I can just imagine the duels back in the days: -Hey man good duel, let's duel again ill get you this time! - lol sure thing bro, just wait for my CDs to come back up - ok, how long ? - like 1 hour
I dueled a lot outside IF and GS in vanilla. There was a of of waiting around for 5 or ten mintue cooldowns to reset. No one would wait around an hour tho.
It was also kinda tryhard to pop big cds in a fun duel kinda like potting you know , world pvp however man there was no honor man you did what you had to do to survive ain't nobody got time to spiritwalk
Early Wrath, they lowered the Lay On Hands CD to 20mins... If you still had the 4 piece Teir 3 from Vanilla Naxx, the set bonus reduced it by 12mins, there was a Holy Talent to reduce it by 5mins and the was a Glyph to reduce it by 3mins... For a short while there you could have a No Cooldown Lay On Hands... Blizz hotfixed it after guys were cheesing Immortal runs in Wrath Naxx
The paladins in my guild in vanilla would love using their divine intervention cooldown since it saved them a repair bill on wipes. Also, if no paladin loot dropped on the last boss of a raid, they would all pop it to show their disappointment.
now, if he doesn't release a whole video on Ritual of Doom, I'll have to be mad. edit: to be fair, though, the ability was mentioned numerously in hiruma's other vids. of course.
Ritual of Doom had a 24 hour cooldown waaaay back in Vanilla. It also had a really tricky questline required to access it. My guess is only about 1% of warlocks even knew about it at that time. I remember casting it in the middle of orgrimmar and nobody knew what it was. I'd invite them to my party, and they'd click on the stone then, then they'd be blown away when 5 people clicked, one died, and a doomguard started running wild, annihilating all of the lowbies in orgrimmar. And that, my friends... is why WoW in 2019 can never compare to Vanilla.
I think the idea of the long cooldowns plays into how WoW in Classic and TBC was more of an RPG, where it's more of an action game today. These weren't abilities you were supposed to use all the time, or even every fight. They weren't abilities that you were supposed to rely on to be available. Instead, these were abilities to overcome a tough situation and still be successful. It added a little bit of strategy (should I use my cooldown and try to salvage the attempt or just accept the wipe). It also made it so when they were used, they meant something. There are a LOT of other mechanics that have changed the game in this way (from an RPG to an action game). For example: 1) Anything an NPC does is wiped when the boss dies (i.e. all DoTs cleared, void zones disappear, adds despawn). 2) Level scaling to make NPCs always stay on par with your character. 3) Cooldowns changed to make them usable on every fight. Also cooldowns resetting after a wipe. The game has changed to be more formulaic, where you bring 100% every fight. That takes away some of the strategy of deciding when to use your precious resources.
so what your saying is if a raid brings 100% to every fight it should be 1 shot, boss dead moving on, but its not. i like to think about how my work is to compare (no i dont think about work when i raid its just a comparison). they give us 100% of the resources to sell and make everything correct when something leaves my building, but sometimes things dont go right something isn't said that should be or we didnt look close enough at what we did to figure out any mistakes. blizzard's way of thinking is "hey we gave you every single cooldown, boss resets them if you wipe. go down it if you can." when you plan for everything something will slack off at one end. as for planning to use resources my guild debates alot about that, we go in with an outline and adjust when it doesn't work . the game itself has been on a decline for a long time but i seem to be enjoying myself for the this expansion. but at the end of the day who cares, the people i raid with is about it
@@bigstopowens You're mistaking bringing 100% every fight with making no mistakes every fight. I'm simply saying that every ability you will likely use, you will likely use on every attempt. If you have Fire Elemental Totem, you will use it either on cooldown or on the burn phase of every attempt. Whereas in Vanilla, you use Fire Elemental Totem only on the attempts you think you're only going to win if you use the cooldown (or to top the meters on the kill). Think of it more like this: you're playing Who Wants To Be a Millionaire. The game gives you 3 lifelines to be used on tough questions (Audience Poll, 50/50, Phone a Friend). What if the game let you use your lifelines on every question? That's what it's like to have every ability for every fight. Using your work analogy, you don't always have 100% of resources available on your job. That's how businesses stay in business - they cut costs. For example, a hospital can only assign so many patients to their best surgeon. A store might have several cashiers call in sick. A startup may only be able to afford half the work they need done. A construction project may need to decide where to cut costs in personnel or materials in order to get a contract done and still make a profit. WoW back in Vanilla treated cooldowns like something to use a couple of times during a dungeon or raid, when they would be most helpful. WoW today treats cooldowns like abilities you should use whenever possible and use every single fight.
Back in AD&D 2nd edition the Paladin ability of lay on hand a was considered a miracle and it could only be used once a day. Seeing as how this game was built on the ideas of things like this, I think that would explain why they may have at one point considered giving the ability a 24 hour cooldown.
Shield Wall, Recklessness and Retaliation had a cooldown of an hour in Vanilla and it could be reduced by 5 minutes if you put 2 points into the defensiv skilltree. Nice video and good work by the way :)
I know it's only class abilities but you could've put Have group, will travel on the list. It had 4h cd in cata. I remember waiting for a cd to summon whole raid to firelands it was so good!
I'm pretty sure the very long Lay on Hands CD people are remembering is from Everquest. I could be wrong about this, it's been a while, but I swear it was a 24-hour CD. I remember it sticking out because that's when I was just getting into MMO's and wasn't used to how long and involved everything was compared to games I was used to. EDIT: Apparently 24 hours game time which was 72 minutes.
Nope, it wasn't. As far as I know, the only ability from beta that made a return after having been removed is the mage spell Invisiblity, and even then it doesn't work exactly like it did back then.
Nr 3: ress sickness doesn't decrease dam by 75% it's even higher. It first reduces stats by 75% and then you deal 75% of the remaining 25% of your stats. You you deal way lower dam than 25%.
Retaliation didn't have the 30 attack limit in vanilla that was added later. I remember at one point during early wow if two warriors popped retaliation and attacked each other both would instantly die.
I swear Lay on Hands had a longer CD in the past, too. I quit after WotLK and coming back in Legion I was surprised it "only had a 1 hour CD". But I could be remembering wrong.
That's sad that Army of the Dead was moved to unholy only. I haven't played since MoP so I wasn't aware. I remember after they removed the taunt mechanic from the ghouls and it actually became part of a dk's rotation. It always seemed like the most epic thing to me, the count down timer hits 4 seconds (or something like that, it's been a long time!) and all the dks in the raid raising up a small mob of ghouls simultaneously to smack the boss in the face with.
