May 16th 2011 4:38PM Melee dps here. Will this weapon be BiS for ALL rdps or will it be better for some more than others? If the latter, which one(s)?
As a gm I'm looking forward to putting the guild and all of its resources behind the lucky member so that we can obtain the weapon asap. In my old guild, there was no support and no organized approach . . . and no one obtained Shadowmourne.
May 16th 2011 10:27AM Yes, I, too, can't imagine why we'd be nerfed, either for pvp or pve. My fury damage in raids went down after 4.1 and is middle of the road for my raid team, and I struggle to understand how anyone could see arms as OP in pvp. It has some nice utility, for sure, but the 20k crits aren't very scary (full vicious here). I miss my 40k+ crits on high res targets pre-4.1 as fury (might have been more, I don't recall). Was gimmicky but was also fun putting immediate pressure on the other team. The 8 pts to 2 pts mastery baseline change was a travesty.
As for frost mages, don't get me started. What they've done with that spec remains the biggest mystery to me in this expansion.
May 9th 2011 6:16PM We are upfront with recruits about our policy that everyone at some point will likely have to sub out so that we can maintain the necessary depth. Still, we've had members conveniently forget this disclosure and cause a storm when they were asked to sit after weeks of participating in every boss pull.
We have the policy posted on our web and we make sure that the officers sub out more than anyone else. We also track participation each night on our website to ensure members are being treated fairly. And we try to always take the time to explain our reasons for subbing in/out a member.
Still, some just don't care that it's nearly impossible to have only 10/25 raiders on the roster and progress through the content. They're in it for themselves.
May 9th 2011 6:03PM Every pair we have recruited has caused problems. Without fail. We won't recruit them anymore.
Apr 4th 2011 4:13PM The keys to a successful merger:
1. In your mind be able to articulate why a merger is in the best interests of your guild. if you can't, stop right here.
2. Perform as much due diligence that you can up front before approaching a partner/target. Wowprogress, wowarmory, third party contacts, etc. are your friends. You should be able to determine their size, focus, typical type of member, usual activities, server rep, etc. through your own efforts.
3. Approach the partner in a discreet manner and be clear why you're doing so. Perform as much due diligence in the form of an info. exchange with your counterpart gm before coming to any agreement. How many mains do they have? Has there been any material guild drama recently? How long have they been around? What kind of guild would they like to be? What's their organizational structure? Do they have vent? Website? Are they actively recruiting? What roles/classes/specs? Typical attendance rates for events? How many member are typically on-line at X time of day?
4. After all of the requisite info has been obtained, if both parties are still at the table, flesh out the main details. Will a new entity be created or will one guild merge into the other (among the issues here, guild level, bank tabs, etc)? If a new entity, what will be the name? Who will be gm? What will the rest of the leadership structure be in the new guild (How many officers? What other types of leadership positions? The rights of each (e.g., who can extend invites or do gkicks?))? What will be the stated focus of the guild? What will be the event schedule (e.g., raid days and times)? Bank withdrawal rights? Figure out the main elements now before the marriage takes place.
5. Keep 1-4 to yourself and just to your officers (if they're typically involved in major guild decisions). There's no reason to spook other members when a merger may not ultimately happen. Ask your counterpart to also keep the dialogue confidential. Needless to say, if either side loses a bunch of members because they hear half-truths through the rumor vine, your merger is doomed and your hard work was for naught.
6. If you are able to reach an agreement in principal, next conduct two vent meetings in which you and your counterpart gm give the members of your guild and separately the members of the other guild the opportunity to ask questions. Surprise mergers don't go over well.
7. Consider whether a guild vote should be taken. If you take one, what percentage is required? Majority? Super-majority? If you take one, be willing to live with the results. Instead of a vote, consider canvassing your "core" members to take their temperature. If you have their support, a vote probably isn't necessary.
8. After the merger work hard at integration. Establish the new identity. Have member mixers, etc.
9. Dominate your server and take no prisoners.
Jan 12th 2011 2:25PM Mages (esp frost) still need a small to medium NERF, either to damage or control. With the vast array of control they bring to pvp (second to none), their damage should be scaled down a little or the control cds should be increased in time. The latter option seems preferable so as to not interfere as much with pve.
Dec 13th 2010 3:25PM fury v. arms? I keep asking seasoned pvp warriors this question and their response usually is "go arms, of course" which doesn't say much. as far as i can tell, both specs now seem viable.
anyone care to share a detailed comparison?
Dec 13th 2010 2:51PM I disagree with some of the author's and posters' comments. I run a small guild with a max of 11 people on at any one time. As we were leveling last week, we were easily hitting the daily guild exp cap. But as more of our members have dinged 85, it's become increasingly more difficult to reach the cap. Last night we didn't reach it till after midnight. As soon as this week, large guilds will start outpacing small guilds in the leveling process, which I'm fine with. But also granting exp for achievements would have significantly accelerated that outpacing. The Blizzard fix was the right move.
And the argument that guild members won't work together now is just plain silly. Have you seen the guild achievement perks? They're awesome and guild members will still be motivated to work together to obtain them.
Oct 29th 2010 11:08AM For the love of Azeroth, could someone please point me to a compelling discussion about Fury v. Arms in PvP, as it currently stands? The pros on my server remain skeptical about Fury but mostly based on past experience. With the nerfs to Bladestorm and MS, I find that Arms is simply not putting out enough damage in bgs with the result being that even if i can close on a mage, i still can't burn him down before he wrecks me with ice lance, etc. Throwdown is great but Fury does have Piercing Howl, which may not be as good but is still serviceable. Fury also has the extra immobilization removal. I think Charge has more range but Intercept can be used just as (if not more) frequently. I'm probably forgetting some other pts but in any event any thoughts from those who have considered the issue? Thanks.
Oct 1st 2010 12:32PM Where to begin . . .
1. Buy a new computer for the game. Just do it.
2. Addons are your friends.
3. Don't accept one quest at a time. Collect them all in the area.
4. Wow friends will come and go. Just as in RL but even more so.
5. Get a mic for raiding.
6. Don't be afraid to change guilds.
7. Buy an authenticator.
8. Don't point and click.
9. There's a reason every warrior uses Arms in arenas.
10. Don't worry about dying in pvp. Everyone dies.
11. It's just a game.
12. Don't sign up for the 10 day trial.