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My dear developers, thanks for coming to our humble corner of the internet. Great to see you here. I have a question about heroic modes and raid composition for ya. I lead a 10 man raid group and although we had a blast raiding throughout Cata, we found that our group was frequently sub-optimal when we ran 3 melee and 2 ranged. Sometimes during heroic progression we would sit an otherwise upstanding melee player in favour of any ranged DPS of an appropriate gear level. Even if the ranged player had lower DPS the encounter mechanics made a 3 range / 2 melee DPS set up significantly better for heroic mode progression. And I want to stress I’m not talking about min-maxing a group to try and eek out an extra 1% damage to get our first kill. At times during heroic firelands (pre-nerfs), for instance, we were still finding it almost impossible to down bosses we’ve killed several times before without swapping out group members. We’re gearing up to hit the ground running with raids in MoP, and we’re wondering if this same problem will come up again. My raiders are excited about the monk class, but feel we won’t be able to take any in a DPS capacity because we have a ret and a rogue as it stands. Is the Dev team aware of the problems melee classes sometimes face on boss fights (particularly on heroic), and is this something you see as a problem? Or is the 3 ranged 2 melee arrangement just considered ideal for 10 mans and we should build our raid around this assumption?
Change talents/skills every week for Twinks Twinking is something that a lot of people really enjoy. But there's way too much frustration when core class changes like the new talent system radically alter the balance of power for an entire expansion. I chose a warrior twink specifically for the short-ranged but strong AoE damage of Blood and Thunder at level 12. That's now gone (moved to level 46!) and now every battleground is pretty much just 8-10 warlocks spamming the only AoE available (Harvest Life at 15). Meanwhile hunters continue to be able to 1-shot things in several brackets, and some healers are doing better damage than pure DPS specs. I think the solution is to randomize the talents or skills available every week, but only in the dedicated Twink brackets (deliberately turning XP off). For example, maybe one week level 45 talents are available in 10-19. Maybe next week DKs can use Dark Simulcrum at 70. Now suddenly it becomes an interesting test of skill and ingenuity to try and maximize the advantages of that week's combinations. And if it ends up that something is ridiculously overpowered, no big deal! Next week it will change and be someone else's turn to shine. What do you devs think? Given the fact that its opt-in, doesn't it make sense to use the twink brackets to play around with the rules and experiment with PvP changes that would never fly for less experienced players? You could even consider opening up additional battlegrounds to earlier twink brackets.
World PVP Daily Quests During the Fire Festival I redid the 'flame stealing' quests even though I had done them before, just because they were so fun. It was something to really look forward to and it felt like an accomplishment because it was a structured and rewarded way to engage the enemy faction. I was wondering, why not make daily PVP quests much like that fire festival quest, so there's a bit of an official incentive to go out into the world and get up close and personal with the enemy?
Eseten here. You can't escape from me, Zarhym. <3 To whomever would care/be most appropriate to answer: I'm really, truly having a hard time since 5.0.4 playing my Paladin, which has been my signature class since the launch of Burning Crusade. Nothing about them seems fun or even intuitive. Ret plays clunky, especially with the now required wait for 3 Holy Power to use two of our abilities and the move of two of our AOE abilities to Protection only. There's just a lot of down time. Protection appears spikier than ever, reminiscent of a BC Warrior tank but without an actual method of getting into combat (charge/intervene). I haven't played much Holy since the patch, but I understand that feels drastically different as well (and would appreciate piping in from any current Holy Paladins out there). I had thought Paladins were in a pretty good place during Cataclysm. Holy perhaps was too strong at times and needed appropriate tweaking, but Retribution felt competitive in PvE and average in PvP, while Prot felt like it was in line with the other tanks. Why the drastic changes that make me feel like I'm playing in a struggling BC environment all over again? I also fear a lot of our "flavor" was removed in terms of being the anti undead/demon class - it was one of the aspects that really appealed to me, and while other classes seem to have maintained something unique to their class, I'm struggling at figuring out what Paladins have left to offer in terms of a unique gameplay experience other than "a less effective version of X." In before Greg says "Cuz I like nerfing Paladins." =P And all jokes aside, thank you sincerely for doing this AMA.
1)RNG's in Pandaria: What level of RNG(random number generator) complexity did you decide to use for different situations presented in Pandaria? Will there be three levels of RNGs for rare items or drops? (ex. Sandstone Drake) Are they more complex than they were in Vanilla, and how have they changed from expansion to expansion? Also did the release of Diablo III, and the popularity of its loot style change the way the dev team approached the loot system this time around? (2)I notice a great amount of time and effort being put in by the dev team towards open world loot, pvp,and substantial cross-realm activity among the playerbase. I for one Lurv it. Thank you. On that note of open world, cross-realm awesomeness; please think about making PvP realms truely pvp where un-flagging is not an option.
