Feb 7th 2008 12:07PM Ah, indeed. This is one serious trap you can fall into as you progress. People will still want to go back and do all the old stuff as well because they still 'need' whatever from there. If you are serious about progression however you should be spending at least half of your raid time per week actually on progression content.
You do not need everyone in the absolute best gear available up to that point to do anything in the game. So it pays to try to get people focus off the easy upgrades they could maybe be getting by going back and doing some farm content rather than banging your head against a new boss, and on the even better gear they already are geared well enough to go get with a bit more effort.
Feb 7th 2008 11:42AM Good stuff. Number 3 is really important. The raid lead, and anyone else that is involved in strategy development for your guild, should be sure to do their homework on the fight before hand. Then break the fight down into manageable stages/jobs and be sure to explain to everyone what needs to happen to progress farther through the encounter.
These fights can be very daunting, but if your lead/leaders have broken everything down so that everyone knows what specific elements need improvement and can see the progress it helps keep everyone focused and working together. There will most likely be a number of raid nights invested before you start getting in sight of a kill, but if you have mastered another element of the fight on a night that is a victory as well.
Additionally, recognize when you need to go back and change something you thought you had down should it prove to not be consistently repeatable. Just because you get past a specific phase a couple times does not mean you can focus on the next phase entirely now. It can seem demoralizing on the night to say 'ok stop, we obviously need to go back and find a better way to do xx' when you thought you had it down, but the end goal should not be a single lucky kill, but the ability to come back numerous times and execute your strat with consistent success. The challenge for the leader is to help people see this, and recognize the progress you are making towards that end.
Feb 4th 2008 2:46PM Hmm, certainly some food for thought here.
After giving it some thought I have to admit that while I recognize that I, like all of us, have clicked the 'I agree' button and promised to not violate the rules there are situations where I would. Fundamentally for me this comes down to the fact that I value the commitments I have made to my guild more than that which I have made to blizz, and I can see situations where these two interests would come into conflict.
I have been with my current guild for I think about two years now, I am an officer and main tank. My character currently represents not just an investment of time and effort by myself, but also by all the other members of the guild who have raided with us and agreed that gearing the MT first benefits the guild as a whole. If I had to leave the game for some reason I would have no hesitation what so ever in allowing another member of my guild who I trusted take over my account.
Obviously I would not give my account to someone who had no idea how to play a prot warrior... seriously. People who buy accounts they don't no how to play, suck, then get banned, would most likely still suck if they did level the character themselves. That level of stupid I don't think you can fix by playing the game a bit longer.
That said the actions described in the article do seem foolish and destructive to the guild in question as selling/trading accounts to that extent is likely to get some bans handed down. Leaving that guild seems advisable even if you do not have moral objections.
If they were smarter about it then it would of course come down to your own morals, as it seems pretty clear that blizz does not actively seek out people who trade/sell accounts. It is really quite prevalent, and nothing gets done unless someone makes an issue out of it; at which point the ban hammer comes down. Being as public as they were seems likely earn them some reports though, even if it's just some spite reporting from someone that gets gkicked down the road.
Dec 26th 2007 5:17PM I have no opinion really on guards at meeting stones, as I have not found it to be a problem really. I play on an RP-PvP server, I have heard that people may be a bit more mature on such realms but I would not have thought it true till I read some of the comments here. Anyone on a PvP realm should know to be on the way to the instance anyway even if they are expecting a summon... or if you are lucky enough to have a lock around summon somewhere close but out of sight, there was not always the option of meeting stone summons available if you recall.
What caught my eye here was a comment back on the first page that indicates that more of the top PvE guilds are on PvP realms. Again I would not have thought this to be the case, but it makes a certain kind of sense now that I think about it. I am lucky enough to be in a guild that is currently progressing in BT, hyjal cleared. and in the more difficult PvE encounters I can say that there is one thing that separates an ok raider from a great raider. And that is SITUATIONAL AWARENESS. Perhaps leveling on a PvP realm breeds this. In the higher end raid encounters there is a lot more going on than 'stand here, heal/kill that guy/monster', you need to have your head/camera on a swivel. An add may appear behind you capable of 1-shotting a cloth wearer on vashj for example, and such random elements that all members of the raid need to be able to recognize and adapt to or die are the rule rather than the exception.
Healthy paranoia and the ability to handle the task at hand while simultaneously waiting for/guarding against that random element that could be appearing behind you at any moment is a quality that servers you well beyond just leveling on a PvP realm.
Dec 14th 2007 2:45PM http://www.wowhead.com/?item=31858
Dec 7th 2007 4:37PM no, it has always been that way as far as I know. I think it even says as much if you mouse over your defense number in your character pane in game, doesn't it? 'decreases chance to be hit AND critically hit' it does both.
Dec 7th 2007 4:05PM Ah, true, The way you stated that did not seem right the first time I read it either. I think most people just assume that your base defense skill will be maxed and consider a mobs ability to crush or not to just be based on relative level difference, even if it is in fact based on your base defense skill vs the mobs weapon skill. Those being in turn based on your level. Seeing that defense skill effects the chance of a crushing blow brings back to many memories of people spouting nonsense because they don't know the difference between a crit and a crushing blow.
Dec 7th 2007 2:54PM Passive warrior crushing immunity is possible, and has been archived in game. Takes t6 level gear, also takes sacrificing other stats. I have not had the opportunity to try myself, only got my first piece t6 yesterday, but from what I have read from those who have it is situationally useful but generally not worth it. Just keep shield block up.
Dec 7th 2007 2:34PM ^regular hit gets pushed off first rather, sorry
Dec 7th 2007 2:31PM you can remove crits entirely with 490 def, _unless_ (standard answer inc)
-mob has higher than normal weapon skill, some seem to (few and far between however)
-you accidentally hit your sit button (guaranteed crit)
-a feral druid gets mind controlled, mobs get LoTP, this is often the cause of 'i got crit at 490 defense' screenshots
(also your description on defense effecting crushing chance seems a bit off (miss gets pushed off the table by avoidance before crushings, only at very high avoidance/block levels would it start pushing out crushings. most tanks will not have to worry about that.)