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  • Dan
  • Member Since Mar 30th, 2006

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Recent Comments:

Breakfast topic: DND {WoW}

May 5th 2007 2:10PM When it gets really bad on my priest:

Learn first aid, fool.

BigRedKitty's List of Talent No-No's {WoW}

May 3rd 2007 2:18PM 0/20/41 here.

2.1 is going to be fantastic for survival hunters, so I geared up and switched over beforehand just kinda pre-emptively. I was surprised to find that my dps in both raids and parties went way up.

The reason is simple: of all the raid buffs you receive, only might increases attack power directly. Everything else increases agility. And when you only gem and enchant for agility, you get the greatest benefit from something like blessing of kings, which does not increase your +ap or +crit stats one bit.

As for entrapment, it's absolutely amazing in 5-mans. With a little bit of skill, you can effectively kite-tank 3-4 adds. Regardless of whether you've specced for it or not, there should ALWAYS be a frost trap down if your tank is trying to control more than one mob, because it gives the tank a nice long time before they can reach healers/casters.

Around Azeroth: And one lone murloc {WoW}

Apr 10th 2007 11:56AM They may travel in groups, but they walk single-file to hide their numbers.

Paladin solos Blood Furnace {WoW}

Mar 28th 2007 10:25AM For those interested, a hunter named Dysphoria has already solo'd several bosses on heroic mode, including one in Slave Pens and another in Durnholde Keep.

Search for "hunter vs. world."

What's your favorite 5-person group? {WoW}

Mar 17th 2007 2:44AM Never tried exactly this, but could be fun:

Feral druid
Enhancement shaman
marks hunter
arms warrior
holy pally

Or the same idea, but more casting oriented:

prot pally (imp concentration aura maybe?)
balance druid
shadow priest
elemental shaman
disc/holy priest (imp divine spirit)

It's all about the synergy. In each group, you might say there's a slot that a rogue or mage would be better for, but the idea is that each of these classes dramatically improves the performance of the others, which should make up for not having one pure dps class.

Leeroy: The man behind the chicken {WoW}

Mar 13th 2007 4:52PM Sorry to outnerd anyone here, but since I'm actually headed to my copyright law class right now: the Leeroy Jenkins video is what you'd call a derivative work, one based in large part on a pre-existing work. To the extent that the video offers creative, original authorship separate from the pre-existing work, it is copyrightable. But the right to create derivative works is itself a copyright protection, so Blizz is likely to play this trump card if challenged on its use of anything Leeroy related.

As for the name Leeroy Jenkins, short phrases are not copyrightable (and before you disagree, be sure you're not thinking of a trademark, which offers a more limited set of protections).

As for the right to use characters, take a good hard look at the EULA on the next patch day. I've never read the thing but I'll bet dollars to donuts Blizz specifically disclaims giving any property rights at all.

And if you're wondering why a lawyer wouldn't read every contract that passes in front of him, these are the reasons why I don't and you shouldn't either:
1) Unless you live in California, it's not clear that click-wrap contracts are enforceable (though they probably are)
2) Anything you'd strongly dislike in the contract is probably unenforceable anyway
3) What are you gonna do if you do find something you don't like? Not play? No? So why waste your time?

These thoughts courtesy of my civil procedure teacher, who also taught me to say the following whenever talking casually about the law:

I am not your lawyer, and none of the foregoing should be construed as legal advice.

Breakfast topic: How do you pronounce "Medivh," exactly? {WoW}

Mar 13th 2007 11:06AM Pronunciation is my guild's waterloo. Just ask our holy warriors, the puh-LA-dins, who are out in Au-chin-don grinding for REV-erd rep.

One tank to rule them all? Devs say no. {WoW}

Mar 9th 2007 11:19AM I'm all for the idea of several classes being viable tanks as this protects against relying on the presence of a single class to get a group together, but at the same time I believe that every class should be able to spec to provide some irreplaceable commodity to a raid. It's bad enough that warriors' ability to be the best tanks in the game is in question, but what's equally sad is that arms and fury warriors don't seem to have that special something either. Perhaps mortal strike will prove critical to some new endgame encounter, but I haven't seen it yet. Almost all off-specs provide some raid utility: shadow priests have misery and vampiric effects, ret pallys increase critical strike chance by all attackers, and so on. But why would I ever take a fury warrior when I could take a rogue?

Number breakdown on classes in 5v5 arenas {WoW}

Mar 6th 2007 2:02PM Two words: mortal strike.

I haven't done any 5v5, but I imagine there are often groups with three, four or even five classes with some healing abilities. You can try to CC them all with the talents of all your players, or you can make all their healing useless by adding one class.

Now just wait until charge, intercept and intervene remove movement-impairing effects.

AddOn Spotlight: Nudge {WoW}

Mar 1st 2007 2:17PM Nudge is actually a simplified version of a much better but now defunct addon called rangehelp, which lost its greater capabilities in the 2.0 mod nerfs. Rangehelp, in addition to the range indicator, also had the option to automatically change action bars when you moved from range to melee. Thus you could bind a shot and a melee attack to the same key (concussive shot and wing clip were a natural pair), and the correct one would be used based on your range.

As I understand it, the same changes that made Decursive obsolete broke Rangehelp as well. Now I'm all for the logic that no addon should decide what buttons to press for you, but to me Rangehelp was for hunters the same as the built-in automatic bar changes that rogues, warriors, and druids have . We have a completely different set of attacks for melee and range; can't we have a completely different bar?