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  • atomicstrawberry
  • Member Since May 2nd, 2007

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Recent Comments:

Phil Fish's next game won't be on XBLA, might be Kickstarter'd {Joystiq}

Mar 12th 2012 9:42PM I'd hate to put up cash for his next game. Kickstarter in 2012, game released in what, 2017?

What can Japanese RPG developers learn from Rayman: Origins? {Joystiq}

Mar 12th 2012 8:40PM @yoshinatsu Legend of Heroes: TitS is eight years old (originally released for PC in 2004) and the overall series goes back to 1989. I don't know that it's the 'solution' at all. Great game, but the current PSP release is something like the fifth time that game's been re-released.

Bungie offshoot Moonshot Games sets off for the Fallen Frontier {Joystiq}

Mar 7th 2011 7:37PM Based off the screenshots it reminds me of the old Bungie-published game Abuse.

Breakfast Topic: Are Cataclysm gear ilevels too big a jump from Wrath? {WoW}

Mar 2nd 2011 8:42AM I think in a lot of cases it depends on the class as well. Some classes scale up fairly linearly, some are a bit lumpy. I've leveled two characters to 85 so far, a Death Knight and a Paladin. The DK was decked out in mainly ICC25 gear, with a couple of ICC10. I had absolutely no problems with any mobs the entire experience - when I hit the harder content from Uldum or so I simply swapped to Blood Presence for the bit of extra survivability. I had some encounters where I fought more than 3 or 4 enemies and still came out fairly well, and rarely ever needed to even hit a cooldown.

My paladin wasn't as well geared - gear from the ICC heroics, some ICC10. Should still have been fine, but I felt like I was wearing paper armour. Stuff was hitting me very hard, and I wasn't dropping them anywhere near as fast. It wasn't until I got a few levels in and got gear and started using the new Inquisition that I actually started to be able to hold up. Any more than two mobs before that and it was defensive cooldowns and everything.

Besides that, the gear inflation isn't that different to the jump from vanilla greens to BC. It's not an easy jump but the early quests drop good rewards and are not usually too difficult, so you can get started easy enough.

Lichborne: Preliminary patch 4.1 PTR impressions for death knights {WoW}

Mar 1st 2011 7:58PM @Kaphik: no, he means Raise Ally, which turns a dead party member into a ghoul with wierd abilities for a while and generally gets people complaining if you do it. On PTR, Raise Ally is being turned into a normal battle res instead.

Gold Capped: Ore-splosion {WoW}

Feb 28th 2011 8:13PM There's probably a few factors in play with that. It's a high-pop server so there's more demand, plus the server's got a strong raiding playerbase in Asia & Oceania which means that the number of players on through a 24-hour period is a lot more consistent, which results in demand staying a lot more firm throughout the day. On other severs it will dip a bit when there are less players on.

Incidentally if you check Undermine Journal you'll see that the price for Elementium Ore is slowly but surely trending downward on Proudmoore-US over the past few days - same for the herbs. Obsidium hasn't gone down at all though, even though the supply has spiked. Probably the extra supply means more people are doing the Shuffle.

Lichborne: Major patch 4.0.6 changes for death knights {WoW}

Feb 15th 2011 9:02PM 4.0.6 didn't really change much for DW Frost. Haste is still not worth stacking, because you get GCD capped extremely early (at around 7-8% haste) and switching to Unholy Presence is a damage loss. Crit isn't as useful because Killing Machine procs fairly often and when it's up, a crit is guaranteed, so crit rating is devalued as a result. Mastery is a straight-up damage increase on Frost Strike and Howling Blast so it easily outperforms crit and haste.

There's also some speculation at the moment that hit past the soft 8% yellow-hit cap might actually give better value than crit or haste as well. Killing Machine procs off main hand auto-attacks, and with 8% hit you still have a 19% chance to miss vs bosses, so potentially extra hit above the cap might give you more KM procs which gives you harder obliterates / frost strikes which gives you higher DPS. On the other hand, it's probably not better than mastery since more KM procs would in turn mean more used on Frost Strikes, and with less mastery those will hit for less. Either way, going a bit over the yellow hit cap is absolutely not wasted for DW Frost.

You're pretty safe if you stick to the stat weights you mentioned though.

So, uh, what's an 'Ar Tonelico Qoga: Knell of Ar Ciel' anyway? {Joystiq}

Feb 15th 2011 6:33PM It's kind of amusing that they're going on about being 'accurate' and not changing names etc, yet the title of the game is very different from the Japanese (where the subtitle was a long string that basically translates to 'the girl's song that triggers the end of the world').

As long as their translation isn't as utterly terrible as Ar Tonelico II, I don't really care what the title of the game is.

BioWare says WoW is the touchstone for Star Wars: The Old Republic {WoW}

Feb 14th 2011 8:45PM When he says the 'rules' of WoW, he's not meaning every game should be a WoW clone. He means that WoW is a baseline standard. If your game ships without an Auction House or some sort of player economy, without instancing, without content available at every level, without some form of PvP game, without a solid PvE endgame, without constant and consistent update cycles, with an unaccessible interface, without a customizable UI / plugins system or without ability to run on low-end hardware then it will not take off. It's not anything to do with the actual gameplay, it's general things that WoW has made standard, and as such you need to have. Remember these were all things that WoW had at launch to some degree, and which they've refined for years. Launching without them means you're playing catch-up on what players consider to be requirements.

New patch 4.0.6 hotfixes released {WoW}

Feb 10th 2011 12:52AM It was only 4.0.6. The client was applying more haste than the server was, incorrectly making it look like you had more energy / runes / etc than you actually had, according to the server. The difference was minor, but it was enough that you'd hit a button when it looked like said ability was useable, only for the server to reject it, because at the instant you issued the command, the server correctly had you marked with less resources. It kind of made things feel oddly 'sticky' for lack of a better way to describe it. I'm not sure how they're fixing it via a hotfix though, unless it was the server that was incorrectly applying haste, and not the client.

I'm more happy that the fishing at cooking quests are fixed, missed out on maxing out my cooking last night because of that. On the upside, the fishing bags have useful loot now - I got the Find Fish tome from my goodie bag last night.