Jan 5th 2011 9:19AM I was lucky enough to catch some unique names back when I first started in vanilla... Frost and Virus are my two most favorite names of my two toons. It is beyond impossible to get an actual word as a name these days, so they are pretty rare in terms of names. The drawback is that I get a lot of tells from people and even some people offer to buy my names (not sure how they would even do that).
Then, I have some rather funny names. Like a rogue names locksalot and another rogue named stunlock.
Dec 27th 2010 4:23PM A couple things that annoy me
- Classes that do not show boots (trolls, worgen, etc)
- Classes who have such large arches in their backs that their capes float over their backs
- Classes with dumb voices (opinionated)
- Classes that look fake or gay
Dec 22nd 2010 12:34PM Here is a question: How long will it be until Blizzard releases some new 5 man dungeons? I love the new instances, I just wish there were more.
Nov 16th 2010 5:28PM I was dueling a lvl 75 warlock on my 75 priest. I know that really being that level it doesn't matter, but it was ridiculous how easy the lock could wipe me out. Even with bubble, barrier and pain suppression the lock would 2 shot me. But it wasn't like 2 globals, it was 2 spells that could be cast at the same time. Even just standing there trying to heal through it was impossible. Super frustrating. I watched the lock do the same combo on like 5 other players and all the same thing. Both hits would total over 15k.
Nov 1st 2010 1:37PM I somewhat disagree. While it may not be fun to stop dpsing, it is practical. The game is not just about killing stuff, but working out tactical strategies to overcome obstacles as a group, and part of that may require that the DPS control their threat.
Its like telling a baseball player not to swing if the pitch is a ball, which while not swinging is beneficial to the player and thus the team, sort of how dont dps when you have threat applies.
Remember, this isn't about a single player, but the raid. Don't be greedy, if you have to slow your dps down for a minute do it. You will be far less shunned upon by doing less dps than wiping the raid.
Sep 28th 2009 10:16AM But but.. there is already a melee healer... A holy paladin wears plate, never goes mm, and attacks things in battle.
Aug 22nd 2009 1:23PM I'm not too sure how I feel about this. Honestly, no one knows if its a good change or not, we wont know until we can test it. However, a change like this will require massive for thought and from blizz's track record I could only imagine the problems that this will bring. There are so many talents and spells that are geared towards hunter's mana that I am unsure how they expect to completely overhaul all of them. Im sure they can do it, but how much testing, trial and error, qq and nerfs/buffs will we have to endure until it is "where it needs to be"?
I have never heard anyone complain about having to use mana, albeit I have heard people question why they are considered casters, but not really upset about using mana. Of all the feedback hunters gave they somehow chose to think the massive overhaul that hunters needed was to get out of mana? Why? What purpose does this serve?
Im not saying that I am against this, because I would like to try it out and see. The problem is, why is our resource system changing?
Aug 13th 2009 2:00PM Actually, hit is useful for healers from what I understand... Not as useful as say, spell power, but still useful... Any spell that you apply to the boss has a chance to miss, so if you are trying to debuff a boss or put a judgement on him, if you dont have the appropriate hit level you have a chance to miss...
In fact, I would think hit for healers is a lot more important than some might think... If I miss on a judgement I am fucked. If your debuff misses, everyone is fucked. Hit is important for healers, it just gets swepped under the rug because they are not constantly fovusing on the boss, only in small parts and possibly not all healers will do anything to the boss... Cause I dont know how shamans roll :P
Aug 13th 2009 1:09PM My main is a hunter, and gearing for hit is frustrating because like you said, should I take the stronger armor, or the lesser to keep my hit capped... I went through this whole debacle a few times on my hunter.
Then, I roll a melee class... Hit is still there, but now I need to cap another stat called expertise? Expertise decreases the chance that my attacks will be parried or blocked, or something like that... Why is this not under the same stat as hit? And why do I need to technically gear for these two stats at the same time... To me, having my attacks blocked or parried would be considered me missing, just as if I were to miss completely.
And, this is just for semantics here, but why do we need hit capping for bosses? The bosses are HUGE, its not like you have a whole love of room to miss something that large, seriously, yoiu would have to try to miss a boss that big.
Aug 3rd 2009 3:28PM Chances are, if you can say you have an addiction so lightly as to turn it into a joke you probably are not at a stage where you are truly addicted. In which case, if you joke about being addicted to something you should really look at yourself in the mirror and figure out where you want to go in life. Truth be told, if you were a struggling alcohol addict you would not be spilling it to the world.