Sep 6th 2009 4:50PM Wow. You're stupid. I half-ass three-legged races because they're uncomfortable. Does that mean I don't give 100% to anything else I do?
Simple version: WoW and three-legged races are both games. You can choose to take them as seriously as you'd like.
Sep 2nd 2008 11:47PM Anytime soon?
"With the release of Wrath of the Lich King approaching, we wanted to provide you with some important information. In preparation for the expansion, we will be issuing a new content patch in the coming weeks."
Notice "in the coming weeks."
Jul 27th 2008 12:22PM Well, Shamanistic Focus was already up almost 100% of the time, and I'm vaguely curious as to whether Clearcasting will stack additively or multiplicatively. I still think that the concept of "infinite mana" will be a thing of the past come 3.0. While our mana issues will be much less significant than other classes, we will have to begin considering how to conserve mana.
Several things come to mind when examining this. Firstly, our major mana drain was totem twisting, which won't exist in 3.0. Secondly, due to new changes to our stats, we'll have larger mana pools because of the new hunter gear we'll be wearing. Lastly, since totems and UR are raid-wide, it's increasingly possible that we could be placed in a group with an SP, Resto shaman, or survival hunter for the mana regen.
Jul 25th 2008 7:09PM Wow, the Shamanistic Rage talents are going to be really rough. While we have phenomenal mana regeneration now, in WotLK, mana usage will increase dramatically with more expensive shocks, Lightning Shield (with Static Shock), and Maelstrom Weapon. Now, our major regeneration ability (SR) has its effectiveness halved, and our minor mana regeneration (Water Shield), is obsolete with the lucrativeness of lightning shield.
However, it begs the question, will Clearcasting in the Elemental Tree be our salvation? With the unification of spell and melee hit/crit, WotLK brings new synergy to the formerly polar trees in the form of Elemental Devastation, Intellect->AP, and Agility changes. Does anyone feel similarly?
Jul 13th 2008 8:48AM That started happening to me when I got a bit too into raiding. The only things I did in WoW were focused on getting gold for repairs, consumables, and other miscellaneous costs. I had already gotten the gold for my epic mount, exalted with Netherwing, and most other meaningful factions. So to keep myself entertained, I made a bank alt.
I gave him the full works; A tuxedo, monocle, jewelr, etc. For now, most of the time I spend playing the game I'm logged on this bank alt sitting around Orgrimmar and working the Auction House.
To keep yourself entertained in this game, you just need to find something challenging to do with your time. Farm gold on the AH. Respec to a different tree. Try and do something new in PvE/PvP (I started Totem Twisting). Roll an Alt. Get exalted with Bloodsail Buccaneers for the outfit and work i back up with he Steamwheedle Cartel. Level fishing/cooking. Tons of stuff to do; you just have to look for it.
Jun 6th 2008 1:46AM This really depends on whether your guild's raiding philosophy aligns with your personal philosophy. It's all well and good to try and tackle encounters from a fresh start, and I applaud anyone who is able to raid consistently like that. However, if your guild expects you to read the strategy, and you decide not to, it's really a selfish act. There are 24 other people in the raid that expect you to be prepared for the encounter to a certain standard, and you would essentially require them to wait on you to figure out the mechanics of the fight. If you did this on your guild's first attempt of Gorefiend, and you got targeted by SoD, then you would essentially screw over your entire raid.
May 17th 2008 9:45PM Player A buys a game and Player B buys it too. Both of them rush home and quickly begin playing. Player A gets to level three, and decides to spend his time on multiplayer. Player B however, likes the game so much that he decides to dedicate all of his gaming time to that singleplayer. Player B is able to beat the progression aspect game and see the all exclusive cutscene and access all of the shiny bonus characters that come with that prestige. But then Player A comes back from playing his other random game and enters a secret code that opens all of the cutscenes and characters without beating the game.
This is the crux of the issue. Player B decided to work for the rewards, and Player A didn't. Both spent the same amount of time playing video games, and the same amount of money buying the game, but Player B is left with the distinct impression that he/she wasted their time. The rewards of endgame should have a particular distinction to satisfy those who achieve them. While there is an argument to be made that both deserve their respective content, it is a bankrupt argument to say that neither deserve their rewards.
Frequently, the point of many is that the people who experience the endgame are the gaming junkies who dedicate 40+ hours a week to raiding. This is often not the case. I'm in a guild that raids 3 days a week and recognizes that their members prioritize real-life issues before WoW issues. We are 5/6 in SSC and 1/4 in TK and I'm confident that if we pull together properly and progress as quickly as we have been, we'll see T6 content before WotLK. But I don't want to see that content on "EZmode." The challenge of clearing SSC/TK is what we enjoy about the game, and the loot is what makes it worth it.
