Wowhead Tool tip -
So after i finished the previous post i decided to elaborate a bit on my idea for that shaman melee ability. The idea is that it's a main-hand weapon attack, compliments the off-hand strike of Lava Lash but can benefit all other specs. It will have special effect based on the weapon enchant on it.
Fist/Hammer of the Elements (or some other catchy shaman-y name)
Weapon Attack - Melee - Deals X Damage to main target plus bonus effect based on enchant. Rockbiter - increases damage by and additional y amount. Flametongue - Chance on hit to cause Heat Stroke (or some other fire related name) increases the damage of your next Lava Burst, Lightning Bolt, or Chain Lightning by Z amount. Frost Brand - Chance on hit root target in ice for A seconds. Yes this overlaps with Frozen Power, but this one is more for Elemental PVP, but if Frozen power is moved up, which it should be then Freezes the opponents weapon disarming him for a seconds. Note this is still geared more towards PVP. Windfury - Attack deals nature damage. Increases the damage of next Windfury proc by B amount. Earthliving - Chance on hit heals the enemies target for amount equal to C% of damage dealt. Makes a great self heal, but also could be used to heal tanks, but more suited to a off-heal Shaman in that situation.
The main idea for this is a melee attack that benefits all three specs and doesn't require dual-wielding but adds to the complexity of the shaman rotation. Now shamans are supposed to be simpler than Paladins, but being easier doesn't always make something more fun, there should still be decisions and options to reach the top of the dps charts
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Sunday, September 27, 2009
Sad but True
(Note: I wrote this article a few weeks ago but somehow it didn't post so i'm reposting) So I play a troll hunter over on Aerie Peak US, and i play BM, but my main alt is a troll Enhancement Shaman, just ding 65 yesterday btw, and sadly I've come to the sad conclusion that they are unfortunately fairly boring to play. Why? Don't get me wrong BM is hands down still my favorite hunter spec and I only play Enh on my shaman, his off-spec is ehn off-heal. The main reason is that they both have fairly boring rotations. For my hunter it's Serpent Sting, Arcane Shot, Aimed/Multi-Shot, Steady Shot, Steady Shot, Arcane Shot, etc. Most time running dailies i just Serpent Sting, Steady Shot, Steady shot. For my Shaman it Stormstrike, Earth Shock, Lava Lash, Auto-Attack, popping Lesser Healing Waves or Lightning Bolts when Maelstrom Weapon is up. For the most part it means just sitting there mashing the same a few boring buttons the whole time. For BM this is in part because the focus is more on the pet than the hunter. I've played both MM and SV and in truth i have more fun playing either of this, because their more active. With MM you have a couple more shots, and after Serpent Sting, Arcane Shot, Aimed Shot, Chimera Shot cycle most mobs hit the dirt, without a single attack from the pet. SV has Lock n Load making time your Explosive shot, plus monitoring Black Arrow and Serpent Sting Dots, and CC with Wyvern Sting and Freezing Arrow. For my Shaman i ran an elemental off-spec for a while, but i never got to the point where i got into the dynamics of the rotation, but rotation between Flame and Frost Shocks added a lot more diversity, and I would assume that Lava Burst would add even more to it. In my opinion there should be a melee, non-talented, ability for Shamans. Shamans are described as Hybrid with melee healing and spell dps abilities, but standard the closest thing we have to a melee attack is earth shock. Now for druids their are melee, spell and healing abilities available un-talented, and paladins have tanking and healing and offensive abilities without talents, so why doesn't this apply to shamans? Just one ability would help leveling and liven up the shaman rotation a bit. A main-hand attack that would be usable with a shield or a staff as well as dual wielding, (could even revive shaman tanking or two-hand dps). It could also have and effect based on the enchant on it even if it's just damage type. It would not only improve DPS and rotation but it could be a great support ability for the caster shaman. As for BM the Primal Shot idea I posted previously would serve the same basic purpose as the Shaman ability, in it adds to the rotation some complexity, with the buff proc.
