Jan 30th 2008 9:43AM That's essentially the same build I use for raiding. I'd highly recommend a pure-PvE spec when you go 0/21/40 (specifically move the 1 point in Soul Leech and 3 points in Nether Protection over to Emberstorm -- it'd be a shame to waste Immolate + Conflagrate in your damage rotation). Destruction is pretty bad in Arenas unless you have some strong front-line support (like 2 Warriors). I spec 0/21/40 for our guild's new raid content and either Felguard or SL/SL for Arenas (UA is viable too if that's what you prefer). For old raid content (farmed bosses) I use whatever PvP spec I happen to be at the time.
Jan 28th 2008 8:00AM I started WoW on a PvE server precisely because of the rumors about constant ganking, looming 70 Rogues (60 at the time), etc. I imagined dying repeatedly to a ?? Rogue in my level 1-6 starting area (not knowing I would be safe until ~level 24). Due to family connections, I rerolled on a PvP server... best thing I've ever done in terms of sheer game enjoyment (my wife and sister both refuse to play on PvE servers now). The constant tension and anticipation of imminent danger makes the game all that more exciting. I understand that on high population realms the ganking can be constant at peak times, but on a medium or low population PvP server, there are actually a good number of opportunities for same-level (where you can see what level they are, anyway) PvP encounters. Shaman is an excellent choice for solo world PvP, as would be Hunter, Rogue and Warlock. Most other classes will struggle a bit up to a certain level, but then things smooth out and you begin to hold your own (level 40 for Shadow-spec Priests, level 50 for Paladins -- bubble + hearth FTW). Just be prepared, be watchful and be creative with your abilities.
Jan 16th 2008 11:42PM @TWH - LOL Wut? >.>
Somebody's riled up, but it isn't me. Allow me to simplify my post for you -- Main Point: I'm not going to stop playing the game to the best of my ability. This is in spite of 1) potential advantages, 2) long waits, 3) whining opponents, 4) can't-we-all-just-get-along ideologies.
Doing what so many have suggested (amicably allowing both sides to do what they want without being accosted by the other side, thus allowing both factions to farm honor in AV) is what would destroy the game for me, not 2 hour queues. I hope they fix AV to make it balanced, but until then I'm not going to play foolishly just to pacify the people I play against.
It IS a game. It's supposed to be fun. Fun for me is doing battle and giving my best. Anything less is pointless.
Jan 16th 2008 4:41PM First off, this is not a complaint about the queue times. Nor is it a denial of the current issues with the map in AV. I totally agree with the strategic analysis of this post. I just disagree with the proposed "solution". Allow me to explain...
I play on Stormstrike battlegroup. AV queues are 2 1/2+ hours right now. I want to give a Hordies' perspective on the new AV issues. Since day 1 of Alterac Valley the Horde has been faced with an uphill battle. The very mention of Stormpike Graveyard and the bridge would make our stomachs sour. As a result, the games we won were because we fought harder, coordinated better and (yes) creatively isolated the Alliance general.
Now that the rules have changed the Alliance comes in expecting their "free honor", but the Horde has continued to fight the way we always have -- with everything we've got. Now the Alliance has come to hate the very bottlenecks (bridge and GY passage) that they once delightedly used to frustrate us (3+ hour turtle games, anyone?). They have been complaining and declaring "boycotts" on the realm and battlegroup forums since the week after 2.3.
As a Horde warrior, this does NOT make me want to acquiesce... it does NOT compel me to give the Alliance their "free honor". It makes me want to crush them totally and completely... to make them sorry they even bothered to queue. If I only cared about honor point totals, I'd be an AFKer. I care about playing my best and giving my all. The Alliance made me this way... so for now, they're just going to have to deal with it.
"That which does not kill us makes us stronger."
Jan 15th 2008 11:21AM You made one very fundamental mistake... you trusted the Alliance. Even dressed up as Orcs and Blood Elves, they're still jerks.
Jan 10th 2008 8:36AM Stormstrike Battlegroup (lvl 70 bracket*)
Alterac Valley = Inaccessible (2 1/2 hour + queue times for Horde due to Alliance boycott -- this has been going on since one week after 2.3)
EotS/AB - 70/30 (Horde) - Horde dominates everything except Alliance pre-mades (and even then some of our PuGs have pulled out wins) - Sadly, there are a lot of Alliance pre-mades.
WSG - 50/50 - Most games are very one-sided, turtle games tend to fall to the team with the most healers.
*I rarely run with pre-mades, so my experiences here are reflective of PuG groups.
Dec 31st 2007 3:13PM I want to see Demon Form. It would be a talented enhanced state (like Shadow Form for Priests) during which the Warlock transforms into a Dreadlord and has enhanced DPS and abilities (perhaps some of the abilities of our other demons?) for a limited time.
Dec 21st 2007 3:36PM My first experience as an enchanter in an instance: Rogue dagger drops to a group of casters (Pally tank), I inform the group that I'm an enchanter and can DE the drop and have everyone /roll on the shard, group leader (tank) shouts obscenities at me and kicks me from the group. I have never offered to DE instance drops in a PuG since. I still roll on the item and DE it for myself later. It's honestly not worth the hassle to me and I won't say a word UNLESS someone in the group specifically asks for an enchanter. The policy for guild runs is simple -- after every sharded drop, we /roll or "pass" as we see fit and the winner gets to decide what to do with the shard. Most end up being donated enchanter or put in the guild bank -- others end up turning into "free" enchants down the road.