Or turning em in opposite direction to open combat with some skills that require/required to hit from behind, or like just a psychic play to confuse opponent about ur position.
In our raid photo after my guild took Rag down the first time, our GM was bubbled, and I was lying next to him, dead after DIing him. Pretty much every guild photo, I was laying in front, dead, and someone was in a bubble.
With Distract ability, the use was to turn players and NPCs around to use other abilities that requires you to be behind the target to preform, I am not sure but backstab or ambush was only useable from behind back in the days. So that was one use.
damn, when Symbiosis was out I wanted to play a druid so bad but never got it high enough to try it... now I know what I missed out on... man that sucks!
I get they probably didn't do this because it would mean either extremely generic effects or changing how useful it even is to do based on builds but I'm surprised they just flat removed Symbiosis without trying to, like, simplify it first to only care about Class and not Spec because then, well, it cuts the number of spells needed to balance down to 20total instead of 58. The fact there is a lot of redundancies on the target but not a one on the Druid themself makes this feel like they were half way there.
Distract is HUGE. you are crazy if you say its useless or you just never played a rogue. Plus making people fall of the AV bridge back when that could kill a player was funny.
Mind soothe was never used very often mean while on vanilla wow "LF PRIEST FOR DIREMAUL PST, LF priest for BRD Ironfoe runs " lel Mindsoothe is op as fuck
the best thing was berserk and the vanilla troll priest extra skill aferwards all got antifear fromdwarfs but best was the -20% heal curse we got works on players and bosses with berserk and even green damage gear the best till lvl 60
My warlock still has a grand Firestone in her bags. When they removed the spell all the conjured stones were converted into basic white items with no description
I have to let you know something about sentry totem. For almost all of vanilla wow if you switched your view to the sentry totem it made your character stop falling. You'd literally just hang in the air until you swapped your vision back to your character. I used to use it going to the BRD and MC entrances. It was a bug but it was super useful.
Yea I remember some Horde PvP groups using this to exploit battlegrounds. Using Sentry Totem hopping, they would climb the wall inside their base while carrying the flag and there was no way to attack them.
Man, i literally was raging that this was not stated in the video. My fav totem by far, allowing me to jump from any height, any time. Thanks for enlightening these filthy casuals for me.
Christian Saunders crazy that I've played WoW vanilla > MoP but I never even knew this haha. Shaman was my main class. How did I never see a forum topic or comment in trade chat about this. I did PvP and never even saw someone abuse this. I'm logging on my shaman on a private server when I'm home just to do this!
@Steve Campbell it was always fun to use on the tank if you hated the group and were about to leave anyways because everyone was salty, or crappy.... simply say 'oops' and its all good... works wonders when the healer dies... and the rest of the group dies.... you costed 'OTHER' people gold :D i call that good wallet damage attack.
@Steve Campbell we had asshats, and 'elitest jerks' who basically got blacklisted on the server for being toxic in group settings. only stuff they could do was pvp because no one would let them raid.
8:21-9:19 One very practical aspect of sentry totem you forgot to mention was that, when you took the totems PoV, your char froze in place. That includes mid air as well. That ment, if you didn't have any kind of slow fall as a shaman, you could jump from w/e height and throw sentry totem just before you hit the ground (which ment your char hovered just above the ground), switch back to shaman PoV and land safely. SMART! Not sure if it was a bug or not though.
I remember playing the beta. During the first few days of the beta, when you died and ran back to your body there were undead in the mist. They would attack you and you could actual die, again, while you were dead, thus getting sent back to the graveyard. Hardly anyone remembers this as it was only the first couple of days of beta. It was enoying, not to mention bizarre. You want weird, that was weird.
