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  • Bigchuck
  • Member Since Aug 20th, 2009

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Recent Comments:

Ready Check: Cataclysm class changes and their effects on raiding, Part 2 {WoW}

Apr 16th 2010 1:46PM Having a pally healer will certainly come in _handy_.

Thank you, I'll be here all week. Tip your servers and try the veal.

Breakfast Topic: What do you do after raids? {WoW}

Feb 10th 2010 9:51AM Since our guild officers are mostly local real life friends, we'll hit up the local IHOP for pancakes and a discussion about what went well/not so well... and have a few laughs. Giveaway: World of Warcraft Programming, 2nd Ed {WoW}

Feb 9th 2010 9:27AM This would be a neat prize, I've wanted to develop a couple addons.

Shifting Perspectives: How to be a good PUG druid, part 2 {WoW}

Dec 16th 2009 12:24PM "Warn the group that you will not necessarily have amazing aggro on each mob because you're going to be moving between them fairly frequently."

This is the worst way to try to tank it IMO.
For caster pulls with no LoS, mark the second caster for last, and use FFF to maintain aggro on it while you tank the rest by the first caster, after the first caster dies, move the mobs over to the second caster and build aoe threat on it while the rest of the pack goes down.

Even then, only do that as a last resort if you can't get the group to help out with and interrupt or a death grip.

Drama Mamas: Venting {WoW}

Aug 28th 2009 2:41PM As a member of a guild that likes to hang out in vent, I have to say that mostly stems from many of our founding members being long time friends both on and offline. We all know each other pretty well and are most comfortable hanging out that way. We don't require anyone to join vent, but if you don't, you are probably missing out on 90% of the guild interaction!

I'd say get in and listen, type responses at first, and speak when you feel comfortable. If your guild is anything like ours, Vent is generally just friendly chatter, nothing to be scared of!

Patch 3.2.2 PTR Druid changes {WoW}

Aug 20th 2009 4:11PM his talent now also causes the Druid's finishing moves to provide a 7/13/20% chance per combo point to make the next Nature spell with a cast time below 10 seconds instant cast.
What interests me is that the likelihood of this triggering isn't dependent on how many combo points you have

Umm, it says right there in the description "per combo point". Also, wowhead lists cyclone as a nature spell, so as far as I can tell this article is completely wrong.