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  • Kaz
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Giving up on conquering WoW {WoW}

Oct 26th 2009 7:47PM WoW is the game everyone plays because WoW is the game everyone plays.

Ready Check: Northrend Beasts {WoW}

Sep 18th 2009 12:32AM This is supposed to be useful? This strat reads like you have never done the fight and either just made this up based on what you think the abilities will do or copied of someone else who did.

For starters, unless your planning to Pally bubble the impale off of either tank, you should never let it get to 5. And even if you are, the actual strike itself (Yes impale is not just a dot) can easily kill a tank if it comes at the wrong time (ie lines up with other abilities). He casts impale every 10 seconds and the dot last 30 seconds, so realistically the tanks should swap when it drops off meaning you only ever see 3 stacks on a tank which is mangeable on normal mode. If you are considering hard mode you will want to minimize this to 2 stacks, specially close to when Gormok is about to die since he will be hitting 45-60% harder (there are a few ways of doing this).

You mention nothing about how to deal with the snobolds either. Do you get all you range to kill them? Do you ignore them? Do you get range with them to run into melee? All are valid methods. You also offer no valueable tips like forcing them to lock out the wrong school. For example, I am a resto shaman. When I get a snobold on me I will target it and cast lava burst. Since they will attempt to batter any spell cast with a casting time, this will lock out fire for me but allow me to continue healing (nature). Doing this every now and again means I can continue my job while the snobol is being killed. Same for DPS, a fire warlock can cast a shadow bolt to force the batter. Of course this doesn't work for some class (holy pally).

Handling the worms is probably the hardest part of the encounter yet you gloss over it. You mention nothing about the difference in attacks between the stationary and moving worm, or how far people should be spread apart, or the fact that the submerge is an agro drop so being close to where they surface can get you killed by proximity agro etc.

I could go on but really - all of what I have said is easily findable by doing a bit of searching or reading better sites. This article is poorly written, poorly researched and is not even of value to a new raider to this instance.

Encrypted Text: Rogue tips for raiding Trial of the Crusader, part 2 {WoW}

Sep 10th 2009 12:43AM Tired of how people call faction chapions a PvP fight. Its not. Its PvE, pure and simple. Like all PvE fights there are some standard mechanics and some unique mechanics. In this case the fight involves a number of "mini-bosses" all of which will clear their agro table every 6-8 seconds or so. They also are highly resistant to CC with the maximum CC time being 8 seconds with each subsequent cast suffering from a 50% ddrop in duration until they become immune to that form of CC. The immunity wears off after 18 seconds.
Normally we have to engage the boss/es/adds/whatever to learn their abilities. In this case its been simplified for us in that each boss here has a class and thus the abilities of that class. To simplifier it further for us, hybrids have one build and tend to focus on spells of that build (ie a boomkin will cast offensive spells where a tree druid will cast heals). Now that you know the mechanics, its very simple to formulate a strat based on what type of bosses are present versus the makeup of your raid. Fairly standard PvE fair.

Personally I feel a PvP trinket is not required. There have been heaps of encounters before where you can be slowed, stunned, disorientated or a variety of other effects that this trinket can remove. However none have ever been a game breaker that you MUST equip it, and to date having raided since 2004 I have yet to use my trinket on any encounter. That being said, if I felt that a using it would simplify the encounter and ensure progression, I would.

Of course the general blurb about rogues is right, though over simplified. Rogues have a huge number of abilities and knowing when to use them is the difference between a good rogue and everyone else. One thing is sure though, a good rogue can completely lock down one of the bosses for the entirety of the fight making them a strong addition to a raid lineup.

Officers' Quarters: The standby experience {WoW}

Aug 17th 2009 8:59PM @DW

I suggest you try running a progression guild (or any guild really) sometime. Your comments sound like you are bitter for being sat out in guild similar to what the OP describes and while I can sympathise with this, your opinion is not only selfish but flawed and biased.

