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  • Nodor
  • Member Since May 10th, 2007

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The PvE + PvP instance {WoW}

Jan 19th 2008 2:04PM Dark Age of Camelot has had PvP raid instances for years.

The AV map imbalance in patch 2.3 {WoW}

Jan 17th 2008 1:10AM One major correction to this article. The chokepoint at Iceblood is as defendable as the chokepoint at Icewing.

After the Icewing chokepoint, the alliance have the ridges, hills around stormpike graveyard before you reach the the bridge and a horde of NPC Defenders that buttress the defensive efforts.

The horde has a tower it can tap early to compensate for the open field, jumpable wall, avoidable NPC defenders that await the alliance offense after getting past iceblood.

It should be noted that the horde is almost required to let the alliance possess Snowfall graveyard (the midfield spawn point) if the horde offense is to progress. The alliance does not appear to need to provide the same benefit to the horde to have a chance at victory.

Of course, your battleground results may vary.

Forum Post of the Day: Are Tanks A Dying Breed? {WoW}

Jun 14th 2007 8:21AM As a warrior, I have to respec to grind reputation cash for raiding or supplies for enchants/crafting.

A bad PUG run can net me over 40 gold in repair bills. If I need to schedule 3 days of downtime and 140 gold (2 respecs) to tank an instance for you it's not really viable.

The game has currently designed warrior threat generation to provide a cap on raid DPS. Which means that every single DPS class can, with gear and/or skill exceed the threat that it is possible for a warrior to generate.

Hybrid Theory: Healers aren't hybrids? {WoW}

May 23rd 2007 11:53PM As a member of a guild with 50% druids.. we get to argue over the leather.. a lot. This weeks karazhan run has a token mage, shadow priest, resto shaman, and warrior to complement druids and rogues. While healers are rare.. the druid off-specs are all viable. Now if only we could get a bunch of blood Knights to use this plate with spell damage...

How to Destroy Your Guild: An Officers' Quarters Special Feature {WoW}

May 10th 2007 6:45PM After 6 years of solid MMO play/guild leadership, I've learned a few things.

1. Design the officer core first. Guild leaders will need to be replaced - and knowing what you need your officers doing helps you figure out the best kind of person to "lead" them.

2. Guild leaders can be figureheads, dictators, or collborators.. but each type effects guild culture and capabilities.

3. All people organizations involve politics, social ethics, and values. Decide what kind of culture would be enjoyable for the guild leader/officers and enforce it. - Limit recruitment and player retention to people that want to play - an do play appropriately in that kind of environment.

4. Have fun. - Infect others with your sense of fun. Attitude makes a huge difference.