Oct 26th 2010 6:46PM Unless I am mistaken, Swapping the DnD glyph with the DS glyph is the best option. Heart strike is used for both Single Target and Multi-target fights so I would rather have that in. As DnD takes an Unh rune, I would rather swap the glyph for the skills that require that rune.
Also, From what I have read about people running sims, because of the way Scent of Blood is behaving on auto attacks, DW is potentially more threat and that this would only get worse with the coming rune strike change. I do not expect it to stay this way, but just providing the info. I'm sure people will confirm or deny this.
Sep 21st 2010 9:15PM "The other major rune system change to get used to is Runic Empowerment. If you're keeping up with a good solid rotation, this little skill will change things up a bit by refreshing a random rune on you."
It is not any rune on cooldown, only those fully depleted This means that if the rune is already cooling down, it will not be proc'd by RE. In otherwords, the rune(s) you use the most are those proc'd by RE.
Sep 1st 2010 1:20PM If anything, it may up your market if you adjust. Selling the eternals/saronite/titanium itself could be more profitable after this post so adapt accordingly.
Aug 27th 2010 1:21PM Putting up macro's or rules like this fail because the dps take it as a challenge to see if you will follow through.
It is hard to negotiate, or even communicate, when the only thing the dps know how to say is "GoGoGoGoGo."
My advice would be to merely keep at it, grow thick skin to ignore most of the stupid. For the rest, let them die.
Aug 19th 2010 1:45AM I should make it more clear, I made sure 5 glyphs stayed posted.
Aug 19th 2010 1:44AM Why would he stop selling if he is making a profit off you. I personally listed a total 5 glyphs for about 4 months that were at the 50g market for only 5g. At the time icethorn was 10g a stack. I was making a ton of profit until that became the standard price. Someone at first tried the buyout but it failed in that I would just re-post, investing the money in more herb.
And guess what,since then (about a year) nearly every glyph on my server is now about 5-10g. I'd like to think I helped in that but I know it takes more than one. I laugh at the ones who bought all of my glyphs hoping for a big payoff later.
Lesson is that while you can make a huge profit every once in a while, it is better profit to sell more at an affordable price. Call it Walmarting.
Aug 6th 2010 6:47PM Lately, for me, the biggest problem has been hunters/rogues starting to pull before I am fully ready. Even though I stay nearly always in tank gear/spec, there are times I am not. So for that I double check every time, takes about a minute. Hunter/rogue comes in, sees me standing around and md/tott me with an aoe pull. I merely walk out of the door and ask if I can be the one to pull. I am a chain puller in mostly icc10/25 gear so if the answer is being too slow, I leave group.
This is not merely entitlement, simply commonsense. If I can not trust the dps to let me work to the best of my abilities (and how many dps watch healer mana?) then it is not worth the stress.
Jul 26th 2010 2:42PM Darn that was to iownwolf
Jul 26th 2010 2:40PM Just go set the price of herbs and be ready to stock up on under-priced vellums. React to the fact that people will read this, go try it, get discouraged and stop.
Apr 27th 2010 3:00PM I'm really getting sick and tired of hardcore players thinking the game should be designed around them. Hate to say it but the bills are paid by the casual, and if you want to keep the casual interested you need to create content for them more so than the elite. This is part of what made WoW so successful. The largest portion of the game was designed around giving the casual something to do, be it 5 mans or questing.
Muqq asks what gear is for after everything is dead? The same thing it is for in every game after there is nothing else to do in that game: nothing. To what end did gear in Diablo 2 play? You couldn't even show it off!.
Perhaps he should have played Guild Wars which took this same idea and used it as a mold, where as all gear at max level has little to no direct affect on how the game is played. That being said where GW failed that WoW succeeded, and continues to succeed, is in encounter design that allows flexibility in class. WoW takes the marginal enjoyment of who a character is to you, as any solid MMO does, and let's you play.