The simple truth is that if you want to run a guild, you will need to do rotations. I will highlight with an example from my guild last night:

I had a number of players put in apologies for the raid last night. One was very sick and had been all week. Another was celebrating their birthday and was going out with family. Another had recently been restructured at work and the impact on his schedule was random as things settled. There were 3 others of a similar nature, 6 people in total. We were lining up to continue our attempts at Yogg+1. If I had no backup players as you sugegst, my raid would have 19 people in at and there would be no chance of doing this hard mode, with even the normal version being problematical. Of course your other suggestion of going to /2 channel is also beyond stupid as there is almost no chance I would be able to find a skilled and geared player for this content. Fortuantely the players in my guild are not as unrealistic as you are and we maintain a small rotation of about 8 peoople. I formed up a raid and after 6 attempts, we downed Yogg.

Of course, I could drop my rotations all together but to do that I would require 100% attendance from every member. There are some truly hardcore guilds that maintain this. We do not and I run that fine line of catering to real life while still maintaing a skilled and focused raiding team. To facilitate this, guess what - rotations.

Of course our guild does not look at rotations as wasted time. We only raid 3 nights a week, and many of our players enjoy this format as they are skilled and crave progression but have lots of other real life commitments (Myself I have work, studying for my masters and wife and newborn). This means they have 3 nights of playtime and the rest is for whatever else. If they are rotated out then they see it as a chance to do some dailies for more gold for repair costs. To farm the mats for flasks/elixirs or a new craftable they need. To work on a faction rep that might be vital or to practice a new spec that offers a DPS increase. Even PvP is good practice for raiders, moresoe considering the next boss in Coliseum out this week. The simple fact is there is no wasted time, only time YOU waste.

I realise that people on the sidelines miss out on gear drops but the simple fact is that gear is not important. The quickest way to get gear is to get the instance on farm. Then gear is just a matter of time and a little bit of luck (damn you Blizzards RNG). Our new members get geared inside 2 weeks simply because our members have everything they need, but in new content (like Coliseum for eg.) the gear slowly trickles out, but none of our members care who gets what simply because the focus is downing the bosses, because as I said, if everything dies, we get maximum loot each week meaning shiny purple pixels is again, just time.

Of course maintaining this is not easy. You are right when you say the OP should ask "Why am I in this guild?", as a good guild will understand these issues and work around them. Here are some things we do:
- We maintain a small roster of only 33 raiders. This means there is always very few if no people on rotations due to the normal RL problems. Some guilds might prefer a larger roster but this requires more attention to rotations. the larger your roster, the more work you need to put in to maintain your raid team and rotations
- We record who rotates each night and except for trials, we guarantee no raiders will be rotated more than once per week. The only time this changes in on progression fights where I might stack the raid a certain way.
- We encourage our raiders to work together to facilitate rotations and raiding. For example our priests often rotate themselves based on what content we are doing and who needs what items. Also some people might want a night off. Recently one of our tanks wanted to study for an exam and took a week off but made sure the other tanks were available. When he got back, they organsied their own rotations to give him some more playtime and they know he will ensure he is available if they need time off.
- When people are on rotation, make it easy for them to be available or you to contact them. We have a channel setup in game for people on rotations to be in or they can stay in vent somewhere. This means they can get on alts and I can stille asily contact them. We have also done the same thing Scott suggested and I have a copy of everyones mobiles in case I need to call them.
- Communication. This is the biggest one. A guild is only as good as its leaders and a good leader will be open and honest and ensure everyone knows where they stand. If your a guild leader and you rotate someone out because you don't like them and don't want to take them to a raid but decline to tell them this then you are the type of scum that make this game un-fun. I don't expect all my raiders to get on with each other and to be perfectly honest, I would love to slap a few of my own raiders in the back of the head but this does not stop me from raiding them. They are skilled, dedicated and work hard for the guild. They have earnt their spot and despite anything I dislike about them, they are entitled to raid. At the same time, members need to communicate back to officers and the GM. If you feel that you are being left out or you have ideas that might improve the running of the guild, suggest them. Just ensure that you do it with respect. Chucking a tantrum doesn't get your point across. Also be prepared to accept a no from the GM.

The simple truth is that real life is always greater than WoW and has a funny way of interfering with your play time. If you truly respect the people you play with, you will ensure that their playtime is not interupted when yours is, and the simplest most effective way to do this is to accept that rotations are a neccessary evil and to work with your guildies to minimize its impact and maximize your fun.

