World of Warcraft
Post

Subject:

  •  

  • You are not allowed to post in this station
  • You can make new forum topic(s).

    New forum topics are accrued every minute(s) up to a maximum of topic(s).

Message:

Help keep these forums a fun and safe place for everyone - please report any Code of Conduct violations you see, including:

  • Threats of violence. We take these seriously and will alert the proper authorities.
  • Posts containing personal information about other players. Physical/email addresses, phone numbers, and inappropriate photos and/or videos.
  • Harassing or discriminatory language. This will not be tolerated.
  • In Response To:
Grug
  • USEast
  • 50. Re: Health Globs in Battle Arenas   10/24/2010 12:09:37 PM PDT
It seemed to me that while Teleport allows for fast movement, it also has the lowest range and the least combat utility of the movement powers. It allows you to jump one screen away, while other classes could go farther. Witch Doctor's Spirit Walk made you effectively invisible and untouchable while increasing your movement speed. A fun thing I did was spirit walk right up to someone and use Horrify to make them run, applying Locust Swarm and throwing firebombs. The Barbarian's sprint power made him move very quickly and leave Whirlwinds behind, allowing to cross the whole map quickly.

Personally, while the Wizard's teleport had too short a cooldown, I can see why a PvP wizard would use it often and not always have it ready when the globes appear. Needs work, but not the horrible game breaker everyone thinks it is.

The globes themselves are so players with skills and traits that affect health globes aren't elft high and dry. For example, the Witch Doctor would gain extra spell power after gaining a health globe.

Q u o t e:
Friend: Trolling the forums?
Grug: No, Controlling the forums.
Blizzard Entertainment