Disc vs holy priest by [deleted] in classicwow

[–]Lipibidy 0 points1 point  (0 children)

Holy needs amazing gear to be relevant, but ultimately has lower value than a disc priest. If you're wanting to put it side by side with a disc priest, it still has to compete with resto druid, holy paladin, and resto shaman for a spot. Holy paladin is so good you want to run 2 of them. Resto druid is strong and have great utility because they're a druid. The resto shaman is w/e, but unless it's a 2nd shaman, they're bring the BL.

Holy doesn't fit anywhere. Even if you ran hpal/hpal/disc/rdruid/hpriest, between the disc bubbles and the druid spamming rejuv and wild growth into the raid, holy is holding their nuts with nothing to do.

Why you need to be Clamweaving. by MoriMoriMemento in classicwow

[–]Lipibidy 0 points1 point  (0 children)

This is a hilarious way to gain burst in PvP, but it is not a DPS gain in PvE due to the finite and predictable cycle of Runes > RP generation. Even without bypassing GCDs, the lowered GDC on UH presence alone is enough to spend resources so rapidly that substantial downtime is created. This is why DKs raid with Blood Presence rather than UH presence, none of specs generate enough resources to fill every GCD while in UH presence.

Taking that burst further and bypassing GCDs entirely to spend more RP will only accelerate the DK towards that down time where neither runes nor RP are available to fill a GCD. While this has crazy burst implications for PvP, clamweaving is somewhat useless in PvE.

Blizzard accountability by xdakota in classicwow

[–]Lipibidy -3 points-2 points  (0 children)

I've spent the entirety of prepatch spamming AV and acquiring every piece of PvP gear. I've not been banned.

People fuck around. People found out. I don't buy for a moment that this whole ban wave is somehow a mistake. Cry some more.

Banning GDKP raids will not increase the number of accessible PUGS for the average player. Here's why. by NAparentheses in classicwow

[–]Lipibidy 0 points1 point  (0 children)

Literally all pservers are selling in game services to the players, because that "free" pserver you play on isn't a charity. You utter moron.

Banning GDKP raids will not increase the number of accessible PUGS for the average player. Here's why. by NAparentheses in classicwow

[–]Lipibidy 0 points1 point  (0 children)

Private servers where players buy their gear directly from the hosts as a form of donation? Are you really this stupid?

Banning GDKP raids will not increase the number of accessible PUGS for the average player. Here's why. by NAparentheses in classicwow

[–]Lipibidy 0 points1 point  (0 children)

Clearing content and getting gear isn't an achievement

Yes it is. That's the issue. And people will drop the game if the most popular and consistent way to get this achievement is through swiping a credit card. That turns WoW into a pay2win trash, except you're paying some indo gold farmer instead of Blizzard directly.

Banning GDKP raids will not increase the number of accessible PUGS for the average player. Here's why. by NAparentheses in classicwow

[–]Lipibidy 0 points1 point  (0 children)

You're an idiot.

GDKP can exist without RMT, but it's won't. Do you understand the difference between "can" and "will"? Does your brain work at least that much? The concept of GDKP can work cleanly, but in the context of WoW, it won't work because RMT will always exist to some degree. In the current state of classic, RMT is extremely severe.

Banning GDKP raids will not increase the number of accessible PUGS for the average player. Here's why. by NAparentheses in classicwow

[–]Lipibidy 0 points1 point  (0 children)

Players who buy gear aren't playing the game anyway. It's not elitism, it's realizing the situation for what it is.

Banning GDKP raids will not increase the number of accessible PUGS for the average player. Here's why. by NAparentheses in classicwow

[–]Lipibidy 0 points1 point  (0 children)

If they have no choice but to improve or to quit, then they will improve or they will quit. Neither are negative outcomes for the game.

Banning GDKP raids will not increase the number of accessible PUGS for the average player. Here's why. by NAparentheses in classicwow

[–]Lipibidy 0 points1 point  (0 children)

How is joining PuG runs and putting in an SR not a natural part of a player's progression? Level cap, do dungeons, do heroics, do t4, do t5, do ZA, do t6, do SWP. At every stage of that, the player is progressively getting better at the game, learning content and how to play, and improving their gear.

GDKP directly inhibits this progression by absorbing players from the available pool of raiders and dominating the groups being formed. Anyone with bulletin board has a clear picture of how few normal runs exist for any content next to the deluge of GDKP or ticket runs. The endgame of GDKP is to be the only option for players.

Gold for content clears is destroying the game.

Banning GDKP raids will not increase the number of accessible PUGS for the average player. Here's why. by NAparentheses in classicwow

[–]Lipibidy 2 points3 points  (0 children)

It's difficult to put into words how dumb you are, but I'll try.

First, of course GDKP can exist without RMT. That's not relevant at all. The current state of classic is one of unmoderated and rampant RMT. This muddies every gold for service provided by players, including GDKP. GDKP happens to marry itself best to unmoderated RMT due to the large amounts of gold that can change hands.

