Mar 11th 2011 7:18PM I should add that those are minor points of contention and I agree with your other points. Still, those extra 4 points do add some flexibility. Personally, I put them in 3/3 Owlkin Frenzy and 1/2 Gale Winds right now, but I do switch them around sometimes to play around.
Mar 11th 2011 7:16PM I'm 6/13 in heroic 25-man raiding with plenty of top-200 parses. Heart of the Wild is not a mandatory talent by any stretch of the imagination at the end game. Mana in general is a non-issue on nearly all heroic fights except those with heavy AoE, and even then using self innervate with 2/2 dreamstate is plenty.
Similarly, Moonglow is unnecessary at this level of gear.
Mar 11th 2011 6:55PM I'm an economist, and I have two major problems with your article.
First, your reasoning behind "Why do people buy gold?" ignores the less sinister and, likely, more prevalent rationale: Time = money. Some people buy gold in game because they don't have the time to spend in Azeroth to accumulate significant sums of gold. Instead, these people do other things in real life that gives them currency. As you note, gold is a fungible and a currency in and of itself. Exchanging U.S. dollars for WoW gold is no less inherently sinister than exchanging euros for dollars - it's moving currency from one form to another, and that currency reflects value to its owner.
Second, I find your conclusion to be nonsensical with regard to solving the problem. Removing gold sinks such as repairs, vendor items, and elite flying would not change the motivation for gold sellers at all, it would simply create rampant inflation. Blizzard does a remarkable job in balancing gold sinks with gold generation to create an economy that has a moderate but reasonable rate of inflation. If they removed gold sinks, it would cause the supply of gold in the system to increase at a much faster rate which would reduce the value of gold in real world currency terms at a faster rate. However, this would not address the inherent motivations of gold selling, it would just motivate gold sellers to turn their inventory over more quickly. In other words, they go from selling something like electronics, which hold their value over a period of several months, to selling something like fresh produce, which must be sold quickly or it is worthless. Both environments allow sales to thrive, they just change the way in which sales are conducted.
Personally, I think the best way to stop gold selling is for more harsh enforcement. Any time Blizzard recovers an account, remove the gold from any account that it was transferred to, and if it was flipped to another account, remove it from that as well. Considering the entire economy is virtual this seems feasible, though it may be expensive to enact.
Mar 4th 2011 2:06PM I've found that spamming my dots on everyone can also be an effective mana drain - our dots are cheap to cast, and dispells are expensive for healers. If they want to spend 5% of their mana to dispell my nearly free moonfire dot and very cheap insect swarm, go nuts!
It's pretty strange to be a high burst PvE class and have our PvP role be one of pressure and weak control.
I don't share Tyler's optimism on Balance PvP. Outside of the late-wrath stupid-good starfall era, it's rarely been a remotely competitive spec of any arena bracket.
Feb 28th 2011 11:42AM I like the system my guild uses, and I haven't seen it replicated in too many other guilds (though not original by any stretch).
- We sell all BoEs and maelstrom crystals.
- Guild repairs are for "raider" rank and above (not applicable to social invites, tryouts, or former raiders who no longer meet attendance requirements).
- All guild bank gold in excess of 100k is divided evenly and distributed to all raiders (including officers/guild leader) at the end of each month.
We are a progression 25-man raid guild so last month's payday was around 250k, split between about 25 raiders. Raiders know they get that payout where they can use it to fund their own raiding, buy their own equipment, or waste it however they'd like.
Feb 11th 2011 1:19PM Not everyone posts vids of kills for education of the masses. Most kill vids are for the guild itself to remember the kill. Plus, it's not his vid, it's a guildie's vid. If the vid is specifically created for a tutorial on how to kill the boss, then I agree with you, but that's not the case here.
Feb 11th 2011 11:19AM Awesome write-up, Tyler. This could be a guide for any class. You should think about setting up a basic raid strat archive for all of these, as I think you do the most thorough job of the writers on here. Not a knock on others!
Feb 4th 2011 4:01PM Just as an FYI and in the spirit of "there is more than one way to skin a cat", an alternate strategy for council is to first have DPS focus down Nezir to ~10%, have DPS on this platform switch over to Anshal when his adds spawn, then switch back to Nezir when the adds are dead for Nezir's ultimate ability.
There are two reasons to follow this strategy: Nezir has much more HP than the other two bosses, and having the other two bosses pop back up due to not killing Nezir quickly enough sucks. The second is that it causes people to drop their stacks of Wind Chill regularly, which is good practice for hard modes.
Jan 27th 2011 3:29PM I highly, highly, highly recommend binding "on use" trinkets to a primary spell like Lightning Bolt. These trinkets are most valuable when they are up as much as possible. As you state, "saving" trinkets more than just a few seconds per cooldown is often times a horrible mistake for maximizing DPS.
Jan 22nd 2011 12:14PM Travel form is not usable indoors.
There are a few select dungeons and raids that allow travel form use in quasi-outdoor situations where mounts are disallowed, but generally one cannot pop into travel form indoors.