It wasn't so much part of the rotation as it was cast prepull along with your potion. There were some exceptions for some fights, like Thorim where you aren't fighting him immediately, but in most cases it was more of a DPS loss to stand around casting it even if all your procs were lined up.
@@KazumiKiguma that's why I said "when the timer hits 4 seconds, all the dks raise up a small mob of ghouls". Im well aware that it wasn't used mid fight, unless there was some kind of burn phase that had a small pause to the fight prior to it starting. I guess it's not in "rotation" but it was still used consistently every fight, like flask, just like you said
It's kind of a bothersome ability outside raid encounters where the tank uses a count down to pull. You'll be sitting there in LFR thinking the tank is gonna pull any second while you got your army out, only for them to expire before the fight even begins.
Army of the Dead? Sindragosa Flashback: Cleave and Tailsswipe until the raid was dead. Still salty about the removal of Divine Intervention. The only rep cost saver for 2 people :)
So real talk, I don't play WoW at all but I absolutely love watching your videos. I'm more of an ff14 player, but I think it's a great deal of fun to learn about a game that helped Inspire ff14 and push it out of the abysmal launch of 1.0. In a way, I consider the two games Kindred Spirits or cousins since they both dominate the MMO market and have a lot of overlapping fans. Looking forward to more
For loh (lay on hands), the cooldown was always one hour in the old days (I was a closed beta tester for vanilla, it was always an hour). Once release came, with holy talents you could get it to 40 minutes, but the 40 min version would also buff the target's armor by 30% for 2 minutes, so it would sometime see uses in those old 40 man raids as a way to buff the main tank's armor, especially near the end of a boss fight when the boss would enrage or whatever and start going nuts. I mean, it didn't help a lot or anything, just a little, but if your guild was still progressing sometimes every little bit helped (and you'd have like 4 or 5 pallies sometimes in a 40 man, so whoever was lowest on mana would put it on the tank right when the boss started getting low on health, that sort of thing, if it was a physical damage boss anyway). And in the old days divine intervention was a godsend, some of those raids, if you wiped, waiting for 40 people to corpse run back and then reassemble where you were supposed to be could take forever. We'd have "designated survivors" in my old guild where the pallies worked out beforehand who to cast it on if things went south. Good times.
one thing about reincarnation with ress sickness. it was nowehre near 25% of normal damage, as it reduced stats by 75% but ALSO lowered damage by 75% actively double-dipping in the reduction. so it was significantly less than 25%
I'm fairly certain the warriors abilities were not linked together in early vanilla. It maybe old age sinking in but I have vague memories of using retaliation and recklessness in combination alot during pvp. Also I think you were right about lay on hands having a longer CD than an hour
acefatboy92 LOH has always been one of my favorite abilities. Back before EVERY CLASS had a get out jail free card, having LOH off cooldown often meant winning a fight or duel. Even now LOH can make the difference between a wipe and moving onto the next boss. There was one raid boss in MOP where everyone in the raid had died, except for me and the healer. The raid leader told us to wipe, but I told the healer to keep me alive for just a couple minutes while my cooldowns came back up. My cooldowns came up and I hit the boss with everything I had. Then my health started to drop because the healer was OOM. I let my health go down to a sliver . . . and then I hit LOH, bringing me to full health, and it was just enough to kill the boss. There was this long silence, and then the group started to cheer. It was one of my most memorable battles ever, and it would never have happened without Lay On Hands.
Fire Elemental - Players never used this, so the cooldown was reduced. Call Stabled Pet - Players loved this and used it all the time, so the cooldown was reduced.
The best use of AotD when tanking was this: Taunt would put your threat up high enough that you would gain aggro, and likely wouldn't lose it right away. The ghouls taunting off each other would basically gain massive amounts of threat. So if you taunted before the last ghoul died, you would have so much threat you could AFK and never lose it.
Ha! That last little segment on people getting upset by pally spells in duels.. I loved using loh in duels while it had a 24h cool down. People were very upset with it lmao
For the lay on hands 2min CD theory, there was a set bonus or talent for Holy Palas in Cata or possibly MoP, to slightly reduce it's CD for every amount of healing done
In Legion, you could lower the CD on LoH with Maraad’s Cloak, a Talent and a Skill down to 2 mins, 30 secs if you did some fuckery here and there. I had a bunch of randoms asking me why I was blowing my CDs on minor things, and I would usually tell them “It’s not that much of a cool down if it’s under a minute” Edit: Spelling
At one point during a PTR, it was possible to give Lay on Hands no cooldown, but required setbonuses from a Vanilla raid tier, Glyph and talent. Players tested it and it was just a never die button, blizzard saw this and changed the old set bonus to something else so it wouldn't interract with Lay on Hands anymore.
Man this video is just confirmation of how much better of a game vanilla was than retail is now, I understand why it has changed and it definitely does some things better now, but the sheer class fantasy and fun there was to be had in original WoW is 2nd to none.
Shamans' Ancestral Call had a cool down of 30 min while Hearthstone for the same purpose had 1 hour so shamans could teleport home twice as often and also save up an inventory slot which was not negligable.
Banish had some use at pvp back at Wotlk, could be used to banish tree druids since they were elementals and you could totally negate a druid from a fight or force them to heal less
Regarding the "crappy design" of Retaliation, Recklessness, and Shield Wall all sharing a CD, it doesn't strike me as crappy, considering that players are expected to specialize in damage or tanking roles. Putting them on the same cooldown is a softer way of restricting these abilities to their respective specializations, rather than simply removing them from your spellbook and completely disallowing you from using them.
Relatiation was pretty useless for PvP. If you needed to survive in PvE you'd just use Shield Wall, because it would protect you from magical attacks and special attacks that may bypass retaliation. On top of all this a 20 minute CD, basically makes the abilities usable once in a blue moon. The fact they're on a shared cooldown is actually the illusion of choice, a subject brought up with the old talent system. Sure you could pick your talents yourself however you wanted, but generally speaking there were the BEST talents or the mathematical best spread for DPS with maybe handful leftover for personal preference. The default option would be Shield Wall for tank or DPS. Why? A dead DPS does zero DPS, a dead tank can wipe the raid. So yeah, its crappy design. Classic WoW did some things right, but it also did a lot of things wrong. I've got some friends that have played from then until now. They say its not going to be all sunshine and rainbows as people think, because it was not. (for reference I've played since late TBC, then was pretty weird too and still had the old world leveling, with its deadly Murlocs and shoddy quest design)
@@QuintemTA regarding the shield wall for DPS point: I feel a well designed RPG should allow for flexibility in such a way that you can take the defensive option to save your life, or you can find other ways to mitigate that damage and take the offensive option instead. That's true choice in an RPG.