Raid Rx: Importance of group assigned healing {WoW}

Jul 1st 2009 8:05PM I have to agree with Charter completely. This article is the biggest load of tripe and is encouraging some very poor practices in healers. It also shows a compelte lack of understanding of healing classes. The only class with a consistant group only heal is priests. And even then the spell is highly situational. Please learn your class before you play and learn the classes you play with before you write on a site that is supposed to encourage good practice.

Every fight in Ulduar is different in the way you should heal. Effective healing is about knowing your strengths and weakness, and those of your fellow healers (both as players and their classes) and to work as a team to mitigate damage.

As the GM, Raid Leader and Healer leader of a guild thats cleared Ulduar, I have never yet assigned anyone to group healing. Generally I assign tank healers only. Healers know their class and fights enough that I don't need to do more than this but as others have mentioned above, different class can raid heal differently. In many fights melee are clumped on a boss. This makes a shamans chain heal very effective on them (as you guarantee all jumps). With this in mind a druid doing raid heals will rejuv/WG/LB etc range people first, knowing their shaman team-mates will hit the melee.

Thats a simplistic example but its highlights how you work first as a group. The best healers then will be covering each other. Know spike damage on the tank is coming? (plasma blast for eg.) As a raid healer you can drop them a hot if you got a spare GCD.
And speaking of Mimiron, I find that phase 2 healing is the perfect test for seeing if your healers can work as a team. Good phase for a healer article/writeup.

In short though, understand everything thats going on around you, don't get tunnel-visioned and learn to prioritise your GCD's based on the fight, your role in it and your teammates, and you can easily go from an average healer to an exceptional one.


Stealth detection items nerfed {WoW}

May 14th 2009 7:28PM What about:

Stealth detection stealth nerf detected

WoW Rookie: Oops GTG TTYL bye {WoW}

Apr 8th 2009 9:37PM Surrah:

Peronsally I wouldn't use the phrase "I am new to the game". Saying this almost says to people that you don't know your class or you don't what threat means or how to manage agro or even how to 'get out of the fire'. Most players - even new ones, understand these concepts. So if your doing a quest or an instance with a group, I would state when you join them something like:
"Ahh, I have never done this isntance(or quest) before, so don't be afraid to yell out anything I might need to know"

Most people respond to this by typing in a sentence or two before a boss or a gauntlet area or a nasty pull just outlining anything important. This is helpful for you and at the same time, you have prepared them for the chance you might make a mistake.

Peronsally - I am always happy to give new players tips, or spend 30 seconds outlining a boss or even showing them where a quest mob is; as long as they ask and are polite. What I really really hate is people who put themselves in ques for an instance or raid and don't have the knowledge and often the gear to do that instance/raid. Most of these people know they don't but do it expecting to be carried. Its these type of people that turn older players away from helping the geniune new players.


WoW still on store shelves in Australia {WoW}

Feb 8th 2009 9:54PM The problem happening in Australia is politics and has seemingly little to do with games.

To enact a national law such as one that applies ratings to medium (in this case computer games), Australian constitution requires agreement from all State Governors. A rating systems has been proposed and is agreed to by all but the Governor of South Australia who claims that putting an "R" rating on an item encourages minors to want to gain access to said item (or some other such rubbish). From what I understand this governor is ultra-conservative and is taking his (minority) stand to maintain supprot from the fanatics who supported his election (no offence intended to my South A brothers).

What this means is since this law cannot get passed until he agrees with we effectively have no rating system which means of course that selling any game not rated is illegal as under currnet law games require a rating before distribution.Since its sucha well known farce (like most things related to our political system) its not enforced of course since most people have better things to do.

And if you think this is a joke you should see the current Federal Goverments attempts to act as a "net nanny" for the country by forcing ISP's (90% of which have refused) to filter out web addresses that are not considered acceptable viewing material for the Australian public. (At this point I should note that the above may not be perfectly accurate as its what I remember from reading past newspaper articles on the topic - but you get the idea)

Welcome to the globes most backward non-third world country - you call it Australia, I call it home.

I need a stubbie...

Heroics as a fresh 80: Don't be that guy {WoW}

Jan 13th 2009 11:55PM @Willas

The numbers are not extreme at all. Remember I am grouping 10man and heroics together. So you must have 540 defence. Any tank worth their salt will get 540 defence anyways and not quibble about how its 'only a heroics and 535 is fine' crap.

