Skip to Content

WoW Insider has the latest on the Mists of Pandaria!
  • Korek
  • Member Since Oct 26th, 2007

Are you Korek? If So, Login Here.

BlogComments
WoW25 Comments

Recent Comments:

The Queue: Archdruids? Nahh. Okay, maybe. {WoW}

Jan 16th 2009 3:54PM For those familiar with "City of Heroes" I'd offer up the idea that a class modelled after the "Dark Miasma Defender" might work if retooled and labelled the "Necromancer". It would have heals (based on lifetaps) but would primarily work as a debuff-oriented class. The idea here is that if you sufficiently debuff an enemy such that it is doing X amount less DPS then that is basically the same as if it wasn't debuffed and you were instead healing for the same HPS.

This would cover the need for an additional healing class and provide a means of healing that wasn't just a glorified game of "whack-a-mole".

Breakfast Topic: Heroic PuGs from hell {WoW}

Feb 22nd 2008 9:39AM To the poster who said "more than 2 pieces of pvp gear" is a deal-breaker. I'd say that depends on heavily on the class and spec in question.

For example, a boomkin druid's pvp set is arguably very good pve gear too. It is high on armor (helps in moonkin form against splash damage), high on spelldamage, high on stamina, and high on mana regeneration. It is low on spellcrit, which is ironically a *good* thing in 5-man content as crit-chains are risky for pulling aggro without meaning to. In fact, generally speaking a DPS spec of any class in pvp gear is going to be better than their equivilent dungeon blues.

A few pieces of pvp gear on a tank or healer aren't necessarily deal breakers either. So long as the tank has sufficient defense (and block/parry/dodge depending) and the healer has enough +healing and mana regen, a few pieces can buff up stamina and increase general survivability. Don't be so eager to assume that pvp gear automatically means "n00b".

Breakfast Topic: I get by without a little help from my friends {WoW}

Feb 21st 2008 8:54AM I know she said she's an undergeared feral, but that's fixable with some time and effort.

1. Clefthoof Chest, Legs, and Boots. Craftable.
2. Quest rewards - Some data mining at wowwiki or other sites will help.
3. S1 Epics for honor - Sure not everyone likes PvP, but a few weeks of grinning and bearing it will help. Finding one friend and doing the 2s arenas (reforming team as needed) can also net some decent gear. Feral tanks actually can gear from pvp, it isn't as good, but better than nothing.
4. AH has some decent stuff sometimes such as Braxxis' Staff of Slumber (nice pre-Earthwarden stick).

Basically, she can get geared up, and in the process of tanking (start on the non-heroic 70s stuff) can meet people and find a guild that will be there for her when she is ready to take on Heroic Sethekk.

The AV map imbalance in patch 2.3: a different perspective {WoW}

Feb 8th 2008 11:30AM There's a few things this blog is overlooking. I played Horde pre-2.2 (AFK patch) and hit exalted with Frostwolf in that time in the Stormstrike battlegroup. We a dedicated group of 5-10 defenders (and half our force AFKaving) we could stymie an entire Alliance zerg at IBGY/Galv, and combined with capping SHGY (they let us) and stealing SFGY (which got us yelled at for 'forcing an Alliance turtle') we could turn a game into a 4-hour turtle-fest that we would eventually win. But of course in those days that was massively frowned on by both sides for being terrible honor/hour so it was rare.

The Horde advantages in 2.3 are very easy for a PUG to leverage into victory and require premade-level coordination from the Alliance to counter. In battlegroups where the Alliance isn't being shut out, you find the Horde are not leveraging IBGY and aren't first focusing on pushing the Allies back into a DB turtle. Why they aren't is anyone's guess: maybe they fear our long queue times, maybe they're just too ingrained in the idea of an Alliance turtle being bad.

Sure the FWRH is easy to ninja, but it still takes 4 minutes and if they have no forward GYs then every death permanently removes that person from offense as they get caught behind our offensive line and have to fight past IWB which is a chokepoint for blocking north-to-south movement, but not south-to-north. Our defense is spawning either in one of our default GYs or in our cave and can whittle down the Alliance forces.

The changes discussed in 2.4 are needed: Balinda needs to not be a joke and only takes forever to kill now because of her insane health totals (also being reversed). We shouldn't be hitting the Alliance bunkers before they can even get there. They also address the RH-zerg strategy because warmasters are now going to buff each other and the general. All told? Very mild "nerfs" to us, and a solid nerf to the one race strat that is netting the Alliance any wins at all where the Horde hasn't mastered the IBGY strat.

