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  • Kittimm
  • Member Since Jul 19th, 2008

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Recent Comments:

13-hour Arena match leaves Warlock the victor {WoW}

Aug 23rd 2008 2:32AM I agree, the damage seems too low to be true.
Assuming it is true though...I think people should play whatever they like for however long they want, it's none of my business. All I know is, I'm glad I'm not them.

More Shaman beta changes on the horizon {WoW}

Aug 2nd 2008 2:04PM "Stoneclaw Totem's change, frankly, is long overdue and should be applied to all totems."

I love my shaman and would gladly accept any buff thrown his way. But PVP-wise, this is a ridiculous statement.

Breakfast Topic: Your online social life {WoW}

Jul 31st 2008 9:24AM I pretty much keep to myself while playing.
I do play with a guy who ive played online games with for about 8 years now and I do consider him a good friend and I do trust him explicitly.
But I dont think ive actually ever met anyone on wow that I even speak to regularly.

Regarding the matter in general, I have nothing against palling up with everybody you see in an online game. It's almost as easy to mask parts of yourself irl as it is online anyhow. Online friends should never be a substitute for real life friends, but sometimes it's nice to go talk to someone who you don't have that kind of tie with and can simply go offline when you've had enough. It's friendship freedom.

As far as MMORPGs go, I would have to say that wow isn't that social an environment, though.

Rob Pardo talks about how WoW gets developed {WoW}

Jul 28th 2008 8:21PM I don't doubt that his account is fairly accurate.
However it assumes that the people working at blizzard aim to make a funtastic game. This is not accurate; they aim to make lots of money.

Blood Pact: The Warlock wishlist revisited {WoW}

Jul 20th 2008 6:27PM A major concern or most warlocks has long been the lack of any realistic escape method vs rogues and warriors.
This has been some the form of Demonic Circle.

It's worth mentioning that warriors lose their passive fear resist from Iron Will AND active fear defense from deathwish.
Both directly benefit warlocks, giving us at least *some* chance at pulling off an escape.
Also curse of recklesness no longer makes targets fear-immune, which is overall a good thing. Bad for those who like to use it to controll their feared mobs.

There's a few additional ways to return health to ourselves and with Soul Link at a much more accessible place (albeit a little weaker), I think locks are in for a good time.

Firestone really makes me want to poke my eyes out with dental drills, though,

Wrath Beta patch notes: Rogue {WoW}

Jul 19th 2008 3:41PM In fairness, the assassination build has been buffed well.
Ability to dispell magic effects at will is HUGE. Many abilities in the tree have received overall positive change and the poison-based skills - Deadly brew & Infectious Poisons - look ridiculously powerful.
Paired with Mutilate's damage, i think daggers will be a fine choice.

Wrath Beta patch notes: Rogue {WoW}

Jul 19th 2008 12:04PM Yea, let's lower the cooldown on kick. I mean it's only 5 seconds lockdown every 10secs. And us rogues DO struggle so. And it's not like we have any other interupt effects like KS, Gouge, Blind, CS, Garotte, DT, Macestun + a never ending pushback stream only bettered by a hunter.

The riposte change is a straightout nerf PVP-wise, which is a great shame. At points I've given up ShS to gain riposte and sweeping strikes - and the tradeoff is quite sensible still.
With 20% slower attack'll be useful but nowhere near like it was. It's both a sensible change and a shame.
I don't see the PVE side being that useful, either. Unless you're levelling or grinding, the mob shouldn't be hitting you for you to perform a parry anyhow. Most other mobs will die long before this is largely useful.

And no vanishing powder is great news. 20 powders? I honestly didn't think anyone just kept a single stack in their bag. I've got 200-odd of them on me right now. It's not like I'm going to use them in a single sitting, but it's nice not to have to run to the vendor each and every time i want to do anything.

Lowering Gouge talent points is a huge change when you consider the versatility of the skill and how accessible it is. I try to include it in all my builds, so lower cost is a big saving. The kick cost being lowered is just common sense. Noone in their right mind will spend 1 point there instead of 2.
Same goes for imp.sprint, though...