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  • teehodson
  • Member Since Dec 6th, 2010

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Lichborne: Patch 4.2 raid gear for the death knight tank {WoW}

Aug 2nd 2011 2:30PM I have recently went from a heavy mastery build to the complete opposite. I was sitting at around 185K with 25 mastery or so, to 215K and 16 mastery, paired with an emphasis on dodge and parry. I have solo-tanked Baelroc with both builds. I know the thinking is that DS and the shield is our big equalizer as far as lacking an actual shield, but it seems to me that philosophy may not be written in stone. I found it easier tanking Majordomo with the avoidance build as well. The healers said they didn't notice any difference one build to the next, which really leads me to believe one may be just as effective as the other. If I had issues with death or healers going oom once I switched, I would have went back to the mastery build. I have not died unexpectedly on any boss over the past month using either build. If anything, I feel safer with the heavy avoidance build with more stamina as my big cd's heal for a % of health and I have a much larger buffer.

Lichborne: Blizzard tackles death knight DPS utility in patch 4.1 {WoW}

Mar 22nd 2011 7:24PM I have never seen this question addressed, and it has bugged me for years. Why can't Blizzard have mechanics that do one thing when you're flagged for PvP and another when you're not? Rather than be constantly trying to balance around both PvE and PvP and inevitably screwing one up over the other, they could just have abilities that acted different ways. For example, Chains of Ice could only slow in PvP but freeze in PvE. To me this seems like such an obvious way to fix balance issues.
I assume the fact that there are PvP realms is the reason for this. OK, so why not have the abilities mechanics based on player or non-player targets? I know I have read so many forums with people complaining about balance issues because an ability is nerfed for arena or that a PvP ability is nerfed because it makes it OP for PvE. Stop the insanity Blizzard.