I am playing on a low-population server (5ppl online right now, wednesday primetime 50-60, 4k items in the auctionhouse, 2 raiding guilds left on the server) and it is no longer fun to play there. The auctionhouse is almost empty and every article is heavily overpriced (compared to other servers), the trade-chat is very slow (10-20 lines per day), but what really bugs me is that I can't find/build raids anymore. The thing I love about WoW by far the most is raiding, but there are no people left on the server to start pug-raids. Having a guild where I can raid with my main-character is the only reason I stil play on that server (despite having a great community there with rl-meetings etc). I know for sure that my server is not the only one like that. The new crossrealm-zones wont help either, since they just "fill up" the leveling-areas, but do not change anything regarding raids (where the latest content will not be accessable via battletag-xrealm-raids) or a more populated trade-chat. So on regards of all people on my server, here is my question:
I've played a Rogue for years now, and I love the class, so I had a question about modifications that go into the class during beta and PTR builds. We rarely see huge sweeping changes across our class-- indeed, we see fewer tweaks than any other class by an incredible margin. Would you say that, in that way, Rogues are the most balanced class in a long term sense? Yes, we've had to see some sweeping changes every once in awhile (AR/Prep, you know the kind) but otherwise our core mechanics have pretty much always stayed the same. (with some variability in DPS cycles, 2s5r becoming instead a list of priorities) How do you feel about Rogues as a target of class balance? Easy? Hard? How about where they are now? Concise
Hello Blizzard, This question I don't know who to direct to specifically because it involves a change in a certain Druid form. My main is a balance druid, which I love the feel of the class right now and the addition of damage cooldowns (celestial alignment and Incarnation) it feel like I can keep up with other classes on patchwerk style encounters. Here is my question for you Blizzard, With the addition of Glyph of Stars it makes your moonkin form into a astral form of your character however, with Incarnation it transforms me into a moonkin with armor. Some people don't find this eye pleasing because we glyphed specifically to not see the form but we get it anyway with this talent. Is there any chance you can look into changing how the Incarnation form looks with glyph of stars? (I personally was thinking of the form of Algalon with the stars in the body but that's me)
Good Evening Zarhym, Thanks for doing this AMA!! Old school raiders have praised the lessening from 40 man raids down to 25. Then, making the stepping stones to the larger raiding guilds, a BC player was expected to complete the current 10man raids. With the implementation of WoWs one-progression-raid being both 10 and 25man, I understand a player is able to practice on the small scale and then into a 25man raid. But this does expand the content of the game, and (much to the dismay of this 7-year subscriber) made the game about loot/gear. In retrospect the 10/25 man Naxx of WotLK, without a separate stepping stone, was beginning of the end. Once through Naxx 10, there the only reason to do Naxx 25 was for the better gear - not new content, not to see the beautiful and complex raid environment that you built, not even to laugh at the doo_dad_door. The tipping scale, my blue-posting friend, was LFG. While it increased productivity in guild, raised the amount of instance participation, and streamlined the game - you killed character accountability. Before LFG, a player didn't have to be nice - but there were repercussions for being a bad human being. No one wanted to play with you! LFG has allowed people to show their true selfish nature, without consequence. LFR was the final straw. Just take the previous two situations, and combine them - now a player gets to see content with zero preparation, and not care about anyone but his/herself. (this might as well be the
You would think so, and in the beginning it was. But the guy standing on the post was saying what skill he was on and he was ~5-10 "ahead" of me the whole time. After we hit 590 it got really intense and at 599 skill the player on the left got Server First Zen Master Fishing, so I thought I got beat, but he was on a different server.
As simple as it sounds, we would end up in the same situation we had in Cata LFR. People will roll on the need+100 even if they already have the same or better piece, Because they can . It only gives the trolls and assholes an easier time to take the pieces they may or may not need. Ex: DPS wants tank gear, DPS rolls need on EVERY DPS gear, tank stands 0 chance of getting it. Whether the DPS actually can use it or not is out of the question here.
I'll be honest and say that even if i've been playing since late Vanilla. I tried Shaman for the first time in Cataclysm and got it to 85. I loved it and regretted not playing one before. I still enjoy my Shaman now but i absolutely hate the change they made to the totem system. They made totems extremely situational semi-tools that make them seem like vanity items more than i-really-need-it spell. While leveling, i have yet to find a SINGLE USE for a totem so far. Most of them are PvP related, and even then, are still only vaguely useful for certain situations. The cooldowns also are quite odd and seriously, i have enough stuff to hotkey as is without going with a bar worth of individually activated totems with short/med/long cooldowns.
My DK is Unholy. I can't stand Frost. Everything you state is everything I love about my Unholy DK. The pressure keeps building through the whole fight, the rotation keeps you on your toes, and the cooldowns are pretty awesome. The fact of the matter is, Frost is simple. Anyone can play Frost. I never played Frost till I hit 90, and could push out DPS. My Unholy DK took time and patience to learn, which is more rewarding to me, in my opinion. Granted, I don't PVE a lot, mostly PVP, I can still push out DPS in PVE.
Yes, basically. The Forsaken are kind of...well. They're undead. Nobody likes that. Undead are manky. The Horde (originally, at least) was an alliance of convenience - the races collected together because they needed to. Pure survival was their motivation. It became clear to Thrall that having allies with a foothold in Lordaeron would be very valuable, and they were strong. Stronger perhaps than the orcs were - and the Tauren were being nice at the time. They wanted to see if they could make them alive again, essentially. This all sets up there scene where the Undead - consider that the Shamanistic races of the Horde don't like undead - are tolerated because they're useful. Skip to Garrosh and Cataclysm, the Forsaken are getting a bit big for their boots. They're becoming a bit too powerful - and Sylvanas isn't so interested in the Horde agenda (as she never was, but it didn't matter back then because nobody else was either) and more pre-occupied with looking after her own people. As such she's resorting to methods that Garrosh does not like; and being a bit cheeky in the process. Garrosh doesn't like that she's not completely subordinate to him, and if anything, I'd say he feels a bit threatened. She can't be bullied like the others can, and she's pretty damn powerful now.
