Mar 11th 2011 4:18PM I got two good ones, both I was present for but thankfully neither I did.
1) Guild is doing Sindragosa and we all run in to start the fight. All of a sudden I see one of the healing paladins die instantly on the stairs. Turns out he accidentally hit Divine Intervention instead of Sacred Shield! We get him a battle rez and continue the fight...and he does it again during the same fight! (to be fair, the second time was in the frantic mess that is phase 3)
2) Guild is doing Lich King for the first time. We die constantly and spectacularly. No one knows why. Ghouls are double-snared and tanks are given every defensive buff we can manage and still people just seem to die randomly. That's when we noticed no one in the raid could cure diseases...
Feb 27th 2011 1:35PM "While you're right in that prot doesn't have a heavy offensive focus, I find that it really shines when you stop imagining questing zones as single mobs separated by Charge and start imagining them as packs instead."
While this is a good suggestion for anyone leveling a tank, I have to wonder how you would reccomend going about this. My experience while leveling my tank characters in the post-Cata world is that mobs are so weak and so spread out that by the time I reach a new enemy the first is already dead or very close to it.
Feb 1st 2011 11:10AM Achievements are meant to be done at their level. So things like killing bosses with all adds up or beating MC Ragnaros with no fire resist wouldn't be practical achievements since they would be impossible at the Core's intended level. Having said that...
"Watch the Legions that He Commands": Defeat Prince Malchezzar without anyone being hit by an Infernal.
"It's Sticky! It's Sticky!": Defeat Lady Vashj without passing Tainted Cores more than three times each (never did Vashj so no idea if this is a reasonable number, but you get the idea).
"Good Preparation": Defeat Illidan within X minutes.
Jan 27th 2011 8:49PM I'm interested in development of the draenei and worgen. The draenei because their race shows a lot of potential but essentially no growth, and the worgen because, for a race with such an active stake and drive they don't get much attention. I think part of this is because of the Gilneas battleground, and I guess my main concern is that the Gilneas BG will prevent any development of the Gilnean storyline.
Nov 16th 2010 8:16AM There's another benefit to 10man raiding that you may not know about. It's easier on the processors. I can have my settings raised on 10man but in 25man I have to turn everything down to spare my poor framerate from dying.
Nov 13th 2010 4:21PM Quick question that's always bugged me: when trying to test on a target dummy, should I bother using Deep Freeze? If the answer is yes, then should I DF => Icelance spam until it ends, or just DF => Normal stuff?
Also, the description of Deep Freeze as the highest damaging mage spell is slightly incorrect. Arcane Blast at four stacks can produce some terrifying criticals (64k on Sindragosa for example).
Aug 11th 2010 10:28PM I think the whole "can Old Gods really die" thing has gotten a bit misconstrued myself. The Titans are, lets face it, extremely large entities, and the ones that fought against the Old Gods were probably a lot more massive than the ones players have encountered. Due to this, its reasonable to assume that players can do what the Titans couldn't (kill Old Gods without blowing up the world) because their smaller size lets them attack more precisely. Keep in mind that fighting C'thun required players to attack from inside his stomach and fighting Yogg-Saron required entering his brain.
As to the whole revival thing, I believe that using C'thun as an example is not the best of ideas. Blizzard seems to be developing a habit of reviving vanilla bosses (Onyxia, Nefarion, Ragnaros... all of Naxxramas) because so few people were able to fight them in their prime. It's probably best to see C'thun's revival as a quick in-game explanation rather than an actual development. After all, considering how powerful the Old Gods are it seems like they should be a lot harder to revive than by what Cho'Gall did.
Jul 9th 2010 11:08PM (by the way, if this isn't the right way to respond to a response, please tell me. I've never done this before)
Still though, it seems like there's a disconnect between what is required and what is "possible". This sounds like a min/max problem rather than an actual balancing one. If you can produce X reasonably but can push it to become Y, then the mindset seems to be that anything other than Y is bad even though X may be all you need (and what Blizzard are assumes you are doing). This whole thing about movement and having to keep Eclipse up constantly to avoid wasting it is something I just don't understand. To use mage's as an example, Arcane Power is a huge damage boost that can be just as ruined by movement and can also theoretically produce the highest dps when used as soon as its up, but its existence isn't considered flawed because having to move at inconvenient times is part of making raids challenging and so is using your cooldowns at the right time.
I guess my basic point comes down to the fact that I don't believe druids will be balanced around keeping Eclipse active close to 100% of the time. For all intents and purposes, it is a proc that behaves like a cooldown, and I think you're more likely to see it being treated closer to something like AP/Avenging Wrath/Beserk/etc. than Arcane Blast stacks (which are the only effect I can think of atm that's meant to be applied and consumed as quickly as possible)
Jul 9th 2010 9:11PM No offense, but I just don't buy the main argument here. This seems like saying any proc is balanced around it's statistical max uptime, and I think Blizzard is smart enough to know that isn't always the case. You say that druids are being balanced around Eclipse being up as often as possible, but I don't see how that logic follows through. It's sounds a lot like the mage-worriers who think they'll be balanced around being ~80% mana all the time. Lots of worry but not much evidence to support it.
Also, I don't understand what you mean by how not getting each proc as quickly as possible wastes future procs by making them not come sooner. Can't that argument be applied to any cooldown, RNG or not? You say that more control over Eclipse's proc is good, but you also say that having to move ruins it, even though druids are given the ability to make eclipse proc during times when they don't have to move. Basically, you seem to be basing your assumptions on the belief that Eclipse is being treated like a proc instead of like a cooldown: something that has to happen as much as possible rather than something to be used at the right time.