My DK hit 80 with 20k HP, after finalising a few quests and doing the normal versions of the instance to learn it (as per my tip) I had 22.5k. Warriors and Paladins should have more as they have more slot/gem/enchant options. However, doing heroics with this minimum I stated can be problematical, not because your gear is that bad, but because currently most players tend to AOE down instances rather than CC. Without the avoidance and mitgation better gear brings, your going to be working your healer overtime, if they can even keep you up, and in some fights - well - don't even bother.

Yes some heroics (like UK) are very easy all round, but I was not discriminating. In general, if you gear for the toughest instance, you will find the rest easy. At the same time - if you enter an instance undergeared and fail to perform, people WILL remember your name and not invite you again. This goes double for tanks and healers.

For DPS - your numbers are way to low. If a level 80 can't break 1500dps then there is something wrong more than gear. I would suggest they read up on their class a bit more, check their spec and their rotations (as per my tips). Some classes (like hunters) can afk 1500 dps so in general most should be able to hit it easily. I respec'ed my DK to DPS the other night and despite the fact that half my DPS gear is all level 75-78 blues (leveling gear - I am geared as a tank), I still managed to pull 1.8-2.1k dps in VoA and OS.

Heal numebrs are way to low as well. My main is a resto shaman and I hit 80 with 1300 unbuffed (no earthliving). A few normal instances and quests and I was 1450 odd easy. By the end of Heroics I was 1600 odd and after a few runs of naxx now sit just shy of 2k. The mana I only listed for 25's and is an important guide to how much a player is stacking their INT. Int has become a key stat for healers due to it providing most with SP as well as crit and most improtantly mana regen. In fact getting over 20k mana usually means you can heal without running out of mana.

Generally what I said there is what I look for. A Paladin who has geared himself in heroic blues and epics and the odd badge item should be around the 25k hp mark easy. If your guild is about to start raiding and you ahve these numbers then you are sitting quite well. Fully buffed a tank should be breaking 30k hp with little sweat in 25's.

The reason why you see such gaps between tanks usually comes down to enchants and gems. Have they got the helm enchant from Argent Crusade? Shoulder enchant? Blue gems or just green ones? Blue leg patch or epic leg patch (or no leg patch)? Is every piece enchanted?

Heroics as a fresh 80: Don't be that guy {WoW}

Jan 13th 2009 9:45PM Rule Of Thumb Guide (as requested - all numbers are unbuffed)

Heroics/10 Man Raids:
Tanks -
minimum: 540 Defence; 22K HP Min
Comfortable: 540 Defence; 25k HP

min: 1.5k DPS
Comfortable: 1.8-2k DPS

min: 1400 SP
Comfortable: 1600 SP

1. Do every dungeon on normal before you do it on Heroic. This will introduce you to the pulls, pats, layout and boss mechanics. It will also upgrade you with some good gear, some of which is only obtainable in normal as well as complete quests for more gear and the all important gold.

2. Remember that heroics blues are item level 200. Heroics epics and 10 Man raid epics are also item level 200. This means there is very few stat points between them. It also means that depending on class and spec, a well itemized blue can often be better than a epic - do not judge by colour alone.

3. Plan your upgrade paths. Make sure you do the reputation for your appropriate head enchant early as well as do Sons of Hodir rep for your shoulder enchants - they make a huge difference.

4. Check out which heroics drop the gear you need and aim to do one of them a day plus the daily while gearing up.

5. If you use a mod like recount to track your DPS (for eg.) and you do a pug in which another person of the same class out does you, don't just wave it off saying "they have better gear". mods like recount give a breakdown of abilities used. Check out what rotations they have and their spec. Perhaps they know something you do not.

Finally if you want to start 25 Man and give it a good go (ie. Clear Naxx) aim to have:
Tank: 540 Def; 25-26k hp Unbuffed Min; 40% min total avoidance (ie dodge; dodge/parry)

DPS: 2.2-2.5k DPS min; 3k DPS prefered; 4k+ DPS on fights favouring your class (8k if its Thaddius ;)

Healers: 1.8-2k SP; 18-20k Mana (this will ensure appropriate INT levels)

Hope that helps