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  • Miir
  • Member Since Jan 19th, 2010

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Patch 3.3.3 PTR: Updated patch notes {WoW}

Mar 11th 2010 12:25AM When warriors aren't overpowered in PvP?

Totem Talk: Restoration spells and totems {WoW}

Mar 3rd 2010 3:19PM I don't know if you read what wrath of air does, but its 5% SPELL haste, not 5% haste, and in most cases (for 10 mans especially) Windfury is almost always more of a DPS increase than wrath of air unless you happen to have tons of casters.

In cases where demonology warlocks are present everyone usually uses searing totem or Fire elemental totem, ~300 DPS for one mini global every minute or ~800 DPS for 2 minutes for one mini global are well worth it, and can go a long way to making enrage timers.

Although the author seems to be in love with healing stream totem, he is correct in that if there is no mana spring totem and your parties mana is good or mana tide is on CD you SHOULD drop healing stream in fights where AoE poisons/Diseases aren't present. Fights like ToGC's Anub 25 were made indefinitely easier by a glyphed healing stream totem. Other fights like BQL are good for a glyphed healing stream, but if you aren't a min/maxer there really isn't a reason for the glyph.

Totem Talk: Restoration 101 {WoW}

Feb 19th 2010 12:51PM Well, there's a few points I don't really agree with starting with the limited amount of healing spells. Sure as a raid healer you basically will riptide and chain heal only, but usually I have my shaman healing raid and backing tanks up when needed. This generally will allow you to have a more versatile healing "rotation". Anyways our healing abilities are riptide, chain heal, hw, lhw, and earth shield, which is a pretty similar number to other classes healing spells.

Another thing is a lack of mentioning of once your gear gets better (namely once you grab at least one solace) this gem is just as good as insightful, and if you manage to grab double solace or solace/purified lunar dust it is a better meta than insightful AND on top of that you don't have to use blue/green/purple cuts like sp/mp5 or haste/mp5 to activate the meta.

I also find that for shoulder and helmet enchants its almost always a better option to get sp/crit instead of sp/mp5 given a 6 minute fight (most common nowadays) the mp5 will grant you 1296 mana, where as the crit enchants give you 0.76 crit chance, now taking into account improved water shield and you being a raid healer casting only chain heals and riptides and chain heal ONLY bouncing 2 times on average and you casting 3 CH's every riptide cooldown then riptiding (can fit between 4-5 depending on haste) means you will cast 420 spells, for approximately 224.8 mana from riptide due to the talent and and about 1348.8 mana from chain heal combining to 1573.6 mana over the course of the fight. If chain heal bounces more the chain heal portion of imp water shield goes up in value even more.

Thirdly especially running heroics i find that the glyph of earth shield makes it so that my earth shield does ALL of my healing that isn't on a boss fight assuming the tank keeps aggro on everything, however I am geared, for someone new though it should really help with mana efficiency not having to cast spells, more so than water shield glyph, but it also provides more healing than the healing stream totem so either one is a viable replacement option.

Blood Sport: Season eight team compositions {WoW}

Feb 17th 2010 11:21AM It is a bit to early to really draw conclusions, but MM hunters counter mages pretty hard, If hunters get nerfed like they did at the beginning of s6, mages will make huge rise, and DK's will probably crumble into non-existance with hunters.

Blood Sport: Season eight team compositions {WoW}

Feb 16th 2010 6:01PM As far as team setups coming up, Spriests/lock/shaman with hasted dots is insane and also spriests/hunter/shaman (which I have had the luxury of trying and must say its pretty fun) those are the two to watch out for.

Blood Sport: Beginner's guide to arena, Part VII {WoW}

Feb 11th 2010 5:32PM One aspect I think you could add is dueling other people. Plenty of people hang out in dalaran sewers/outside orgrimmar or IF that are there to duel people. I'm not exactly sure what server you play on, however on blackrock most people that are looking for partners will usually be outside orgrimmar dueling. Usually the people dueling are looking to see how well someone reacts to specific situations and if you duel people and are doing really well word of how you are doing usually spreads around. That's how I got my partners on my hunter and the experience you can get from dueling good players is always a plus.

Blood Sport: Beginner's Guide to Arena, Part VI {WoW}

Feb 4th 2010 2:52PM TSG as the comp is named after the team which was called TSG which basically popularized the warrior/DK/holy pally setup after the Blizzcon finals in 2009. The name stands for Teh Supah Gosus (or something like that I forget Zilea told me a long time ago), Teh and supah are fairly straightforward in what they mean, Gosu means pro in korean I believe so basically their team name meant the super pros.

This name was applied to the comp as a whole to mock the fact that each individual class in arena wasn't particularily noted for requiring much skill to play successfully. Basically the setup works like this: Warrior establishes on the kill target and applies MS while the DK CoI's the target so they are rooted, then the warrior bladestorms on top of the target and the DK silences the healer and then starts damaging the kill target which in most cases meant that if there weren't significant damage reduction cooldowns used the target would die, and sometimes they would die through the cooldowns also. The paladin throws a HoJ here and there and is basically free to spam heals because of the pressure the warrior and DK are putting out. Another noteworth point is that the DK will usually pop AMS/Lichborne/IBF to prevent stuns or other forms of CC and the warriors is obviously immune during bladestorm making the pressure extremely difficult to deal with.

Blood Sport: Resource mechanics in arena, Part 2 {WoW}

Jan 26th 2010 1:43AM If only viper sting's drain actually drained more than most classes passive regen then the drain business might be back in action!

Blood Sport: Resource mechanics in arena, Part 2 {WoW}

Jan 26th 2010 1:41AM I think that healers should be throttled by their mana, but DPS shouldn't. The cooldowns placed on their abilities act as the energy or rage "cooldown" and its just overall easier to manage. How is it fair that a mage, who can only deal damage, can be rendered unable to do any damage until his mana cooldowns come up where a rogue/warrior/DK can keep trucking along the whole entire time?

Scattered Shots: The misunderstood hunter abilities {WoW}

Jan 25th 2010 11:03AM The rogue's threat is transferred onto you and your threat is transferred to the MD target for their respective durations. This makes sense given the description:

The current party or raid member targeted will receive the threat caused by your next damaging attack and all actions taken for 4 sec afterwards.

As for chim shot, it doesn't recalculate damage modifiers so you would have an extra 15% damage the entire for on SrS if you applied it once tricks were up.