I waited twenty minutes as a DPS last night to queue into the trash right before Lei Shen. As soon as I joined, ten people dropped group. twenty minutes later we were down to just five people left in the raid group because people just keep dropping and not waiting. A few minutes later, the queue pops and we get full again only to have eight of those new people leave immediately. Eventually we got full again, made the run up to the boss and downed him after only 3 attempts. It felt like a small miracle.
The raid leader issue you bring up is extremely serious. What's worse is that a lot of 10 mans have a few capable raiders mixed in with 8 bad ones, often including the raid leader. They've made friendships in those guilds and won't leave, which locks talent down to guilds that will not progress. I'm a raid leader in a "good" guild. We're 12/12 and haven't had much issue progressing through ToT, unlike a ton of guilds on my server. Our secret is that half of our core are real-life friends with each other. I want to build out a second raid team but recruitment is really, really painful. Most players have no real raid experience, are super undergeared (<480), or got carried to some level of progression (as in, one kill for every boss in ToT: "I'm 12/12!!") and are trying to convince you they should get a core slot. What's worse is there's very little ways to distinguish your guild anymore. You're either X/13, 12/12 or <=9/12. There's very hard striations in guild rankings, and the gear and skill disparities are massive. There's several guilds on my server that, if you took the best talent from a couple of the 3/12 guilds, would probably be really successful. Most of the talent tends to be in officer roles, and the officers are unwilling to leave a guild because they like being an officer. Their guilds may never see the end of the raid tier, but that doesn't seem to matter. I think the attitude surrounding raid guilds has changed a lot. There are tons of chiefs in WoW with very few indians, but the Chiefs don't seem to know how to lead. There's little resources available on "how" to lead raids/guilds, and as you pointed out, the ones most capable of this traditionally aren't recruiting or went to 10m because it's less shit to deal with.
Listen, you can't track TBC era and Vanilla era because achievements didn't exist. That would be the only way to track those items for my arg. Easy content or not, you still have to do tons of runs to get the warglaives or the bindings or the hand of rag. Allow me to explain why your argument is bad, "Because it exists, everyone will xmog it" First off, that's the point, Who cares? you can xmog swords into maces now> Will it really break your gameplay experience if you see a warrior or rogue using thunderfury? TF is far from the biggest 1h weapon to exist. Blizzard argues the same bullshit you argue as for why legendaries can't be xmogged, yes it was an accomplishment and people should be able to show their accomplishments outside of sitting in town. I earned Shadowmourne during wrath (It took like 8 months to build), some people earned daggers or a staff during cata. I argue that if no one else can xmog the item because it's "TOO EASY" to farm, then we should be able to because we earned it when it mattered (also getting that ulduar hammer is still an accomplishment).
Brewmaster here, like to think I know what I'm doing. 13/13 H last tier and 13/14 this tier. first off. Don't use Rune to tank. Simple as that. since it's RPPM it's procs are too unpredicatable to be of any use, and when it does proc, you put yourself in crazy amounts of danger. ESPECIALLY if you are using a crit proc. With a crit proc that means that when it procs, your stagger percentage drops to 45%, which is quite low. Your energy regen drops to about 4 ish per second (depends if you use ascension, which btw you should). But you get like 100% crit, that's awesome, right? Well... no. you can't predict the proc so you won't know when to save up chi for the proc, and when it does proc you have basically no energy regen, so you spend a large portion (over 65%) of the proc time just using free tiger palms (even at 100% crit, tiger palm is less damage than jab, jab, blackout kick). Elusive brew, sure your generation of it will be nuts... but it will be too high, you will pop a 15 second elusive brew and already have another 15second elusive brew built up in about 4.125 (assuming a 2 hander) seconds. so now you just aren't optimal. Burst damage. Say the boss goes into a berserk because it's part of his mechanic, you pop elusive brew and dodge the shit out of him which is nice, but you don't have 100% avoidance so you do get it. and you get hit like a fucking truck because you have the bare minimum of stagger % and you have no energy to spam Expel Harm and Purifying Brew or cast Guard if needed. You should also re-consider a pure crit build (I was pure crit in 5.3 but never used Rune, because you don't need to to keep nearly 100% uptime on elusive brew, but am now mastery) because they nerfed the ToT tier 2 set by 50%, which is kind of ridiculous.
I agree that people tend to expect a bit much relative to the content they're trying to run (I think that 535 for flex is excessive), but on the other side of it ilvl is a still good indicator of how you're going to perform in the raid. My guild has been bringing trials into our heroic progression because we have a spot to fill, and it's really annoying how many people under 540 think they're capable of doing heroic because of their skill alone. We have no doubts that you know your class, but if your ilvl isn't even at average for normal, we aren't bringing you into heroic. It's literally impossible for you to be doing as much DPS/HPS as someone of the same role with 20 more ilvls. We're skimming some enrage timers already, we don't want them to get any closer.
