Apr 6th 2009 8:19AM Again: Hit will not impact release chance! Not anymore! Shadow resistance on the understudies will.
Apr 5th 2009 9:09PM Just to be clear: Hit Gear was needed in the Naxx40 version because back then MC checked every few seconds your hit chance.
This has been removed - you don't need hit anymore - he can only resist the initial cast or mind soothe - once you are in MC only damage can break you out of it (the shout doesn't do that either anymore).
What is dangerous is shadow resistance. Never ever use SR Aura or buff the Understudies with SR or MotW.
A big mistake I see in randoms groups is Priests running out of range with their adds - if you move out of range of your character, MC will break!
If you pull with MC, let Razuvious come to you - don't move out of range to engage him.
Apr 5th 2009 4:26AM The best thing about Jewelcrafting is not that it gives a Spell Power bonus - the other professions do that too.
It's that the 32 SP gems are prismatic and you can use them to unlock the +3% Crit Damage Meta which needs 2 blue gems.
So Jewelcrafting is not only worth 39 SP ((32-19)*3), but more like 59 SP (you don't need to socket blue gems) which blows any other profession out of the water.
@Mith Leatherworking gives Fur Lining with +SP and Blacksmithing gives two extra sockets.
Mar 13th 2009 9:04AM I think you are also misunderstanding the problem here. It is a lot easier to organize a good 10 man group than it is to organzie a good 25 man group.
So you can't just compare 10 skilled players in normal to 25 skilled players in heroic.
Just imagine it as part of the achievement to organize more than twice as many good people. Then most of the Heroic Achievements are harder. (Undying is btw far far easier than Immortal. People who overnuke in normal survive if the tank is fast to taunt the mob back to him, in heroic they die. KT Mind Control which he does only on heroic is a big contributor to failed Immortal runs.)
Mar 8th 2009 7:17AM The problem with a straight Fireball-Spec (and I'm currently specced this way) is that it needs more mana than Frostfire. This makes it much more susceptible to interrupts in evocation. If I get interrupted in longer fights I can pretty much start wanding if I don't eat loads of Innervates and Mana Tide Totems.
This problem becomes much more dire in Ulduar where you can't reliably stand still for 7 seconds in most fights.
Mages - especially Fire (and to a certain extent FFB) - need a spammable spell to restore Mana. Maybe Evo on a 1 minute cooldown with 1.5s cast time or something like that.
Dec 18th 2008 9:55PM Just wanted to add: I just did it as a holy priest.
Staying alive was fairly easy with Lightwell (which is incredibly efficient; 90-100k healing per 3 minutes for 656 mana - and that's without the Glyph). The only thing to look out for is taking too long in Phase 2, because of the respawning Warder.
Took me about 40 minutes.
Dec 15th 2008 2:15PM He's right, that he didn't exactly do something wrong, but giving all the money back would still have been the decent thing to do.
Especially the bragging about his fortune is an indicator, that he isn't a very nice guy.
Something similar happened recently to someone I know in real life; a cashier gave him back a 50 instead of a 10 by mistake. He pocketed it and basked in his fortune. I thought he shouldn't have taken the money.
Of course it is the other persons mistake, but exploiting it and (!) bragging about it is a bit cruel.
Oct 22nd 2008 12:33PM Great to see a complimentary view of TC.
I know many people who snub their noses when someone begins to talk about the TC stuff and actually evaluating Talents with numbers behind it.
(Of course these same people then choose their talent specs by copying High-End-Guilds who looked up the theory for sure...)