I remember Divine Intervention. I remember it sitting on my bar and never using it and occasionally wondering why it was there. I didn’t start raiding until the middle of Cataclysm, which was also when I joined my first guild, so there was no reason for me to use D.I. I remember when they removed the ability too. And I remember thinking to myself that it didn’t matter because I never use it anyway. Though oddly enough, I also remember missing seeing it (uselessly) sitting there on my bar - because nostalgia.
Just FYI: In classic WoW at launch, the Warrior Recklessness and Retaliation didn't have big flashy animations the way they do now. Those animation were added sometime during classic IIRC. But they initially didn't have those animations. People complained a LOT when they were added as it made Retaliation in particular useless in PvP even versus terrible players.
Even in vanilla talented lay on hands (2 points in holy talent tree) cooldown was "only" 40 min, it also gave the target +30% armor for 2 minutes, quite useful to cast it to tank in some dire situation when you had little mana left anyway. Just pop a mana potion and/or a dark rune after and continue healing, the tank could enjoy loads of extra armor for a while, probably not needing so much healing during the buff.
For most of its life, Final Fantasy 11, the game that started me on mmorpgs, each classes most powerful ability had a 2hr cooldown. In FF11 though, you only had to make one character, and that character could be any class you wanted. If you wanted it to be a different class, you just had to go to your house and change to a different class. But if you had used your cooldown on one class, and then switched to another class, the 2hr you used from the previous class still had to tick down for the entire duration until you could use the different 2hr on the new class. In recent patches this ability was removed and you now have two separate abilities that are extremely powerful on a 1hr cooldown.
I remember back in patch 2.0 the ability lay on hands only had a two minute cool down. And a plethora of tons of other overpowered buffs during that patch. I remember taking on 15 horde players solo in an arathi bg
I just wanted to take the time out of my day to say thank you. Your videos are fantastic and interesting about a game I love with all my heart. Keep it up! (:
The Lay on Hands rumor being a full day is from EverQuest, where it took a full ingame day at around 4-6 hours. It sucked, but was still enough to be raid viable if a cleric missed the CH chain on his turn or ran out of mana and hadn't recovered it yet
Retaliation for warriors used to have unlimited counter attacks. but blizzard got tired of warriors pulling all of the mobs in wailing caverns and shadow fang keep and killing them all extremelly easy
The 24 hour thing was probably a carry-over from EverQuest, where Lay on Hands was an iconic ability (and even more OP given how balls-hard that game was and with less healing options). It took a full in-game day to come off cooldown, like a lot of stuff in oldschool Dungeons & Dragons (which is also where this info might've been spread, come to think of it...) Luckily, that was just 72 minutes for EQ, but still, a bit of a longer CD still than anything in WoW.
I mained a resto shaman during Wrath, and got the ability to use two of these abilities for our first guild kills of raid bosses: 1. On Cyanigosa in Naxx, we were close to the kill, but i and all of our healers were completely out of mana. So, I killed myself and immediately reincarnated, which gave me enough mana to get us over the hump. 2. During the Creatures of Northrend fight in Trial of the Crusader… well, I don’t know what our other raiders had been doing, but I was the last player alive against the Yeti, who barely had a sliver of health left himself. I didn’t have enough time to get the knockout with a lightning bolt, except I dropped my Earth Elemental. He taunted the Yeti and got one-shot, but that split second gave me the time I needed to get a single lightning bolt off, killing the boss. Good times…
If i recall, Disc priests (in Cata) had a "group bubble" ability (i think it was called "barrier of protection" or something similar). At that time (in Cata), only Disc could use it, and i think the cooldown was 30 minutes.
Most of these abilities are a carry over from games like DnD and Everquest. The outdoor restrictions on spells was an old RPG staple. Lay on Hands every 24 hours was from DND and Everquest. The warrior spells mimic Everquest Warrior disciplines.
There was a reason Recklessness had a 30 minute cooldown - it was fucking overpowered and you could mow down entire armies of people if you got healed if you knew what you were doing(and by this, I mean combining it with Sweeping Strikes). It was absolutely no joke, there was MANY people who outgeared/outnumbered me in fights but you pop those 2 abilities and it's game over. "Sweeping Strikes is a Tier 3 talent in the Warrior's Arms tree. It is a 10 second self-buff, costs 30 Rage and functions similarly to Cleave; for the next 10 seconds, all melee attacks hit both the target, and an additional nearby opponent as well. This applies to any abilities used within the duration as well." Now you combine that with Recklessness: "The warrior will cause critical hits with most attacks and will be immune to Fear effects for the next 15 sec, but all damage taken is increased by 20%." And now you throw in Mortal Strike & Whirlwind = I've never seen so many big numbers pop up in my life.
BfA Holy Priest spell HW: Sanctify is a 12m spell (which can be lowered by using certain other spells) - heals for x amount on cast, gives everyone in 40yards two PoM stacks and a renew. Great spell; fun go change gameplay around to maximize usage of it.
Lay on Hands makes sense as the #1 ability on the list not just because it shared the same long cooldown as the other top 4, but also because it gives Forbearance, preventing not only the Paladin who used that Lay on Hands, but any Paladin from casting Divine Shield, Divine Protection, Blessing of Protection, or Lay on Hands for 2 minutes (reduced to 30 secs). So you couldn't back-to-back Lay on Hands a tank if one of your tanks died on a boss fight.
There was a time when the CD of lay on hands got lowered to 10 minutes while at the same time there was a set bonus that reduced the CD of lay on hands by 10 minutes meaning that paladins could just spam the move and not die as long they didnt get globaled or chain cc'd to death. The set bonus was then changed to reduce it by only 2 minutes. This was a short period of time before the set change but man if you had that set sitting in your bank it was a lot of fun.
Lay on Hands also had NO cooldown for a short period in WotLK when they did that CD reduction to 10m. Naxx T3 reduced by a few minutes, combined with a talent and glyph. LoH gave mana, healed for your max hp, so you could spam it infinitely! Your hp pool was just a bit small and you were kind of vulnerable sacrificing a lot of HP for the set, but it was highly exploitable. Few had the tier so it didn't see much use. There was the same issue with Tranquility being able to be reduced to 0 seconds through talents and the MC tier set, and being able to channel it infinitely through constant clearcasting procs even though it cost nearly half your mana to cast, since the bonus was all 8 MC tier pieces. That one was largely useless, but amusing to stand on the Dalaran well and channel tranq forever and attract a lot of questions.