(Note: Playing with the code on this post so sorrow for all the links if it made it difficult to read)
(Note: Playing with the code on this post so sorrow for all the links if it made it difficult to read)
Tuesday, September 22, 2009
Now it makes sense
So patch 3.2.2 just dropped and i spent all my gold on frozen orbs and eternal fire to get those last 4 point to 450 in leatherworking so i could learn the new drum patterns so i'm waiting for the zeppelin to Borean Tundra when the zeppelin to thuderbluff pulls in and suddenly things click when the flight master chick says and i quote "The zeppelin to Thunderbluff has arrived. All aboard for a smooth ride across the Barrens" so now whats so special about that? Well normally they tell you what zone the zepplin is in Durotar, Trisfal glades, Stranglethorn Vale, etc, but no they say a smooth ride across the barrens. So why would that be important for the relatively flat Savannah of the barrens. Right now, not very important at all but in Cataclysm barrens will be split by an awesome crevice filled with lava and divide it into two zones one low level and one high level. This means that relatively easy run across the barrens to muglore could become much more difficult. Suddenly that zeppelin seems a lot more important doesn't it?
Thursday, September 17, 2009
Assassin Awesomeness
So DnD Insider just released the Assassin class and look awesome. The guys over at Critical Hits have a great article on it, but to sum things up its a striker with the shadow power source. It can teleport from enemy to enemy and most awesome is the Assassin's Shroud that staks up to 4 times and adds and extra d6 damage when activated. The methodical style of the shroud really give the assassin that plotting killer feel that people look for in their stealth fighters
Friday, September 11, 2009
WoW Pistol Edit
So a few days ago I posted about my dream hunter skills well I was thinking about my pistol idea while i was writing That'd Be Cool and i remembered a fun little game called Too Human. Great Game way too short, any way in that game they had pistols as a pair. Two Pistols One Item, which got me thinking why not use that same system for WoW. All it would require is new animations which may or may not already be on the table for cataclysm. And lets face it if it was all about animations every hunter would be a two hand sword tossing, rifle flipping draenei. In this situation you treat them like any other gun, maybe give them a faster attack speed, and let us run around pissing our pants with joy. Now this removes the pistol from its role as a side arm, in the traditional sense and moves it up to primary weapon of todays modern setting, but with alien space goats and victorian werewolves when who would call dare call Azeroth a classic fantasy world. Sidearm in off-hand or main weapon in both hands. Or both, just throwing that last option out there not trying to be greedy or anything like that just saying, i mean warriors can weild two giant swords with titan's grip, even the gnomes, so i'm just saying that two or three little pistols won't be game breaking.
That'd Be Cool
Ranged/Melee Weapons - By thisi mean a weapon that has both a melee and a ranged damage portion. In D&D you already have this with most thrown weapons, but this would be cool in WoW, though probably annoying to code, due to the nature of the Ranged Weapon Slot. But what got me thinking about this? Sentinels, Darnassus, Auberdine, Feathermoon, any where there's night elves there's sentinels and they all have those giant fuma shuriken moon glaives on their arms. Obviously a thrown weapon right? Well they use them for melee attacks, I don't even know if they have ranged attacks. However in warcraft III the huntresses definitely hurled those things. From there you go to the shadow hunter and his fel glaive another throw/melee weapon, but it doesn't only extend to thrown weapons. The most awesome gun ever created by blizzard The Sen'Jin Beak Blade Long Rifle has a sword and an axe on it and i would love to slam that into some undead skulls when they got too close. Examples of the melee ranged weapon exist every where even in real life. From Archers stabbing opponents with arrows before firing them, to bayonets and knives mounted on military rifles, to even your basic pistol whip (or in the case of Equilibrium awesome pistol hammer hammers). Now i'm not saying this should be in game but it would be awesome. The big issue would be stats. They would need enough stats to make up for taking up those equipment slots. The same way two handers have twice the stats these (assuming their two handed melee) would need triple the stats, plus their melee damage would be kinda meh to make sure everyone knows their hunter loot
Wednesday, September 9, 2009
That'd be cool
So every time I think of something I'll post it like so.
