Mar 30th 2010 4:47PM The buff is lame. It makes achievements and encounters feel meaningless. My 10 man was on the cusp of getting the LK down. Now it'll feel like the buff was key factor even though I'm pretty certain we would have gotten it down without either the 5% or 10% buff.
You could always see content if you wanted once you outgeared it. With buff it doesn't feel like a challenge that could be overcome but rather a cheat code you entered to beat the boss.
Mar 8th 2010 10:01PM Two balanced teams usually makes more sense logistically. Most guilds running 1 25 team usually have 2 tanks doing the majority of tanking with 2-3 people tanking as offspecs. The 2 MTs are usually officers and considered among the trusted elite. So what happens? The A team gets both MTs leaving lesser geared and sometimes lesser skilled tanks for the B team.
Morale-wise a 11-12 person A-team will progress farther. But it's not common to have all your good players in the A team. A poorly progressing B team will often lead to some of your good players getting discouraged and maybe leaving as well as the poor players. A solution that an old guild of mine did was to have guild weeks where people were split evenly and free-for-all weeks.
I'd say the answer depends on the whether the "B" and "C" teams can get anywhere. If they can then it won't matter. No or little progression is a drama bomb waiting.
Jan 4th 2010 3:09PM I was in an RP/raiding guild for a long time that was quite successful. The focus started with being a guild, which did both RP and raiding. Eventually the raiding became the main focus because eventually most people had run out of RP events and storylines. WoW isn't really that conducive to RP month after month.
But you can have both RP and raiding. I would suggest building up a core raiding team, run 10 mans. Make guild alliances for 25 mans. It's pretty hard to go from 10s to 25s in guild if the main focus is not raiding. You'll have a lot people who don't have the necessary dedication to gear up and raid; they'll want to taste raiding but not invest in it.
With alliances, you can find another RP guild, with a subset who would be willing to invest in raiding. You just need to make the rules clear, and written out on the website.
Jan 2nd 2010 10:11PM It's a common misconception that ttw/fire should value crit as much as haste; it's not true with T9 and above. Mages that are interested in optimized setups should use rawr or simulationcraft (http://code.google.com/p/simulationcraft/wiki/SampleOutputT9#DPS_Scale_Factors) to estimate the value of each stat with Tier9 gear. Haste is the equivalent or better than spellpower with T9 for BOTH arcane and ttw/fire. Only FFB values crit more than haste. These scale factors will change with gear but within a tier the changes are fairly small.
There's a few rules of thumb for gemming.
Red = pure spellpower
Yellow = spellpower + haste
Blue = SP+spirit to get the meta requirements
Never gem for crit or intellect.
People will think that with hotstreak crit should be as valued as haste. But most of you ttw/fire damage will be from fireballs, ignites and living bombs in that order (on single targerts). Hotstreaks are nice dressing but the meat of your dps is fireballs and living bombs.
Jan 2nd 2010 9:46PM yikes
Jan 1st 2010 11:03AM more flowers
Dec 31st 2009 11:09AM dance dance baby
Dec 29th 2009 2:51PM flowers!