are the only ones to not have a land to call our own.
The orcs are even more scarred than we trolls. Their entire race, used, abused, and tossed aside like a ratty rag. Yet they saved us. We owe the orcs a great deal for our continued existence, and it is my pride and honor to fight and die beside them.
The Tauren are an honorable people, and I have a great deal of respect for them. They have solid societal and shamanistic values that have grounded the Horde, at least on Kalimdor.
The Horde of the East is a thing entirely different. The Undead, I can sympathize with. They've died, for Zul's sake, died and continue to fight on. But I do not trust them, and I will never trust their motives.
And the blood elves... traitors to their own kind. The remnants of the high elves, shunned by the Alliance for their dealings with Lady Vashj, among other things. As far as I'm concerned, they are not true members of the Horde, just lost elves with nowhere else to go.
And I cannot stand them! They are self-important, condescending pricks! What gives you damned elves the right to look down on me? What gives you the right to think yourself higher than me? You do realize that the land your precious Silvermoon was Troll land? You do realize that all you pansy ass elves are descended from trolls?
This world, it used to be ours. You, you damn elves, are nothing but the ungrateful bastard children of trolls long dead. And I will suffer your superiority no more.
But I do not hate them. I merely cannot stand them.
But the Alliance.... /spit. Conniving shitheads! The Night Elves have hunted us for centuries. They do not care. They show no mercy. They slaughter us all, given the slightest opportunity.
I hate them so... I will kill them. I will maim the men, rape the women, torture the children. They will scream. They will beg. And I will never show mercy. They will die, humiliated, and in incredible pain. They deserve no better.
And the humans.... *hisssss*. They are even worse. They will suffer even more. They will watch themselves burn, they will watch their loved ones suffer and due in front of them. It is merely justice. They have done the same to trolls, now they will suffer the same fate.
They will not die alone, but surrounded by their friends and famiy. They will watch their cities burn, watch their children fed to our Mounts, watch their wives tortured, watch their husbands ruthlessly maimed and left bleeding in the burning streets to die.
The dwarves and the gnomes are damned for their decision to join the Alliance. They will die and burn with the rest.
The gnomes especially. I HATE GNOMES!! How is it POSSIBLE for a race that annoying to develop? How can they go day to day without killing themselves? They are a cursed people, annoying as hell. They deserve nothing better than death out of spite. Stupid gnomes.
And the Dranei... what the crap are they? A bunch of self-righteous morons who worship "the light". The light? What the hell? You would base your entire civilization off a source of illumination? What is wrong with you?
Just stay out of my way so I don't have to kill you.
Fucktards, the lot of them. Nothing but a bunch of fucktards."
I was banned from the server. Something about breaking the ToS or something... I think it might have been the whole raping elvish women part.
Posted by
Euripedes
at
6:15 PM
1 comments
Labels: Random
