Jun 10th 2011 8:35AM I posted this once on the WoW hunter forums, but it didn't get much notice.
This is still very much under construction/tweaking, but that's an idea I've had.
Intimidation goes baseline, and Beast Mastery becomes the passive bonus for BM hunters (lets low end BM hunters get a bonus right off the bat (since level 10 hunters don't have pet training points normally). Imp. Mend Pet gets rolled into the Major Glyph, giving it more utility.
My other notes would be to roll AP from Hunter's Mark into our base AP calculations (but maintain the visual aspect of Hunter's Mark for pvp and such), Camouflage gets moved to Survival, Aimed Shot and Chimera Shot change places in the Marksman tree, and hunters get a replacement ability at 85 (something I haven't gotten around to figuring out.)
I think Stampede would be an excellent 85 ability that would help hunters out in pvp and pve.
Mar 3rd 2011 12:58PM I'm looking for a printable checklist for the Mount, Tabard, and Mini-pet achievements. I have found online resources, but none that are printable.
Does anyone have a link to a printable resource?
Feb 14th 2011 9:27AM I know exactly this feeling.
When ICC hard modes were relevant, I was the main tank and one of the longest tenured members of my guild (in addition to being an officer/raid manager). Between the stress of juggling the 25 man raid and making time for a 10 man raid (which was substantially more successful), I felt an obligation to sign on every night and do everything in my power to make raids happen. Add in that we had people quitting left and right, and our recruitment tactics left much to be desired, some nights we'd have 22 raiders on and have to supplement with alts or social invites.
Ultimately it got to me. I had to quit (because there's no point in yelling and ranting with people you don't see face-to-face). I took a several month long break before coming back just before Cataclysm.
What works for me now is that a small group of people I like playing with has moved on from our previous guild. We just run a 10 man and a 10 man alt group, there's less management involved, less stress, and overall more fun.
Jan 3rd 2011 10:52AM Nice prize!
Dec 30th 2010 1:25PM /random
Dec 28th 2010 10:53AM Totally cool!
Nov 24th 2009 11:41AM Oh yes!
Been thinking of ordering one of these to replace my dying mouse!
Would be too cool to win one!
Nov 23rd 2009 8:44AM Comment!
Nov 16th 2009 11:20AM
There should be a distinction between Guild Leaders and Raid Leaders.
Does class matter for Guild Leaders? I'd say probably not. Of course there seems to be some correlation (in my experience) between personality type and class/role. I've seen many successful guilds run by tanks, healers, melee, ranged, or mish-mash hybrid classes. Guild leading is about having the right balance of responsibility, honesty, and (as we've seen in Felicia Day's The Guild) ability to take crap from a lot of people (succeed in being a leader while despised).
This article seems to deal more with a Raid Leader's role and how successful your raid can be. I led raids in vanilla as a warrior tank, some in BC as an enhancement shaman. Our raids are now led by either a hunter, mage, or moonkin. It just falls to who is there, and who is up to the task of running ready checks, making sure buffs are out, and tweaking the strategy. I do find it odd in my guild that virtually all the officers are ranged dps or healers (Moonkin GM + 5 officers are ranged/healers, 1 tank, 1 melee dps who used to be a ranged). But hey, that's what makes the wheel turn.