Distract does work to split up patrol mobs in a group though still, it's only different because of how blizzard form the patrols now; it's usually 1 leader and 1 or 2 followers(it used to be 2 or 3 leaders each on their own patrol before as an example), if you distract or sap the follower/s, the leader will still walk away and after the distract ends or combat with the leader starts the followers will catch up. If you distract or sap the leader now, the followers will stand around waiting for them to move again. And I used to use distract in PvP a lot, especially in AV on the Alliance bridge to force them to ride off and take a bunch of fall damage, then jump down after them and kill them alone lol Great video though, and yeah Symbiosis for rogues was awesome in arenas
I remember one time in WOTLK when i came back as a ghoul and was the only one alive while Kelthuzad was almost dead. I ended up kiling him in ghoul form and dying but we finished it! it was amazing. I dont think i will ever forget that
@@thomasconley8178 Exactly. It could be used, when one tank died and you needed a few seconds for the battle rez without a raid wipe. Evasion + taunt saved a lot of boss kills for my guild at least.
Man I loved Symbiosis! It was so unique. To be fair that's what I think WoW could have more of, more class/spec synergies. So it really gives you more choices and things to consider. Shame indie dev blizz couldnt handle it.
It was unique, but as someone who did a lot of PvP during Symbiosis times, it was a FUCKING NIGHTMARE. Resto Druids were already good enough, giving them Ice Block and other shit was stupid.
I still remember always getting it from our resto druid as a resto shaman. He got a good healing boost from being able to cast Tranq in movement phases, while I got useless stealth in Ghost Wolf form in return. Didn't really feel like a symbiotic relationship. :p But still lots of fun!
Oh my god when you talked about Mind Soothe it reminded me of something I did during WoW Vanilla ! So I played druid, and I was part of the "BWL hibernation team" of my guild, we were a group of 3 druids that went to try and hibernate dragonkins in those huge packs after Vaelastrasz. And when you were talking about Mind Soothe you mentionned that a resisted spell counts as an aggression. And it was true for hibernate too ! Our hibernation team had to coordonate the hibernation so that if one of them resists, we can all retreat. But here's what I did : There was this boss, Ghaz'Ranka in Zul'Gurub (the one that you had to fish out of the water) that dropped a trinket. A trinket most considered trash, as it did only this : for 12 seconds, you'd gain a big magic hit score bonus. Of course, this was useless for casters as you want your hitscore to always be above the cap, not just 12 seconds every 2minutes, and useless for healers as you couldn't miss your heals... But I claimed it. When it dropped, I went : "+1 hibernate" and everyone was confused as hell. But then, I would use this trinket, have a huge hit score boost, and never miss my hibernates in BWL ! And soon, every druid in my guild started to want it for hibernate, and Hpriests for light cage, and so on ! Great times.
This kind of stuff is exactly what was so great about Vanilla. It was hard and it was chaotic, and you had to use whatever tools could prove necessary. Nowadays everyone knows what to do and they do it efficiently, and Blizzard makes everything clean, pragmatic and simple for us.
@@drivernephi2212 yes and no, in some "hard situations" like mythic raid, big mythic keys or 5 mask visions, you really need to use all the abilities of your class/spec, change talents, essences, even azerite traits sometimes, to fit the situation and handle the challenge. And i can tell you that people would don't do that won't progress. But for sure this chaotic/mac gyver feeling is not really here anymore, as there are less and less random things in the game
Actually way back in vanilla Sentry totem would stop your fall without taking damage. So you could jump from anywhere and pop up sentry totem before you fall and receive no damage.
Sentry totem was a very good pvp tool. You could keep an eye on an objective or choke point, while being somewhere else. It was a valuable scouting tool, but it was phased out since shamans hardly used it.
Since "some" shamans hardly used it. I use mine a lot (warmane) with far sight and it has this nice little perk that allows you to spot stealth units that got to close to it.
In my opinion abilities do not need to be used often at all. Having the option of something situational feels really good imo. Especially spells that are full of class flavor. Also I think that ability pruning in general is something really bad if it's just about an optional or situational spell or ability (that does not harm the experience somehow). If people don't wanna use it they will simply ignore it. If there is however someone that wants to use them, they can. If you remove the option to use it you do nothing but harm the experience for players who like these abilities since people who ignored them previously don't care anyway.