It makes me sick to hear all of these comments insulting T6 raiders, saying that the only reason that they have gear is because they have a huge amount of time to dedicate themselves to the game. That's simply not the case. It takes skill and dedication to progress that far into the endgame. It also makes me sick to hear T6 raiders insulting T4 raiders, saying that they're all unskilled, because that's not the case either. While I agree with T4 raiders that the endgame should eventually be opened up, we must realize that we have to work for it. I know its like running into a brick wall, but the reward should be for climbing it, not waiting for someone to build a door.
May 5th 2008 8:00PM Funnier ones:
How much water can you put in an upside down dixie cup (in liters, to six significant figures)?
For the more serious:
These are really meant to weed out those who don't really know what they're doing at all.
If you had to socket a gem irrespective of color, what gem would you socket?
I'm also a fan of open-ended questions-- it shows us who actually has the dedication to put some semblance of effort into a guild.
"Healing is a very variable job that requires a bit more complex of an answer (and thus begs an increasingly complex question). Naturally, this must be a rather open ended question simply to see what you make of it. So here it goes. What healing spells do you use, and in what situations do you use them?"
Apr 23rd 2008 1:39PM Let me revise my original post-- I was talking about shamans in PvE assuming standard cookie-cutter specs.
Regardless, neither of those are viable PvP or PvE specs, and they both have problems beyond what gear requirements could fix (I'm assuming from here on the subject is PvP because these specs would be even less viable-- no SR, DW spec, UR SS, WM, NG in enhancement, or in terms of elemental no EM, LO, ToW, Elemental Precision, or Tidal Mastery).
In both trees, you are missing Stormstrike, a staple Enhancement talent that justifies its role in a hybrid spec. In both trees, you are missing Eye of the Storm, giving you no pushback resistance for any of your spells. You also miss Elemental shields, which is the talent meant to compensate for a lack of Eye of the Storm. In both trees, you lack the abilities that make them reasonably successful in their own individual right. Elemental: You drop the dramatic burst abilities that makes them so fearful (EM, NS, and LO). Enhancement: You lack our only activated melee ability, a good chunk of melee damage (no UR, minimal points in weapon mastery, in one build you have no Thundering Strikes or Flurry, no DW spec.), and the only defensive ability that has given us a semblance of a chance against certain classes. Not to even mention the lack of the Resto tree offspec which gives us NS and healing pushback resistance.
The logic of the builds and their itemization is also flawed. The highest unbuffed spell damage you will see through MQ is 600 *tops*. The highest spell damage I've gotten in a PvE environment was a bit above 1k, and it would be even lower in a PvP environment. And even then there is still a problem. At that point, I could feasibly switch to lightning bolts and have them hit for a decent amount. But by the time I reach that point, I will be better off simply continuing to melee with the 3000+ AP I already have. The same is true for elemental. By the time you do reach some point where you hit 1k spell damage by some contrived gear setup, you will get better results by simply switching to deep elemental. MQ isn't meant to be the crux of a build; it's meant to augment the damage of spells for those deep into melee. You are trying to overdrive the talent points, and you are conceding too many key abilities.
Blizzard isn't full of villians like those in Looney Tunes with curly mustaches and French accents, and they aren't determined to try and drive hybrid specs into the ground. If you look at the subject of our discussion, it isn't even a nerf you're complaining about-- it's the lack of a buff. I'll go as far as to say, while you are right about Blizzard's neglect of Shaman PvP to an extent, I think you are being a tad too negative. All in all, shamans haven't really been significantly nerfed in a while. Lets face it. We picked a hard class to play (and you picked a hard spec to play) and sometimes we just need to grit our teeth and stick it through. We've gotten some buffs in the past, and we just have to make the best of what we have.
Apr 23rd 2008 9:59AM I'm sorry Angus, but you are a bit confused. Enhancement shamans do not use weapons with spell damage/healing on them. We use weapons with melee stats, that have reasonable melee DPS numbers. All caster weapons are capped at 41.4 DPS, and are usually extremely fast (Both of which are terrible things to have on a weapon).
Buffs for an enhancement shaman are the only potential possibility to come out of this. There would be no reason for them to change healing/spell damage weapons to one-hand since the classes and specs that actually use it can't dual wield in the first place. This means that most of the main hands we wish we could've offhanded will now be available. I'd personally like to switch my Dragonstrike to my offhand and equip Vanir's main hand. Or better yet, pump out the mats for a tier 2 Dragonmaw and put it in the offhand to see how fun it is (even though it may be less damage :P).
Your argument is going the wrong way. Enhancement shamans don't care about what they do to the requirements of caster weapons, and Caster shamans don't care about what they do to the requirements of melee weapons. What we do care about is if they miss the buff to all of the good main hands, and only buff the one's we wouldn't use in the first place.