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  • Eric
  • Member Since Jan 16th, 2008

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Drama Mamas: Suicide threats {WoW}

Mar 19th 2010 1:03PM This happend to me once, and the GM's were not able to do anything much about notifying the authorities, because for some reason they didnt have current real world information on him. Collectively, the officers in our guild managed to talk him through the immediate crisis and he seemed to recover enough to step back from the brink. But it was a *very* draining experience for us. We had to take him seriously and at least I personally felt way out of my depth dealing with someone like that. While talking to him I had a serious fear that if I screwed up I might push him over the edge.

World of Warcraft on Windows 7 RC {WoW}

May 29th 2009 3:36PM Did you install the 32 or 64 bit version of Win7?

Blood Pact: What's up with everybody? {WoW}

Apr 28th 2009 3:15PM Pre patch I was 0/41/30 and liked it a lot. Post patch I went 0/40/31 and am having some trouble adjusting to the rotations.

One of the reasons I liked 41/30 was the rotation was pretty simple and easy to max uptime on. 40/31 isnt nearly so easy. I'm not sure how much of the lower dps comes from 3.1 and how much from not knowing the rotations as well, but my dps output went down with 3.1. I'm improving on maxing uptime on my rotation though. The biggest problem for me is that the cooldown on Conflag doesnt show up on Quartz which I am accustomed to using for my dot timers, and Conflag "uptime" is pretty key for that spec. A second problem is that I need to keep the life tap buff up. My prior play style didn't life tap till I really needed it as I didn't want to interrupt my rotation any more than absolutely necessary. Now I need to tap every 20 seconds provided I have the health which isn't always the case in Ulduar.

I also tend to lose the imp on fights like Deconstructor if I dont micro-manage him enough to make sure he's not near anybody (like me) who might get a Light Bomb or Gravity Bomb.

The AV map imbalance in patch 2.3 {WoW}

Jan 16th 2008 7:32PM The OP was making the point that it's not so much that either side has an advantage, it's that when horde chooses to play their IB/Galv Defense card it creates an insurmountable imbalance that the Alliance has no counterpart to.

In my experience, most of the time both sides are content to take towers and see who downs their general first. Each side gets a fair bit of honor and the fastest team gets a bit more.
Yes, horde win more often now, but from what I hear, that's due more to better AFK policing than game changes. I hear that at least in the Cyclone battlegroup horde used to have terrible problems with afk-farmers, far worse than alliance did.