WoW players are so garbage XD It's no wonder the community is so toxic to one another. If 90% of the playerbase needs addons to just "play" their game right I don't understand this at all. As I started watching this video I thought that first ability was pretty neat and added a bit of needed complexity to the game.
Distract was one of the most useful and best spells for me playing rogue in Vanilla/BC times. Its not weird its clear what it does and it helps in every situation
It was also reasonable to run damped magic on yourself all the time due to fact you dont heal yourself and youll be mitigating any magic damage you take. So as long as you were going to be healed, it was reasonable to keep dampen magic on yourself.
Yeah, i used to keep that on me all the time when i was farming in dangerous areas. Also in pvp. As a mage you would have all these escape mechanics anyway (ice nova, blink, invisibility) so u did not care much about healing. You could always use first air anyway out of a fight.
3:58 Distract stopped players running and so could open up enough of a gap to get out of range, slow down a flag carrier train, etc. etc. Pretty handy in WSG.
I originally had Eyes of the beast in the video, but I cover it so much in other top10s about old abilities that I thought to leave it out and try to pick different things
not really sure why they removed it! so many fun ability that probly dont have anything to do with raid and pvp but they remove if so that we cant have fun ability to play around with the glyph ability we get now is abit less fun like hunter getting the firework ability...
Dragtox Pretty sure I remember right after Eyes of the Beast was removed a dev saying that it was a mistake - something they added broke the ability and since it was non-standard coding so deep and old in the game it wouldn't have been feasible to try to fix it especially as it was just a fun ability.
Cameron Butler yeah I even bought that tome from the vendor in the order hall - since it said „see your Trainer to learn this spell“ - and to see WHAT that spell is... yeah I was disappointed
He forgot to mention how sentry totem, used when falling (jumping down to molten core) would reset the fall damage counter. So if used right before you would land you essentially, take no fall damage.
gust of wind does that too, but often it's hard to not die anyway because you're being propelled forward so you can't completely control where you land.
Shadow word insanity - "only negatives for removing the dot" Uhhhhhh what? 1 Any pvp scenario where the target is low hp 2 target is about to Los and you need to refresh your dot any way, free dmg 3- Ally is about to soft cc a target and you want the dot off, - free dmg. 4- dots are about to fall off any one in bg an way, free dmg, reapply dot- arenas as well for overall dmg 5- it also allows you a time to throw out burst dmg if you timed it right lining up with dmg cds There was a few addons that would track the dot timer for you, not even much management.
as soon as he said that I immediately questioned him. Instant burst damage only has negatives.... themed perfectly to be used as an execute on trash. it changes your dot pattern yes but its not as crazy as he made it seem.
As I was watching the video, I have to wonder if he even played pre-WLK or just trying to stretch the length of the video. Yes Vanilla and BC had a few skills that were pointless, but a lot of niche skills had uses. Devine Intervention was not a useless out of combat skill. It was the skill that save your raid countless hours of running back to the raid boss.
I thought Dark Simulacrum would be on here, it gives similar results as symbiosis (dk can get any spell) and it used to work in pve too. I remember dks using it on the op fire mage npcs in ashran to oneshot enemy players with fireballs. Fun times :)
It always exciting to see the line "This can be copied by Dark Simulacrum" in a raid guide. There weren't many great legal targets for it, so it was always cool when there was something worthwhile. IIRC, the Dark Shaman encounter in Orgrimmar had a strong stealable spell.
Once i used it on a Paladin in BG an luckly he activate his "wings" dont know how its called in English. But as a DK with this skill you go on a totaly nuts killing spree!
3:53 distract was very important for setting up targets for sapping before sap's range was increased. so to say it has no cc potential, i dont agree with.
I miss Eyes of the Beast. I used to love controlling my hunter pet for fun, and would often use this ability for pulling LoS targets. Mostly, I used the ability for fun to follow people around as my pet. :D Also, I found Sentry totem useful in the Vanilla Alterac Valley. I would put the totem in a tower we had, and if someone killed it I got an alert. So even if I was not looking through it, I would know someone was there.
