Aug 31st 2008 8:21PM I see the change from +dmg to +hit to be a positive game design - it's introducing options and alternative paths to the same end result. If it remained as +dmg, then raids would expect and demand that Misery be up because it would always be useful, but with +hit it's more situational .. your farming runs won't use it, but progression raids might, especially if you have a few trainees along.
Aug 8th 2008 12:35AM I think he means the expansion after Wrath.
Jul 29th 2008 8:22PM It's bad for 2 reasons:
(1) It's bad because it removes options and choices of players, such as whether to chug a healing pot vs a mana pot vs a demonslaying pot. Imagine if Blizz retuned all the bosses such that you can only use one spell/ability per fight, and had to auto-attack the rest of it ... sure it's easier, but it's also boring as heck.
(2) It's bad because it's fixing the wrong thing, or more exactly it's fixing something for the wrong demographic. There are more players that don't do end content than which do, and not by choice, and the reasons they can't isn't because they can't afford to chain-chug pots - it's gear, attitude, skill, organisation, having 9/24/39 friends. This change makes it easier for the few top raiders to farm content while leaving every one else out in the cold, further expanding the gap between raiders and casuals.
Jun 28th 2008 4:18AM Looks more like an 18 slot bag, what with that extra pocket stuck on the side.
May 19th 2008 10:58PM That might be the fastest way, but is it the most fun for your time?
Mar 17th 2008 12:15AM Silithus? Timbermaw? Thorium Brotherhood? Phfft!
Come back once you've ground your way to Exalted with Gelkis Clan Centaurs.
Mar 4th 2008 11:24PM Any word yet on what materials would be required for crafting these inscriptions? It would be neat if it placed extra demand on the various gathering professions, and not on just one gathering profession either.
Like, certain inscriptions are crafted onto some particular leather, while others require certain herbs for the ink, and others again require particular enchanting dust. Especially dust .. sheesh, so much enchanting dust, my bank is full of that carp.
Mar 4th 2008 12:08AM I leveled with herb/alch, but this was before they brought in the battle/guardian elixirs system. Back then I had lots of pots available for my own use, and would enter instances with pots of strength, intelligence, agility, and spirit active, as well as a trolls blood potion, and had health and mana pots to spare.
Buffed out the wazoo, and was always made welcome in parties.
Today, at 70, I can only have two elixir buffs active which is a downer. However I get a kick out of chugging Mad Alchemist's Potions in battlegrounds, just to make it look like I'm chugging top grade elixirs ;-)
Most of the crafting professions are only good for the few top level items, of which you make one set for yourself and that's it. Alchemy has you making consumables, for which there is always a use for, again and again.
Mar 2nd 2008 10:26PM My pet attack macro has "/petattack mouseover" in it which enables
a very powerful tactic when grinding .. as the current mob's health
dips to near dead, I send the pet to attack the next target .. by
the time I finish off and loot the current target the pet will have
(a) trundled over to the next target, and (b) got a head start on
aggro. If I'm lucky, I will pull aggro for the current target just
before it dies, that way I don't have to walk quite so far to go loot
its sorry butt. Rinse and repeat.
This tactic will (a) make grinding go faster, (b) be more fun
because of the extra juggling, (c) teach you aggro management, and
(d) teach you mana management to boot. It's full of win.