12:50 Fun Fact: Within the first 30minutes of TBC release, a player draenei (level 1) was showing off in Ironforge. I dropped an infernal on the player and released it. Player died and I claimed as the world's first draenei kill :)
By the way Shaman did also have the talent Improved Reincarnation which reduced the cooldown by up to 20 minutes, bringing it down to as low as 40 minutes long and it also improved the amount of health and mana you have by up to 20% more.
Something along the lines of "classes that have changed the most?" Aka which classes/specs either play the most differently for how they were when they were added or which classes/secs have had the most drastic changes to their playstyle, maybe in terms of how many added/removed spells or talents. I'm not sure, there are probably a lot of ways to do something like that, and probably also involves a lot of opinion.
During a small period in Wrath, when LoH first went to 20 minutes, a set bonus for tier 3 was set to reduce LoH by 20 minutes. So some Paladin healers wore all HP gear except their tier bonus and healed raids by spamming LoH. As you can guess this was nerfed super fast. The set bonus was changed and it ended the lol train of a paladin in vanilla gear solo healing Naxx.
That can’t be right, if I remember correctly back in Wrath Forbearance was already a thing, so even if you removed the CD on LoH, you couldn’t heal the same person twice.
I was in wrath beta and forgot this never made it live. But! It was 12 minutes on the set, a glyph and 3 talent points. Forbearance wasn't added till after this in case they missed something. There's an old MMO champion post with screenshots still up.
If you completed the pandaria challenge modes in "gold" difficulty you were awarded a teleport spell to that dungeon, those had (and still have) an 8 hour cooldown.
Paladin's Divine Intervention could be used on any friendly character at the beginning, including NPCs. This meant that Razorgore the Untamed could be DI'ed and skip the egg breaking phase, though I'm pretty sure Blizz had some pretty harsh reactions to that.
Funny thing for if you make an item list, there's a piece of gear in the new raid that gives you a food buff that lasts a really long time, but the cd is also 20 hours lol
I see some hate towards vanilla style abilities because of long cooldowns and requirements, but I liked that a lot. They were "oh shit" buttons that you didn't use unless you were in a moment where you thought "oh shit we're gonna die, I better use this special ability to save the group", now they're just "part of the rotation".
MyViolador yep. Also shamans cooldown, when they become a humanoid like elementals - they were considered elementals. And even more - why would you not banish mages elemental so he has less dps and one less nova?)
I remember in the wrath pre-patch when locks first got metamorphosis, my friend was so excited. In the first duel I just kept spamming Turn Evil on my pally because he was now a demon ;p
My friend played a dk when I played a pally during our wrath days, and everytime he used army during one of our many duels I would use lay on hands when I got too low and he would always get SOOO angry because of that when he still also used his OP long CD ability.
I can just imagine the duels back in the days:
-Hey man good duel, let's duel again ill get you this time!
- lol sure thing bro, just wait for my CDs to come back up
- ok, how long ?
- like 1 hour
Why not ?
@@zilvis1140
because you'd win gold if you won the duel. and to win the duel you'd better have those cooldowns up!
As the guy said earlier, that literally was very common in vanilla/bc
I dueled a lot outside IF and GS in vanilla. There was a of of waiting around for 5 or ten mintue cooldowns to reset. No one would wait around an hour tho.
It was also kinda tryhard to pop big cds in a fun duel kinda like potting you know , world pvp however man there was no honor man you did what you had to do to survive ain't nobody got time to spiritwalk
Props for the major increase in production value.
All thanks to grim
Dat profile pic
Early Wrath, they lowered the Lay On Hands CD to 20mins... If you still had the 4 piece Teir 3 from Vanilla Naxx, the set bonus reduced it by 12mins, there was a Holy Talent to reduce it by 5mins and the was a Glyph to reduce it by 3mins... For a short while there you could have a No Cooldown Lay On Hands... Blizz hotfixed it after guys were cheesing Immortal runs in Wrath Naxx
Omg it drake! Hotlines bling!!
Dont know you plaied wow rapper dude! Im rapper too so add me like frind
@@oscarrosander5242 drake not drake drake Aubrey
what in the immortal hell did I just read
Good times. Well played.
The paladins in my guild in vanilla would love using their divine intervention cooldown since it saved them a repair bill on wipes. Also, if no paladin loot dropped on the last boss of a raid, they would all pop it to show their disappointment.
We got a new number 1. Zandalari trolls have a 5day cd on der loa ability
Looking for this comment
its not a class ability :P
Racial perk
That wouldn't work on this list
you literally stole my comment. not sure if he was including racials though. still and insane cooldown on a very powerful ability
The fact that Army had to have its damage reduced by *75%* really goes to show just how insanely OP it was.
As all things the DK did at release.
little mistake: Divinte Intervention made the target invunerable for 3min (not 30sek.) already in vanilla wow. at 16:57
I have no idea how you make a boring topic like spell cooldowns interesting but I'm just hooked with every video you make no matter what it's about.
The visual of the video is really insane
missing Ritual of Doom? it was 1 hour
and killed one of the five players that participated in the ritual.
Yeah im really shocked he missed this because he remembered the spell summon infernal. He also forgot soulstone
now, if he doesn't release a whole video on Ritual of Doom, I'll have to be mad.
edit: to be fair, though, the ability was mentioned numerously in hiruma's other vids. of course.
@@lightlore7677 pretty sure he already has a whole video on ritual of doom
Ritual of Doom had a 24 hour cooldown waaaay back in Vanilla. It also had a really tricky questline required to access it. My guess is only about 1% of warlocks even knew about it at that time.
I remember casting it in the middle of orgrimmar and nobody knew what it was. I'd invite them to my party, and they'd click on the stone then, then they'd be blown away when 5 people clicked, one died, and a doomguard started running wild, annihilating all of the lowbies in orgrimmar.
And that, my friends... is why WoW in 2019 can never compare to Vanilla.
I remember LoH being a 1 day cd in vanilla at some point. At some point the image of "1d" covering the icon stuck in my head.
I think the idea of the long cooldowns plays into how WoW in Classic and TBC was more of an RPG, where it's more of an action game today. These weren't abilities you were supposed to use all the time, or even every fight. They weren't abilities that you were supposed to rely on to be available.
Instead, these were abilities to overcome a tough situation and still be successful. It added a little bit of strategy (should I use my cooldown and try to salvage the attempt or just accept the wipe). It also made it so when they were used, they meant something.
