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Arcane Brilliance: Level 80 mage gearing roadmap, part 1 {WoW}

May 15th 2010 3:07PM LOL, meant to say: "as a general rule PVE gear > PVP gear for pve..."

Arcane Brilliance: Level 80 mage gearing roadmap, part 1 {WoW}

May 15th 2010 3:03PM @ Chevela

Seriously?

Can you name a better caster cloak deal than http://www.wowhead.com/item=51332 because I sure cannot think of one. In fact, for caster dps'rs, i cant even think of a non-raid cloak that compares to this one...and that includes the (poorly itemized) frost emblem cloaks. 52k honor is a freaking steal but it gets even cheaper if you've been running instances as you can exchange your frost shards for wintergrasp commendations which convert to honor.

Look, I get the fact that, as a general rule PVE gear > PVP gear for pvp, but by no means should you hobble yourself (and your dps) by strictly adhering to such generalizations.

Arcane Brilliance: Why Mana Adept might not suck {WoW}

Apr 24th 2010 2:02PM I guess my problem with mana adept is at what time in the fight the bonus applies. As has been said, it would seem that arcane's damage would have to be maintained around some 50% mana = normal damage, 100% mana = bonus damage sort of ratio. Therein lies the problem...arcane's damage would have to be "normalized" around a depleted mana pool to keep their overall damage output consistent with other dps classes and specs.

Given that we start all fights with full blue bars, arcane will be starting every fight with a massive damage bonus. Will the tanks be able to generate enough upfront threat to keep the baddies off the arcane mages when the fight begins and the arcane mage is necessarily (because of mana adept) pew pewing at full throttle? Or will it force arcane mages to sit around baking biscuits at the start of every boss fight to allow the tank to generate enough aggro to even begin to think about casting? I shudder at the idea of a build that forces me to sit around doing nothing for the first 5, 10, 20 seconds of every boss fight.

Encrypted Text: The art of the gank {WoW}

Feb 18th 2010 11:50AM A looooooong time ago it was "theoretically" possible to storm the alliance starting area in Arathi Basin and "theoretically" MC the unsuspecting allies back through the AB portal.

Players constantly shuffling in and out of the BG, carrying with them the sting of a 15 minute deserter debuff, was some of the most "theoretical" fun I think I have ever had in this game; excepting, of course, the old and much shorter underwater breathing times which allowed my priest to levitate over water and MC unsuspecting allies into drowning...

Arcane Brilliance: What to do with your trinket slots, Part 1 {WoW}

Feb 14th 2010 1:10AM I am suddenly reminded of a phrase: "Better to remain silent in the face of presumed stupidity than to open your mouth and remove all doubt."

That is all...d-bag.

Pulling aggro in PUGs: who's to blame {WoW}

Jan 15th 2010 1:31PM As a disc healer I have to admit that I personally love getting in the Random group with all 3 dps decked out t9/ICC gear and the tank in blues/rep gear. For one, it makes me feel like my presence in the group is actually helping someone progress in the game and not just farm badges/enchanting mats.

Second, it makes the run more chaotic and, therefore, a hell of a lot more fun. For instance, if i get a random group of equally geared t9/ICC persons then every pull is the same: bubbles on everyone with a ProM and Renew added onto the tank. Unless its H HoR, this typically results in everyone ending the pull at full health and me not really having to do anything else except an occasional Penance or Flash Heal on the tank. Not only is this extremely boring, it makes me feel like i'm not contributing anything to the effort. Now when we get a group with a new/undergeared tank and 3 uber dps, the fun begins because I know on every pull I am going to have to heal my ass off to keep everyone alive when one or all of the dps inevitably pulls aggro. I become necessary again and to be quite honest, the chaos and difficulty make healing so much more fun for me. To top it off, in this situation, there is the potential for a tank to get some gear they may actually use and the tank will get some good experience that they will absolutely be able to use in the future.

Patch 3.3 PTR: Arctic Fur is less annoying, vendor purchased {WoW}

Oct 18th 2009 10:57PM I dont know if they changed this recently as i have not played on my skinning character in about 3 months, but the drop rates for arctic furs were pretty decent on those elite worms in dragonblight (about 25% as I recall). All you had to do was get the quest where you threw the explosives in their mouth and then not turn it in---Aggro worm...wait for emote....throw in bomb...wait for explosion...etc, etc.

Insider Trader: Progressive Professions {WoW}

Aug 8th 2009 11:39PM My biggest problem is the "blah" factor that WotLK introduced to professions. For instance, as a tailor in BC, you had the Spellfire/Shadoweave/Mooncloth sets that were something to work for because they were good AND would last. That made the effort to level the profession and create the items worthwhile. Now, as a tailor, all I get is a unique cloak enchant. Don't get me wrong, I am not QQ-ing over the enchant (it is quite good) but that is it...there is nothing else that is unique or says, "Hey, this 'item of pure awesomeness' was my reward for leveling this godforsaken profession.". I can just as easily buy the epic tailoring BOE robes/gloves whatever off the AH and stay mining/herbalism to keep raking in the money. The lack of unique appeal to the crafting professions makes me question whether or not they are worth it in the long run.

While I understand Blizzard's rationale for this (they didn't want people to utilize their professions to effectively "skip" content and, therefore, create professions that were required for some classes), I could give 2 craps. The badge system functions in the same manner. Furthermore, why shouldn't the blacksmith who leveled his profession to max level, got the requisite recipe, and gathered the required mats to create his Blacksmith-only 'sword of extreme punishment' be able to enjoy it as a somewhat unique badge of honor?

The Queue: Crazy delicious gets my vote {WoW}

Aug 5th 2009 6:27PM Some craftables are good too. The Blacksmithing helm, boots and 2-hander are good (especially for a DK tank). The Hat of Wintry Doom (tailoring) is awesome for dps clothies as is the Deathchill Cloak (tailoring as well). For healers, the Blacksmithing one-hander is pretty decent and the Wispcloak(tailoring) is pretty good. Of course, tailoring also offers robes and gloves for dps casters and healers but their worth is somewhat suspect at best. Basically, just check out www.thottbot.com, www.wowhead.com, www.tankspot.com or www.elitistjerks.com for better ideas as to Instance gear.

Blizzard legal censures Shakes and Fidget {WoW}

May 12th 2009 1:35AM Replying to Saintstryfe: Wrong.

First, fair use requires examination of the (1) nature of the copyrighted work vs. the (2) allegedly infringing work (i.e. was the use transformational--parody, criticism, etc.); (3) Amount of copyrighted work absconded both qualitatively and quantitatively; and (4) what was the market effect for the original work. Loss of derivative and licensing markets count as an effect.

Second, the web comics may be considered insufficiently transformational at which point it would have to be determined if they are derivative works of WOW. It seems they clearly are but you never can be too sure with subjective standards. If the comics are unlicensed derivatives their only hope is for an implied license which is highly unlikely.

Third, the above is U.S. law. The web comic is German and probably created in Germany and originally hosted (fixed) on German servers. Thus, international copyright laws or German copyright laws will likely govern: probably TRIPPS or Berne.