A little late but here’s a story. I was a Guildmaster during vanilla and my guild we would always try to think of ways to use abilities in odd ways. Eyes of the beast was amazing in MOlten core because a skilled hunter could time it right with a stealthed cat and pull a couple of the bosses with no trash being pulled essentially making for quick kills, you could also path certain bosses to fight in other areas. It was also great for soloing in Bc as you could round up enemy’s and bring them to you with a mage and volly/ice them down
EotB could be used to split trash packs while soloing too - you used EotB to pull a pack over a freezing trap (freezing one in place) then keep running until pet goes out of range / spell times out / you cancel the spell, then as the hunter again burst down the frozen target, pet should have despawned due to being out of range (otherwise it will die and you just have to res it later), you FD when the previously frozen target is down, the pack (which will be running back by now) resets, except now there's one less. Rinse and repeat. It was great for soloing dungeons at your own level, without having to be many levels above the mobs. Only problem was FD resists but these weren't too common in vanilla except on raid bosses. Or you could just use it to pull a whole pack away, run past where the pack was and FD then you're past the trash and you can get to the boss you want to solo quicker.
Symbiosis sounds so cool, and it perfectly makes sense within a lore context. Wish there was something similar to it currently, maybe to a lesser degree.
it wasn't that cool spells normally had a long cool down the ones that were worth it so it was like an extra pop a boss fight nice but not world changing
I remember distract canceling mages using invisible if they were on the aoe, also canceling someone taking a base on arathi basin and towers/graveyards on alterac valley
Symbiosis could be brought back in a form where it just gave the target one out of few abilities and gained you a buff based on it that's unrelated to the class of the target. Like if used on casters it would give healing touch, if used on melee it would give rejuvination, if used on healers it would give swift mend or something like that, and on tanks it would give barkskin. And it would give you a buff based on the role you used it on, like increased movement speed when used on melee dps, increased manaregen when used on healers, 5yd more range when used on rdps, and 10% dmg reduction on tanks. This would make it not break the game, but give you interesting choices in dungeons, raids and pvp. Like when speedrunning dungeons you might want to get that move speed and have additional instant cast hots from the target, but in raids you may want more manaregen, or in hard M+ dungeons your tank may need an additional defensive while buffing your resistance to group wide damage.
Symbiosis was the best thing ever. i would run 2's with a friend his feral druid and my unholy DK. he got death coil so if i went low i could pop lichborne and he could spam death coil on me to full heal me was the most overpowered thing ever.
Yeah, exactly why they got rid of it. I hated when druids would pop ice block or divine shield in arenas. So much self healing, mobility, and then an immunity on top of it. It was disgusting.
That only worked in the areas where water elementals did melee damage as frost, very rare considering just afterwards they changed 90% of melee damage to physical and not elemental. Thats why the Elemental aoe farm strat doesnt work in some patches after 1.12.1 and some do.
Early in Wow you could put 1 or 2 (I forgot which) points into improved Dampen Magic, the adds on the Ragnoros fight would only tick for 1 damage with that up. Made it a lot easier.
I can't remember what the values were in Vanilla, but I do remember the Amplify/Dampen Magic buffs being different values when I was using them. For example, Amplify Magic was something like +10 magic damage taken +15 healing received and Dampen Magic... whatever it was. Point being, there were more "general uses" if used correctly.