There are a LOT of other mechanics that have changed the game in this way (from an RPG to an action game). For example:
1) Anything an NPC does is wiped when the boss dies (i.e. all DoTs cleared, void zones disappear, adds despawn).
2) Level scaling to make NPCs always stay on par with your character.
3) Cooldowns changed to make them usable on every fight. Also cooldowns resetting after a wipe.
The game has changed to be more formulaic, where you bring 100% every fight. That takes away some of the strategy of deciding when to use your precious resources.
the game is shit now
@@KyleOber it's horseshit even.
Does wow actually still have the audacity to carry the RPG part in its genre description? It's an MMORPG that's gotten rid of all the RPG elements
so what your saying is if a raid brings 100% to every fight it should be 1 shot, boss dead moving on, but its not. i like to think about how my work is to compare (no i dont think about work when i raid its just a comparison). they give us 100% of the resources to sell and make everything correct when something leaves my building, but sometimes things dont go right something isn't said that should be or we didnt look close enough at what we did to figure out any mistakes.
blizzard's way of thinking is "hey we gave you every single cooldown, boss resets them if you wipe. go down it if you can." when you plan for everything something will slack off at one end. as for planning to use resources my guild debates alot about that, we go in with an outline and adjust when it doesn't work .
the game itself has been on a decline for a long time but i seem to be enjoying myself for the this expansion. but at the end of the day who cares, the people i raid with is about it
@@bigstopowens You're mistaking bringing 100% every fight with making no mistakes every fight.
I'm simply saying that every ability you will likely use, you will likely use on every attempt. If you have Fire Elemental Totem, you will use it either on cooldown or on the burn phase of every attempt.
Whereas in Vanilla, you use Fire Elemental Totem only on the attempts you think you're only going to win if you use the cooldown (or to top the meters on the kill).
Think of it more like this: you're playing Who Wants To Be a Millionaire. The game gives you 3 lifelines to be used on tough questions (Audience Poll, 50/50, Phone a Friend). What if the game let you use your lifelines on every question? That's what it's like to have every ability for every fight.
Using your work analogy, you don't always have 100% of resources available on your job. That's how businesses stay in business - they cut costs. For example, a hospital can only assign so many patients to their best surgeon. A store might have several cashiers call in sick. A startup may only be able to afford half the work they need done. A construction project may need to decide where to cut costs in personnel or materials in order to get a contract done and still make a profit.
WoW back in Vanilla treated cooldowns like something to use a couple of times during a dungeon or raid, when they would be most helpful. WoW today treats cooldowns like abilities you should use whenever possible and use every single fight.
Back in AD&D 2nd edition the Paladin ability of lay on hand a was considered a miracle and it could only be used once a day. Seeing as how this game was built on the ideas of things like this, I think that would explain why they may have at one point considered giving the ability a 24 hour cooldown.
Shield Wall, Recklessness and Retaliation had a cooldown of an hour in Vanilla and it could be reduced by 5 minutes if you put 2 points into the defensiv skilltree.
Nice video and good work by the way :)
I know it's only class abilities but you could've put Have group, will travel on the list.
It had 4h cd in cata.
I remember waiting for a cd to summon whole raid to firelands it was so good!
I can beat that ;) If you completed the challenge dungeons in MoP and/or WoD, you get teleports to the dungeons. They all share an 8 hours CD.
@@lolilol299 Oh yeah right! Nice one, I totally forgot about it.
Loved that ability I used it always before raids and summon the whole raid in middle of Stormwind ( horde players ofc) it got people so enraged. :D
Just looking at the title I already know this is my favorite video made this year by anyone
Didn't expect to find you guys here ;)
Love popping on your vids while taking a dump. Really relaxing.
shout out to everyone reading this on their toilets
Astute observation Cory-Chan
Quality shit
I'm pretty sure the very long Lay on Hands CD people are remembering is from Everquest. I could be wrong about this, it's been a while, but I swear it was a 24-hour CD. I remember it sticking out because that's when I was just getting into MMO's and wasn't used to how long and involved everything was compared to games I was used to.
EDIT: Apparently 24 hours game time which was 72 minutes.
Now you can add Embrace of the Loa to the number 1 spot. It has a 5 day CD
Cracka_Bob don’t want to burst your bubble, but the title says “Class Abilities”
Was Cyclone even in beta? That was the level 70 druid ability added in TBC.
Nope, it wasn't. As far as I know, the only ability from beta that made a return after having been removed is the mage spell Invisiblity, and even then it doesn't work exactly like it did back then.
@@placeholdername3206 Crusader Strike was another ability from beta that returned later.
The ultimate troll CD, hour long hearthstone
Nr 3: ress sickness doesn't decrease dam by 75% it's even higher. It first reduces stats by 75% and then you deal 75% of the remaining 25% of your stats. You you deal way lower dam than 25%.
Retaliation didn't have the 30 attack limit in vanilla that was added later. I remember at one point during early wow if two warriors popped retaliation and attacked each other both would instantly die.
wrong lol
@@Freyii You can't just say wrong and not provide evidence or proof or something.
@@Spartan265 it is wrong tho i 1v1 warriors all the time and retaliation does have the limit
Pickle boi becuz vanilla is in 1.12 not earlier stages
The 30 attack limit was added in patch 1.7, VERY MUCH in vanilla.
the visuals you put into this are so great, 10/10 bro
I swear Lay on Hands had a longer CD in the past, too. I quit after WotLK and coming back in Legion I was surprised it "only had a 1 hour CD". But I could be remembering wrong.
Lona Rieger I remember it have 24 cd.
It had a 24 hour CD in early BC for sure.
@@kockblockerlawl i remember a 2 hour cooldown
I played a paladin in Vanilla. As of January 2005, the spell had a one hour cooldown.
I am pretty sure it had a 24h CD
These videos are edited so fucking well, they are so amazing to watch
Lay on Hands used to be a 24-hour cooldown in Everquest. I slightly remember making that comparson when WoW first came out.
That's sad that Army of the Dead was moved to unholy only. I haven't played since MoP so I wasn't aware. I remember after they removed the taunt mechanic from the ghouls and it actually became part of a dk's rotation. It always seemed like the most epic thing to me, the count down timer hits 4 seconds (or something like that, it's been a long time!) and all the dks in the raid raising up a small mob of ghouls simultaneously to smack the boss in the face with.
It wasn't so much part of the rotation as it was cast prepull along with your potion. There were some exceptions for some fights, like Thorim where you aren't fighting him immediately, but in most cases it was more of a DPS loss to stand around casting it even if all your procs were lined up.