So during Burning Crusade, I did a lot of arenas with some friends. I was on a 3s team that consisted of a Disc Priest (Me), a Resto Druid, and a Affliction Warlock. We were probably around 1650 when the following took place. Oh, and the druid was a Night Elf, it comes into play later. So the arena queue pops and we load into the Nagrand Arena, preparing ourselves to pillar hump our way to victory. Once the doors opened, we realize that we are playing a very strong team which consisted of a Holy Pally, a Resto Shamy, and an Arms Warrior. Right away we knew this was going to be a long fight since it's 2 healers and a dps against another 2 heals and a dps. The fight starts and we start trying to mana burn/drain mana the shammy while our warlock starts dotting everyone up. They focus our druid right away and he starts kiting as best he could. About 5 minutes into the fight, our druid dies and we think it's over, but our druid says over vent, keep fighting, we got this. It turns out, he decided to put on [this]( item before we queued up, and it proc'd. He accepts the rez, shadowmelds, stealths behind a pillar and starts to drink. After a few seconds the other team realized what had happened and started focusing our druid again. Still, we shave off their health/mana slowly but surely. Five more minutes pass and their almost out of mana, but so are we. Our druid has kited as best he could this entire time, dying once, and running around the pillars as much as he could, but it wasn't enough. Our druid got killed again, that's it. Game over. Just kidding, his trinket proc'd a second time. He rezed, shadowmelded, stealthed away, and started drinking again. I have no idea what the other team might have been thinking at this time, but it was probably what we were thinking, what the fuck. Our druid starts getting focused again and he starts kiting again. A couple minutes of this pass by and our mana burns, mana drains, and dots have finally took affect. They are out of mana, and are all at pretty low health. We start bursting down the warrior as best as we could, CCing the healers around a pillar, and finally, we killed the warrior. They just gave up after that, after the 15 minute fight. After that match we were speechless. We were all babbling nonsense over vent. We decided to stop doing arenas that day because we couldn't concentrate anymore. This arena match has been burned into my memory as my most memorable PvP moment, ever.
I mainly play computer games with 2 of my friends, one of them is in Texas and the other is in California, I live in Illinois. Anyway, me and Texas play wow together on some nights when California is working. We play wow together on those nights because California doesn't have wow and we like to play LoL when California is online with us. So one night California was home sick and pretty drunk and logged on while we were dueling on the ledge of Shrine of two moons. California was bored so Texas shared screens with him on skype so he could watch us. Texas was dueling me on his warrior and I was on my hunter and during one of the duels I was spamming some abilities and managed to accidentally disengage off the ledge and kill myself mid-duel. Texas and I were laughing hysterically and then California abruptly went offline. Turns out a week later Texas told me he got a call from California saying he went offline because he pissed his pants from laughing when I killed myself disengaging off the ledge. Anyway it would be cool to gift him the battlechest so he can play with us, since we know he would enjoy it.
I started playing before WotLK came out. Didn't have many friends in RL, so I thought, why not try an MMO? I needed some friends haha. Turns out, the first guy I meet, Steve, instantly struck me as funny and just over-all a great guy. Turns out Steve had been struggling with severe depression.. He told me that after a few months of playing; explaining his situation, and that WoW was his escape. He went on to tell me that in the past he had considered suicide. I still talk to Steve regularly and I get this weird feeling when I think about how two total strangers helped each other get through tough times without ever even meeting each other.
If you mean in the character creation screen to make a black/red/green orc, it is most unlikely it will change from what we have now as the champions and heroes are going to be in the different timeline, rather than the different timeline being the norm, if that makes sense.
