Oct 26th 2007 9:54AM Boo for comments getting cut off earlier!
@1: At the level ranges that you're going into VC/WC, you'd only just be venturing into the contested zones anyway. If the instance level is higher than 20, it makes sense for them to be inside of a specific side's territory. If you really want to make things balanced, we would need to apply the same rules to Gnomeregan--of course, who wants to actually GO to Gnomer?
Truth be told, though, we don't even need to talk about balance. There are FAR more instances in Horde zones than Alliance zones:
- Alliance: Deadmines, Stockades, Gnomeregan
- Horde: Ragefire Chasm, Wailing Cavern, Razorfen Kraul, Razorfen Downs, Scarlet Monastery, and now Zul'Aman
On a PvP server, I'm much more in favor of guards/contested zone than a sanctuary. One of the facts of life on a PvP server is the -chance- that somebody will attack you. I have no problem with increases the consequences of making such an attack, but removing even the possibility of an attack changes the server.
It will always be easier for the "friendly" faction to gank in these zones, if for no other reason than that their flight points/cities are closer. However, I think that making the immediate area contested would certainly help the situation, and so I'm in favor of the contested zone part.
I also think I'm in favor of the guards. Again, it allows the possibility of an attack, but basically includes consequences. Let's be honest--some people will genuinely PvP outside of these instances, but there will also be a lot there simply to grief the other side. Ah, the personalities that come out when given the anonymity of the internet....
Oct 26th 2007 9:52AM @1: At the level ranges that you're going into VC/WC, you'd only just be venturing into the contested zones anyway. If the instance level is
Oct 19th 2007 10:34AM The top 10 things I'm excited about in Patch 2.3:
1.) Setthek Halls reputation through exalted
2.) Expedited Leveling
3.) Badges in Karazhan and Zul'Aman
3.) Faction discount modifications
6.) Flight point in the Rebel Camp
7.) Changes to the Druid's Heart of the Wild ability (with apologies to the rogues against whom I will now compete even more for gear)
8.) Guild Banks
9.) Free buffs in the battlegrounds
10.)Old world dungeon loot changes (all loot will now be at least superior quality)
And, just for a bonus:
The bear mount in Zul'Aman!
Oct 19th 2007 10:17AM My guess is that he's near the border between Terrokar Forest and Zangarmarsh--not quite far enough into ZM that the blue wash takes effect.
Oct 10th 2007 10:29AM As a Druid who has tanked most 5-mans as well as our guild's current attempts into Karazhan, I usually want to handle the pulls myself.
To pull, I will typically cast Regrowth (my longest-lasting HoT) on myself, then pull with either Wrath or Moonfire, then pop a Rejuvenation or Lifebloom on myself before shifting into Bear form. Furor provides me instant rage for more threat, which I further increase by popping Enrage (with the Intensity talent for instant rage as well as rage over time). I quickly apply Mangle and Maul, and then begin building my Lacerate stack.
If I have large amounts of rage, I will sometimes pull with Faerie Fire (Feral) and quickly burn rage with Mangle/Maul/Lacerate, and possibly Swipe, to get my threat up quickly.
Now, that said, I'm certainly not opposed to a hunter pulling, particularly given the tools available to them (Misdirection and Feign Death). However, I do not like the prospect of a Mage pulling.
Basically, as the tank, I want to pull so that I have a firm control on the situation. But then again, that's just my opinion.
Oct 5th 2007 9:32AM At face value, I'm rather disappointed with the proposed changes. Alterac Valley is far and away my favorite battleground (and nothing would make me happier than the elimination of Warsong Gulch altogether). Say what you will, but Alterac Valley provides a measure of PvE-like PvP for those who really aren't hardcore about their PvP.
The Lieutenants and Commanders are a fun part of the game--grabbing and tanking them while only a handful of people stay behind to finish the job.
However, the reduction in tower and graveyard capture times is a welcome sight.
I'm unsure as to how linking the Warmasters/Marshals will play out. It seems like it will take away the value of a good pull and good tanking. I wonder whether it simply means that all will pull, but if you do it properly you can still ultimately end up with only one?
The hardcore PvP crowd can spend their time in the Arena. Alterac Valley will continue to be a favorite for those of us who enjoy a game with slightly less mindless objectives.
Oct 3rd 2007 5:18PM Great article. The only thing I would mention is that, if you have only completed 3ish instances prior to 70, running the 70 instances will be both good practice and a way to get your gear better prepared for your first raid.
Sep 27th 2007 9:34AM In my opinion, fear ward should not be spread out, if for no other reason than Will of the Forsaken.
Sep 26th 2007 8:07AM There are also now separate debuff icons for the stun and bleed portions of a Druid's Pounce ability.