More fast guns - So according to all the info slower guns maximize the effectiveness of viper shot and all that other stuff, but mana's going away. I want more fast guns. The first gun i ever use was Nail Spitter which had a 1.9 attack speed, and it was awesome. You wouldn't believe how fast i got my gun skill up with that puppy. The fastest gun worth anything is the Armor Plated Combat Shot Gun at 2.o with it tank stats. I want a 1.5 +55 Agi +30 Haste +35 Crit with a yellow or red socket and 225 DPS. I want a gun that gives my Steady Shot a .5 sec cast time and reduces my GCD. I want a machine gun, or at least a Gatling gun. While I'm on the subject give us some short bows aswell.
More fast guns - So according to all the info slower guns maximize the effectiveness of viper shot and all that other stuff, but mana's going away. I want more fast guns. The first gun i ever use was Nail Spitter which had a 1.9 attack speed, and it was awesome. You wouldn't believe how fast i got my gun skill up with that puppy. The fastest gun worth anything is the Armor Plated Combat Shot Gun at 2.o with it tank stats. I want a 1.5 +55 Agi +30 Haste +35 Crit with a yellow or red socket and 225 DPS. I want a gun that gives my Steady Shot a .5 sec cast time and reduces my GCD. I want a machine gun, or at least a Gatling gun. While I'm on the subject give us some short bows aswell.
Saturday, September 5, 2009
My Dream Hunter Skill
So I've already discussed my ideas on tameable beasts so here's a look at some of the things I'd love for hunters to get.
Pistols/Hand Crossbows - First off they do exist in the WoW universe however in game the two weapons that are called pistols are normal guns. Where as hand crossbows serves the role of pistols in D&D where there aren't any guns. The pistol in wow would uses gun or crossbow skill and be either one handed or off handed weapon with a range of melee to just inside normal weapon range, maybe five yards or so. For balance sake they would be best as off-hand only weapons to prevent the abuse of the additional range furthermore they should use the model of real world flintlock pistols giving them a relatively slow attack speed, and would use the auto attack timer (no auto-shot haste). For the most part the pistol will serve the same purpose as melee weapons being a stat booster except in one situation.
Survival Talent -Fight Response - Tier 11ish requires 2 points in point of no escape - Allows use of hunter stings, Black Arrow, Freezing Arrow, Concussive Shot, Tranquilizing Shot, and (Maybe) Arcane Shot at melee range. So what's this about? The way a see it survival should have two fighting styles longe range with Sniper Training and far shot (which seem more marksman to me) and trapping at a much closer Range. So the idea is to allow the SV hunter more options at close range (scatter shot and kill shot are already usable at close range) meaning, no trap dancing. But to limit this you limit the skills that apply to it stings and the ranged traps traps freezing and black arrow and maybe arcane shot. This is only a viable option if it doesn't become OP, the idea is that SV hunters will want to fire explosive shot over arcane shot most of the time, but in a pinch you can pop of an arcane shot from close range and to make the ability seem a bit more effective, but if it is OP it's always droppable. Plus this would be awesome with pistols think about it, point blank, giant demon between the eyes. But Blizzard seems to be set on keeping hunters out of melee range so.
Survival Talent - Trap Launcher - Tier 11ish requires 3 points in sniper training - Launch a trap up to 20 yards ahead of you. Essentially applies the effect of freezing arrow to all traps, which would mean no more freezing arrow. For this to work best the talent would basically replace freezing trap with freezing arrow and so on. when you click a trap the targeting circle appears just like using freezing arrow instead of just dropping the trap. Maybe create a way to click drop traps like freezing trap of frost trap (double click, shift-click similar to auto-loot)
Marksman Talent - Gun Fu (yeah i went there) - Tier 10ish - decreases the timer on auto-shot by 25% or some other number, depending on the amount of increase it creates in DPS. So why? Marksman is already the most mobile of the hunter builds with its lack of dependency on Steady Shot, which is probably part of why Sniper Training isn't in the marksman tree. So essentially its a buff to auto-shot haste and the idea is to give them less time standing still and more time shooting. This is also the only reason why pistols wouldn't be off hand only.
