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  • Lem
  • Member Since Aug 23rd, 2007

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Recent Comments:

Phat Loot Phriday: Precisely Calibrated Boomstick {WoW}

Dec 7th 2007 9:15PM I'm pretty sure for a hunter a speed of 1.5 is actually detramental to DPS as apposed to beneficial, since steady shot is a 1.5 sec cast, you'd miss out on an autoshot.

I believe 1.6 speed is the optimal speed for maximum dps, especially for BM hunter who do nothing but spam steady shot.

Separating the players from their classes {WoW}

Dec 5th 2007 1:33PM I know what you mean.

My first lvl 70, a sexy belf mage, leveled up with my cousin, an undead priest. I would shout at him for doing certain things, when he fucked up etc.

But, when we got to 70 he stopped playing, and gave me his account. I always thought I'd be a great healer and never understood how people fucked it up, but now I have a new found respect for them. It really is harder than you think.

Maybe it was because I didnt learn the class from lvl 1, I was dropped right in at 70 with a full list of moves and abilities, from end games DPS to end game healing, doing heroics and karazhan right off the bat.

Either way, I know what you mean in this article. You may think you know a class, how they play and what they should do, but you shouldnt judge a player untill you've played that class and know its limitations.

Shifting Perspectives: The forgotten feral form {WoW}

Dec 4th 2007 8:08PM Maybe there arent many lvl 70 raiding kitties because they are melee dps.

With all the anti melee fights in TBC, having too much will hinder your overall dps, so you dont want many, and most would argue a raiding specced rogue is superior DPS to a cat.

So maybe because they are fighting for those few spots that guilds would rather fill with rogues or dps warriors.

Tho, thats just my experience.

Build Shop: Hunter 41/20/0 {WoW}

Dec 4th 2007 6:33PM Too many raid ights in TBC are melee unfriendly, if you dont have good control of your pet, and some luck, your pet will die easily, which is a big deal if you are beast mastery.

I would say the 0 / 20 / 41 build is much better for raiding, the high crit chance is really nice, plus you regain mana from critting. The expose weakness is a nice buff for you and the entire raid, especially rogues tanks and other hunters, much more effective than imp hunters mark.

Also, dont underestimate readiness. For example, using rapid fire twice in a row, or if you accidently pull aggro and FD isnt up, you can rediness, FD, then continue to keep blasting, with a clean sheet of aggro and all your buffs ready to use again.

It's very nice for keeping your DPS at a maximum.

And the shot rotation is more fun than BM, which I believe is something like steady shot steady shot steady shot steady shot, yawn.

Build Shop: Druid 43/0/18 {WoW}

Nov 28th 2007 12:19AM I thought you said this was a PvE spec?

Moonglow and balance of power are must haves, reduce mana cost and more spell hit are far more important than mana regen. Every caster group should have a S.Priest, plus mana pots, you should never really go oom in any but the longest of fights.

3 fire or arcane mages, a Spriest and a Moonkin is one hell of sexy dps group.

The ultimate loot distribution system? {WoW}

Oct 3rd 2007 5:06PM Well, we use DKP.

1DKP Per hour spent raiding
2DKP per boss kill
1DKP just for showing up for a new encounter.

Items are 15DKP
Tier stuff is 20DKP.

If something drops you want, you can spend your DKP on it. If someone else wants it too, you roll.

DKP can be earned in Kara, but items from there do not cost DKP.

Additionaly, if its an item that doesnt match anyones spec, (E.g. DPS plate helm, but no DPS warriors or Palas) Then whoever wants it for whatever reason can roll, with no costs to DKP.

The only exception to the rules is x of the defender tokens. Main Tanks always get priority, period.

I'd agree with the notion that there is no one perfect system.

But, I'm happy with how our guild distributes items with the DKP system.

Why would you want someone else to play a game for you? {WoW}

Sep 29th 2007 3:20PM Well, I can see both sides.

The problem is, I want a lvl 70 character. I don't want to level one. I've already done that with other characters. It's boring, I've seen it all before.

Getting someone else to level your character, for money, is fine in my opinion.

People will say "That's stupid, you're paying someone to play the game for you" but these are the same people that say "The game doesnt start untill 70".

I want a 70, to play at 70, to do 70 instances and raids. But, I dont want to do all the leveling.

You either do it, or you don't get a 70, right? Well, if you're willing to pay money to do something you're capable of, but can't be bothered, why not? Why be up in arms? It's thier money, not yours.

Do not people pay others to tidy thier house, do thier laundry or clean thier cars?

To me powerleveling is no different. You're paying a premium for a service that you can do yourself, but dont have the time/energy.

Breakfast Topic: Mastery of a difficult class {WoW}

Sep 1st 2007 11:16AM I'd have to agree with another comment.

Tanks and healers are the hardest to master, or rather, the hardest to do well. Anyone can master something in the theory sense.

Knowing what to do and actually doing it are different things, and no other class shows the difference between these two than healing and tanking.

In my experience, when you wipe, 9/10 its the tank or the healers fault, not the DPS. I mean really, how hard is it to fuck up standing there and shooting/melee'ing the crap outta something?

Fear and how to fix it {WoW}

Aug 23rd 2007 9:21PM Please don't say that fear and poly are the same. There are two HUGE differences that others pointed out.

1) Does not break on damage

2) Does not regenerate health

Those are two very large differences.

I'm not the biggest fear hater ever, it's the fact that Warlocks have it. They already essentially have a win button by loading you up with curses, so it really isn't right that you cant damage them whilst they munch away at your HP.

In my opinion fear should break after damage, or a certain amount of damage. Like polymorph which lasts shorter and shorter the more you use it on the same target, the amount of damage needed to break from fear should reduce each time it's used on any given target.