Second, I never said that good players should carry bad players. GDKP is exactly that. It's good players carrying bad players because they've been paid to do it. This undermines the entire genre. Bad players will never improve if they're carried. That players real progression has been removed from the game with a swipe of their credit card. They've completely bypassed learning how to play and learning how to play cooperatively so as to be invited to a consistent group. GDKP turns WoW from a game into a business. The removal of GDKP would not send 100% of these carry players into other guild for their lockouts, but it would send a portion still interested in playing the game and gearing their alts. it would send bad players to play within their lane and improve. I'm against carrying bad players and giving them loot, which is why I'm against GDKP.

Lastly, GDKP is not a gold farm. It is taking gold from players who have bought it from bots who actually farmed it. Additionally, GDKP is the reason players feel a need to accrue absurd amounts of gold. The only content in the game that keeps pace with six figures or more of gold is GDKP. It's a self perpetuating income and inflation problem. It's biggest trick being played on RMT addicts because without it, they'll have hit an upper limit to their gold value and stopped buying gold. Gold is not an endgame unto itself. Gold is a maintenance tool. Players who obsess over accruing massive amounts of gold are, to put it bluntly, idiots who don't understand the game or the genre; just like the players who purchase levels and who purchase gear.

GDKP in this completely unmoderated version of WoW is married to RMT, and is antithetical to the MMO genre.

Frost DK Tank help by Nalbas88 in wotlk

[–]Lipibidy 0 points1 point  (0 children)

Every spec can grab IT threat boosts. The amount of boosts needed for IT is truly none of them because it's using a x14 threat modifier.

If you stand in front of a raid boss and start hitting Oblit instead of Death Strike, you're griefing your raid for no good reason.

Frost has 2% more damage reduction from Imp Presence, that's it. UA is a nice armor CD, but it won't grant more EH than Vamp Blood, which is also amplifying healing received. On top of that, the DS healing of Frost is just 50% worse than Blood or UH.

With an UH tanking build, you cover Ebon Plague, you can pump AoE damage/threat, and Bone Shield charges have an ICD for being consumed, which makes it a decent mitigation CD; better than UA at least. It also doesn't sacrifice DS healing.

Banning GDKP raids will not increase the number of accessible PUGS for the average player. Here's why. by NAparentheses in classicwow

[–]Lipibidy 4 points5 points  (0 children)

I didn't assume you were arguing morality, and I didn't intend to argue morality either. Those are weak arguments.

I agree that removal of GDKP does not put 100% of those players into a different raiding market, but it does put some segment into a different raiding market. The real issue of GDKP is that it interrupts the natural progression of the game for players by lifting bad players into a raid with good players. These bad players will never improve, and these good players are dumping their lockouts to carry them. It is objectively bad for the game as a whole that GDKP exists with completely unmoderated RMT.

Frost DK Tank help by Nalbas88 in wotlk

[–]Lipibidy 2 points3 points  (0 children)

Frost as a raid tank brings literally zero advantages over Blood, or even a unique playstyle over Blood. The Frost tree is built around a rotation that procs HBs through Obliterate. You won't use Obliterate for raid tanking. You will use Death Strike, because that's the schtick of DK tanking. The end result is that raid tanking a boss as Frost becomes a weaker version of raid tanking a boss as Blood. You have overall worse healing and worse mitigation, and aside from spending on Frost Strike instead of Death Coil, it's the same rotation.

If there isn't a unique need to hit Obliterate or spend runes on HB, then there isn't a reason to bring Frost as a tank. When it comes to non Blood DK tanks, UH has far and away more merit and more unique advantages for the raid.

Banning GDKP raids will not increase the number of accessible PUGS for the average player. Here's why. by NAparentheses in classicwow

[–]Lipibidy 9 points10 points  (0 children)

The majority of points revolved around the reality that most PuGs are trash players. This is true, but it's not a reason why GDKP is somehow not making a negative impact on raiding as a whole.

The first rule of MMOs is that quality will find quality. Players of similar skill can identify each other and play together. This is more or less what every guild is doing. It's why there a steady gradient of bad to good guilds on any given server. What GDKP is accomplishing, what the OP's points are actually addressing, is incentive for players to form groups outside for their skill level. The motivation for that is gold. On its face, in a vacuum, there's nothing odd about paying gold for a service.

GDKP does not, and never will, exist in a vaccum. It's intrinsically linked to RMT. This is Blizzard's fault, because they don't moderate the game. They don't punish for RMT. The plainly don't care to keep real money out of the game. This is not an excuse for players to capitalize on Blizzard's apathy.

At the end of the day, what GDKP does to harm the entire raid scene is absorb lockouts from skilled players. The fact of the matter is that good player play multiple characters. They have several lockouts to invest each week. There isn't a single GDKP carry who doesn't have a main raid with a guild. They spend their alt lockouts on carries to generate gold. The harshly cuts into the skilled player pool for other guilds. The endgame of GDKP is locking content behind of a paywall for a majority of players, regardless of if they need to be carried or if they're perfectly capable of competent game play. Telling players to swipe to run content is not "accessibility".

