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  • Milney
  • Member Since Apr 2nd, 2009

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Insider Trader: Jewelcrafting nerf incoming {WoW}

Jul 12th 2009 7:32AM The Prismatic loss does suck, but JC's did not have much more of a buff than other classes. This should actually bring them in-line. Though to be fair they should scale them for epic gem releases. Lets look at the benefits for JC's besides the prismatic quality. I will use SP as an example.

Runed SR= 19sp

Runed dragon's eye = 32 sp.

A net gain of 13 sp per gem. Multiplied by 3 gems =39 sp.

BS = 2 gem slots = 38 sp (2 runed SR)
Enchanting = 38 sp (2 19 sp enchants)
Alchemy Mixology = 38 extra sp from Frostwyrm Elixir.

Are we seeing a pattern? As long as they keep the ratio correct on an epic upgrade to gem quality, the loss of prismatic nature should simply bring it back in line with every other non-gathering Profession.

We won't see many more class changes in Wrath of the Lich King, says Ghostcrawler {WoW}

May 4th 2009 8:38AM If you are rolling Shadow and running out of mana then no amount of regen is going to help. A glyphed Dispersion gives you 36% of your mana every 2.25 minutes. A 3 minute CD on a (newly buffed) shadow fiend returns more mana per attack (5% instead of 4%), awards the mana on attack instead of just when it hits, and does not die easily like before. Combined with a proper priority rotation keeping replenishment up on you almost 100% of the time and a mana pot in there and I honestly cannot imagine how you would manage to run out of mana speced properly in Shadow.

The fact is, mp5 O5sr was entirely out of control and needed to be nerfed, so please....... No more QQ over regen nerf.....

25-man gear should not be better than 10-man gear {WoW}

Apr 2nd 2009 2:14AM I agree 100% with Alsides

While there are a few fights that are harder on 10 man Naxx (4h and Gluth) There are a couple fights in 25 that are much harder than 10's (Patchwerk and Thadius) To focus on a couple fights and use them as a reason to completely change game mechanics is tunnel visioned at best.

What I read is how 10 mans have less room for error, but not how they are easier to fill with the amount of skilled players required to complete easily. You can carry 3 or 4 "weaker" players in 25 mans, but you need 21 very good players to do it. I don't know how it worked for everyone else, but we went through alot of wiping, arguing, and frustration until we finally got our core group together that made access to higher level content possible.

So I guess my point is that, contrary to the writer's contention, the process of putting successful 25 man raids together is definitely a part of the game mechanics and should be rewarded. While there is a little more room for individual player gaff in 25 mans there is far more challenge in getting 25 players to dance correctly and work together. The fact that some people have friends that will carry them through 25 mans can only happen because the people that are carrying them did the work to get into 25's and gear themselves over the present content.

Anyone that thinks 10's are of equal skill and work to 25's have never had to build from ground up to end game and don't deserve the loot that the people who have accepted all the challenges and frustrations EARNED for themselves.

This content is easy. It is a stepping stone to the next level of content which will only be accessible to players that work together and have good raid leadership. Both qualities are much harder to attain at the 25 man level than the 10 man level and infinitely harder to maintain. That is why 25's are considered "hardcore" while 10's are considered "casual." The content is the easiest part.