@@KazumiKiguma that's why I said "when the timer hits 4 seconds, all the dks raise up a small mob of ghouls". Im well aware that it wasn't used mid fight, unless there was some kind of burn phase that had a small pause to the fight prior to it starting. I guess it's not in "rotation" but it was still used consistently every fight, like flask, just like you said
It's kind of a bothersome ability outside raid encounters where the tank uses a count down to pull. You'll be sitting there in LFR thinking the tank is gonna pull any second while you got your army out, only for them to expire before the fight even begins.
Army of the Dead? Sindragosa Flashback: Cleave and Tailsswipe until the raid was dead.
Still salty about the removal of Divine Intervention. The only rep cost saver for 2 people :)
Dragon Roulette was a time-honored tradition in Wrath, so I'm glad to hear it alive and well.
Barlow???
@@Shyftus so I wasn't the only one thinking about him. Still a classic till this day
I seem to recall raid bosses being immune to the ghoul taunt.
So real talk, I don't play WoW at all but I absolutely love watching your videos. I'm more of an ff14 player, but I think it's a great deal of fun to learn about a game that helped Inspire ff14 and push it out of the abysmal launch of 1.0.
In a way, I consider the two games Kindred Spirits or cousins since they both dominate the MMO market and have a lot of overlapping fans.
Looking forward to more
For loh (lay on hands), the cooldown was always one hour in the old days (I was a closed beta tester for vanilla, it was always an hour). Once release came, with holy talents you could get it to 40 minutes, but the 40 min version would also buff the target's armor by 30% for 2 minutes, so it would sometime see uses in those old 40 man raids as a way to buff the main tank's armor, especially near the end of a boss fight when the boss would enrage or whatever and start going nuts. I mean, it didn't help a lot or anything, just a little, but if your guild was still progressing sometimes every little bit helped (and you'd have like 4 or 5 pallies sometimes in a 40 man, so whoever was lowest on mana would put it on the tank right when the boss started getting low on health, that sort of thing, if it was a physical damage boss anyway). And in the old days divine intervention was a godsend, some of those raids, if you wiped, waiting for 40 people to corpse run back and then reassemble where you were supposed to be could take forever. We'd have "designated survivors" in my old guild where the pallies worked out beforehand who to cast it on if things went south. Good times.
one thing about reincarnation with ress sickness. it was nowehre near 25% of normal damage, as it reduced stats by 75% but ALSO lowered damage by 75% actively double-dipping in the reduction. so it was significantly less than 25%
Dude this editing is on fire. Keep this up.
You really keep me connected to my WoW roots.
I remember when I hit level 80 on my DK, getting army. I wanted it so bad lol
I'm fairly certain the warriors abilities were not linked together in early vanilla. It maybe old age sinking in but I have vague memories of using retaliation and recklessness in combination alot during pvp.
Also I think you were right about lay on hands having a longer CD than an hour
By the quality of this video I can tell you finally got a new PC. Congrats! Been a long time coming.
"I read reports about it even having 24 hour cooldown"
*shows random guild chat*
I’ve been watching your videos since the start and I’ve always enjoyed them but fuck me the quality has improved exponentially, love your work Hiru.
For Warlock Banish, it was used A LOT in PvP arenas back in BC. You were able to Banish a Tree Form Druid.
Same in Wrath and onwards with Metamorphosis, as that spell made the player a Demon, or to stun Warlock pets
"Honorable Sudoku" That sounds like an intense game of Sudoku.
Lmfao its seppuku..or hari kiri or something isn't it
Not sure if he got it wrong accidentally, or got it wrong on purpose as a joke. Eh, equally funny either way, I say.
@@troodon1096 ⁰p
Before watching the video I know lay of hands had to be number one cause of that long cd in vanilla xD...love the vids bro keep it up :D
cheater
acefatboy92 LOH has always been one of my favorite abilities. Back before EVERY CLASS had a get out jail free card, having LOH off cooldown often meant winning a fight or duel.
Even now LOH can make the difference between a wipe and moving onto the next boss. There was one raid boss in MOP where everyone in the raid had died, except for me and the healer. The raid leader told us to wipe, but I told the healer to keep me alive for just a couple minutes while my cooldowns came back up. My cooldowns came up and I hit the boss with everything I had. Then my health started to drop because the healer was OOM. I let my health go down to a sliver . . . and then I hit LOH, bringing me to full health, and it was just enough to kill the boss. There was this long silence, and then the group started to cheer. It was one of my most memorable battles ever, and it would never have happened without Lay On Hands.
Fire Elemental - Players never used this, so the cooldown was reduced.
Call Stabled Pet - Players loved this and used it all the time, so the cooldown was reduced.
The best use of AotD when tanking was this: Taunt would put your threat up high enough that you would gain aggro, and likely wouldn't lose it right away. The ghouls taunting off each other would basically gain massive amounts of threat. So if you taunted before the last ghoul died, you would have so much threat you could AFK and never lose it.
Ha! That last little segment on people getting upset by pally spells in duels.. I loved using loh in duels while it had a 24h cool down. People were very upset with it lmao
For the lay on hands 2min CD theory, there was a set bonus or talent for Holy Palas in Cata or possibly MoP, to slightly reduce it's CD for every amount of healing done
In Legion, you could lower the CD on LoH with Maraad’s Cloak, a Talent and a Skill down to 2 mins, 30 secs if you did some fuckery here and there.
I had a bunch of randoms asking me why I was blowing my CDs on minor things, and I would usually tell them “It’s not that much of a cool down if it’s under a minute”
Edit: Spelling
At one point during a PTR, it was possible to give Lay on Hands no cooldown, but required setbonuses from a Vanilla raid tier, Glyph and talent. Players tested it and it was just a never die button, blizzard saw this and changed the old set bonus to something else so it wouldn't interract with Lay on Hands anymore.
Man this video is just confirmation of how much better of a game vanilla was than retail is now, I understand why it has changed and it definitely does some things better now, but the sheer class fantasy and fun there was to be had in original WoW is 2nd to none.
Shamans' Ancestral Call had a cool down of 30 min while Hearthstone for the same purpose had 1 hour so shamans could teleport home twice as often and also save up an inventory slot which was not negligable.
6:40 "Removing its pvp viability completely" Well not really, since you can banish other warlocks pets etc,
Pvers have no idea what pvp is lmao I was like nah banish is good in pvp dummy UA-cam man
@@richardbambara3983 lol pretedning MMO PVP is something to take seriously
@@richardbambara3983 Yeah for being good at killing other players in an always unbalanced system is something to be sooo prouud of :P
The worst thing about the warrior linked skills is that every damn priest who could, would MC you and blow your cooldown.
