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Blood Pact: On the sustainability of mastery {WoW}

May 31st 2011 2:56PM You specifically compared destructions bad AE and Arcanes suburb single target damage in low mana consumption area. You did not say compare demonology with a shocking amount of adds to kill to say arcane on a 15 minute long fight. You stacked your argument to try and make a point out of nothing. Tyler also makes the point, arcane is insane when it doesn't have to care about its mana, when it does? Now thats fun.

You completely missed my point about saying you have played since 2005. You attempted to use it to add credibility to your post. I'm saying no it doesn't. Don't like it? To bad.

Regarding the number of spells. Your right. We have more rotational buttons we have to pay attention to. Yet we can usually get away with mindlessly smashing CDs without to much hassle. Mages are typically the opposite. They have simple rotations in return for annoyingly complex cool down usage, mages that screw up CDs in a raid situation do horribly. This is true for arcane more so than any other mage spec (granted its now somewhat more idiot friendly since 4.1).

Blood Pact: On the sustainability of mastery {WoW}

May 31st 2011 2:48PM The problem with your theory is that there are plenty of examples where mastery boosts AE damage, but the damage isn't over the top. Destruction is a prime example.

Our mastery boosts both shadowflame and reign of fire, and yet is abysmally low by comparison. AE is made by mechanics (with some help from stats, but that doesn't mean it has to be mastery).

Blood Pact: On the sustainability of mastery {WoW}

May 31st 2011 2:05AM So you argue that mages are broken because they can spec to arcane that is meant to be oh so very easy (I'm not going to get into that) and OP, and yet refuse to spec into demonology and complain about destruction's AE ability's?

I sense double standards and grass is always greener.

Having played since 2005 doesn't automagically make you a good player. being a good player makes you a good player.

Blizzard previews character, guild, and arena team APIs {WoW}

May 11th 2011 7:26PM You make it sound as if these APIs for the most part don't already exsist, both the guild and character APIs are already available via the old armory (how else do you think sites light wow-hereos work?). Granted these are updated versions of those APIs seemingly with JSON over XML.

Granted having a more shiny (and hopefully documented!) API can't be a bad thing.

Reader UI of the Week: Clean up with Jeska's UI {WoW}

Mar 29th 2011 6:45PM Well, Jeska's UI proves that, at least for DPS, you can slim down your raiding addons to make everything look palatable and clean.

While still keeping information repeated a stupid number of times (thats 3, yes, 3 sets of boss HP frames). Or redundant UI elements up (A simple flick of a default UI option would do away with it) authentication woes tonight {WoW}

Mar 22nd 2011 9:35PM @Razion your assumption that the goal of someone looking at the codes is to gain temporary access to your account is false.

How about someone was able to say... figure out a magic number of your authenticator? That would allow them to make a code to access your account at will whenever they want?

IT doesn't take many codes, and I hear a prominent wow insider writer recently posted several of their codes on twitter... which has time stamps... booya?

Ready Check: Ranged DPS can be harder than you thought {WoW}

Mar 18th 2011 5:29PM While on the topic of ranged DPS... pet peeve statement.

"BURN HARDER" by a tank or healer.

Anyone who says that apparently has NFI, or play with bad DPS. DPS (should) have 2 settings, "go" and "stand still twiddling your thumbs".

Reader UI of the Week: Going transparent with Quatho's UI {WoW}

Mar 8th 2011 7:11PM The health frame height. It is over 9000.

Blood Pact: The fine art of staying alive, part 1 {WoW}

Mar 7th 2011 9:40PM Also; regarding boomkin armor.

Almost all raid damage is magic damage, the only place I can remember that featured physical damage raid damage, was saurfang. As such during raids that isn't a very large concern at all.

Blood Pact: The fine art of staying alive, part 1 {WoW}

Mar 7th 2011 9:38PM Its almost like your replying to my other comment, in the last blood pact, but here!

Typically when I first started running heroics, I would normally put down a teleport always, granted I was usually waiting on the healer to drink at the time (yay first week heroics OH GOD OH GOD). When questing? Almost always as well... but thats probably a side effect of leveling on a pvp server.Soloing old world stuff? Not quite as much.

Regarding Fel/Demon armor and soul link.
Druids do in fact (I didn't know about the 15% mitigation previous to this >.>) burst damage prevention. Which actually fits better with this tier of content. Some encounters (oh hai thar H-Chim, I'll be seeing you soon) not so, others (oh hai thar normal Chim) support burst mitigation. I suspect this will fade in later tiers as we move from burst AE to sustained AE "aura" encounters.

As destruction and demonology, there are times where you may want to switch, however as affliction I doubt this. The DPS trade of is similar to just casting drain life as your filler for a few seconds, and the effect will be similar, but you won't lose 2 GCDs switch from and back to fel armor.