Marksman Talent - Glaive Master - Tier 5ish - Allows the hunter to use auto-shot and hunter abilities with thrown weapons. Simple but decidedly cool. Now yes i understand that thrown weapons are supposed to be for rogues with thier thrown weapon specialty, but personally i though thrown weapons were ranged weapons, which means that's hunter stuff. There are currently two major types of thrown weapons Thrown daggers and stars which tend to have better stats for rogues and thrown axes which tend to be better for warriors, but there are also thrown spears and glaives. I say step up thrown spears as the thrown hunter weapon just like history says it was and what about shadow hunters and thier throwing glaives? Is it a coincidence that most shadow hunters in WoW use bows? But since i don't see blizzard making this standard the talent makes for a great stylistic option and some bonus like plus to crit or haste just to make it appealing even if you don't want to use thrown weapons. The point is that as hunter are the masters of ranged combat in all forms, that right I'm thinking hunter with wands, think about that dps boost (Compare Relentless Gladiators Shotgun to Touch of Death and you'll see what i mean). Plus with the conversion of Ammo to a equipable item from a consumable, chosing a thrown weapon would be a serious decision.
Beast Mastery Talent - Master's Aid - Tier 11ish requires 5 points in Kindred Spirits - A second pet from your stable comes to his master's aid for 45 (or 30) seconds. This ability summons the next pet in your stable. This is a beast master's dream, and my idea of a beast master signature "shot" give it a fairly long cool down longer than shaman feral spirits 3 minutes maybe more, but this ability could be a great boost to hunter dps. The pet would use whatever abilities are set to auto-cast and any macros for pet abilities would work. The two pets for the most part would work the same way as feral spirits with only one action bar which would only display the primary pets abilities. But follow, stay, attack and the pet stances would apply to both pets. Think Spirit Beast-Devilsaur double team attack, or Skoll- Loque double spirit strike. Now go clean up.
Beast Master Talent - Primal Shot - Tier 11ish - Fires a shot filled with primal power dealing X damage chance to grant the Wild Fury which increases the hunter and his pets attack power by Y amount. Shares a cooldown with arcane shot. A more conventional BM "shot" designed to be the BM explosive shot. Where as explosive shot gives a dot, Primal shot gives a buff, and it's designed to replace arcane shot in hunter rotations.
General Hunter ability - Saddle Pet - learnable through an awesome quest train from the riding trainer when you gain expert riding - Allows hunter to mount a saddle on tamed, Raptors, Riding Cats, Worgs, Kodo, Horses, Rams, Zhevras, Talbuk, Eleks, and Mammoths at 75 riding skill, and Griffons, Wayverns, Dragon Hawks, Bats, and Proto-Drakes at 225. Mounts scale with riding skill. The big thing is the awesome quest chain. Not some nightmarish mat hunt like the warlock and paladin mounts. It's Learn to make a saddle, like the Venomhide ravasaur quest. Tame a *insert racial mount here* with a quest item and use the saddle on it then ride it back. Repeat for flying mount.
So to round up for survival talents were to better integrate traps into their rotations either by bringing the hunter in closer or making the giving the traps range. Marksman in my opinion is the best spec in terms of rotation and in a good place DPS wise. The Marksman talents were more stylistic. One to boost that already awesome mobilty and another to make them the ultimate marksman. As for beast master it focused on boosting their trailing dps with the second pet or a signature buffing shot. Then two to increase the shear awesomeness of hunters with tameable mounts and one handed ranged weapons aka pistols
Pistols/Hand Crossbows - First off they do exist in the WoW universe however in game the two weapons that are called pistols are normal guns. Where as hand crossbows serves the role of pistols in D&D where there aren't any guns. The pistol in wow would uses gun or crossbow skill and be either one handed or off handed weapon with a range of melee to just inside normal weapon range, maybe five yards or so. For balance sake they would be best as off-hand only weapons to prevent the abuse of the additional range furthermore they should use the model of real world flintlock pistols giving them a relatively slow attack speed, and would use the auto attack timer (no auto-shot haste). For the most part the pistol will serve the same purpose as melee weapons being a stat booster except in one situation.
