Feb 9th 2010 11:18AM me
Jan 15th 2010 4:20PM Two quick tips. For Inscriptionists, selling Armor Vellum III and Weapon Vellum III can be quite profitable. For Tailors, pick up a specialization if you don't have one, so you generate 2 specialty cloth instead of 1 for every transmute.
Jan 2nd 2010 11:33PM me
Jan 2nd 2010 7:13PM me
Dec 14th 2009 12:43PM Use priest shadow resist buff or paladin shadow resist aura, those both mitigate damage and give increased chance to resist it completely. I would recommend using any short cooldown magic mitigation abilities (deathknight ams comes to mind) on each one. Recommend long cooldown escapes (bubble, iceblock, etc) for the 3rd fear.
Dec 14th 2009 9:24AM 90% positive experience.
Some drama from heroic HoR the first few days, wiping on the waves of trash. Still haven't seen a warrior tank it successfully yet...
Also one hilariously bad pug last night in Nexus. All 3 dps were using lower ranks of their dps skills (addon Rankwatch, highly recommend it). Now I always point this out to people, as it really sucks to be accidentally using the wrong spell or skill rank, and the vast majority are surprised embarrased or appreciative. This occurs due to dual speccing usually, as when you train with one spec, it doesn't update the action bars of the other spec. But in this pug, they said that the addon was wrong, and that they were using the max rank of their skills. I then linked to wowhead showing that in fact, they were *not* using the max rank of their skills. They then said shut up and keep tanking.
Dec 4th 2009 2:48PM I think the wow.com readers are fair in their criticism (and praise) of the columnists. Those who make glaring mistakes and show a lack of knowledge on gameplay mechanics are called on it. Those who provide in-depth analysis or insight that goes beyond numbers and facts you can look up in wowhead are rewarded with good discussion in comments. I appreciate the columnists who take the time to join the discussion in comments with the readers. I hope the new priest and hunter columnists can live up to the lofty standards set by some of the other class columns (yes I know not everyone can be Allison Robert but I can dream).
Nov 17th 2009 2:40PM Two, one to hold the light bulb, and one to turn the universe to screw it in.
Nov 5th 2009 11:40AM I am concerned that there is no clear definition of what items and benefits are acceptable for microtransactions. Blizzard has stated they are ok with providing numerous items for money. To quote:
"As with the pets, mounts, and other items players can obtain through Loot cards from the World of Warcraft Trading Card Game, Pet Store pets are purely cosmetic and just for fun."
So we can expect cosmetic items like mounts, tabards, more pets, and vanity items for cash in the future. But to quote Blizzard again, their criteria for what is and isn't accpetable to sell is as follows:
"what isn't detrimental to the game and that doesn't detract from the gameplay experience for players who choose not to use the service."
The key phrase is "detrimental to the game". What does that mean exactly? Who defines what helps or hurts the game? Blizzard does, of course. They have stated that 3rd party gold sellers are detrimental to the game as the gold comes from compromised accounts. But wouldn't it be both safer and more profitable to eliminate the gold sellers by selling gold directly? One could argue that eliminating the shady gold sellers, and providing a legalized way to buy gold, is less detrimental to the players than the current situation where accounts are compromised left and right. The arguments for and against legitimizing gold selling is similar to the debate over the legalization of drugs like marijuana in the U.S. Of course, since gold is digital, there's an infinite supply (and profit) for Blizzard, up to a point where the economy is destabilized.
The repercussions for an infinite supply of gold likely means Blizzard will never sell gold. However, for items which are fixed, non-tradeable (like bag slots, gear, and experience points) Blizzard could argue that making these sellable does not detract from gameplay. Just as character or faction transfer provides an extra level of convenience, so would extra bag slots. Or less xp per level. Heck, they already half-legitimized xp for cash with the recruit a friend program. Now they have the tools to just sell the xp bonus directly.
I fear what greed could do to this flagship game.