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  • Brent
  • Member Since Apr 3rd, 2008

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Recent Comments:

Officers' Quarters: The strategy behind casual motivation {WoW}

Jun 28th 2011 1:01AM (Blatant plug)
http://outofducks.wordpress.com/2011/06/27/raiding-without-yelling/

In my guild we have all the same requirements, gemming, gearing etc, and have luckily gotten recruitment to a stage where we have people doing all these things without having to resort to punishments (much).

The big advice I'd have is to stick it out and keep trying, but if worst comes to worst, cut your losses and just work with a single 10 man (with about 12 members). Its not worth the heartache to drag other people up to what they *should* if you're still getting what you want already.

Raid Rx: Bored of healing {WoW}

Apr 30th 2010 3:44AM "Wrath healing

They got most of it right. At least, priests and druids feel fine to me. "

If by 'right' you mean, took Druids who in Vanilla were well organised and used all of their spells (Rejuv, Regrowth, Healing Touch), then became a 1 button spammer in BC, then became a 1 button spammer with an extra cooldown, then sure.

For me, Druids were disrupted badly in Wrath, because for the previous 4 years, I'd be functioning as a prime tank healer. Sure in BC it was a bit more faceroll but it was still light years ahead of "Start at RaidTarget1, Rejuv, Next Target, Rejuv, Next Target, Rejuv, Maintain WG Cooldown".

For me, Wrath has been the most boring of the expansions for healing as a Druid because the pre-emptive nature of Druid healing doesn't lend itself well to the reactive needs of AOE damage. Either you load up everyone, or you're inefficient (or spammed over) for targetted fast healing of the raid.

The Light and How to Swing It: Healing Valithria Dreamwalker {WoW}

Mar 14th 2010 10:50PM "The proper healing tactic for this fight is to put your Beacon on Valithria, stand near her body, and heal yourself."

I have to disagree with this slightly. As you yourself aren't taking damage that much, the "proper" healing tactic is to beacon Valithria and HL one of the two MT's (or both alternating).

a) You may not be in a position that your HL glyph reaches anyone around you. The MT definitely is. Those glyphed heals are also extremely powerful later in the fight so your 5% is a big heal on melee.

b) You shouldn't be taking damage so its mostly overheal. The MT is taking plenty of damage, and your healing allows the raid healers outside to mop up the raid for a bit.

c) Beacon is a long range heal so the tank will never (if they're doing it right) be out of range such that the heal on them doesn't hit Valithria.

Blizzard explains delay in Race Change service {WoW}

Oct 22nd 2009 12:09AM A blue early on in the Faction Change service already said that for Faction and Race changes, the new races in Cataclysm won't be available at first but will be enabled later in the expansion.

The prime reason is that you don't want "First Worgen 85 On Server" achievement going to some re-roll who just faction transferred into it, or race changed. Same goes for giving the new combinations to switchers, so you don't have "First 85 Undead Hunter" being some Tauren who switched as opposed to someone who worked for it.

The changes will be possible later in the expansion, once most servers have all of those combinations at 85.

The Queue: Panda-monium edition {WoW}

Jul 3rd 2009 11:18PM On Pandaren:

My take on this is simple. Blizzard can't answer the unanswerable question: Which faction gets Pandaren and which misses out. From a lore standpoint, I beleive they're closer to the Alliance. From a balance standpoint, PVE says Horde should get them, so that Alliance players swap sides (soon with no reroll) but there'll be a massive outcry from whatever side doesn't get Pandaren. The only way they could possibly justify adding them would be a factional split in the Pandaren culture where half split off and joined the Horde, and half joined the Alliance, and they refuse to speak Pandaren to each other (so you can't have cross faction conversations).

On Tier 9:

A patch is alotted a certain amount of time in a development environment. In 3.1 they introduced 20 different tier sets, which were 10 models with 2 colours. In 3.2 they're introducing 20 different tier sets, which were 8 (4 horde, 4 alliance) models with 2-3 colours each. What everyone's complaining about is simply which way the cake was cut. In terms of development time they're not slacking off, they're simply trying something out and cutting the cake sideways instead of vertically. While a BE Paladin may look like that Orc Warrior over there, he looks nothing like that Human Paladin over there.

Win one of five TCG codes today on WoW Insider {WoW}

May 19th 2009 10:39AM Free stuff? Mememememememe!

With friends like these: What sci-fi has, and doesn't have, going for it {Massively}

Apr 8th 2009 2:03AM One of the other issues that Sci-Fi has vs Fantasy is classes. There's only so much variety when you don't include things like Arcane/Demonic magic and Religious magic.

Once you add those two, or similar concepts at a technical level, you expand the classes by about 4-6. Many sci-fi MMO's try to do this by race, but a race and a class are very different things.

As a single race, there's only so many things you can do without being "Soldier who can sneak", "Soldier with big guns", and "Soldier with long range guns".

Its the difference between D&D where your class meant 90% of your skills, and Vampire where your "race" was essentially your class as well.

5 races x 8 classes = 40 options

2 races x 3 classes = 6 options.

25-man gear should not be better than 10-man gear {WoW}

Mar 31st 2009 9:37PM Something both the blogger and most commenters missed here:

Naxx 25 and Sarth 3D 25 have been identified by Blizzard as "Too easy".

Everyone says that Sarth 3D 10man is harder than Sarth 3D 25 man, so it should give the same gear. The issue isn't that Sarth 3D 10 man is too hard, its that Sarth 3D 25 man is TOO EASY.

Comments from Blizzard posters imply that in Ulduar Hard Mode, 25 man raids WILL be harder on each player than 10-man equivalents, thus the gear discrepancy has merit.

Lets wait till the first actually developed Endgame content for Wrath comes out, rather than bitching about the current "Overclocked 5-man instance" we call Naxx.

Making flasks in Patch 3.1 to give double the reward {WoW}

Mar 24th 2009 12:28AM I read this the first time when it simply said:

"For every set of mats you get 2 flasks instead of one".

Under that logic the price changes are correct. The flaw was in the failure to properly retcon the article when the "half-duration" was pointed out.

WoW Patch 3.1 PTR Druid glyphs and undocumented changes, part 2 {WoW}

Feb 25th 2009 7:55PM Nourish is meant to be spammed, whereas Regrowth isn't. With T7x4 Nourish is a better HPM and HPS spell than Glyphed Regrowth, and the Glyph of Nourish is *better* than T7x4 (no I don't think they'll stack). With about a 40-45% crit rate on Nourish, it leaps ahead of Regrowth on HPM and HPS, so basically what they've said is "Use Regrowth as a Heal + Hot. Use Nourish as a spam heal."

Personally I think its better this way as its slotted Regrowth back to where it should, as a buffer heal to get more HoTs up and clean up some damage, not as a Spam Outside of Hot Refreshes.