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  • Harro
  • Member Since Dec 30th, 2010

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Recent Comments:

Raid Rx: Healing the Spine and Madness of Deathwing {WoW}

Dec 25th 2011 8:09PM Hi all

I'm curious to see if other healers find Madness also very imbalanced: up to the end of the third platform there isn't much healing to do. Damage in the second phase seems at times impossible to heal through.

With regards to mana usage it is important to notice that there isn't much damage at the start of each platform. This means you can use slower, cheap heals to bring people back up at the end of a platform/start of the next.

Veel

Scattered Shots: 4.3 bonus hunter changes {WoW}

Dec 2nd 2011 4:38AM Does this mean that it's beneficial to keep both Explosive trap and Black arrow? Potentially having an instant shot between every explosive shot, either explosive shot, black arrow, arcane shot at least till we get 4pc t13 where we want to get in more arcane shots?

The Queue: Civilization {WoW}

Oct 31st 2011 8:11AM Dear WoW Insider

Amongst all the news for MoP there are two things I haven't heard yet:
1) will we get an 11th char slot to fit a pandaren monk on our favorite server?
2) glad to hear there will be 4 druid spec, but will we also be able to have quattro-spec, or will the game remember actionbars for each spec? (right now I need to put spec specific spells back into my action bars when I change my offspec from feral to balance and back)

Hope you guys got the answers ;)

Veel

Is it time to kill tanking? {WoW}

Aug 26th 2011 2:50AM Although it won't solve the full problem, I think triple/quadruple spec with equipment sets not in your bags would help some. My three favorite/decent geared chars are druid (resto/balance most of the time), paladin (protection/retribution and shaman (enhancement/resto).

I would gladly queue as bear if it wasn't for the time and effort to respec, reglyph and redo my actionbars. And yes, I've got the gear ... the Blizzard loot drop gods seem to prefer my feral spec :(

Totem Talk: Crit vs. mastery for enhancement shaman {WoW}

Aug 14th 2011 6:49AM Think the following is even more important then the consistency of dps:
-for 179 mastery rating you get 1 mastery, boosting the damage that 55% of by 2.5%
-for 179 crit rating you boost the 45% by 1% and the 55% by 0.5% (150% crit multiplier on spells)

Blizzard: No triple spec on the horizon, but it's not ruled out {WoW}

Mar 3rd 2011 7:44AM Years ago I tried my first MMO "Guild Wars" as I didn't have to pay monthly fees, just to see if I liked MMO's. I quickly switched to World of Warcraft which I like better for a lot of things, however I still miss the option to just go back to town an change some talents.

I don't see a reason to limit anyone to any number of specs, especially since switching between setup specs is far more convenient then a full respec. It's up to the player to decide whether they want to use additional specs as a modified version or for total different roles.

On my druid I miss my feral spec, but it's better for the raid to have a balance offspec to go with my resto main spec, I'd love a third spec and even a fourth to separate feral tank / dps. On my paladin (prot/retri) I had gathered a decent ICC10 level healing set and really wanted to try healing after 4.0.1 but due to complexities in respeccing, rearranging action bars and such, never really found the time, which could have easily been done with triple spec. My shaman is 83 and I've never tried elemental yet, but don't feel sacrificing two specs I know and love (enh/resto) to just try elemental.

Every player only needs to play the race/class/role that he wants, no number of specs changes that. Spec changes are possible and can be used as a gold drain if needed, but it would be great to make it much more convenient. Limits suits be due to what a player wants / can play, not game technicalities.

Unlimited specs with saved actionbars today would be best!

Officers' Quarters: Be careful what you promise {WoW}

Feb 21st 2011 9:41AM This is very similar to a situation I encountered in my last guild. I was part of the first team (as said, just because we were leveled and geared first, due to dedication mostly).

The guild leader decided that the first team needed to be split up and wanted more progression at the same time. Most conversation that followed was one on one, or hidden from other people and / or done over forums alone, rather then in a Vent meeting or something similar. Despite several suggestions offered it ended with "my way or the highway" from our guild leader... The entire first team chose the highway! In my opinion this shows the importance if open communication and to be willing to listen to solutions offered. Handled properly we would still be in the guild which would have benefited all.

A solution we have spoken about is to have two normal raid nights in which team A and B get mixed to get experience / gear / valor from well known bossed. On the third night, the best team is chosen to progress the guild for the purpose of progression as well as to open up new bosses for both teams. Sadly we never got to try if that would have worked.

Ready Check: 10-mans and keeping your raid flexible {WoW}

Feb 19th 2011 6:28AM Triple spec please, anyone else?

I am a druid myself with Resto/Moonkin as active specs. We are a 10 man raiding guild with 11 raiders in our roster. Sadly we lack a shaman and I'm the only druid. However between my dual spec, a warrior's tank offspec and a tanking paladin's healing offspec we're able to rotate to replace any missing raid member (although offspec (encounter) experience can slow a raiding night somewhat). This also offer flexibility in raids where we are able to add more heal/ranged/melee dps when there is less tanks/heals needed. One more healer with ranged dps offspec would be nice though to be able for two missing members.

Scattered Shots: A look at patch 4.0.6 PTR hunter changes {WoW}

Jan 10th 2011 9:32AM Thanks for the update. Is it already clear if patch 4.0.6 also fixed the Hunting Party focus regen bug?

Spiritual Guidance: The calculus of shadow priest hit in Cataclysm {WoW}

Dec 30th 2010 6:44AM I understand from the comments that you have tested the dps against raid level training dummys. Have you also tested impact on level 87 mobs / target dummies (sorry, not at home atm, so can't check if there even are lvl 87 target dummies). I would expect that the sacrifices to reach the hit cap for raids / last bosses in heroics would have a noticeable impact on dps against the other 98% of the heroic.