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The WoW Insider Show LIVE! {WoW}

Mar 19th 2012 1:37PM Can you guys elaborate on the Valor Point changes? i.e. Item buffs??

Breakfast Topic: Where's the best music in WoW? {WoW}

Mar 4th 2012 1:30PM The music in WoW is so good. I grabbed their Piano Solo book last blizzcon! :)

I absolutely loved the music that played when you went through the frozen field outside the Sons of Hodir.

Lately, one of my favorite in-game moments is in the Alliance intro to Twilight Highlands, where Ophelia the Siren needs to be put down. They play the solo part of Nightsong there, and it fits so perfectly!

http://www.youtube.com/watch?v=lK2ShxgOF2M

Know Your Lore, TFH edition: The true battle between Light and Darkness {WoW}

Feb 26th 2012 11:12PM I think it is intriguing that Thrall talks about the Elements being at peace.

It is interesting that the escalation of conflict between the Horde and the Alliance is causing Sha problems in Mists... right when the Elemental planes are simmering down. Not only is it the "Dawn of the Age of Mortals" in a power-sense, but also in a destructive sense, too.

Thrall has his mini-speech at the end of his quest-line about how "Staghelm didn't understand... that the elementals are meant to bring harmony, not war."

It's possible that the Old Gods encited the Elementals into war in order to increase their power as others have mentioned.

I wonder what role the Trolls play in all that as well. The modern Horde has a lot of influence courtesy of the "negative forces" of Sargeras ultimately. Orcs, Undead, Blood Elves... all significantly motivated/poked/incented by the Burning Legion. Trolls, Tauren, and Goblin are in debt/saved by the Horde. Human, Dwarves, and Gnomes all owe their existance to the curse of the flesh. (And most likely the other living races, but we have concrete examples for those three.)

It's also an intriguing ponderance to know what role the Well of Eternity played in all of this, too. The Pandaren secretted away their isle and society when the Night Elves started playing too heavily in the Well. Perhaps the Night Elves/Troll thing will come to "light" during this chapter. Maybe the Night Elves were a project to lead Trolls out of their Sha-producing destructive ways?

Draenei have their obvious conflict going with Sargeras. But, then you can ponder the Worgen. They are almost a living embodiment of "giving in to the dark side." Sounds like there is plenty of Lore fodder for Blizzard to sink its teeth into. I'm truly looking forward to it!

Know Your Lore: Top 10 lore developments of 2011, part 3, page 2 {WoW}

Jan 15th 2012 4:24PM One of the things you left out of the Zone Revamps is that they level you too fast! You would have to create about 3 alts to be able to go through the zones (and hit the appropriate zone dungeons) in order to experience all the lore at an appropriate level. This is made almost impossible with the Guild XP boost, even without the heirlooms. (Turning off XP is pretty hardcore...)

Even today, by the time I clear through Hellfire Peninsula and Zangarmarsh, I have enough XP to go into Northrend. So, I'd propose if they were to redo Outlands, that they approach it similar to how they did in BC to begin with: There are areas of Hellfire that are level 70-only areas. Why not rennovate the 60-70 experience and keep it simple, but then also create the 90-95, or whatever expansions' experience is, as the headline reason to rennovate. *cough*Vengeance of the Void*cough*. Especially now that the Burning Crusade is considered "baseline" WoW.

Just a thought!

How could tanking design be changed? {WoW}

Jan 14th 2012 4:22PM I would sincerely like to see tanks stop doing or needing to do any DPS. Much like healers that are good aren't required to do damage, tanks should be about focusing the flow of the battle, and stopping damage from happening. I know Disc Priests are sort of in that category already (And a disc priest tank would be fun), but I see a world with damage dealers, health returning, and damage mitigation.

Every MMO so far has put the Tank on the light damage dealer + more side. I'd like to see them remove that requirement and let tanks solely focus on stopping the boss from doing damage to the group.

For example, I could see the tank doing small mitigations here and there to build up a resource (based on damage stopped) that they can then turn around to channel some major ability. Party protection... Party heal... Major damage... Just as Dps have some amount of mitigation and healing, and healers can do tiny bits of damage.

I realize that the reason most MMOs don't do this is that you can't really effectively solo/quest/level if you're not doing damage. However, the dual-spec can totally solve this. They already almost forced my priest to have a shadow spec in order to level and quest at a decent clip.

Just saying, I'd love to see a true "Damage Mitigation" role that is not DPS light.

The Queue: Catbed.jpg {WoW}

Jan 8th 2012 2:17PM The only way I know is to hover the mouse on the specific wall/gate/door.

WoW Rookie: 8 things you didn't know your tank is doing {WoW}

Sep 8th 2011 3:50PM I would augment Number 6 and say that not Line-of-Sighting the Healer is important...

Which would lead me to a Number 9 about "Coordinating The Pull". Often times it isn't as easy as charge-in-and-AoE. Sometimes it's key to Line of Sight a mob to drag a bunch of casters into a clump. Or alternatively, doing some crazy insane Throw-There-Charge-That-Run-There pull to gather mobs up.

Ask the Devs Round 9 mitigates your tanking questions {WoW}

Jun 9th 2011 12:50PM Seems to me like it would be lore related to some regard. I wouldn't be surprised if it was Shaman/Thrall related.

Making the dungeon finder suck less {WoW}

Jan 5th 2011 6:35PM I think that the kick option should not be so open as it is now. Make it multiple choice. Make the options in the multiple choice something that Blizzard can calculate. Then make it issue a warning to the player about to be booted. It's a pre-canned message then. Then have the code monitor for whether they improve upon that pre-canned choice or something that is easily identifiable as a griefing response to the warning. If Blizzard-calculations say the player is good enough to help you finish the heroic, then you are stuck with the person.

The biggest issue I have with the kick option is the cheating and elitism it promotes. Make it an honest tool for correcting player behavior instead. Are they too slow? Deal. Are they at sufficient, yet low DPS? Deal. Are they incapable of surviving? Boot. Are they incapable of healing? Boot. Are they below a threshold on dps? Boot. Are they not sapping Star or sheeping Moon? Boot. Easily identifiable via code. Are they swearing at you? Put on ignore. Are they ninja looting? That can't happen according to Blizz with the Dungeon-Finder. Put on ignore if you think they shouldn't have taken the item.

Oh, and when everyone-but-you leaves the heroic, there should absolutely be a way for you to fill the other 4 slots instead of having to completely re-queue.

12 Days of Winter Veil Giveaway Day 12: PNY 128GB SSD harddrive {WoW}

Jan 2nd 2011 12:43PM I was just looking into getting one of these! :)