Survival Talent -Fight Response - Tier 11ish requires 2 points in point of no escape - Allows use of hunter stings, Black Arrow, Freezing Arrow, Concussive Shot, Tranquilizing Shot, and (Maybe) Arcane Shot at melee range. So what's this about? The way a see it survival should have two fighting styles longe range with Sniper Training and far shot (which seem more marksman to me) and trapping at a much closer Range. So the idea is to allow the SV hunter more options at close range (scatter shot and kill shot are already usable at close range) meaning, no trap dancing. But to limit this you limit the skills that apply to it stings and the ranged traps traps freezing and black arrow and maybe arcane shot. This is only a viable option if it doesn't become OP, the idea is that SV hunters will want to fire explosive shot over arcane shot most of the time, but in a pinch you can pop of an arcane shot from close range and to make the ability seem a bit more effective, but if it is OP it's always droppable. Plus this would be awesome with pistols think about it, point blank, giant demon between the eyes. But Blizzard seems to be set on keeping hunters out of melee range so.
Survival Talent - Trap Launcher - Tier 11ish requires 3 points in sniper training - Launch a trap up to 20 yards ahead of you. Essentially applies the effect of freezing arrow to all traps, which would mean no more freezing arrow. For this to work best the talent would basically replace freezing trap with freezing arrow and so on. when you click a trap the targeting circle appears just like using freezing arrow instead of just dropping the trap. Maybe create a way to click drop traps like freezing trap of frost trap (double click, shift-click similar to auto-loot)
Marksman Talent - Gun Fu (yeah i went there) - Tier 10ish - decreases the timer on auto-shot by 25% or some other number, depending on the amount of increase it creates in DPS. So why? Marksman is already the most mobile of the hunter builds with its lack of dependency on Steady Shot, which is probably part of why Sniper Training isn't in the marksman tree. So essentially its a buff to auto-shot haste and the idea is to give them less time standing still and more time shooting. This is also the only reason why pistols wouldn't be off hand only.
Marksman Talent - Glaive Master - Tier 5ish - Allows the hunter to use auto-shot and hunter abilities with thrown weapons. Simple but decidedly cool. Now yes i understand that thrown weapons are supposed to be for rogues with thier thrown weapon specialty, but personally i though thrown weapons were ranged weapons, which means that's hunter stuff. There are currently two major types of thrown weapons Thrown daggers and stars which tend to have better stats for rogues and thrown axes which tend to be better for warriors, but there are also thrown spears and glaives. I say step up thrown spears as the thrown hunter weapon just like history says it was and what about shadow hunters and thier throwing glaives? Is it a coincidence that most shadow hunters in WoW use bows? But since i don't see blizzard making this standard the talent makes for a great stylistic option and some bonus like plus to crit or haste just to make it appealing even if you don't want to use thrown weapons. The point is that as hunter are the masters of ranged combat in all forms, that right I'm thinking hunter with wands, think about that dps boost (Compare Relentless Gladiators Shotgun to Touch of Death and you'll see what i mean). Plus with the conversion of Ammo to a equipable item from a consumable, chosing a thrown weapon would be a serious decision.
Beast Mastery Talent - Master's Aid - Tier 11ish requires 5 points in Kindred Spirits - A second pet from your stable comes to his master's aid for 45 (or 30) seconds. This ability summons the next pet in your stable. This is a beast master's dream, and my idea of a beast master signature "shot" give it a fairly long cool down longer than shaman feral spirits 3 minutes maybe more, but this ability could be a great boost to hunter dps. The pet would use whatever abilities are set to auto-cast and any macros for pet abilities would work. The two pets for the most part would work the same way as feral spirits with only one action bar which would only display the primary pets abilities. But follow, stay, attack and the pet stances would apply to both pets. Think Spirit Beast-Devilsaur double team attack, or Skoll- Loque double spirit strike. Now go clean up.
Beast Master Talent - Primal Shot - Tier 11ish - Fires a shot filled with primal power dealing X damage chance to grant the Wild Fury which increases the hunter and his pets attack power by Y amount. Shares a cooldown with arcane shot. A more conventional BM "shot" designed to be the BM explosive shot. Where as explosive shot gives a dot, Primal shot gives a buff, and it's designed to replace arcane shot in hunter rotations.
