Jun 30th 2011 11:46AM Noyou - that will be coming in the next generation MMO from Blizzard: World of the Lost Vikings :p
Jun 7th 2011 2:43PM I could see them keeping the same price for current VP items and dropping the price points for old JP items to possibly keep them relevant. That way, I can start up an alt and get that alt into heroics (and the newer heroics) a lot quicker by buying older gear. It may not be the most efficient path to getting an alt to raiding level, but if you aren't concerned about that for that specific alt...
Jun 6th 2011 11:17AM "The Horde can have ... I don't know, ogres, I guess. Definitely not ethereals; those guys are way too cool as a neutral faction."
What about all those alliance folks who have been declared the king/queen of the ogres in Blades Edge? Or gone through Dire Maul a million and a half times getting the allegiance of the ogres there when they kill the last boss?
Jun 2nd 2011 11:13AM Who care's how the Twin's are doing (and I live in Minnesota!)... the Indians are going all the way this year!
Apr 15th 2011 11:21AM "Is there ever going to be a way to send Justice Points/Valor Points etc etc from one character to another?"
While I agree with the response in the article - no - I don't think the reasoning behind it was entirely correct. They won't allow you to transfer the non-gold currency between characters simply because it promotes an unhealthy form of power leveling, and clearly does NOT put everyone on the same playing field. If I've got 4 alts, I could run a random heroic on all of them each day and get a total of 280 VP just from that (not to mention raiding with them and all the VP's that could be gotten from that). Unless transfers included the VP weekly cap, this could be taken to an extreme and allow me to, theoretically, get all the VP gear in a matter of days with enough alts. Instead of making the end game more accessible to players, which has been Blizzards strategy for a while now, this would make it less accessible. groups would insist on better gear from players, which would require a greater time sink into the game and, in the end, make the end game all but inaccessible to players who don't have multiple alts to help them farm VP's.
Apr 6th 2011 2:08PM @Puntable:
The reason you have one person do it is for coordination. If everyone's throwing up symbols all the time, it increases the chances for confusion. Say I'm a mage and I select a mob with a moon to sheep it. unfortunately, at the same time the shaman next to me put a triangle on the same mob. Neither of us notices who wins, so we both go after the same target when you pull. All hell breaks loose because there are too many mobs up and we wipe.
Also, preferences on what's tanked first vary. For example, there are some tanks I've run with that (in all but special situations) want the casters CC'd while he tanks the melee. Others prefer to pull a caster at the start.
The final problem with everyone going with whatever is positioning. I've never seen more CC break than in groups where the tank refuses to mark.
Apr 6th 2011 11:27AM I was going to say... square has always been trap, just like moon has always been sheep.
Of course, those only really apply when there is only one of that class in the group. When you have more than one, you have to be more specific. Just say at the beginning what everyone's symbol is, and stick with it. Nice, simple, direct.
Apr 4th 2011 9:59PM Back in BC my old guild merged with another. It worked out really well for everyone, and the guild ran great through the end of LK. Unfortunately, the leadership kinda fell apart (completely absent guild and raid leaders) in Cataclysm, and most people have jumped ship for another guild.
Mar 21st 2011 11:27AM Lets see... what are the melee classes out there?
DK's - OK, they do some spell damage
Warriors - no spell damage
Rogues - no spell damage (poison's are the closest they come)
Druids - they can do spell damage, but it's not significant if your playing as a cat
Shaman - specifically designed to be a combination melee/spell, with talents and abilities that cause one type of damage to compliment the other
Paladin - Specifically designed to do significant amounts of holy damage
So, of the 6 melee classes... 3 deal significant amounts of spell damage, and 3 do not.
Feb 24th 2011 9:43AM This only solves half the problem... sure, if you get a 10k ignite off a fireball, that won't be erased by a 2k ignite half a second later from your Living Bomb, That's great, and definitely a DPS increase. However... what about that 30k ignite you get off a pyroblast? Is that going to be erased by the next fireball ignite?
A better solution (which may end up being too powerful) would be to allow your ignites to refresh current ones. The server simply compares the current ignite to the new one it wants to apply. If the new one is higher, apply it. If it's lower, refresh the timer on the old one. This would allow you to get that 30k pyroblast ignite and keep it up the entire fight. prevents munching entirely.