Aug 9th 2008 12:24PM For the LoH one... if I target myself for the heal, do I get 2x Mana returned?
Jun 20th 2008 11:26AM WTB Atrocity!
(Atrocity: 1 pt; requires 50 pts; You devastate the area, causing Corruption (Rank 8) to all targets within 15 yards. In addition, your Corruption spell will do 434 Shadow damage to the target when it finishes its duration.)
Mar 16th 2008 9:01AM I think the real thing to ask people is: "how long have you been playing WoW?" I've had a bit of both on my server; it seems that the players of the mind that the writer (and myself) are the people that have been playing for some time. The ones that immediately use the in game system are somewhat more green. That's just an opinion, not a blanket statement.
The old-school way seems so much more personable than the roller in game. The groups I go with, be them friends or PuGs, nearly always ask "mind if I take those?". That just seems to be the general response.
If I recall correctly, the in game roller was put in place to prevent ninjas. Either way, I'm glad the roller is there; but I'll only purely use it when it's unavoidable. Communication is king!
Mar 10th 2008 8:39PM With regards to the Nature's Focus / Naturalist, I think there are 3 things noteworthy (I preface this with out having done any math, or historic research; just memory and conjecture):
1) I don't think either of these talents are really focused towards end-game group atmospheres. Naturalist may be for 5 man groups for main healing when you have a low amount of +heal... but thats just me speculating
2) Nature's Focus has, from what I remember, always had the interrupt reduction on it for HT. Back when I was leveling my druid I took this talent as it helped with grinding. Yes, there was a time that I was resto for leveling, and yes there is a point when you're resto that you don't have NS or improved HoTs.
3) As far as end game is concerned, I feel that either have a place in PvP. When speccing b00mkin, I like to take Naturalist to get the speed cast in a pinch.
All-in-all I completely agree with the sentiment of the post's author. There are some solid reasons for the talents, but they feel like they belong to the 'old' druid specs and are stay overs from a time pre-tree. They are also so specialized they make the talents feel like total throw away points.
Dec 28th 2007 8:58AM I've played WoW since the last week of open beta (of the initial release). I started out on Doomhammer (PvE) and played up to about 30ish in a casual fashion. I switched to Shadowmoon, PvP, with in about 3 months of playing and haven't looked back. It took me nearly 9 months to level my very first 60, and now I'm working on my third 70.
As previous posters have noted, world PvP can be a PITA. The way I always approached it was that it made the 'grind' feeling a little weaker. There is always that chance that the red name off on the horizon is not a boar... and it IS coming to get me. I dunno, just adds an extra twist to the game for me.
Previous to WoW, I was a pretty strong Lineage and Lineage II player. I absolutely _hated_ that anyone could kill me. Not only that, but I would randomly drop something from my inventory and lose about 10% experience (can't remember the exact %). That doesn't sound like much until you realize that each level is exponentially higher than the last; eg. level 49 --> 50 was the same amount of xp from 1 --> 49.
The long and short of it is that I love PvP WoW realms because THEY feel like casual PvP games.
Oct 5th 2007 8:20AM I think with the added concept of team play incorporated in these changes, Blizzard should allow us to queue in groups again. Maybe not full raids, but maybe groups of 5-10.
Otherwise, this should bring some fun back into AV. I get tired of racing to that final GY to cap it, and missing out on all of the things in between.
On the other hand, I know there needs to be a balance somewhere; I remember having 5+ hour AV's back before the original changes.