Pretty sure Sentry Totem was just there because warcraft 3 witch doctors had a sentry totem ability. It being an rts leaving something that gives you vision somewhere was really useful. A side note on Mind Soothe: druids had a similar spell "soothe beast" or something like that. It was basically what you think it was: a mind soothe usable on beasts.
hmm, i think they had hybernate or something like that to give some beasts a nap. And as a Hunter i miss my "scare beast" ability. God, i had a one more CC for lowskill ferals to troll.. that was a good time.. And priests got ability to shackle undead, idk if they still have it, but i believe they dont. That was a very usefull ability in PVP against DK's, cause their lichborne was a mind controll - fear CC break and immune for 12 secs, and it also gave them an ability to selfheal them with deathcoils, and while doing so, priests could put a shackle on DK, cause he was seen as an "undead" for that 12 secs, not a humanoid. OO, and also holy magic also everytime does crit dmg on undead targets, and pallys got ability somewhat like "heaven's wrath" which did some aoe dmg, but if the target was an undead, it got stunned for several seconds. So, as you may guess it worked on DK's which used Lichborne ability. ehhh... dont remeber if shamans and warlocks can still ban elementals (like mage and other shamans can summon, or in which restodruid transforms, when he becomes a tree. Yes, warlocks and shamans could cc that restodruid).
It was Soothe Animal. It reduced the aggro radius of beasts (only for the caster however). Situational, but had its uses and was a good flavor ability. Nice and druidy.
Sentry was really useful as it gave shamans 3 vantage points, where far sight had the perk to go tremendous distances, it could not detect stealth units. Sentry totems could if a stealth unit got to close to it
Touch of weakness when it was bugged and you could stack multiple ranks and then wand someone to proc 5x shadowed weakness + 5 chances at blackout proc. Hex of Weakness. Inner fire with AP. Original Berserking which was more potent the lower health you were at. Windwalk totem letting you pretend walk of cliffs. Farsight, and the silly control pet. Mindcontrol with all the crazy different mobs in the game that did sweet stuff, like the NPC outside alliance AV had a really op cleave, mobs in Botanica that would give your group like 160ish???? spellpower, fire resist buff in brd in prep for MC. Holy Fire being a billion second cast and actually being fire element for a brief time. Laughably bad Lightwell. Rolling Ignites during vanilla raiding, first ignite gets all the others added to it and it continues to grow. Find Treasure racial because booty. Magic Absorption, kinda weird. Curse of tongues and void form forcing languages on players. Can't think of anymore off the top of my head.
Not going to lie, I've been yelled at many times for using DI during times I shouldn't have. I remember 1 time we had gone into kara back in BC, and we had gotten to the first boss. I knew it wouldn't be an issue using it up, because it would be back up by the time we reached a boss where it might have been needed. So at the start of the battle I cast it on our healer who was solo-healing. He was so confused as to why he couldn't do anything, he thought something broke. We all had a good laugh though when someone told him to right click DI off.
I absolutely loved using Priest Stealth (Mind Soothe) back in the day. I solo'd dungeons back when that was much more difficult by skipping past packs and similar with it. I genuinely miss the utility of the spell.
need to make part 2 including vanilla priest human racial (feedback) which burned bit of attackers mana for 15 secs after activation, or grace of elune for night elves that reduced ranged dmg
I used distract A LOT when I pvp'd on my rogue. It's been a really long fucking time but it was actually very practical and when you get good with it it becomes one of those abilities that can set you apart from a burst rotation only rogue. Basically everything you listed in the video is true but came up a surprisingly large amount of time when the ability was in your thought process. Some people just didn't know about it too and it was hilarious when you used it on them. On more than one occasion I had people thinking their mouse or something was broken until someone told them what it was xD
I really have to say "Distract" has every right to be still in the game. I can so often prevent a moving grp of Mobs from running into our fight in M+ for example with "Distract", what no other class can do. Sure, in Raids it is not necessary a.f., Shroud isn't necessary there too. You can use it in PvP zu play around with enemies. You can use it while questing to turn around enemies so you can safely pass through or pick pocket. Additionally I don't understand, why Blizzard sometimes removes "not so useful abilities", because... you don't have to use them, but people often find ways to have fun with them, still.
Detect magic was a great ability to use vs locks with felhunters. You cast detect magic then follow it up with a poly so that when they dispel they dispel the DM and not the poly.
