May 11th 2009 2:33PM Um, who says DKP has to be for individual shards? My guild had a DKP bid for the first shard; the guy who won gets all the shards that drop when he's there until he gets his 30. If he's not on a raid, then we bid DKP again for the next shard (and so 2nd priority for finishing the mace.)
On the other hand, we all seem to like each other well enough that there's not a ton of drama, and we figure we'll be clearing the dungeon or coming damn close (working on Yogg right now) every week until the next raid comes out, so I guess we all figure we'll get one eventually anyway.
Apr 8th 2009 2:51PM My experience (admittedly just on one high-pop RP/PvE server) has been that people on the RP servers were less likely to be bothersome in the irritating-juvenile-offensive-attitude kind of way. Ie, not quite the same level of personal attacks/sexual insults in the general chats, more likely to get genuine answers to legitimate questions, etc. (For example, someone asking "What's the daily heroic?" in trade is probably going to get an answer like "Strat", rather than "Go f-- yourself and die in a fire you noob"). There are actual RPers around, but it hasn't ever seemed like even the majority of the server, and I always found them more goofy and harmless than offensive. So the RP server is exactly where I go when I'm looking to take a break from the more cutthroat jerk-laden PvP server my main character is on.
Apr 6th 2009 12:40AM Does your guild use tanking assignments? I know this is kind of a silly questions, but maybe it'll help you make your point--I seriously doubt your guild goes into an encounter like OS with drakes up, tells your tanks to 'just pick up whatever,' and expects good tanking to happen. Why should healing be any different? It may not need to be extremely detailed, but it helps a lot to break it down at least a little bit. This is also key for encounters where multiple groups/targets are taking different amounts of damage.
For example, on OS+3 drakes, my guild assigns healers to three groups: main tank healers, raid healers, and a healer to go through the portal. If we didn't do that, we might have all the healers jumping on the MT when he's low, and letting the raid or off-tanks die. Or maybe 5 people would go through the portal, leaving no healers on the MT. Making some kind of assignments is important for that kind of fight--your guild needs to make sure that someone is responsible for each part of the raid that's going to take damage, just like you probably already make sure that someone is responsible for tanking each mob.
Mar 12th 2009 5:20PM Just wanted to add that the challenge of Immortal in my experience has been not the skill of players in the raid, but server latency spikes (Hello, Wintergrasp!) and internet reliability issues. :(
Feb 23rd 2009 11:46PM So my tailoring/engineering combo is clearly the best possible for end-game raiding!!! I am so smart!!11!one!!
At least I have two cool mounts, though. :D
Feb 9th 2009 2:03PM I know it's a super tiny change, but it still made me smile.
Feb 5th 2009 5:46PM The comparison between mana and energy is actually instructive: both mana and energy users have to manage a limited resource. In the case of a rogue, energy simply limits the number of abilities the player can use within a particular timespan. Yes, a rogue regens constantly--but energy places a hard limit on their damage -per second-. Furthermore, a good player has to 'save' energy at certain times in order to be able to interrupt or refresh a dot or debuff at the right time, etc.
Just because another class's mechanics work differently doesn't mean they don't have to do anything!
Jan 21st 2009 5:33PM More importantly, Rapture main gain from shields is still bugged. Even though the patch specifically noted that it was being fixed. . . Sigh.
Jan 19th 2009 5:44PM I still don't understand why anyone at all is complaining about dual-spec. How is it actually going to hurt anyone?
Nov 18th 2008 3:41PM I will say.. pretty frickin' annoying to do as a healer. But interesting for sure!