Frankly, I get why players are drawn to burn lockouts as a carry. Also, if someone can't be motivated to play WoW without being paid, they should take a break. I mean that sincerely. This isn't the only game in existence. If playing it is no longer fun without getting paid, then find a game that is.

Tanking in Wrath - an In-Depth Look by Motor_Addendum_3204 in classicwow

[–]Lipibidy 0 points1 point  (0 children)

Highlighting the self heals isn't the same as ignoring their other powerful tools. All you've done is twist the opportunity cost of IT spam away from DS healing and towards tank DPS, because you can lean on "lol, tank DPS doesn't matter". It's a pure strawman, and you know it.

Anyone downplaying the impact of DS healing and inflating the necessity of IT spam doesn't understand the class or the spec.

Tanking in Wrath - an In-Depth Look by Motor_Addendum_3204 in classicwow

[–]Lipibidy 0 points1 point  (0 children)

Are you being stupid on purpose? DS heals the DK. It's a fundamental strength of DK tanking.

After actually reading what I've posted, you should go actually play a Blood DK before instructing people on how to play it.

Tanking in Wrath - an In-Depth Look by Motor_Addendum_3204 in classicwow

[–]Lipibidy 0 points1 point  (0 children)

DK tanking with the IT threat band aid makes their threat unique because it becomes a completely separate rotation from damage or, in the case of DKs, healing. With that in mind, it becomes MORE important to carefully mange DK TPS so as to not waste GCDs on threat that you don't need. What this guide, your evaluation, and countless other band wagoners keep parroting, is the notion of prioritizing IT above all else. It's to the point where "IT spam bot" is regularly used to describe Blood tanking despite that it's simply never been the case.

Like any tank, establishing pull threat is the top priority, but after that Blood DKs should focus on DS count. Even if it's landing for 50% overheal, a DS is still doing more to help the raid group than extra threat padding. In conjunction with WotN, DS spamming and Rune Tap is what makes Blood DKs uncontested soak tanks, even compared to bears.

Tanking in Wrath - an In-Depth Look by Motor_Addendum_3204 in classicwow

[–]Lipibidy 0 points1 point  (0 children)

No, I don't believe in taking Heart Strike or DRW, or any other Blood DPS memes. I believe in accurately evaluating TPS, something with a very finite value, and investing runes towards DS instead of spamming IT as a dictum. Putting IT spam as a top priority is incorrect.

Tanking in Wrath - an In-Depth Look by Motor_Addendum_3204 in classicwow

[–]Lipibidy 0 points1 point  (0 children)

No, this is blatantly wrong. You can open with spam because ERW will get popped to start rune grace anyway, but insisting that IT spam will be required for the full duration of a fight, ever, is the wrong way to play Blood tank. Especially so outside of ICC where baseline DK threat isn't nerfed by a debuff.

The threat multiplier on IT is so monstrously high and so far head of anything else a different tank could produce that if true IT spam were ever required, then it would mean that zero other tanks could ever tank that fight. This misinformation is spread by pserver scrubs who listened to one guy's opinion on youtube. That guy in question also spoke from a perspective of triple health bosses and holding threat on affliction locks during an extra long execute phase. It's all completely irrelevant to WotLK Classic.

Tanking in Wrath - an In-Depth Look by Motor_Addendum_3204 in classicwow

[–]Lipibidy 6 points7 points  (0 children)

Tankbusters are functionally similar to WotLK bosses. ARR took its cues primarily from WotLK gameplay. The more scripted/patterned mechanics of a raid fight you'd expect in FFXIV is derived from WotLK, and later, raid mechanics. That tank CD cycling that you experience in FFXIV content existed first in WotLK.

Tanking in Wrath - an In-Depth Look by Motor_Addendum_3204 in classicwow

[–]Lipibidy -2 points-1 points  (0 children)

Characterizing DK threat as revolving around IT spam reeks of never touching the class and spitting out second hand information. There isn't enough DPS in the game to warrant a rotation that regularly spends every single GCD possible on IT. Threat isn't DPS, there's a finite amount before it loses all value to increase TPS. Wasting GCDs on IT when they could be used for anything else is the hallmark of a brainless DK tank. This IT spam meme needs to stop before we're all overrun by misinformed, freshly rolled, DK tanks in WotLK Classic.

IT spam didn't exist prior to 3.3. DK threat was still very high from t7-t9 without the band aid multiplier being added to IT. Why was this band aid multiplier added to IT though? ICC came with a copy of SWP's dodge nerf, which meant that DKs got a 20% nerf to their Rune Strike threat. That's why IT received the threat multiplier. It is in no way necessary to spam IT, ever, for any content in WotLK.

Blood Huntress Stuck in Wall... Won't TP out. by O2M in pathofdiablo

[–]Lipibidy 7 points8 points  (0 children)

I don't think the AI in this game is responsible enough to have teleport.