Aug 27th 2010 6:07PM @ Saitenyo:
Try making a macro if you don't have time to type you need a mana break. For example:
/p Out of mana!
"I shouldn't have to call for a mana break" isn't a working principle because a lot of healers will get annoyed if you stop and wait for them to take a mana break when they have some way of restoring it themselves (e.g. Innervate, Mana Tide Totem, and so on).
Aug 27th 2010 6:00PM @ Saitenyo:
It doesn't always work that way, though. A lot of healers have some mana replenishment on the go or enough mana regeneration to just ignore drinking all together. It's much better if the healers call out if they need a MB, and that way it's clear whose at fault if the group wipes from a sudden pull as well.
Aug 27th 2010 5:57PM I had a similar experience with the tank not wanting to go on because a DPS rolled over him on a tank drop. In this case it was Uldaman where some rare variety of a boss drop with "of Defense" turned up. The tank was overjoyed, but the Retribution Paladin also needed and won over him.
I tried to intervene and explain the Paladin why Stamina and Defense alone weren't much of an upgrade to him (prior to his boots with 7 Strength and 6 Stamina), but he didn't want to listen. Loot has another factor that I'd like to call, "It's cool looking and I want it".
In these cases, don't blame the tank for stopping. It's really, really, really frustrating.
Aug 27th 2010 5:45PM In regards to 3, it's sometimes the other group members' fault that the adds aggro. May be the Warlock that's spamming DoTs before the tank had more than one swing at the mob, may be a caster that nobody's bothering to interrupt and maybe even the healer that's spamming premature heals while the tank is at 90% health because he's paranoid about the incoming damage.
Take Old Kingdom as a good example of this, the first big pull can be tricky because there's some really dangerous casters in the packs and one of the packs patrol the area. Sometimes it leads to a bigger pull and nobody ever tries to crowd control or silence those casters, and as a result they spam aoe on the group and nuke the healer.
Aug 27th 2010 5:32PM There's no point to a "off-spec versus main spec" discussion because the loot tables are designed the fashion that there are 3 dps in the group and 1 tank and healer. That means for every third damage dealer drop, there's one for the tank and one for the healer. While you might have several choices to upgrade in one slot, the tanks or healers have 1 and rarely 2 item drops intended for them.
Alternatively, think of it this way: Priests can only use cloth. Paladins can use all 4 armor classes. Should Paladins still roll need and win cloth over Priests?
Aug 16th 2010 10:31PM Despite the cultural debate, the fact is World of Warcraft is a mere video game for entertainment and allowing Wrath of the Lich King to be sold in its former state would not display more images of skulls and ancestral bones than what you already could see by just surfing the web.
Hypocrisy is about the only word that can sum up what the government is attempting by censoring the game according to Chinese culture and not the rest of the Internet. I'm sure there are good reasons for their censorships, but it just doesn't apply to global networks like the Internet because you're talking about access to many different cultures blended together.
The truth is that the government (and not just the Chinese) really don't understand and can't control the media brought in by the Internet, and this is just a sad attempt to make it seem possible.
Aug 6th 2010 5:36PM In low level dungeons, bad tanks will depend on good healers and bad healers will depend on good tanks. You can't blame them for being new in the job because it's really the appropriate level to learn and new tanks often need a strong healer to adapt to their role of tanking, just as you were hoping for a strong tank to better get into healing.
Good DPS can sometimes make tanking easier, but it's very rare you find those in that level range.
Oct 26th 2009 1:15PM The Naxxramas achievements were very much like, "Kill some extra adds" or "Take extra damage", things that overgearing the instance automatically makes it doable. Take Subtraction for example, when Naxxramas was released it was a difficult achievement since it wasn’t that hard to screw it up (especially in 25-man), but now you can pretty much spread out properly and ignore the damage buffer.
Ulduar achievements are different. Even at level 85, you won’t be able to say, ignore Mimiron’s fire and just tank the damage. The encounters literally change when you activate hard-mode, so even if you overgear the instance you’d still need to play the encounter the intended way. So even if Ulduar becomes easier with every patch, players who don’t deserve the mount aren’t going to be able to go back and free-ride all the achievements in one go.
Oct 9th 2009 2:49PM I replayed Tomba! the other day, which is an old RPG slash Adventure game. Because of its adventure format, it didn't focus an awful lot on the RPG elements, but still mainly functioned through quests.
What I liked about the quest system was that the quests were very shortly phrased and the title of the quest indicated what you had to do, rather than some title of a novel that WoW seems to endeavor. Let’s say you were looking through the quest log and the names of your quests were “Kill Demon Dogs” and “Collect Zombie Claws”.
But you weren’t robbed of your quest details, you could in fact talk with multiple NPCs for insight and backstory on each quest, the villagers would even change their texts as you progressed with the quest chains in the area to provide new and useful information.
Blizzard could definitely do better.