Devook said:This from someone who has never played on live so would have no idea how much one's playtime on live affects one's experience in WR.Raherin said:Your playing on live matters nothing on WR. The necro class has been changed hugely in their "balance" issues. Chances are your live experience is only going to lead you thinking you are expert in your class regardless of your new environement change.
Still a cop-out. When your snare lasts a minute and a half and it takes about 15 seconds to catch up to a mob and cast a spell, after fear you get about 3-4 spell attempts before you have to recast snare. To be safe you should use up one of your previous spell opportunities to cast it about 30 seconds early in case it resists and you have to catch up again and cast. That means snare -> fear -> catch up -> dot 1 -> catch up -> dot 2(or dot 1 if resisted) -> catch up -> recast snare -> start over or if resisted -> catch up -> try snare again -> start back at fear. All "keeping on your toes" does is make you burn down all your mana to make sure that your mob doesn't disappear, but you spend so much mana snaring early that the mob is no longer worth fighting.dbum said:FYI - keep on your toes referred to re-snaring the mob before it wore off - which is why that last sentence was separated from everything else (to maintain context).
LOL @ the first part. WR is NOT Live. I am sure you know that but your first response seems to state otherwise. Just because you were able to play a certain way on live does not translate that you will be able to play the same way on WR. So take a step back, forget the details about how you played on live and deal with playing on WR.
And how is being on your toes by recasting early a cop out? Would you say the same to the chanter, bard, or wait, even that rare necro that has that add mez'd? Would you have them wait for mez to wear off before they remez or would you prefer them to recast early so that it stays out of the frey until ready? By your definition - doing ones job is a cop out in that situation. And while in a group that is your role and mana is less of a concern, what about if there are 5+ adds? The same holds true for solo'n - just that you have to cover every angle yourself.
In the end though, I will throw my support to your effort to further trivialize encounters and make mobs more susceptible to fear kiting so that there is little to no chance that anything bad might happen.