General Hunter ability - Saddle Pet - learnable through an awesome quest train from the riding trainer when you gain expert riding - Allows hunter to mount a saddle on tamed, Raptors, Riding Cats, Worgs, Kodo, Horses, Rams, Zhevras, Talbuk, Eleks, and Mammoths at 75 riding skill, and Griffons, Wayverns, Dragon Hawks, Bats, and Proto-Drakes at 225. Mounts scale with riding skill. The big thing is the awesome quest chain. Not some nightmarish mat hunt like the warlock and paladin mounts. It's Learn to make a saddle, like the Venomhide ravasaur quest. Tame a *insert racial mount here* with a quest item and use the saddle on it then ride it back. Repeat for flying mount.
So to round up for survival talents were to better integrate traps into their rotations either by bringing the hunter in closer or making the giving the traps range. Marksman in my opinion is the best spec in terms of rotation and in a good place DPS wise. The Marksman talents were more stylistic. One to boost that already awesome mobilty and another to make them the ultimate marksman. As for beast master it focused on boosting their trailing dps with the second pet or a signature buffing shot. Then two to increase the shear awesomeness of hunters with tameable mounts and one handed ranged weapons aka pistols
Wednesday, September 2, 2009
I Hate MMOs
OK not really, but this is just me crying because there are so many great games coming out and I have no money to buy them let alone pay for the subscription. Champions just launched the other day. City of Heroes has a new expansion coming. The Old Republic looks better every time I see it. Aion continues to look gorgeous. DCU Online still looks epic. Of Course Cataclysm is right around the corner. At least Guild Wars two won't have a Subscription, still I need the money to by the game in the first place... Recessions suck!
Tuesday, September 1, 2009
Top 5 Things that should Be Tameable in WoW
My own personal list of things that we should be able to tame as hunters.
5. Basalisks - They come built in with an ability Gaze stuns the target for X seconds. Yeah they share some animations with crocolisks and dimetradons but crocolisks are tameable and those dimetradons should be too, they could be crocolisks or basalisks.
4. Hydras - Three heads equals 3x awesomeness. Now true that there is a formerly tamable crocolisk with the hydra skin but i'm talking a new exotic pet of shear awesome destructive power, but it'd be tenacity. We need more exotic tenacity pets, not everybody likes worms or rhinos.
3. Kodos - this one is really simple just make them rhino skins, they already look like rhinos why not let us pretend they are, just like we pretend fjord hawks are birds of prey even though they are basically brown dire ravens, or vice versa.
2. Any Skin that exists in an already tameble family - I'm looking at you Plagued Felbeast and you too Phase-Hunter, if you can see my bog you know i love green so when i can't tame a green skin on an awesome pet i get angry. Nothing should stop me from taming these awesome pets, further more they're should be sub categories to beasts such as beast (demonic) or beast (undead) why? because then we could tame felboars and carrion hunters.
1. Mounts - Wyverns, Griffons, Mammoths, Kodos, Hippogriffs, Rams, Horses, Zhevras, Proto-Drakes, and if you can tame it make it mountable. If you want you can make them exotic but make it happen, this is something hunters lust for, (along with pistols and double pets) and we will do what is necessary to make it happen. Even if we can't mount them let us tame them so we can pretend like we can (pets despawn while mounted anyway), you could even make them faction specific, horde can tame wyverns alliance can tame griffons, to keep that whole silhouette thing you love so much, though how that works when everyone's on a proto-drake i don't know.
Honorable mentions
Non-Carnivore i.e. Bucks, Rams - Not everybody want a pet that bites into his enemies. Some of us want pets that charge forward a crush or impale our enemies with horns.
Thunder Lizards - Tanacity + Lightning = Awesome
Clefthoofs - First why is there no clefthoof mount? As for pet. CleftHoof=Big, and i don't want to tame this sucker and have him shrik to kitty size i want him so big he despawns when i go inside inns cause he can't fit. I'm talking screen bug devilsaur big (you know when the pets are displayed like normal devilsaurs complete with the elite dragon thing when you target them) Same goes for mammoths.
Silthid Wasps - We got silthids we got wasps why not combine the two?
Anything with the beast keyword or that looks like a beast - I want a harpy, a quillboar, a moonkin, and a night elf cat druid, yes it's unreasonable but i don't care, and a draenei ghost wolf shaman.
