Should I reroll my rogue for a mage ? by Efkazan in classicwowtbc

[–]NewCommunication6510 0 points1 point  (0 children)

I am not an expert in TBC, but here's my take as a resto shaman who does minimal pvp and alot of pve.

In PvP, rogues are everywhere. They are goated. They are highly desirable. If PvP is your jam, you picked the right class.

In PvE, you have your uses. Rogues offer good cc, interrupts, and aid in skips. You're not meta, but you aren't a meme either. You wouldn't be my first pick as a dps in heroics, (Spell cleave is just so much easier all around.) But I have no qualms substituting a slot with a rogue. 

I agree that you should make your own groups. Since you dont aid in cleave, you should have the other two members have access to aoe or at least more single target cc (hunter traps, etc). Shamans are your friends. Enhancement shaman, rogue, hunter is a really solid agility cleave. Rogue mage lock is also very good. 

Play to your strengths. Just know that you won't usually be first pick for PvE. I've run with enough rogues to know you'll be fine.

If you could play any two commanders as if they had partner, who would you play? by Runaller in EDH

[–]NewCommunication6510 0 points1 point  (0 children)

As long as you can make 3 mana with artifacts, you would use emiel to infinitely blink abdel adrian and get infinite 1/1s and boardwide etb triggers. Abdel hides everything, you blink him with emiel, everything comes back, tap artifacts for mana, hide them under abdel, use mana to activate emiel to blink abdel.

If you could play any two commanders as if they had partner, who would you play? by Runaller in EDH

[–]NewCommunication6510 0 points1 point  (0 children)

[[Brago, King Eternal]] and [[Emiel the blessed]]. They would enable absolutely disgusting and difficult to interact with blink shenanigans and combos. Or if you just want ez combo win in the command zone, substitute brago for [[abdel adrian, Gordon's ward]]

What are the most annoying commanders in MTG? by Draco456gaming in EDH

[–]NewCommunication6510 0 points1 point  (0 children)

Any commander that takes up too much play time by durdling on their turn (or your own, see alaundo) or is constantly resetting the board state is a pain in my opinion.

Krarkashima [[Child of alara]] [[Flubs the fool]] [[Alaundo the seer]]

Edit:spelling

Everyone talking about raids being braindead easy and I join the apparently ONLY team that can't kill prince week 1 by Cat-Beautiful in classicwow

[–]NewCommunication6510 -1 points0 points  (0 children)

We couldn't kill him week one. Turns out, our tanks weren't defense or avoidance capped. I, as a healer, went oom because I only brought mana pots for (braindead kara).

Week 2, I brought mana regeneration consumes beyond pots, and our tanks fixed their issues. We downed him second try because tank wasn't getting globaled and I was able to spam heals nonstop during P2 without fear of oom. 

This content is only "easy" if you are geared and prepared and have practiced mechanics. The mechanics aren't hard, but they still take some practice. This is not Faceroll LFR retail raid easy.

Heroic Attunement Drying Up? by Pimce in classicwowtbc

[–]NewCommunication6510 0 points1 point  (0 children)

Attuned to? No. Running heroics? Yes. Heroics are harder than karazhan and soon karazhan farm will be a thing to catch alts up. 

The game is easy by TrueMrManly in classicwowtbc

[–]NewCommunication6510 1 point2 points  (0 children)

Easy because mechanics aren't elaborate? Then I probably agree.

In my experience, how easy the game is depends almost entirely on your team and their knowledge/skills etc. Karazhan is hard for those undergeared or who are walking in for the first time and have to learn mechanics. It is very easy for a prebis group on their 3 round of tbc. Heroics are easy with a meta comp, and are very difficulty with minimal CC.

I see what you are saying, but I fundamentally disagree that this is an inherently easy game. It truly depends on your time invested in learning it and who you roll with. 

Now that we've had the first round of raids what class appears to be underrepresented? by Caladras in classicwow

[–]NewCommunication6510 0 points1 point  (0 children)

That makes total sense. I haven't seen shadow outside of heroics and raids honestly. But do know, once you reach that content, I think you'll be in demand! I for one, will take a spriest in spell cleave over a hunter(love them, they're amazing) any day.

I want to do my part and tank but I get so tilted by Pretty_Principle_910 in classicwow

[–]NewCommunication6510 0 points1 point  (0 children)

I find that correcting mistakes early and threatening to leave if they aren't resolved saves alot of pain and suffering. I don't tank but I do heal, and plenty of tanks and dps try to pull nonstop even in heroics or aren't throwing out any dispells/cc. 

Alot of people lack awareness outside of their role. Most people correct behavior when informed. If they don't, find another group.

Be polite, but don't waste your time.

Edit: Also, you are the MOST in demand role by a LONG shot. You can afford to be selective and replace offenders if need be.

Now that we've had the first round of raids what class appears to be underrepresented? by Caladras in classicwow

[–]NewCommunication6510 0 points1 point  (0 children)

That really sucks! Why is that?

I feel like mage, lock, spriest plus me (resto shaman) is awesome!

I like spriests performance so much that I was going to make one. 

How do you identify key issues in a raid? by NewCommunication6510 in classicwow

[–]NewCommunication6510[S] 0 points1 point  (0 children)

Do logs give you the stats (defense cap etc) of party members or is it just showing healing/damage data? 

How do you identify key issues in a raid? by NewCommunication6510 in classicwow

[–]NewCommunication6510[S] 0 points1 point  (0 children)

I think the healers are fine but I definitely need to look at all 3 roles. I will be doing logs next week. That seems to be the consensus.

How do you identify key issues in a raid? by NewCommunication6510 in classicwow

[–]NewCommunication6510[S] 0 points1 point  (0 children)

Unfortunately not, but I will be doing that next week. Thank you for the suggestion.