Banish had some use at pvp back at Wotlk, could be used to banish tree druids since they were elementals and you could totally negate a druid from a fight or force them to heal less
Regarding the "crappy design" of Retaliation, Recklessness, and Shield Wall all sharing a CD, it doesn't strike me as crappy, considering that players are expected to specialize in damage or tanking roles. Putting them on the same cooldown is a softer way of restricting these abilities to their respective specializations, rather than simply removing them from your spellbook and completely disallowing you from using them.
Relatiation was pretty useless for PvP. If you needed to survive in PvE you'd just use Shield Wall, because it would protect you from magical attacks and special attacks that may bypass retaliation.
On top of all this a 20 minute CD, basically makes the abilities usable once in a blue moon. The fact they're on a shared cooldown is actually the illusion of choice, a subject brought up with the old talent system. Sure you could pick your talents yourself however you wanted, but generally speaking there were the BEST talents or the mathematical best spread for DPS with maybe handful leftover for personal preference. The default option would be Shield Wall for tank or DPS. Why? A dead DPS does zero DPS, a dead tank can wipe the raid.
So yeah, its crappy design. Classic WoW did some things right, but it also did a lot of things wrong. I've got some friends that have played from then until now. They say its not going to be all sunshine and rainbows as people think, because it was not. (for reference I've played since late TBC, then was pretty weird too and still had the old world leveling, with its deadly Murlocs and shoddy quest design)
@@QuintemTA regarding the shield wall for DPS point: I feel a well designed RPG should allow for flexibility in such a way that you can take the defensive option to save your life, or you can find other ways to mitigate that damage and take the offensive option instead. That's true choice in an RPG.
I remember Divine Intervention. I remember it sitting on my bar and never using it and occasionally wondering why it was there. I didn’t start raiding until the middle of Cataclysm, which was also when I joined my first guild, so there was no reason for me to use D.I. I remember when they removed the ability too. And I remember thinking to myself that it didn’t matter because I never use it anyway. Though oddly enough, I also remember missing seeing it (uselessly) sitting there on my bar - because nostalgia.
Amazing graphics man.Incredible video xD
Just FYI: In classic WoW at launch, the Warrior Recklessness and Retaliation didn't have big flashy animations the way they do now. Those animation were added sometime during classic IIRC. But they initially didn't have those animations. People complained a LOT when they were added as it made Retaliation in particular useless in PvP even versus terrible players.
Even in vanilla talented lay on hands (2 points in holy talent tree) cooldown was "only" 40 min, it also gave the target +30% armor for 2 minutes, quite useful to cast it to tank in some dire situation when you had little mana left anyway. Just pop a mana potion and/or a dark rune after and continue healing, the tank could enjoy loads of extra armor for a while, probably not needing so much healing during the buff.
For most of its life, Final Fantasy 11, the game that started me on mmorpgs, each classes most powerful ability had a 2hr cooldown. In FF11 though, you only had to make one character, and that character could be any class you wanted. If you wanted it to be a different class, you just had to go to your house and change to a different class. But if you had used your cooldown on one class, and then switched to another class, the 2hr you used from the previous class still had to tick down for the entire duration until you could use the different 2hr on the new class. In recent patches this ability was removed and you now have two separate abilities that are extremely powerful on a 1hr cooldown.
My memory might suck. But from what I can remember, the warrior cd's had a 1 hour cd during the earliest form.
I remember back in patch 2.0 the ability lay on hands only had a two minute cool down. And a plethora of tons of other overpowered buffs during that patch. I remember taking on 15 horde players solo in an arathi bg
Yep. and I can remember that blessings had a duration of 2 min, later 5 min, so you had to renew them several times during a raid boss fight.
I just wanted to take the time out of my day to say thank you. Your videos are fantastic and interesting about a game I love with all my heart. Keep it up! (:
Thanks!
Top notch editing. Kudos!
The Lay on Hands rumor being a full day is from EverQuest, where it took a full ingame day at around 4-6 hours. It sucked, but was still enough to be raid viable if a cleric missed the CH chain on his turn or ran out of mana and hadn't recovered it yet
Damn, Cap. 13:00
Getting all fluid with the editing.
Retaliation for warriors used to have unlimited counter attacks. but blizzard got tired of warriors pulling all of the mobs in wailing caverns and shadow fang keep and killing them all extremelly easy
I have tried to watch this video twice but I felt asleep. Its so interesting, but you have such a calming voice
Crazy good editing in this video 👌
The 24 hour thing was probably a carry-over from EverQuest, where Lay on Hands was an iconic ability (and even more OP given how balls-hard that game was and with less healing options). It took a full in-game day to come off cooldown, like a lot of stuff in oldschool Dungeons & Dragons (which is also where this info might've been spread, come to think of it...) Luckily, that was just 72 minutes for EQ, but still, a bit of a longer CD still than anything in WoW.
I mained a resto shaman during Wrath, and got the ability to use two of these abilities for our first guild kills of raid bosses:
1. On Cyanigosa in Naxx, we were close to the kill, but i and all of our healers were completely out of mana. So, I killed myself and immediately reincarnated, which gave me enough mana to get us over the hump.
2. During the Creatures of Northrend fight in Trial of the Crusader… well, I don’t know what our other raiders had been doing, but I was the last player alive against the Yeti, who barely had a sliver of health left himself. I didn’t have enough time to get the knockout with a lightning bolt, except I dropped my Earth Elemental. He taunted the Yeti and got one-shot, but that split second gave me the time I needed to get a single lightning bolt off, killing the boss.
Good times…
If i recall, Disc priests (in Cata) had a "group bubble" ability (i think it was called "barrier of protection" or something similar). At that time (in Cata), only Disc could use it, and i think the cooldown was 30 minutes.
Torchlight have some great music;) Great Video!
I always thought the lay on hands icon looked like a fish until watching this video.
Most of these abilities are a carry over from games like DnD and Everquest. The outdoor restrictions on spells was an old RPG staple. Lay on Hands every 24 hours was from DND and Everquest. The warrior spells mimic Everquest Warrior disciplines.
There was a reason Recklessness had a 30 minute cooldown - it was fucking overpowered and you could mow down entire armies of people if you got healed if you knew what you were doing(and by this, I mean combining it with Sweeping Strikes). It was absolutely no joke, there was MANY people who outgeared/outnumbered me in fights but you pop those 2 abilities and it's game over.