So there we were in our guild, working on naxx, in a footrace to try to clear the place before TBC came out. After like...2 goddamn months on gothik because fuck relying on priests and mages to CC shit in a coordinated fashion, we wrecked the four horsemen in 3 nights or so, and went on to sapphiron. We then proceeded to waste a bunch of time not bothering to world buff because hey, that shit's only supposed to be for loatheb, right? Finally we get tired of watching the clock tick down while bashing our faces into the wall, and world buffed and beat sapphiron quite handily. Unfortunately, we used up a lot of time doing these things and only had 2 resets or so before the expansion released. Cue the initial kel'thuzad fuckery and trying to teach people no, if you're melee you need to be in your goddamn group so we only have to keep one third of the melee at a time from dying to frost blast. We also discover the wonderful and magnificent mind control disconnect bug, wherein whenever KT mind controlled you, as he is apt to do, you had about a 50/50 chance of getting disconnected either at the beginning or end of the MC. We finally get the basic stuff tightened down a bit and spend our next to last reset basically bashing our heads into the wall on little shit that people needed to get down pat and getting a little more gear. So, the stage was set, we had 1 last week to kill the fucker and fully clear naxxramas before the release of the burning crusade. Cleared through the easy shit, did our thing on loatheb, blah blah youve heard it all before blah. We had our last raid scheduled for the last night of vanilla wow, and everyone set to preparing. I remember pulling an all-nighter the night before farming a shitton of herbs and juju and other assorted bullshit and parking a carrier alt outside with stuff to hand out to people, though I dont think a whole lot of it ended up being used. Raid time rolls around, and we go in to take a couple practice attempts just to make sure people were on their game and paying attention. Satisfied we wouldn't waste the next attempt on some retard standing in a void zone or clusterfucking frost blast across all three melee groups, we headed back out for the world buffing procedure. Now, some of you are familiar with this, I'm sure, but I'll do a run-down for everyone else. Dire Maul was the first stop, 5 people had to go in and do a quick full tribute run, to get all the guards friendly and giving out their buffs. Once they were done, we shuffled the entire 40 man raid in and out of that cleared dire maul to get everyone all three buffs. Once that's done, portals up to stormwind. Fly to westfall, run past moonbrook, and the whole raid gets to swim out to yojamba isle off the coast of stranglethorn vale. Once there, someone with a heart of hakkar from clearing ZG would turn it in to give us all that buff. Portal back to stormwind, someone turns in an onyxia or nefarion head for the dragonslayer buff. While we were there, we had folks cheering us on and a few pug warlocks that we invited into the raid long enough to soulstone people. Didn't get 100% coverage on these but seeing as we'd never even bothered with the soulstones before it was still a nice boost. Our business in stormwind concluded, portal's up to ironforge and it's time for the long flight back to EPL. Once there we would move, not on the goddamn road you retard the courier will come through and kill you, up to northpass tower. There's a small altar there that gives a stamina buff to anyone that uses it, so we all used that, and had someone pop off a lucky rocket cluster for another small stamina buff. Fully buffed to the gills and with people popping jujus and level 30something elixirs and shit like they're candy, we go inside naxx and take the ominous frost portal up to the final rooms. By this point it's less than an hour before The Burning Crusade hits the east coast. The pull happens, disconnects abound, some things go the way we planned and some do not. [You can see what actually ended up happening here]( but suffice to say it's easily my most memorable experience.
LUI is amazing. Sadly I am at work and won't be able to get on to WoW for another 12 hours (pity me), but I can show you some pics. Basically, I massively reduced the size of the action bars, and I have three rows of 12 at the bottom. I have the class colours enabled (so the UI is pink on my Paladin and brown on my Warrior etc.) and the cool little slide-out panel on the right has all of of my stuff like... mounts, hearthstone, flasks, professions etc. I also have disabled the LUI raid/party frames so I can use the Blizzard ones because I prefer them. It's by far my favourite UI that I've used after playing since classic. I think ElvUI is ugly and clunky, doesn't actually show what I need, and requires LOADS of setup to get the action bar working properly, and to make it actually look kinda nice. LUI just looked amazing as soon as I installed it and it works perfectly, and has had almost zero setup required. I would also suggest taking a look at RothUI - I did use this for a while, and it is freakin' beautiful, BUT the raid frames don't track HoTs by default, and if you need to change anything on that UI other than the orbs, you need to edit the LUA code, and I couldn't work out how to either enable HoT tracking, or to use the Blizzard frames without getting errors all the time.
I've tried both Zygor's (paid) and [WoW-Pro (free)]( leveling guides. There are some differences, but all in all, I prefer WoW-pro. Zygor offers loads of tools to speed up your leveling, such as auto-accepting/delivering quests, and selecting gear for you. This can be a bit of a mess however, since many times it will pick something that won't really upgrade your gear, and might cost you some gold at vendor-value. Basically, with everything toggled, it tells/forces you to do everything. Making leveling feel slightly forced. I also had an occurrence in Icecrown where it made me travel back and forth between Icecrown and Dragonblight, pretty much losing lots of experience per hour. This is very obsolete these days, as questing in a Northrend zone will give you up to four levels, compared to two levels back in the days. WoW-pro is a lot more basic. It offers you what you need, and tells you how to do it. It will tell you if there are some mobs that require some tactics to kill, or gives you an extra button to use items with. It also comes with extra guides (reputation, proffesions etc.)
Okay, he was a younger paladin under Tirion Fordring. Who had a raging boner for killing orcs. ( parents were killed by orcs) Tirion had made his way to an old guard tower, and found an old Orc who had set up camp there. They battled and started to respect each other. Later in the fight the tower falls and almost kills Tirion. The Orc saves Tirion, and in return Tirion gave his honor that he would let the old warrior live on his land as long as he left his people alone. Tirion had told Barthilas it was an isolated event and the Orc was gone. This little bastard went ahead and called Tirions superior, which lead to the Orc, and Tirions capture. His demeanor just pisses me off, he'd be the one kid in class to go tell the teacher at the slightest sight of rule breaking, standing behind her as she scolds you, smiling with his shit eating grin.
