May 24th 2007 12:39PM "(and helps make your damage more spiky, which is no good as a cat)."
Huh? That makes no sense.
"And for the 15% reduction from AoEs to stack up as 1% reduction per point, you'd have to be taking at least 6.7% of your damage as AoEs -- is that really the case?"
It's not 15% reduced damage taken - it's 15% chance to resist flat-out. Think of it as 15% chance to dodge AoE attacks. That's actually a significant (much more than 15%) reduction in actual damage taken once you work out the math - plus it affects things like AoE fears, frost novas, and cleaves.
May 18th 2007 12:49PM I think he's wrong about Blood Furnace. The zerg before the second boss takes a group with good coordination and communication, and the Felguards hit like a 25-man raid boss. The rest of the instance is very easy but those two things make it a 2/5 IMO.
May 16th 2007 4:25PM It's rather telling about the state of the hunter class that simply using the basic abilities of your class (traps and aggro control) you're considered highly skilled.
Is a mage amazing because he casts polymorph and frost novas loose mobs in place?
Is a warlock amazing because he puts curse of recklessness on runners and conjures healthstones for the group?
I consider the techniques in this article as proof that, at most, the hunter isn't brain dead. But let's set the bar for 'highly skilled' a little higher.
My definition of a highly skilled hunter: he provides crowd control and aggro management transparently without needing to explain to the group what he's doing. It's automatic. On top of that, he's topping the damage meters by carefully timing an intricate shot rotation, and manages his cooldowns and trinkets to maximize his DPS. He uses scatter shot, silencing shot, and/or intimidation skillfully as spell interrupts or to quickly incapacitate a mob that's broken off the tank. He never pulls aggro, ever. His pet is always immaculately behaved. He pulls when it's a benefit to the group and doesn't when it's not, which is most of the time.
Now that's a better criteria, IMO.
May 16th 2007 3:45PM My guild was struggling with High King Maulgar. If you've done the fight you know the worst part is the pull, you need to get 5 different bosses in 5 different locations while being tanked by 6-7 different people.
We were using Misdirection a lot to establish initial aggro (especially on the mage tank) but every time the pull would screw up and the mobs would run in wierd directions before turning to their targets, completely screwing up our positioning and wrecking our raid.
Finally we said, let's try it without misdirection, since it's not really helping us anyway. Lo and behold - pull executed perfectly and Maulgar down.
The lesson: Misdirection can be buggy at times and isn't really necessary in most circumstances.
May 16th 2007 3:36PM Nice to see a writer on WoWInsider with actual endgame experience.
Myself, I recently respeced my druid to resto, after being feral since level 10. Despite pleas otherwise from my guild (I'm one of their main tanks) I wanted to try out a new playstyle and I enjoy healing. I think the best part of a hybrid is that when you want to play an entirely new class, it only costs gold.
May 16th 2007 12:28AM Perhaps 2-3 guilds in the world will be able to zone into the Black Temple the day the patch is released....
May 14th 2007 10:12PM No new battlegrounds unless the entire honor PvP system is revisisted. It's a retarded grind and in its current incarnation will always be, regardless of venue.
The problem with AV is that you're always reaching for a definitive victory. They should just embrace the possibility of perpetual warfare. Create an instanced zone similar to Halaa - but on a much larger scale. Fill it with quests similar to the original AV, both PvP and PvE. Complete enough quests, go on a bombing run, blow up some towers. Once all the defenses are destroyed, get cavalry/artillary support for an assault on the city. Balance it so given enough time, the city will always be overtaken - but that's the whole point. It's not about winning or losing anymore, it's about the small-scale PvP skirmishes that contribute, in tiny ways, to the overall war.
May 14th 2007 9:59PM Preliminary testing and theorycraft on the EJ forums suggests BM may edge out MM for raid DPS in 2.1, on fights where the pet dying isn't an issue. (The new avoidance skill helps with this.) And 3% damage increase is much better than Trueshot aura.
Furthermore, as I understand it, BM hunters are a bit less mana-thirsty than MM, so less reliant on shadow priests to fuel them through longer fights.
So before you write off the spec I'd recommend taking a look at the theorycraft. Might be eye opening.
May 14th 2007 9:18PM Segregating Karazhan groups by player skill is a fast way to annihilate your guild.
The good group will be done farming it by the time the bad group kills Aran. The players in the bad group will become frustrated as they are left behind, and each of them will think they're stuck in the bad group and deserve to be in the good group. The players in the good group will be frustrated at the inability of the bad group to down seemingly easy content, and "hurry up so we can start Gruul". This is how Karazhan ruins guilds.
A better approach is to assign players so that each team has an equal chance to progress.
May 14th 2007 9:08PM There's no attunement for Magtheridon and he's being nerfed in 2.1. While he'll never be the loot pinata Onyxia was, virtually every 25-man raiding guild will eventually get him down.
The Black Temple, on the other hand.... *shudder*