Apr 25th 2007 7:41PM Obviously there is a small but vocal group that enjoy getting their server firsts on fresh new servers. I can understand this desire as it is a fun challenge and many enjoy it as their form of play.
However, constantly implementing new servers in the standard format is not a good idea both for Blizzard as a bussiness and for the players as a whole. What they could do though is create one new server and call it the "Reroll server".
Just modify this server so that when it starts it picks a date and time somewhere between say 6 weeks and 12 weeks where it will automatically shutdown, wipe itself and start again. That way all the rerollers have an unknown amount of time to do the best they can, and then, when its over, they get to do it again...and again and ag....ZZzzzzzz
Apr 22nd 2007 6:47PM For end game raiding (ie 25 man stuff), Paladins should be primary healers along with shamans. Its fine to have a tree or holy priest in there, but both those classes are better utilized in different specs. In fact, until there is a substantial change in priests holy tree, all raid priest should probably be shadow.
Apr 12th 2007 11:20PM #12 got it right. Potion use for druids is centered mostly around tanking where shifting is more often than not, suicide.
I don't ever expect to be able to use pots in feral forms either, and am fine with the mechanic as it is. However, I would like them to make tier sets or even individual drops before black temple that are better for feral forms than green quest rewards or level 60 blues (Mark of Tyranny for eg.). Itemisation is just a joke as a feral druid.
They could also change feral regen to be a % of total health over time rather than a fixed amount. At least that way, it would be mildly useful as a raid tank.
Mar 27th 2007 11:44PM Agreeing with number #2.
If a guide is going to proclaim itself to show all the numbers and the theory behind how things work, they should get their facts right. While they do understand how shield block "potentially" makes a warrior crush immune, they clearly show a lack of understanding of the tables involved, especially in combination with other abilities. The fact that there is no links to widely exisiting research done (and that later they proclaim there is none)on the subject shows a tendancy for assumption over fact.
Followed up by their completely erroneous assumptions on how PPM (proc per minute) works and frankly, its going to be extremely hard for me to believe the rest of whats written; so I am not going to waste my time reading it.
Mar 27th 2007 8:26PM Wasn't it last week or the week before when they ran maintenance at normal times for US servers, but the Oceanic flagged ones where done later, at what equated to 5am Australian EST. Why couldn't they do that again here?
Mar 27th 2007 7:37PM Anyone able to provide a link to the MP3 from a mirrored source? Work blocks Nihilums' site for some unknown reason.....
Mar 27th 2007 7:35PM I have to echo the sentiments of #1. While I might do vital content with guildmates, I will often pug everything else. This allows me to meet new people, see different ways of doing things and try different things myself. While sometimes it can be a nightmare, we have found some of the best members of our guild just through pugging with them.
And the best way to make a pug win is to either lead it or make sure you follow the person who is.
Mar 23rd 2007 1:18AM Honestly - I think our healer now have something to do on this fight lol
Mar 22nd 2007 8:24PM @1
While you can enter any of the end game raids once you hit 70 (and are keyed), you will have a significantly easier time progressing if you spend a bit of time at 70 to obtain the end game blues, socket and enchant them (unless of course you have lots of T3 which for many classes is still really strong).
Even having cleared Karazhan and Downed King Mulgar, most of our raid is still in end game blues (since half of Karazhan loot is purple sidegrades, not upgrades). If we weren't - I doubt we would have got as far, and once we get more epics into the raid that 27% of Gruul we have left should go too.
However, like I said, if you want to seriously take him down before having everyone in purples, you need good gems and enchants and be willing to pot it up.
Mar 22nd 2007 8:17PM Firstly - they can implement some of this just by starting off small. There is already content in the game that with a bit of tweaking can be interesting world events.
For example: The elemental invasions are not really that. Essential you have an area in a zone where elementals spawn and an elite "commander" patrols. Some invasion!
The elementals that spawn be able to move anywhere in the zone and attack anything that they see (other mobs inc). Start with 20 spawn points and have elementals spawn two or three minutes from these points. Once 50 have spawned a "Leuitenants" elite should spawn as well. This continues until 20 Leuitenants have spawned and then lasts 24 hours. When a Leuitenant dies a spawn point closes, if the Commander elite dies, the invasion ends.
To make it mroe interesting, at the fire and earth invasions you can also spawn Agents of the Hydraxian Waterlords to fight the invaders. Give them a commander who has rep rewards as well as a quest or two perhaps.
Left too long, the elemental should dominate the zone, wiping out most mobs, though they will probably not be strong enough do anything but scratch any towns or bases in the area (as it should be). This gives people a staging area to combat the invasion as well as make it significant to them as, while there, they cannot quest/grind or do most other things that you may want to do.
All this can easily be achieved just by modifing an event already in game. The scourge invasion can easily be retuned to be a similar random event in some areas of the world. While you would have to dissassociate it with Naxx (since Kel is technically dead right? - we all killed him...right?), but then as Elizabeth says, Artaz has been pretty quite, maybe he can remind us he is there for the future.
Beyond that, most new events would need alot of work to make the fit into the play enviroment, and the time to do such might not be there with Blizzard looking to push the amount of end game content available. However, I do agree with most other sentiments in that any world event that is developed should:
A> Have a significant impact on the zone/world it is hapenning in and if possible, advance or hint at future storylines
B> Last for a period of time that allows all players to have a taste of it
C> Be able to be run independantly of GM controls and run multiple times
With so many good ideas on the forums, all it takes is time...