Jun 26th 2008 4:37PM @Muertos:
While I agree that this is Blizzard fixing a problem that isn't their responsiblity (users getting hacked/keylogged), it costs Blizzard money whenever a customer gets hacked. Blizzard has to pay its Customer Service people to verify the hack, restore control of the account to its owner, and restore items to the account.
I agree that it is likely that Blizzard is subsidizing these authenticators, in order to get a lot of them out there. They probably view it as an investment that may reduce their costs associated with compromised user accounts.
As you said, it's good press/customer relations, too.
(How much do you want to bet that the Customer Service people will start suggesting these to people who've been hacked, as a means to prevent a recurrence?)
Jun 25th 2008 2:32PM I agree, for the most part. The gear recommended in this guide is more than you need to start Kara, and some of it (100 BoJ gear!) is unreasonable to expect of someone who's never stepped foot in Karazhan.
Level 70 blues, appropriately gemmed and enchanted, are fine to *start* Kara with, as long as the rest of your raid is in similar-quality gear. However, if your raid has toons in quest/leveling greens (especially tanks and healers), then Kara will be an endless series of repair bills.
I do agree with the blogger that if you are a tailor, you should be busting your behind to get your FSW set ASAP - it is just that awesome. The Spellstrike set is also excellent for any new shadow priest. But I don't think you need them to start Kara. I'd aim to get them all made by the time you hit the harder bosses (Curator and beyond).
Likewise, I think you can use your badges from the early Kara bosses (plus heroics) to get the badge wand and off-hand. Also, run BGs when you can for the Merciless Gladiator's Gavel or Spellblade. (These items are better than anything that drops in Karazhan.) Get those by mid-Karazhan, too, and you should be fine.
Jun 25th 2008 12:29PM There have been many cases of people impersonating alts of officers to get into guilds and raid their guild banks.
Since some players have multiple alts, giving alts guild bank privileges also multiplies a dishonest person's opportunities to take from the guild. (Not to mention multiplying a hacker's opportunity to raid the guild bank if a guildie with multiple alts is hacked.)
For those reasons, the guild I am in does not give alts any guild bank access - we put all alts in an "Alt" rank. If someone needs something from the guild bank - that person has to get it using his/her main toon.
And all of the members and officers, including the guild bank officer, have limited withdrawal privileges. This reduces how much we can lose to a hacker or dishonest member.
This approach paid off for us when an officer was hacked a few months ago - we watched the hacker log into all the player's alts and run to the guild bank to unsuccessfully try to loot it. He got a few items using the officer's main, but that was it. (We eventually got those items back, but it would not have been a problem even if we hadn't.)
Of course, if our GL goes off the deep end, we're out of luck - but that's the way the system works.
Jun 25th 2008 11:51AM For gloves, another fine choice is the Jaedenfire Gloves of Annihilation: http://www.wowhead.com/?item=27889
With 25 stam, 25 int, and 39 shadow damage, they are an excellent choice if you are hit-capped already.
They have a 17% drop rate from Ambassador Hellmaw in normal Shadow Labyrinth. Since he is the first boss, if your group is agreeable, you can reset the instance and farm him until they drop.
May 9th 2008 11:35AM Actually, for many 25-man guilds, this is *great* news. We were dreading being forced to start WotLK raiding in 10-man instances.
We've worked hard to build a team for 25-man raids. The last thing we wanted to do in WotLK was to break up into 10-man teams. That brings headaches with class balance, people sitting out more often (unless you run three teams, which stretches the guild pretty thin), resentment and jealousy if one team progresses faster, friends being unhappy at being put on different teams...ugh. Then we'd have to bring all those people back together and get them used to working as a single team again. It would have been a real pain.
Being able to go right into 25-mans and keep the whole crew together right from the start will be much better for us. And we will still have the option to run the instances as 10-mans on off-nights for badges and to help bring new members closer to our gear levels.
Still, I think it is an even bigger win for small guilds. They will get to see the full lore and content (albeit with lesser loot) instead of running out of content after only two instances.
May 8th 2008 6:09PM And I suppose you don't care that one important way that gold sellers get gold is hacking honest players' accounts?
May 8th 2008 11:09AM This is a great deal - for the guild selling the spots.
Option A: The person buying the spot stinks. At least you got the gold, and maybe a good laugh at "teh noob".
Option B: The person buying the spot is pretty good, if a little undergeared. Invite him/her to join your guild.
Win-win for the selling guild.
I have seen a higher-progressed guild on my server give out raid spots to people in guilds 1-2 steps below them on the progression ladder, whenever they had a spot to fill in their lineup. Whether they actually intended to poach people I cannot say, but those people tended to join them soon after.
So, from the perspective of a guild officer, I am very wary that anyone who goes on runs with a higher-progressed guild would not be around long enough for their shiny new gear to help the guild.
My guild doesn't have a written policy prohibiting this, but we'd be very concerned that someone who wants to run with a higher-progressed guild is, or soon will be, guild-shopping.
May 4th 2008 5:12PM I used to use Necrosis. It used to be indispensable. I know a lot of locks still swear by it.
But other than its circular interface, its other functions have now been largely replaced by the timer mod of your choice and the in-game interface.
DoTimer is better for tracking DoTs and cooldowns, IMO. And as others have said, shard bags now track how many shards are in them. (If you overflow your shard bag, you have to manually destroy the excess, but that's not a big deal to me.)
The rest is superfluous. Mount speeches? Cute at first, but they quickly become irritating. Summoning and Soulwell announcements? Not necessary. I could easily make a quick macro to announce those events if I wanted. Nightfall proc announcements? Black sparkles around me and a distinctive sound already. Fear immunities? I don't get surprised by them very often.
These days, whether Necrosis is really useful to you depends largely on whether you like using the circle and popout menus for combat. I don't, so I uninstalled Necrosis and don't miss it...
...well, except for scaring the heck out of my hubby with the demonic voice yelling, "Your Soulstone has expired!" That's *almost* worth re-installing it. :-D
May 2nd 2008 9:40AM My vote for the most annoying quote is from Selin Fireheart, in Magister's Terrace:
"Yes! I am a GOD!"
Being a warlock, I make it a point to cast Drain Soul at every kill, just so that I can reply:
"No. You are a soul shard."
Apr 30th 2008 9:55AM I love the "Easter egg" quests: those started by an NPC wandering the wilds, a clickable beer keg in the middle of the plain, or a random mob that drops a mysterious necklace that turns out to be owned by one of your faction's leaders!
But I would hate it if leveling were dependent on searching out these kinds of quests. There should be quest hubs with sufficient quests to get you ready for the next zone.
Regardless of where the quests are given out, I really enjoy when the quests in a zone follow each other and tell a story that immerses you into the world and lore. Mulgore is one of the best zones for that, IMO. If you do all the quests in there (and read them!), you really get a feel for the Tauren culture and belief system before venturing out into the world.