I always use a cat. This is because when I first started playing, I played on a private server(this will be useful knowledge later on). Anyway, my first character was a Night Elf Hunter that I loved and always felt connected to Teldrassil somehow. Even more so Darkshore, anyways, On the river that runs off of the tree, near all of the swamp beasts(i don't remember their names), there are a lot of Nightsabers over there. I believe it is actually right near a spider you need to kill for a quest. Anyhow, I saw the nightsaber. A level 11 Elder Nightsaber. As far as I know, that nightsaber still spawns in that same location and I visit it once in awhile. I named it beer because I thought it would be a funny name(I was only 12 at the time!). That nightsaber was the best pet I have ever used. Onto the part where the server part matters, my brother and I used to duel a lot, and this was also when you had to keep your pets happy or they'd run away, My nightsaber was in the yellow and my brother and I were dueling, he ended up winning the duel, but my pet would not stop attacking. The server glitched, he kept attacking my brother and doing a lot of damage for the level, my brother ended up killing it and I freaked out because I had no food and he would now be in red. Anyway, that nightsaber went on to be my loyal companion up until I reach 31? or 61? Idk, I quit the private server and joined a real server after awhile. But that nightsaber kept dealing a lot of damage for its level no matter when or where or what we fought. When I joined the real servers, I made a dwarf, and although I loved the guns and bears, I just had to go back and get that nightsaber. My brother joined real wow as well and made a night elf again which was perfect. I Left Dun Morogh and made a long run to Teldrasil where I rendevoused with my brother, tamed that same nightsaber and leveled it up to 90 actually. As a sidenote, that was also why I loved Darkshore/Auberdine. It was where me and my brother had the best times, not really knowing what to do yet still playing right. Auberdine became my home. I learned my professions there, fishing, mining, cooking, and leatherworking. Anyhow, a couple months into MoP, I had a new pet then, can't remember what it was, maybe Quillen? I was flying over Zul'Drak and NPC Scan went off. I had flown over the spirit cat. I flew down, tamed it, and named it SpiritOfBeer. I have used that spirit cat ever since, I feel attached to it somehow. Like I feel like I play really bad when I'm not with it.
I now have it on 3 characters, my third is a priest - going for BiS gear to get some good times/records and have fun. My recommendation to start out would be; Get a few friends to gether and just try. Try to get gold but if you don't get it, don't mind it. Just bne sure you know the tactics. Now that you know that tactics, you will have much easier going into a "real" group. Also most groups, if not all, requires you to have your own potions and flasks. - And they should. Bring 2-4 flasks depending on how many tries you are going for (If you haven't done them before, don't expect to one-shot them, they aren't hard - but they require tactic and coordination). Also bring "Lesser Invisibility Potion", 1 for each try. Your leader might ask you to buy the better version of the potion (3 seconds longer) depends on who you are going with.
What helped me trough the fight was abusing the Pit Lord while I had him (Seriusly he is half the fight. If he has anything up use it) My main problem was getting used to him. Then is DPS... I tried when I was 535 and it wasnt enough (At least for me, mainly because I sucked) I tried again at 565 and it was a breeze (Specially if you abuse the pitlord)
In battlegrounds (not sure about Ashran and arenas as I haven't checked) the lower levelled ilvl600 scales to ilvl705, which actually is superior to it's 620 brother. However in world PVP it only scales to 660. It is in world PVP where the ilvl620 gear has the advantage, scaling to ilvl675. I'm honestly not sure why Blizz made it this way, but that's just how the cookie crumbles.
Don't think this is totally correct. While it is not the clear higher ilvl=better that many thought it was going to be coming into warlords. It is better than what we had in the past. Hr talks about people being confused about the stats and numbers. People that are getting seriously confused with these numbers had to have a much harder time in the past then when you had hit, exp, and haste break points. No matter the changes blizzard makes one still needs to know what stats are best for their class. While the new crafter gear has random enchants that may not get you your ideal stats, which sucks, it is rng. By doing this though they allowed the pieces to be open and available for more classes. Prior the pieces had set stats meaning the x-y helm was good for the warrior but not so good for the pally who needed v-w. So yes you may keep rerolling and never get the stats you want which I think needs to be addressed in some way, but overall this system evens things out across all the classes giving everyone the same chance to get stats that are good for them. It honestly sound alike preach wants all his gear to automatically have the best stats for his class every time a piece drops. Blizzards idea behind their actions is much like the Diablo system as when you do get the item with those perfect stats. You should be very excited about getting it. While I do like this, the fact that there is the chance your item never gets the stats you want after nervous rerolling is not appealing. As someone stated in the comments could be addressed by choosing which secondary stat you are rerolling.
War Crimes Spoilers People seem to be forgetting about Wrathion's role in orchestrating this whole WoD event. As far as I know, his goal was creating this Iron Horde as a force capable of combating the Legion. What do you think about this? I have a few problems with it: The Iron Horde couldn't do this. Ever. The Alliance and Horde have beaten the Iron Horde to the ground already. Was this bad planning on Wrathion's part, Blizzard's bad plot device, or does Wrathion have some sort of outcome to these events we haven't seen yet? Is he trying to unite the Horde and Alliance by providing them with an enemy in the Iron Horde?