5. Basalisks - They come built in with an ability Gaze stuns the target for X seconds. Yeah they share some animations with crocolisks and dimetradons but crocolisks are tameable and those dimetradons should be too, they could be crocolisks or basalisks.
4. Hydras - Three heads equals 3x awesomeness. Now true that there is a formerly tamable crocolisk with the hydra skin but i'm talking a new exotic pet of shear awesome destructive power, but it'd be tenacity. We need more exotic tenacity pets, not everybody likes worms or rhinos.
3. Kodos - this one is really simple just make them rhino skins, they already look like rhinos why not let us pretend they are, just like we pretend fjord hawks are birds of prey even though they are basically brown dire ravens, or vice versa.
2. Any Skin that exists in an already tameble family - I'm looking at you Plagued Felbeast and you too Phase-Hunter, if you can see my bog you know i love green so when i can't tame a green skin on an awesome pet i get angry. Nothing should stop me from taming these awesome pets, further more they're should be sub categories to beasts such as beast (demonic) or beast (undead) why? because then we could tame felboars and carrion hunters.
1. Mounts - Wyverns, Griffons, Mammoths, Kodos, Hippogriffs, Rams, Horses, Zhevras, Proto-Drakes, and if you can tame it make it mountable. If you want you can make them exotic but make it happen, this is something hunters lust for, (along with pistols and double pets) and we will do what is necessary to make it happen. Even if we can't mount them let us tame them so we can pretend like we can (pets despawn while mounted anyway), you could even make them faction specific, horde can tame wyverns alliance can tame griffons, to keep that whole silhouette thing you love so much, though how that works when everyone's on a proto-drake i don't know.
Honorable mentions
Non-Carnivore i.e. Bucks, Rams - Not everybody want a pet that bites into his enemies. Some of us want pets that charge forward a crush or impale our enemies with horns.
Thunder Lizards - Tanacity + Lightning = Awesome
Clefthoofs - First why is there no clefthoof mount? As for pet. CleftHoof=Big, and i don't want to tame this sucker and have him shrik to kitty size i want him so big he despawns when i go inside inns cause he can't fit. I'm talking screen bug devilsaur big (you know when the pets are displayed like normal devilsaurs complete with the elite dragon thing when you target them) Same goes for mammoths.
Silthid Wasps - We got silthids we got wasps why not combine the two?
Anything with the beast keyword or that looks like a beast - I want a harpy, a quillboar, a moonkin, and a night elf cat druid, yes it's unreasonable but i don't care, and a draenei ghost wolf shaman.
Senseless QQ pt. 3
The Final installment of Sensless QQ. So far we've looked at all the New race/class combos. When the new class combos were announced i began made a chart listing the number of class option for both factions with 31 being the total for each side. Based on current lore info I tried to figure out what classes each side would have, for worgen I was dead on, Roques, Druids, Hunters, Warriors, Death Knights, Mages, and Warlocks, only missing one, Priests. Goblins I figured would end up with the same classes as gnomes, Warrior, Mage, Warlock, Death Knight, and Priest, which was right, but I didn't expect them to receive Shamans and Hunters as well. With thus line up however the races remained even at 43 each including the knew class combination, but with the worgen priest, and golbin hunters and shamans it became 44-45 horde, furthermore the horde gained one more hybrid over the others. The reason is that the alliance recieves one less new combination than the horde gnomes become the only race with only 6 options, where as before they tied with tauren at five. Of course both problems could be fixed by one simple, yet dreadful act, giving gnomes paladins. I hate the idea as much as the rest of you but it would give back the balance. Now onto the lore.
Worgen - We've already discussed the worgen druids in the first post, with the whole ancient druidic order angle. So we'll move on. Worgen mages and warlocks are fairly common place in WoW at the moment just head to grizzly hills, there all over the place so this was expected by all players as was the warrior. Priest was on the fence but seeing as they are former Gilnean humans priest could be cursed, but i guess paladins can't. Rogues, seriously, if werewolves couldn't make rogues there would have been a riot at blizzcon and there would have been blood. Hunter's are even more common than mages and warlocks, again grizzly hills, but with this you get an interesting angle. Worgen were former Gilnean citizens, which could mean that some of them were hunter's before they were cursed. What if some of them weren't cursed? There you have human hunter. This could potential solve that human hunter lore problem we discussed earlier.
