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Patch 4.3 PTR: New loading screens and zone maps {WoW}

Sep 28th 2011 2:39AM Do you mean the south end? I think that's a dock, since it is an island.

The Daily Quest: Dangerously addictive {WoW}

Jul 30th 2011 4:40PM They definitely can catch you if you're mounted. I've had it happen a few times. I don't think they can catch you if you're in combat, though, or if they've caught you 'recently' (how long recently is, I have no idea.)

15 Minutes of Fame: Come one, come all to the astounding Traveling Museum of Debris {WoW}

Jul 28th 2011 6:32PM I've wound up collecting bones myself. It started as a joke, because a guildmate was cleaning out the guild bank and complaining about how much useless junk there was in there that people had donated. I was at the time playing my still somewhat new worgen character, and killed some NPCs that dropped bones, and the thought struck me to save them and put them in the bank because, as a worgen, I clearly needed somewhere safe to store them.

It went over pretty well. For some reason, though, I still find myself collecting bones...

Totem Talk: Restoration's new patch 4.2 pre-raid gear {WoW}

Jun 22nd 2011 2:42PM Its more complicated than saying that temporary spirit buffs don't work. On-use spirit buffs, like Core of Ripeness, definitely don't work. Most other temporary spirit buffs, though, DO seem to work. The 4 piece shaman healing set bonus, for example, definitely stacks with mana tide, even though its only a 6 second boost.

Totem Talk: Restoration's new patch 4.2 pre-raid gear {WoW}

Jun 21st 2011 8:05PM I wouldn't really count on the current crafted gear to drop significantly in price for a while. Prices are so low right now because people don't really have anything else to do with the materials. Alchemists use their Truegold CD even though its not really profitable right now, people have a stockpile of chaos orbs they don't have any other use for, etc. Once the new crafting recipes are available, though, the prices of the raw materials are going to go up, at least for a while, so there's simply not going to be people making the 359 gear, not when they could use those mats for something a lot more valuable (or for those who don't have access to Living Embers, selling the truegold to people who do.) I wouldn't even be surprised to see the prices of the 359 crafted gear go up slightly in the short term.

The Queue: The land of the ice and snow {WoW}

Jun 5th 2011 3:29PM I'm sure there's no technical issue that would prevent them from adding the Naxx drakes again. The problem is that they told people that they'd not be available anymore. If they went back on that, the boards would be filled with screams about how Blizzard broke it promise. Basically, its a whole lot easier to just leave the drakes out and not have to deal with yet more nerd rage.

Patch 4.2 PTR notes updated for May 26 {WoW}

May 27th 2011 2:09AM In addition to what matthewggrammer said, which is definitely true, the other factor is that the damage that paladin and warriors take is much more evenly spread, which makes it SO much easier to heal. Druids and DKs can often be pretty annoying to heal because their damage comes in bursts - they miss a few dodges/parries in a row and they're nearly dead, forcing you to cast big, mana-inefficient heals. With their shields, though, warriors and paladins take smoother damage, which makes them a lot easier to heal because you can keep HOTs or shields on them to take care of quite a bit of the work and are a lot more mana-efficient.

So I guess the real comparison would be whether paladin tanks are that much better than warriors that they need nerfed and warriors don't. That one I can't actually answer, since my guild doesn't really have any warrior tanks in it, aside from my own... Regarding the balance between paladins and DKs/druids, though, I'd say some nerfing is definitely fair.

Patch 4.2 PTR: Over 800 new items {WoW}

May 5th 2011 8:27PM I don't see that ever happening. The extra-large crafting bags exist because some of the crafting skills require a lot of bag room for their materials, putting people who chose that tradeskill at a disadvantage with regards to bag space. They exist because tradeskills aren't supposed to be a handicap, which they otherwise would be (and still are, to some degree. The lack of space on my herbalist/scribe drives me crazy.)

A gear bag, on the other hand, is basically just a bag.

The Queue: One week until we become Portal 2 Insider {WoW}

Apr 14th 2011 2:40PM @mtsadowski

Did your environmental sciences classes cover tectonic drift due to dragons bursting through from other dimensions? That may only be covered in the 4 year program.

Totem Talk: Restoration's raiding talent specs {WoW}

Apr 13th 2011 1:14AM I agreed with you about TC, until I used it a while. Its definitely better than you might initially think, especially as you move up in gear and its returns get bigger. Just about every fight has periods of heavy damage and periods of lighter damage. What TC allows you to do is cover the periods of heavy damage because you're able to blow your mana, then get it back during times of lower damage, which the other healers in your raid will be better able to handle because they didn't have to spend all their mana during the beating.

A couple of things that I'd say are important:
1) Use a macro for your lightning bolt. I use:
#showtooltip lightning bolt
/cast [@target,harm] [@targettarget,harm] lightning bolt
If you're targeting something bag, it'll cast it at them, and if you're targeting a raid member, it'll cast it at their target. That way you don't have to worry about switching targets as you heal (depending on what healing addons you may use, I suppose.) Bind that to an easy to reach key (i use E) and be ready to hit it during any free moment.
2) Using TC makes haste a better stat. The advice is normally for shaman to stop stacking haste after the first breakpoint, 915 I believe. More haste makes it easier to throw in an extra lightning bolt here and there.