"Sweeping Strikes is a Tier 3 talent in the Warrior's Arms tree. It is a 10 second self-buff, costs 30 Rage and functions similarly to Cleave; for the next 10 seconds, all melee attacks hit both the target, and an additional nearby opponent as well. This applies to any abilities used within the duration as well." Now you combine that with Recklessness: "The warrior will cause critical hits with most attacks and will be immune to Fear effects for the next 15 sec, but all damage taken is increased by 20%." And now you throw in Mortal Strike & Whirlwind = I've never seen so many big numbers pop up in my life.
Number 11. Hirumaredx upload times
Maybe the longest but the most worth it
BfA Holy Priest spell HW: Sanctify is a 12m spell (which can be lowered by using certain other spells) - heals for x amount on cast, gives everyone in 40yards two PoM stacks and a renew. Great spell; fun go change gameplay around to maximize usage of it.
I think that Divine intervention has been used by Maarad on Yrell to save her while desrtoying Blackhand’s ship
Lay on Hands makes sense as the #1 ability on the list not just because it shared the same long cooldown as the other top 4, but also because it gives Forbearance, preventing not only the Paladin who used that Lay on Hands, but any Paladin from casting Divine Shield, Divine Protection, Blessing of Protection, or Lay on Hands for 2 minutes (reduced to 30 secs). So you couldn't back-to-back Lay on Hands a tank if one of your tanks died on a boss fight.
There was a time when the CD of lay on hands got lowered to 10 minutes while at the same time there was a set bonus that reduced the CD of lay on hands by 10 minutes meaning that paladins could just spam the move and not die as long they didnt get globaled or chain cc'd to death. The set bonus was then changed to reduce it by only 2 minutes. This was a short period of time before the set change but man if you had that set sitting in your bank it was a lot of fun.
Good memory, but it was only on PTR. i296.photobucket.com/albums/mm191/anthony_v_d/SpamLoH.jpg
Lay on Hands also had NO cooldown for a short period in WotLK when they did that CD reduction to 10m. Naxx T3 reduced by a few minutes, combined with a talent and glyph. LoH gave mana, healed for your max hp, so you could spam it infinitely! Your hp pool was just a bit small and you were kind of vulnerable sacrificing a lot of HP for the set, but it was highly exploitable. Few had the tier so it didn't see much use. There was the same issue with Tranquility being able to be reduced to 0 seconds through talents and the MC tier set, and being able to channel it infinitely through constant clearcasting procs even though it cost nearly half your mana to cast, since the bonus was all 8 MC tier pieces. That one was largely useless, but amusing to stand on the Dalaran well and channel tranq forever and attract a lot of questions.
12:50 Fun Fact: Within the first 30minutes of TBC release, a player draenei (level 1) was showing off in Ironforge. I dropped an infernal on the player and released it. Player died and I claimed as the world's first draenei kill :)
Damn! That Video looks awesome! Those effects are just WOW! Lova ya vids
The legion Divine Intervention actually bubbles you if you took fatal damage and HEALED you to 20% health while also reducing the Cool down.
Lay on hands was incredible for twinks because you could simply replenish also your whole mana with one potion on low levels.
By the way Shaman did also have the talent Improved Reincarnation which reduced the cooldown by up to 20 minutes, bringing it down to as low as 40 minutes long and it also improved the amount of health and mana you have by up to 20% more.
Something along the lines of "classes that have changed the most?" Aka which classes/specs either play the most differently for how they were when they were added or which classes/secs have had the most drastic changes to their playstyle, maybe in terms of how many added/removed spells or talents. I'm not sure, there are probably a lot of ways to do something like that, and probably also involves a lot of opinion.
During a small period in Wrath, when LoH first went to 20 minutes, a set bonus for tier 3 was set to reduce LoH by 20 minutes. So some Paladin healers wore all HP gear except their tier bonus and healed raids by spamming LoH.
As you can guess this was nerfed super fast. The set bonus was changed and it ended the lol train of a paladin in vanilla gear solo healing Naxx.
That can’t be right, if I remember correctly back in Wrath Forbearance was already a thing, so even if you removed the CD on LoH, you couldn’t heal the same person twice.
I was in wrath beta and forgot this never made it live. But! It was 12 minutes on the set, a glyph and 3 talent points. Forbearance wasn't added till after this in case they missed something. There's an old MMO champion post with screenshots still up.
If you completed the pandaria challenge modes in "gold" difficulty you were awarded a teleport spell to that dungeon, those had (and still have) an 8 hour cooldown.
Paladin's Divine Intervention could be used on any friendly character at the beginning, including NPCs. This meant that Razorgore the Untamed could be DI'ed and skip the egg breaking phase, though I'm pretty sure Blizz had some pretty harsh reactions to that.
I was there with you while our old guild did the 7 druid icc hiru
Funny thing for if you make an item list, there's a piece of gear in the new raid that gives you a food buff that lasts a really long time, but the cd is also 20 hours lol
Divine Intervention was a great way for Paladin to wipe the raid (by bubble the tank).
I see some hate towards vanilla style abilities because of long cooldowns and requirements, but I liked that a lot. They were "oh shit" buttons that you didn't use unless you were in a moment where you thought "oh shit we're gonna die, I better use this special ability to save the group", now they're just "part of the rotation".
Removing banish pvp reliability? I loved to banish healing druids as they counted as elementals in their tree form and demonology warlocks demon form
MyViolador yep. Also shamans cooldown, when they become a humanoid like elementals - they were considered elementals. And even more - why would you not banish mages elemental so he has less dps and one less nova?)
@@Delfegor1 yeah. You could Banish mage water elementals or enemy Warlock pets. Really good utility.
I remember in the wrath pre-patch when locks first got metamorphosis, my friend was so excited. In the first duel I just kept spamming Turn Evil on my pally because he was now a demon ;p
do dhs still count as demons when using metamorphosis and do druids still count as elementals when they use the tree ability?
My friend played a dk when I played a pally during our wrath days, and everytime he used army during one of our many duels I would use lay on hands when I got too low and he would always get SOOO angry because of that when he still also used his OP long CD ability.
You: most of these abilities had 20-30 min cooldowns, some an hour!
Embrace of the Loa: Hold my beer.
OK bro
javier gallegos you’re just salty cuz ur straight
I am not a big fan of this youtuber but I really appreciate a lot of this interesting information coming out of his channel.
Nice videos mate !
Miss Vanilla WoW Days... Can't wait for summer.