Mind soothe was useful in guarded areas. What I miss is the aggressive hunter-pet setting. You could use your pet as a sentry and move it to a chokepoint. You can still sort of do that with defensive, but it is not as effective. I suppose all the terrible hunters kept using it in the wrong places. The video is really well done!
it was really rough to deal with on pvp servers (zoning in to neutral zones, pet attacks opposite faction member and guards go ape shit on you) happened to me a lot in cata zoning in to hyjal
Aggressive pet setting was awesome for getting rogues out of stealth - set track hidden and pet on aggressive and it would automatically catch any rogues sneaking near you and smack them out of stealth before they could sap.
The Firestone is interesting concidering this: Demonology had a talent to improve it back in vanilla. It also had: Buffs to your voidwalker, a 30% dmg share, 10% Dmg reduction on the Voidwalker, Health buffs to you and your pet. Your voidwalker was a tank and the tree made you more tanky, while being able to resummon it. There is also: Searing pain. A *FIRE* spell which caused more agro on a low cast time. Out of place for a caster right? Well concidering that warlocks had the most stamina of all casters: Not so much. Items? Dungon set 1: gave you 200 armor. Like any other class. Same with D2. T1 however: Improved drain life? A buff to your pets health and resistance? T2? Same thing Set from AQ (weapon ring cloak)? a buff to pets *MEELE* dmg. A talent build could reach BOTH improved Searing pain in the destro tree AND Sould Link. It makes me wonder: Was the Vanilla Demonology WL designed to be a Tank? Tanking would look like this: You let your demon (VW) tank while healing it and casting searing Pain. Both healing and Searing Pain would give you agro. If your pet where to die: You'd get the agro and if you quickly react, you could sacrifice it to get a shield and quickly get a new Voidwalker. You would tank while Soul Link transfers dmg to the Voidwalker, untill it overtakes you in agro. Casting either searing pain or lifedrain. Actually quiet interesting. And the Idea that warlocks could tank is not too far off. Look at AQ40. Look at Illidan in BC. Look at Gruls lair first boss. It actually looks like WL could tank and Bliz wanted us to notice it. Just for fun, I punched talents into a Classic WOW talent tree and got THIS: 15% More Stamina (5/5) 20% better Health Funel (2/2) and 30% Better Voidwalker (3/3) Fel Domination (1/1) 15% more Stamina on Voidwalker (5/5) 4 second lower summon cast (2/2) Improved meele dmg by Voidwalker 20% (5/5) Demonic Sacrifice (1/1) Improved Firestone (1/2) 10% Dmg reduction on VOidwalker (5/5) 30% Dmg transfere to demon (1/1) DESTRO: 5% lower destro manacost (5/5) 10% chance to daze enemy (5/5) 5% more Destro crit (5/5) 10% more Crit on searing pain (5/5) ALTERNATIVE: AFLICTION 10% lower Resist on afli spells (5/5) 20% improved curse of weakness (3/3) 10% improved lifedrain (5/5) 70% chance to ignore cast reduction when being hit while channeling mana/lifedrain (5/5) 4% chance to get an instant shadowbold with lifedrain (2/2) This feels too smooth, too well designed to be just a coincidence. You can hit EVERY SINGLE tanking ability (with 15% firestone as an extra) in Demo and reach 2 abilities via other specs, which you could cast while being hit, making you either more tank OR get more agro. And you could even be used as a Spell Tank using a spellstone instead of a firestone. Overall: I will try to tank in Classic WOW as a warlock. My guess is: It is Better than the Enhancer Shaman Tank variant. It is WAY worse than a warry tank. And a worse than a druid Tank. But it COULD work. Interesting sidenote: Health funel costs no mana and the firestone turns your meele weapon into something which could build up more agro, in addition to the AQ dagger being a 1,5 attackspeed dagger: You could still tank without mana, so dieing of lifetapping wouldn't be an issue in clutch moments, when you are oom and the boss is at low %. Not to mention: Most bosses have Mana so you can use Mana Drain aswell. And with 2 Talents from the 4% insta shadowbolt to Manadrain: 30% of the drained mana will also dmg the boss. Races to tank as a WL: Dwarf for the Stoneform Orc for 5% pet dmg Troll for Reg and Berserking
I always figured Shadow Word: Insanity was supposed to be used at the end of the fight, so the DoT didn't need to be reapplied. Just a way to use up the last few ticks the DoT had left for a quick, last-moment blast of damage to finish the boss off. Of course, timing this accurately would be difficult...but the concept makes sense.