A lot of people have been claiming that AMS doesn't work because the damage done to the tank is Physical. However, if you'll read over the spell itself, ( ), you'll see that the damage to the raid is applied with respect to the tank's total mitigation at the time of cast, not the degree to which they mitigated the impact. Very important distinction. AMS + Rune Tap makes the damage barely tickle my raid, whereas Rune Tap alone makes it roughly similar damage out to when our monk takes it. Do you have logged numbers that support this? Last I checked there is no stat called "total mitigation", nor has there ever been such a stat. In order for it to work as you describe, Blizzard would have to be able to come up with a straight-up percentage for you at all times - because in order to reduce something's damage by a number they have to pick a value for that number. Think about what you're saying. How would you even calculate such a number? Would parry chance count towards it? Would block value? What if you have full combat take coverage, would that be 100% total mitigation or something less because even with 100% chance of mitigating not all mitigation types mitigate all damage? Quoting a tooltip with vague wording does not make you right. Hell, even the non- vaguely tooltips are often wrong. For example on Inferno Slice the tooltip unambiguously states that the tank receives physical damage and everybody except the tank receives fire damage. Check your logs and you'll find that the tank takes fire damage as well. It says that it splits between "all additional targets", but it actually splits between " all targets" in the cone (including the first target). This is an example of a clearly-worded tooltip from a boss just down the hall being completely wrong - so we clearly can't rely on Blizzard's tooltips here. Now you expect people to believe that because of this vague mention of "total mitigation", which is an ambiguous term not actually defined anywhere? Unless you can provide real evidence, I'm calling bullshit. Show a log that demonstrates unequivocally what you're saying, or show another Blizzard mechanic that uses "total mitigation". Edit: Also, your Gruul tactics advice is arguably crap too. Your method will result in an extremely-large stack of Overwhelming Blows on one tank, which is a common source of wipes. Outside of Destructive Rampage, Inferno Slice hits approximately every 18 seconds. This means that if you switch tanks every 2 slices, you're going to have about 40 seconds between tank switches. This means your first boss-tank will have to return to tanking the boss after tanking their 2 slices, and their stacks will not yet have fallen off . Destructive Rampage doesn't generally hit until after 6 slices (and never before 5 slices), so your first boss-tank is guaranteed to end up refreshing their stacks. Now, Destructive Rampage only lasts 30 seconds and my logs show him generally re-casting Overwhelming Blows within about 3 seconds of that ending - so the first boss-tank absolutely can't take the boss after Destructive Rampage because they'll have over 30 seconds left on their Overwhelming Blows. This means your tanks need to switch roles after the Rampage: a fact you neglected to mention and might be overlooked if he rampages after 5 slices instead of 6. Now your second boss-tank is forced to take the boss after Destructive Rampage, but even then they're going to be cutting it extremely close on their timer because it's a minute-long debuff and if it's been a 5-slice transition (as sometimes happens) they're going to have only been off the boss for about 50 seconds. Using this strategy you run a significant risk of having both tanks with unmanageably high stacks of Overwhelming Blows. This can all be avoided if you simply swap every 3 slices. E.g. - Tank 1 taunts the slice to Green, Blue, Green, then takes the boss. Tank 2 taunts the boss to Blue, Green, (Blue if there's a 6th). Boss does his rampage, then start again at the top. There is no chance of getting huge stack counts outside of your control using this method, as the shortest time between possibly tanking the boss again is 68 seconds. Also, I mentioned this above but now that I'm reading into detail your Gruul suggestion I see that you've made another error: Inferno Slice does not just do physical damage to the tanks, it does physical and fire. AMS does mitigate Inferno Slice. Seriously, check your logs. <
Rune Tap: AMS: Damage taken by Acid Torrent on a ranged raid member: Unfortunately, we stopped logging Oregorger a while ago, but this was the most recent one I could find. Specifically, take a look toward the latter end of the fight and compare the event times. Whenever I used RT & AMS at the same time, the ranged took significantly less damage from Acid Torrent's initial blast (the spikes you see). I'll see if we can get a log done tonight that I can sandbox-test with; I'll AMS only the later half of the fight so we can see a stronger distinction. If I'm misreading the logs, by all means, feel free to correct me. But based on what I'm looking at here, it appears that the Acid Torrent is hitting for higher spikes when AMS is not up and only Rune Tap is. I don't pretend to know the mathematics behind it, and I'm with you in wondering how Bliz would come up with a "total mitigation" coefficient with all that there is to account for. But the proof appears to be in the pudding. Again, I may very well be wrong, but I'm working off of observations that seem to have been consistent; either I'm just getting very lucky while doing some wishful thinking, or it really does make a difference, even though it's obviously not as important to the mitigation amount as RT is. Edit: "Literally every piece of advice in that post is wrong. Switch tanks after 3 Inferno Slices on Gruul, not 2" Firstly, you're an idiot. The "math" you're claiming to be basing this on doesn't work out in reality. This is the strat we use every single week and we haven't had any trouble on Gruul since week 1. If you're running a 3-slice strat, your guild is choosing to do a severely more difficult and less intelligent method. Neither of us ever get to "unimaginably high" stacks of Overwhelming Blows, and our stacks from Inferno Strike are always off after 2 because the person leaves Blue and tanks on Red while the other tank goes to Green to take the next stacks. Why the hell would you think the same tank would go back to Green and just eat another stack for the hell of it? What an incredibly asinine suggestion. The entire point of our method is that it reduces the number of stacks taken by each tank to the minimum, and neither one ever has too many stacks when switching on or off the circuit. It's because each tank only takes 2 stacks and then holds red that neither one ever gets too many. If you had read my other post, you would've also seen the following reply in which I corrected the Oregorger info. Seriously, check your reddit. <
This is very interesting, although I'd like to see a second opinion from another theorycrafter, preferably one that accounts for fight context in their analysis. Take this with a grain of salt, since I've only got my experiences to work off of at the moment. But simply speaking by observation here, when I went to a Multistrike build, it cut out nearly all of the downtime in my combat pattern and I'm consistently able to roll out extra DS hits at times when I previously was sitting there waiting for recharging runes on an empty RP bar. Having these extra DSs has allowed me a lot of cooldown savings and much more flexibility in timing/applying the mitigation. 1.22 bonus DS per minute doesn't just sound low to me, it sounds absurd . I've also observed that my SoD buff sits at almost 125-150% (adjusting for gear changes) of its value in a Multi build versus Mastery (that is, average of 18-22% versus avg. of 29-31%), which is pretty considerable when it means saving a CD for a more important moment. It also reduces the amount of acceleration time to get back up to a high SoD amount after a phase that causes the stacks to fall off entirely, which any decent DK tank knows is definitely a thing worth noting. Having the extra 150k on my health pool that much faster is very strategically appreciable. I'd just like to see someone evaluate this who's actually accounting for the fight mechanics and demands. There are too many utility factors involved in the Multi build that I just haven't seen solved with a Mastery build. However, as I had said above, the actual value of each depends more in your use of the class than anything, and the Mythic-level DK tanks use Multi because they know how and don't have the same survivability problems that less-focused tanks do.