Goblin - Mages and Warlocks aka the smart classes, were required for goblins. Warrior aka bruisers, yeah there everywhere. Rogues, short races have to have rogues, its an unwritten law that dates back centuries. Priests like worgen could go either way but with that Giant statue outside of booty bay, Janeiro's Point, you can be surprised that they showed up, besides gnomes got priests why not goblins? Now onto the unexpected. Goblins are notorious for blatant disregard for nature, just look at stonetalon mountain. Based on this it was a bit of a surprise to see goblin hunters and shamans. Now the hunter is built for engineering with guns and ammuntion being made by engineers. Most hunters in fact are usually leatherworkers of engineers, which provide the best benefits to hunters. So If you stray away from the natury Feed-Stuff-To-Animals BM side of hunters you get the Shoot-Stuff Marksman and the Blow-Stuff-Up Survival hunters which seem pretty good for goblins, besides who wouldn't love to see a Goblin with a giant Rhino pet, or even better make mammoths tamable! Shaman one the other hand seemed less likely, but they do exist in game. Geologist and gemologist are normally a fusion between a mage and a shaman, but lean more towards the shaman angle with the whole rock stuff they shoot lightning and fire with a fire shield. Though they are not shaman in the spiritual sense they could be a new way to play a shaman, one through the intellectual side of things. From studying weather patterns and fault-lines. Harnessing the power of element from studying them not communing with the spirits. Didn't see that did you? Just like the idea of Golbin money religion changed the idea of the priest the geologist could change the idea of the shaman.
And that brings to a close this little foray into WoW lore i hope people enjoyed my insight into the topic.
Worgen - We've already discussed the worgen druids in the first post, with the whole ancient druidic order angle. So we'll move on. Worgen mages and warlocks are fairly common place in WoW at the moment just head to grizzly hills, there all over the place so this was expected by all players as was the warrior. Priest was on the fence but seeing as they are former Gilnean humans priest could be cursed, but i guess paladins can't. Rogues, seriously, if werewolves couldn't make rogues there would have been a riot at blizzcon and there would have been blood. Hunter's are even more common than mages and warlocks, again grizzly hills, but with this you get an interesting angle. Worgen were former Gilnean citizens, which could mean that some of them were hunter's before they were cursed. What if some of them weren't cursed? There you have human hunter. This could potential solve that human hunter lore problem we discussed earlier.
Goblin - Mages and Warlocks aka the smart classes, were required for goblins. Warrior aka bruisers, yeah there everywhere. Rogues, short races have to have rogues, its an unwritten law that dates back centuries. Priests like worgen could go either way but with that Giant statue outside of booty bay, Janeiro's Point, you can be surprised that they showed up, besides gnomes got priests why not goblins? Now onto the unexpected. Goblins are notorious for blatant disregard for nature, just look at stonetalon mountain. Based on this it was a bit of a surprise to see goblin hunters and shamans. Now the hunter is built for engineering with guns and ammuntion being made by engineers. Most hunters in fact are usually leatherworkers of engineers, which provide the best benefits to hunters. So If you stray away from the natury Feed-Stuff-To-Animals BM side of hunters you get the Shoot-Stuff Marksman and the Blow-Stuff-Up Survival hunters which seem pretty good for goblins, besides who wouldn't love to see a Goblin with a giant Rhino pet, or even better make mammoths tamable! Shaman one the other hand seemed less likely, but they do exist in game. Geologist and gemologist are normally a fusion between a mage and a shaman, but lean more towards the shaman angle with the whole rock stuff they shoot lightning and fire with a fire shield. Though they are not shaman in the spiritual sense they could be a new way to play a shaman, one through the intellectual side of things. From studying weather patterns and fault-lines. Harnessing the power of element from studying them not communing with the spirits. Didn't see that did you? Just like the idea of Golbin money religion changed the idea of the priest the geologist could change the idea of the shaman.
And that brings to a close this little foray into WoW lore i hope people enjoyed my insight into the topic.
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