The Care and Feeding of Warriors: When tanks aren't tanking {WoW}

Jan 25th 2008 2:42PM In the blog you mention "a change of gear and a warrior would go from tank to excellent melee DPS"... Or words to that effect anyway.

Pardon me for asking, my main is only a druid after all... but isn't that exactly what feral druids can already do? If it isn't overpowered or unbalanced for a feral druid to change out of tank gear into DPS gear and go rawrkitty to DPS... how would it be overpowered for a warrior to be able to do something like that?

In fact, if the arms and fury trees are more about granting additional abilities such as the ever-infamous mortal strike debuff, wouldn't giving prot the ability to do some real damage, in damage gear, be reasonable? It wouldn't make a prot warrior necessarily awesome in pvp, they'd be missing their iwin ability (again, MS), but they might actually be kind of viable... imagine a DPSer that is hard to kill: you can't ignore them and they aren't easily taken down.

That might actually make for more tank-spec warriors in the game, which might actually help grouping. Do that and all Blizz would have to do is find a way to make feral and prot pallies relevant in pvp again and I know I'd be happy. :)

The AV map imbalance in patch 2.3 {WoW}

Jan 16th 2008 4:28PM Just add in a +200 honor bonus if your side loses because it went to zero reinforcements and label it "the general escaped" and then implement a +200 honor bonus if you slay your enemy's general as part of the victory conditions.

This would give the losing side some token honor if they are worn down to zero reinforcements, encourages a vigorous defense and makes it worthwhile, and provides an incentive to the winning side to not capture the entire enemy force in a giant turtle in their base because it could easily cost them another couple hundred bonus honor.

The reinforcement system then becomes a way to prevent games from going on forever, the layout of the map gives each side different advantages that matter, and everyone can get a little bit of bonus honor more often.

AFK punishment is still just a band-aid {WoW}

Jan 14th 2008 8:43AM For AV I think it would be nice that if you keep your general alive until your resources hit zero (such as in the case when the Horde pushes the Alliance into a turtle in the DB base) the game says "The defenders bought time for their general to escape!" and the losers are given bonus honor for keeping him alive. If the general dies, then no bonus honor for that, just for whatever else you might have done.

But on topic, I'd rather see the honor/hour of the 4 battlegrounds normalized (to something low-ish) with identical rewards for whether you win or lose. Then turning in 3 honor tokens to the battlemaster would give you more honor points - so a consistently winning team gets the "better" reward (1 winning game nets the same "bonus" honor as 3 losing games in this case). Then let people play the game they want to play and you can also include new maps as often as you like since you don't need to balance or worry about new tokens to use to purchase things.

Think about it and it makes sense... the arena system doesn't require marks from specific arena maps, so why bother with them for BGs when it makes it harder to implement new maps with different objectives of gameplay?

All the World's a Stage: If looks could kill {WoW}

Jan 14th 2008 8:20AM I'm another person who has a hard time playing a male avatar as a caster type in WoW. Staring at a "caster" who looks like they just spent 12 hours at the Gym pumping iron while slurping down steroid smoothees just completely destroys any sense of believability in a fantasy character.

Consequently, my males are all melee character types. I have a blood elf prot pally (male), an draenei elemental shaman (male), a tauren boomkin druid (male - and I need to get him out of that cloth robe, he looks ridiculous!). I've also got my girls: a night elf priest, a night elf druid (also a boomkin - she looks better in a robe), and so on.

The only male avatars I can stand in a robe or as a caster are the blood elves and the gnomes. Trolls and undead are believable, but the hunched back gets to me after a while.

Enter to win a $5k Dell WoW Edition notebook {WoW}

Dec 14th 2007 2:41PM For the Horde baby!

All the World's a Stage: Turning stumbling blocks into stepping stones {WoW}

Dec 3rd 2007 7:48AM The owl had swallowed the sword. What? It's certainly freaking big enough!

There are female ogres... you just can't tell unless you lift up their loin cloths and I *reallY* don't recommend that!

Killing my same-faction enemy would make me a wanted criminal throughout the lands, so I will either satisfy honor with a duel or try and manipulate the other-faction into killing them!

Just like in any fantasy... make sure the body is lost somehow, then when they return (as they always will) you can just say "twas only a flesh wound!"