Dec 12th 2007 9:05AM nuub sister body pulls...
Nov 29th 2007 2:41PM Well it really depends on the BG.
WSG: Useless to defend, you'll be up against 8-10 horde and get rolled. Best tactic is to help the FC, secure the flag and go after your flag IMO.
AB: AB's interesting. My idea for the best strat is to leave 2 ppl at each held base. Try to hold 3 bases that are close together (ST/MINE/BS). 6 defenders leaves you 9 others. Split the 9 into a defensive team that will come help bases that are under attack and an offensive team that pushes bases and keeps the other side on the defensive. If you over-attack or over-defend in AB, you lose.
AV: From an alliance POV, New AV:
3-4 defenders at TP/IW towers.
10 base defenders - start at Balinda.
A 5 man team to recap bunkers, wait for horde rush to go by, *then* recap. Its tough for either side to bring back more than a few people from the initial rush, key is to let horde cap a forward gy then retake bunkers so rezzers won't be running by your recapped bunkers.
5-man team to cap RH/forward bunkers early to start timers. Rest to push IBGY/TP -> FW. Hold until towers are burnt then kill Drek.
Rogue or 2 to cap mines - possibly the bunker team.
Strategy is the easy part, getting a non-premade team to follow it is the difficult part.
Nov 15th 2007 10:48AM When it's good, it's great, main group hits Galv. Advance group takes towers and an advance gy. When it's bad, it omfg terrible. Everyone plays D, ignores towers and wonder why they have no honor. The good games were netting me 500 honor, much better than the 375 or so pre-2.3. Then some n00bs had the audacity to say 'why is it so much less honor', grrrrr....
Nov 5th 2007 8:28AM Guilds don't sign up for wowjusta, its taken from the wowarmory.
Oct 19th 2007 9:00AM #18, Yeah, resilience gear reduces crits and crit damage but a tank should get defense high enough to be uncrittable anyhow. Resilience's great for pvp because it reduces spell and melee crits. When was the last time a tank worried about a pve spell crit?
Sep 6th 2007 8:26AM Yeah, I'm not sure if I'll do the 70-80 thing. There *are* things that could bring me back. I think Blizzard has to think outside the box for new instances. I remember an XMEN comic where the team was divided into pairs when entering a villian's stronghold, they had to work together to meet up with each other and unite in the end (maybe a timer?) to defeat the villian. So you could randomly split a raid or 5/10 man and have them work together for part of an instance. Or how about an instance where if you have a runner it can alert the instance's entire guard and force you to reset. Maybe a couple 2 or 3 man instances? How about allowing players to play dungeon master in an instance for the opposing faction? Bullfrog made a very successful game where you were the dungeon master I believe. I know blizzard changes the raid bosses around quite a bit but 5mans seem a bit paint by the numbers to me.
Aug 30th 2007 9:06AM @#8, #7, I presume, is talking about a *permanent* aggro dump. Fade isn't that hot for spriests, its more for healers. Give spriests a FD/invisible/soul-shatter aggro dump.
Aug 27th 2007 9:03AM New haircuts, dances... Barbie WoW expansion pack coming soon...
Aug 7th 2007 4:18PM RE: #26
...Not only are paladins more efficient then priests, they can outheal them per spell...
BS, Assuming all relevant talents +1000 healing gear (its scales evenly so pick a #), these are the avg heals and the heal/mana:
Renew 12 2404 5.94
FHeal 9 1763 3.75
GHeal 6 3426 4.89
ProM 1 1308 4.66 (first heal)
Binding 3046 4.32 (split between target/priest)
Druids (in humanoid form):
Lifebloom 1560 7.09
Rejuv 13 2300 5.54
Regrowth 10 4495 5.32
HT 13 4447 5.28
FoL 960 5.34
Holy Shock 980 2.25
Holy Light 3314 3.95
Assuming the following talents:
Empowered Healing (3/5)
Gift of Nature
I have a spreadsheet backing all these numbers up btw. What it shows is that Druids actually have the best mana efficiency (even outside ToL form), not paladins.