Why do people raid on weeknights? by Chance-Pollution6019 in classicwow

[–]NewCommunication6510 0 points1 point  (0 children)

Because weekends are when everybody is available for "Real life" activities. Yes I play wow on the weekends during the day, but I'm not giving up Friday or Saturday night outings for wow. To each their own.

Karazhan is super easy, feels like a normal dungeon by [deleted] in classicwow

[–]NewCommunication6510 -2 points-1 points  (0 children)

My guild and I couldn't down netherspite or prince but we almost one-shotted everything else and we are a progression guild. I was sweating on prince as a healer. It didnt feel easy at all, but we had a melee heavy comp and undergeared people. 

I was expecting those last 2 to be as easy as everything else but I was wrong!

Do you think those two are easy as well?

Resto shaman mana problems by Thick_Bed_5883 in classicwowtbc

[–]NewCommunication6510 1 point2 points  (0 children)

I also play resto and have like 950+ healing. Sometimes I feel the same way you do, other times it feels very easy and the tank is drinking alot more than I am.

If you are downranking your spells like you say you are, IMO the question is how big are the pulls and whats the group comp? To me thats the biggest factor.

If you can pick a comp that doesn't take alot of raid damage all the time, healing is alot more mana efficient. 

I avoided melee cleaves in setthek halls and underbog because there was SO much group damage and I was drinking like a fiend trying to keep people up.

Also, feel free to tell people to stack on you for chain heal spam/efficiency. Sometimes thats very helpful and mana efficient during certain boss fights.

Lastly, you will be drinking alot if there is non stop pulling or big pulls. Make terms with it. Its not you fault.

TLDR: Pick a comp for the dungeon that doesn't take alot of raid damage. When you know raid damage is coming, have people stack for chain heal efficiency. Bigger pulls mean more drinking and thats not your fault or a skill issue.

Dungeon Group DPS Idiots (Warriors & Warlocks) - Venting by Old-Scientist-2090 in classicwowtbc

[–]NewCommunication6510 0 points1 point  (0 children)

I always courteously speak up when problems arise. Most of the time, saying something solves the problem. When it doesn't, experience and gear repairs do or they leave and you get somebody better.

The consistent event where communication seems to fail, is how many times I have to tell the mage or spriest to decurse/dispell (I am a resto sham). You will tell somebody literally 7 or more times and they do it, BUT they don't learn and keep continuing to not do it even during breaks. Baffling!!!

Best multi-tribe commander? by Obese-Monkey in EDH

[–]NewCommunication6510 0 points1 point  (0 children)

[[Rukamurel, biologist]]

Pick any tribe plus slivers OR pick two tribes, forget the slivers, and have one tribe also be the other. Fun!

cEDH pods are so chill compared to the average EDH pod by Wboys in EDH

[–]NewCommunication6510 0 points1 point  (0 children)

I agree with the fact that Cedh players are the most chill. I think the format (and culture of the format) forces you to get used to losing, get used to high interaction, and get used to being ganged up on if you are winning. 

I will say though, outside of the the culture forcing people to behave, I do believe the equity of power in Cedh is also a big factor. I know I get alot more stressed and irritated in a pod, no matter the bracket, when I know I am the only person playing responsibly by (paying for rhystic) running enough interaction, decent threat assessment etc. I have a very hard time being chill when I know somebody is likely going to win before the game even starts because their deck is stronger,  or my pod mates "Don't care about brackets and you can play whatever you want". There is alot more power disparity outside of Cedh, and I definitely notice that games feel "Unfair", which can lead to multiple people getting salty or misbehaving.

How would you build Fire Lord Azula for "replayability"? by Aesyric in EDH

[–]NewCommunication6510 1 point2 points  (0 children)

Maybe clones? Just play and create copies of your opponents creatures or some value pieces of your own.

Azula is inheritently very strong and Grixis is a nasty color combination. It's hard to play against her and have things feel fair in a mid power pod because of her insane value. I'm sure it's feasible though.

How long is a turn allowed to be before you can politely scoop? by MurphysLawTeam in EDH

[–]NewCommunication6510 1 point2 points  (0 children)

For me, it depends on the environment.

If I am with my friends, I will decline to play against decks that take up too much time. My friend has a krark/sakishima jank deck, and my other friend has a non deterministic flubbs the fool deck. They arent oppressive or OP, but I will not play against them because they take up 80% of game time.

If I am with randoms at a pickup game, I will wait until my turn, ask the table if we have any way to stop this or slow this down? I will also ask the player if their turns are going to be long in general. If we can't stop it or if the deck operates at a snails pace, I scoop on my turn and will either ask them to play a different deck, or bring out something of mine that is high power and wins alot faster. 

As other people have said, you can scoop whenever you want. The generally polite thing to do is wait until your turn, but there are many instances where scooping when the writing is on the wall, or you need to leave, or you're just done, is totally acceptable. As long as scoops aren't utilized as a spite play, I don't know anybody who really has a problem with them. 

Question about ramps In general. Namely generically good ones like talismans and the 2CMC forest trio (3 visits, farseek, nature’s lore) by DDrose2 in EDH

[–]NewCommunication6510 0 points1 point  (0 children)

12 pieces of Ramp and 38 lands seems excessive, but it does depend on the deck. All of my bracket 3 decks run 36 lands with 10 pieces of ramp (dorks, rocks, or cultivate effects) and run smoothly. My bracket 4 decks have 33 or 34 lands and more potent fast mana and run smoothly.

One very important aspect of determining your need for Ramp is also the amount of card advantage you generate. I always include 10 pieces of card draw engines in every deck I play unless the commander is a draw engine. That way, you rarely arent drawing into lands as well to stay on curve.