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  • Groth
  • Member Since Jul 15th, 2008

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The Queue: A cobweb from Thaddius' room {WoW}

Jun 4th 2011 7:13PM @Noyou, so based on your not having watched any of these current players at their best, they don't compare to the old school players?

Le sigh.

Cataclysm Post-Mortem: Hyjal {WoW}

Jun 4th 2011 5:58PM Sarcasm aside, playing the Horde side is not all victory parties and beer. In fact there are very few places where it really feels like the Horde is 'winning'.

We've got a new warchief, who treats the majority of our faction races like 2nd class citizens. The Taurens have just lost arguably the coolest faction leader know to wowkind. Sylvanas is going mad, and setting herself up as the new Lich Queen. The Alliance now has a strong military presence near to our main capital. Camp Taurajo and Honor's Stand were lost. Old HIllsbrad is now swarming with undead that are far more Scourge than Forsaken (reinforcing the Sylvanas has gone loopy bit). The Dragonmaw need to steal food to survive. Our archeologists seem to be siding with the bad guys, and as players, we follow the Alliance guy around instead. Our airship in Deepholm (both airships I assume were built there, rather than going through the mailstrom) is now a wreck- yes the Alliance one is full of TH cultists, but at least it's still intact! Our generals are making such bad decisions that when they get executed, you can kind of understand why we should have our necks on the block too.

Neither side is really feeling full of win this expansion. On the other hand, you appreciate the wins more if you weather the bad times too.

The idea that the Alliance are the only ones who aren't getting beer tokens does irritate though.

Cataclysm Post-Mortem: Hyjal {WoW}

Jun 4th 2011 10:57AM Isn't it a good thing that playing as one faction makes you want to kill the other faction?

Playing Horde, you never terribly warm to the Dragonmaw- or at least you're never given much incentive to. Personally, I've never liked the whole look of staking dragons out and cutting them up. Still, they are Orcs, and the whole regime change idea can help (one of the rare times when that actually seems to work).

Cataclysm Post-Mortem: Hyjal {WoW}

Jun 4th 2011 8:35AM "They created a new problem there though: It only happens to the Alliance, and they're usually losing to the Horde."

I hate bringing up the always troublesome example, but Taurajo wasn't exactly a win for the Horde...

Cataclysm Post-Mortem: Hyjal {WoW}

Jun 4th 2011 8:28AM Absolutely. In fact, the Alliance can only be found in their capital cities now. They were given no new outposts, no new quests, and certainly don't have an easier time moving through various horde territories.

Dude, both sides gained and lost ground. Don't waste your time crying over drained lakes.

Shifting Perspectives: Why there are moonkin in the world {WoW}

Jun 3rd 2011 4:44PM Have you got the Glyph of Eat Bubblegum?

Shifting Perspectives: Why there are moonkin in the world {WoW}

Jun 3rd 2011 2:37PM It was nice of you to wisper Tyler with that though Fox!

No need to throw up because your secret love has been exposed ;) We were all thinking that your protested too much anyway!

Blood Sport: Why do we play arenas? {WoW}

Jun 1st 2011 5:49AM I also agree that this is an intriguing line of discussion, though I disagree with most of the other points made.

I'll start at the beginning.

@omedon666 "I think we are cultured to compete, preying on an easily activated, but by no means necessary instinct," The key word here is instinct. That is a natural ability. That makes us by instinct, naturally competitive. The path to wisdom, I would venture leads from acknowledging this aspect of ourselves, rather than seeking to excise it, and using our spirit of competition to persue altrusitic goals.

@jonham013: Desire for competition vs desire for life. At times, we sate our competitive natures. That does not mean we sate our desire for life. The issue with treating PVP like chess is that it's a far more fluid situation. The enemy does not alternate moves with you, and thus planning 10 steps ahead is often a fallacy that we allow ourselves. Knowledge of our enemy allows for greater planning, but in arenas, you are unlikely to know the mind of your enemy. You can plan for a general strategy, but your team must be flexible within that strategy. If you are caught up in your 10 moves ahead, and something unexpected occurs, then you are at a disadvantage. If your opponents have less team cohesion, that will give far more wins than planning ahead.

@Greg: Wild dogs don't hunt prey species to extinction. If they hunt too much, their own numbers grow to be unsupportable by the local area, and they move on, or their own population declines (or they themselves become prey for larger predators). The main species responsible for hunting species to extinction is our own. Dodos? Yeah, that was us. They didnt run away, and so were easy to collect and put on ships for long voyages, (though there are some suggestions that the dodo simply evolved into something looking slightly different which we no longer recognise as a dodo, as we took all the plump, juicy ones). It's only been in the past hundred years or so that humans have reasoned that we should preserve species for ecological reasons. Ironically, our ability to communicate and work together is what made us able to exact such a heavy toll on prey species. On an interesting note, look up Tibbles on wikipedia for one of the few known cases of a prey species being wiped out (by a lone cat no less).

@ EidlonImp: I agree that we are social creatures, and our society is one of the great defining factors. I would also suggest that it increases our level of competition. By being able to compare ourselves to each other so easily, and there being such a wide range of competitors, it drives the need to perform (competing). Even working as a team, we compete to see who is best at cooperation. Those who cannot cooperate are frequently replaced. Us vs them tends to come from the instinctive need to work together- there are often more of them than there are of me, so becoming an us helps improve the odds!

And whilst all of this is intriguing, thought provoking and contentious, I hate to lose, and as I suck at arena, I tend to avoid it, unless persuaded to by friends who need points.

Shifting Perspectives: Disappearance of the bear, part 2 {WoW}

Jun 1st 2011 4:32AM @ Eregos,

I agree that FR is better glyphed. I normally have it glyphed myself.

I wrote my response without seeing yours, I wasn't disagreeing that LoS pulls are possible on most pulls. There are times when they're tricky though- specially if you have trigger happy DPS. Letting them die is my preferred option, but once they're dead, the mob will often turn on the healer, meaning you need to move. There are also mobs like Stonecore Rift Conjurers which can't be LoS'd. In those cases, the FF and Skull bash/Feral Charge and Bash approach is your main option.

It's also worth practicing for when Blizz decides to give us new instances like Pit of Saron, where LoS pulls aren't possible.

@Dadruidess, one of the most useful addons to get is tidy plates: threat plates. It'll allow you to see far more easily which mobs you are losing aggro on, in case those pesky DPS can't control themselves.

Shifting Perspectives: Disappearance of the bear, part 2 {WoW}

May 31st 2011 8:12PM 1. Marking up a kill order is something that alot of tanks still dont do. It makes multimob tanking MUCH easier when you know which target your DPS should be nuking. It also gives a bit of leeway in building up threat on the other mobs before the first target dies.

2. Yup, that's pretty much all the bear's defensive toolkit, but don't forget Frenzied Regeneration. It gives 30% extra hp for its duration, and will heal you to 30% if you're below it- and THEN heal you for rage. Incredibly useful for the 'Doh!' moments we all occasionally suffer.

3. LoS has been the bane of bears for years. It helps to tell your party that you're LoS pulling (if there's a corner handy). Your only real hope if you can't LoS is to Faerie Fire on your way in, so the casters start to cast, then skull bash when inside the 13 yards (seriously, what were they thinking!) range. If you've got more than one caster, CC is a wonderful thing. You can also see if anyone else has a ranged interrupt- shamans and mages can be an absoluted god-send, but need to be asked, as it's not a common tactic.