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  • Magician Bob
  • Member Since Sep 13th, 2008

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Patch 3.3 PTR updated patch notes {WoW}

Oct 7th 2009 10:46PM This doesn't apply to Raid Bosses, only players, so no, it will not be exploitable

A challenge to Blizzard's secretive philosophy {WoW}

Sep 11th 2009 4:14AM 2 comments:

first, in EVE, while not recommended, it is entirely possible to gank people in high security space, whereas in WoW it is impossible to so much as touch someone who isn't PvP flagged.

secondly, in WoW getting ganked by someone in PvP doesn't even cause the 10% durability loss, you just have to suffer a corpse run and get on with your life. in EVE, if your ship gets blown up, its gone for good, and if you get pod-killed you lose your implants, and possibly even skill points if you're too dumb to keep your clone updated 2.0 to allow cross-faction communication {WoW}

Aug 27th 2009 1:08PM 2.0 won't be out until starcraft 2 is out, which has been officially delayed until 2010. So not for a while.

The Light and How to Swing It: Patch 3.2 and the Paladin II {WoW}

Jun 25th 2009 11:41PM "STOP CALLING IT AN AUTOMATIC LAST STAND. This change is NOTHING LIKE LAST STAND. We have no control over it, it can be consumed whether we want it to be or not, it has no duration, and doesn't actually increase our max health"

It can be consumed whether we want it or not???? It gets consumed when the tank would otherwise have died, which is always going to be the perfect time for it to be used, because otherwise the tank dies and the raid wipes. The automatic component makes it better than last stand because it is impossible to use it at the wrong time and waste it. The only minor loss is if you are in a situation where a boss can 1-shot you twice in a very short period of time, where the duration in the warrior version could have come in handy.
Additionally, I didn't seem any mention to the other buff I heard ardent defender got, which is where they fixed it so the 35% health threshold can no longer be leapfrogged, meaning a pally at 37% health that gets hit for 40% of their health will get the 30% damage reduction from ardent defender, allowing them to survive the hit with approximately 8.4% health

Paladin changes in Patch 3.1 PTR build 9722 {WoW}

Mar 24th 2009 3:54AM Divine Sacrifice may seem like a counter-intuitive ability in certain situations. Obviously, it is not meant for those situations.

Certain situations where it could be useful:
-Heroic dungeon where something goes wrong and you lose aggro
-In a raid where you are not currently tanking something, combining this ability with Divine Shield will achieve essentially the same effect as the old Divine Guardian
-Even while tanking, combining this with Divine Protection could provide valuable raid mitigation in certain scenarios, where raid damage could be reduced and simplified, since it is easier to heal 10000 damage on one person (especially a tank with +11% received healing) rather then 1000 damage spread across 10 people

Those are some examples I came up with off the top of my head, I'm sure there are others.

Mage class changes in patch 3.1, so far {WoW}

Feb 6th 2009 4:51AM The problem with removing ice lance from the global cooldown is macros that look something like this:

/cast ice lance
/cast ice lance
/cast ice lance
/cast ice lance
/cast ice lance

..not that I wouldn't thoroughly ENJOY spamming that macro after applying a deep freeze to someone... but yeah, just a LITTLE OP.

Arcane Brilliance: A pre-Wrath Mage primer part 2 {WoW}

Nov 9th 2008 3:41AM Correct me if I'm wrong, but aren't almost all raid bosses immune to snares, therefore making torment the weak useless for boss fights?

Lake Wintergrasp: Balance, badges, bosses, and bling {WoW}

Oct 12th 2008 2:51PM Um, did all you people skip the paragraph where he mentions the Tenacity buff? It's designed so that even if your server's population is unbalanced, it will at least try to level the playing field and give the under-populated side a fighting chance