Insanity worked really well if you used it with pain only having 3 seconds left on your target. The extra damage was higher than that of the last tick even with the added gcd. It also made the rotation somewhat more interesting.
The original Lifebloom for resto druids worked the same way with our dots, except it didn't have the duration restriction. But that's how it was made effective. Keep it in your back pocket in case something happened but cast right as the HoT was falling off
Insanity could be useful in all kinds of situations - for example, burst damaging a remaining target when someone pulls an extra mob. The problem with this video is that they seem to be thinking purely in terms of single-target raid-boss damage.
The first one: shadow word death was added because priests were basically useless on quickly dying mobs. It was intended as a filler spell right before a mob dies, not for boss fights.
I never played a Shadow but the skill sounds really cool to me. Even as a rotation spell. You have to track your DoTs an use your skill as late as possible. With Hast its even more interesting. Miss that kind of spells so much in modern WoW :( In Rift you had something like 5 or 6 DoTs as Warlock and two skills to refresh all of them. But both skills had a 30 second cooldown and only if you refreshed your DoTs within the last 3 seconds you could maintain them over the full fight. If you had to move there was a emergency refresh mechanic... that was really cool gameplay *sigh*
I just remember being a holypala in pvp running for cover screeeaming in panic "REMOVE THE PRIIIIIIIIIIIIIIIIIIIIIEEEEEEEEEEEEEEEEEEEEEEEEEEEEST!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!"
I played affliction warlock with a disc priest in 2v2 at Season 7 in WotLK. Reached Gladiator because locks had drain mana and priests had burn mana, all we did was oom their healer and finish them off gg lol
I did a decent amount of arena when this spell was out on my druid and would constantly get yelled at by the other team member if i put sym on someone else. it was a very fun ability but caused some issues, lol.
I dont know if anyone said that, but I really appreciate that you go into the main topic right away. There is no 25 second introduction, no jumping around the topic. Everything you need is a title, and voila, the content starts right away. Thank you!
I remember being a dps DK at the time, and having any Druid use Symbiosis on me was great because I got the Wild Mushroom: Plague, which was soo good because it was incredibly annoying to spread diseases back then. Wasting time and runes applying both diseases to each individual enemy, or both to one and then Blood Boil to spread them only within 15 yards of myself, was annoying when DK at the time already felt slow and resource starved rather often. The Plague shroom cost 0 runes and 0 runic power, could be placed anywhere within 30 yards, and applied and refreshed both diseases to all enemies within like 10 yds of the mushroom, for 30 sec or so. It was very, very useful to not have to worry about spreading my diseases whenever I had Symbiosis.
Divine intervention was also used in WSG with an engineering hat to mind control an enemy flag carrier. You could then DI the flag holder and the flag would drop.
I remember when I first started raiding (back in Wrath), some paladin cast Divine Intervention on me as we wiped. I was playing my lock (my only high level toon) and I had no idea why I was in a bubble unable to move. I hadn't seen that spell before. Didn't matter in the end. I was too close to the boss and died as soon as I unbubbled. Still don't know why that pally chose me, though.
There was a player in my raidgroup who liked to troll others, he said to me "I will give you 1k gold to DI the main tank of the raid and cause us to wipe on last boss just as we're about to kill him lolol :D" I said sure lol and shortly after I caused us to wipe I got kicked from both the raid and the guild, I walked away with 1k gold, 2 happy trollfaces and 23 mad nerds lol
That 1 DK ability (i forget what its called off the top of my head) that you have to BUY at Ebon Hold where it's only use is exploding the corpses of mobs you've killed.
