Nov 10th 2008 5:42PM *plong*
Nov 1st 2008 4:44AM This makes me sad, because it affects PvE as well.
As a holy paladin I never paid much attention to AW before, as it didn't affect healing. Now it does, but I'll be scared to use it in many situations as it will prevent me bubbling.
As prot, I used to use AW on most pulls because I couldn't bubble and still hold aggo... but now we have a shield-wall-like ability that is tied to forberance - so tankadins will have to choose between extra threat, or that ability...
Oct 28th 2008 5:23AM Most successful method of getting Necrotic Runes - go at 4am when there are few people trying.
For the less dedicated, we recently took a full raid group and killed everything in sight. We lost a few, but in general 25 people who are focussed on tagging everything can get what they want.
Shadows of Doom are a bit of a special case because they become visible early, and thus everybody knows where they will spawn. Our raid lost two to a single hunter who placed explosive traps underneath them...
Oct 10th 2008 5:02AM *pling*
Sep 22nd 2008 5:07AM For what it's worth, you do have to chuck mugs at the dwarves to get the cog to click on. Or at least, somebody has to.
I was online early this morning and only two people were around for the dwarf attack; turned out that two of us drinking and "mugging" were not enough to defeat the attack - the dwarves destroyed (drank?) the brewfest beer barrels, and left without leaving a cog behind.
Aug 28th 2008 5:37PM Pling!
Aug 20th 2008 8:39AM How about "because it's fun"? Not everything we do in-game has to have a point, or be the "optimal" way to play. Some people enjoy making things.
It seems rather rude to complain that the article was written by somebody who "doesn't know what they're doing" because they happen to enjoy different aspects of the game to you.
Aug 18th 2008 9:13AM I don't usually wear any tabard, because it covers up attractive armour.
If I have very unattractive armour, or armour that doesn't match, I'll usually pick one that is colour-coordinated :-)
Jul 29th 2008 9:23AM An awful lot of people have replied about how it will break current encounters... completely missing the point.
At the start of TBC, you could use as many elixirs at once as you wanted, and so the encounters had to be balanced around this. This meant that you *had* to use all of these pots (or at least a fair number).
The flask/elixir system was changed so that you couldn't have as many or such powerful buffs, and the encounters were retuned to compensate.
Similarly I'm sure that if this goes into WOLK, the encounters will be designed so that you don't *need* to chain-pot any more. Hopefully potions will be what they always should have been - something for emergencies.
As for alchemists making less money... yes :-)
(though remember there will be just as much demand for flasks and elixirs as ever before)
Jul 14th 2008 4:45AM 2 comments:
1. Tanks can feel incredibly frustrated when a fight that is for them very simple (stand in one spot, don't get crushed, glare angrily at boss) results in them getting killed for reasons that they may not fully understand and almost certainly can't see (hello kneecaps). Perhaps this leads to more whinging than from other classes. Equally I think some tanks can get very defensive because they have such a harsh learning curve. A few dead dps, or one or two dead healers, in a learning fight may eventually lead to a wipe, but the raid can probably struggle on for another minute or three. A dead tank is usually game over. Even if you have a good guild who don't start shouting at the tank for this, the tank is likely to start feeling pretty guilty and defensive, and some may start to pick up on others' mistakes as a result.
2. There is a common drama-inducing situation where one "guild MT" is MT1 all of the time. The result of this is inter-tank Drama where all the other tanks get rather fed up with feeling utterly pointless on single-tank fights, and want to see some action themselves.