Earlier, Corpse Explosion did area damage Now its just a graphic effect to humiliate a player after killing him or just so you take a SS of a bunch of meat piles
Youre over complicating shadow word insanity. It's a pretty ok ability and has a definite purpose. Either burst in pvp, or detonating it at the very end of Pain to have only a 1 tick loss at 0 seconds and do some burst damage. Stop making content out of thin air. OH MY GOD THE MOST SKILLED PLAYERS?? Wooow they could wait until after 3 sec to do it?? That's crazy what a complicated and high skill cap thing to do!!
something people always seem to ignore is just how powerful vanilla spellstones really were in pvp. the highest rank removed all magic dots and magic cc and then also gave you a 900 magic shield. completely destroys any shadow priest or mage in a 1v1
Finally! Yes exactly! If you could get the 900hp absorbtions trinket, + the spellstone.. You couldn't lose \o/ I still use it on private server ;) The only Way to win against shadow priest..
Im so mad that they removed so many unique abilities that made you really feel like class you were playing, wow couldve used even more of those if you ask me, not less. I mean, a pala spell that sacrafices yourself for an ally? THATS SO FUCKING COOL. There shouldve been more class flavour, who cares if an ability isnt the obligatory "dmg,buff,debuff". That way of thinking turned wow into the streamlined boring piece of shit it is today. Give fire mages the ability to create a campfire, give druids the ability to grow a tree, why? What does it do? Its fun. What more reason do you need in a game?
Distract can be useful in PvP when you’re just out of reach of an enemy flag carrier. Throw the distract just behind them and it will turn them around. 99% of the time, they’ll also take a few steps in the wrong direction, straight towards you. You’ll need to use burst of speed or a perfectly timed sprint to get in position for this though, since you have to be in stealth to use distract.
nice video but i have an objection about distract. We used to cc mobs in dungeons before pulling in vanilla and tbc, mages and rogues were important because they could keep out of combat 1 mob of the pack plus the tanks couldnt take dmg from a whole group of mobs. If you tried sapping from the front side and you werent sublety rogue you would be found and that resulted in a wipe, so we distracted the mobs so we could go behind and sap safely.
Amplify and Dampen magic are great. They require skill and planing to use sure. But honestly for solo leveling dampen magic is great just as another buff,and amplify magic is superb when your in a part of the dungeon where there are mobs with no magic uses,so when you cast it on your tank he can benefit from greater heals. Although they were situational they were super fun to play around with.
I remember the ONE time our druid got to cast Symbiosis on me, when we were progressing Blade Lord Ta'yak. Stampeding Roar was really useful for the wind tunnel phase, lol.
Yeah I was in a hardcore pve guild as a balance druid when symbiosis came out. All I can say is that I was never allowed to use it on anyone but tanks. And there was a fight in Heart of fear where I was allowed to use it to get intervene to run faster when fighting Tayak. It was really cool, but ridiculous as hell.
The aspects were a lot more tricky back then Aspect of the Viper, reduces your dmg in 50% to replenish mana (back when we hunters had mana and ammo) Aspect of The Beast... I'm sure it had another effect but it made you untrackable by hunters and anyone using tracking potions The good old Aspect of The Hawk to increase your range damage Aspect of The Cheetah, 30% more running speed until you cancelled or anyone damaged you And the infamous Aspect of The Pack, everyone had the running speed boost but also got dazed if attacked while this was active
19:21 as a warlock main, i really really miss symbiosis. that and the glyph of demon hunting (gave demo loks a tank form) made warlocks actually some of the best tanks in mists (the lock tank form had so many damage resisting effects and self healing, especially with symbiosis) i normally asked for symbiosis from a balance druid since it gave them a defensive cd in exchange.. since most druids didnt bother memorizing the chart and just forgot the ability existed, i usually got it. also... "Dark Apotheosis" (glyph of demon hunting) should be added as a weird ability if you havent already cuz warlock tanking.. lol