I'm looking through your Oregorger logs and I see the following: AT 1 (00:31.381) - You have Defile, Ironbark, Bone Shield, Rune Tap, and AMS active. AT hits you for 0 (A: 120534) and the druid takes 101311 (this is the minimum damage the ability will do on a full absorb/mitigated hit). AT 2 (00:58.370) - You have Bone Shield, Rune Tap, and AMS active. AT hits you for 0 (A: 158736) and the druid takes the same 101311. Without the Ironbark the AT hit you for 38k more damage, but it was still fully absorbed. AT 3 (01:25.068) - You have Bone Shield, Rune Tap, and AMS active. AT hits you for 151115 and the druid takes 149471. The AT did a little less damage than AT 2, but because there were no absorbs it caused the secondary effect on the raid to deal more damage. It's clear AMS did nothing to help here as there was zero absorbed damage. AT 4 (03:21.851) - You have Bone Shield and AMS active and missed your RT (gained at 03:22.010, less than 2 tenths of a second late). AT hits you for 266840 and the druid takes 181577. Again no absorbs and the extra damage is from the missing Rune Tap. AT 5 (03:48.527) - You have Defile and AMS active. RT was never cast and Bone Shield's last charge expired at 03:47.775 about 1 second before AT hit. AT hit you for 301137 (A: 33459) and hit the druid for 191611. The absorb here is from Defile's 10% DR modifier which acts as an absorb (note: mage Flameglow also behaves in this fashion). AT 6 (04:15.262) - You have Bone Shield, RT, and AMS active. AT hits you for 106682 (A: 45602) and hits the druid for 135049. AT 7 (05:41.468) - You have Bone Shield and RT active. You also get a big PW:S right before the AT. AT hits you for 23234 (A: 133891) but the druid was dead from Rolling Fury. I checked some others and it hit Megace for (A: 98081), Mokimoki for 96199, Vyrr for (A: 109220) and Fortyyards for 96444. This is close enough to the minimum as we expect based on the un-absorbed hit you took. AT 8 (06:21.674) - You have Bone Shield and AMS active. You also get a moderate PW:S right before the AT. AT hits you for 189807 (A:62551) but the druid doesn't get hit here even though it appears he was back alive. Megace was hit for 84591 (A: 77906), Mokimoki took 143177 (A: 264), Vyrr took 160914 (A: 1942), and Fortyyards took 143805.
As a prot warrior on blast furnace I find the only time there's really a chance I die (at least with our healers) is during phase 1 around the third and final add wave. This parse lasted 3 minutes, so I assume you guys are into phase 2 while wiping. We have one tank pick up all of the security guards, and the other tank (me) pick up the flamemenders and tank + interrupt them on top of the elementalists. He does only have two instances of shield barrier, and that's really pretty low, and his shield block %uptime could be much higher (around 30%+). I would also highly recommend the addon hermes or BLT Raid Cooldowns. This lets him call for a defensive he sees up. If a tank dies and there are defensive CDs in the raid he hasn't called for yet, the death is his fault. Healers are only to blame when there are NO defensive CDs left. It looks like he was using glad stance, and I would honestly recommend using ravager here. The damage AND 30% parry defensive on request is unreasonably strong. Damage on blast furnace is a real problem. EDIT: If he was spec'd ravager and not using it you have a bigger problem. Bladestorm is also a risky choice as a tank unless you have a cancel aura macro to pop CD's.
Other people have provided some good insight for max level, but since I'm currently leveling a rogue and you seem to be sub 30 I'll give my 2 cents about low level rogues: When it comes to just straight leveling (questing, dungeons), it doesn't really matter. All 3 specs are totally fine and you'll just streamroll through everything. However, if you're on a PvP realm, I strongly recommend subtlety from 1-46. It is extremely fun, you get your energy regen from slice and dice much earlier than Combat or Assassination so you get to hit more abilities. That alone puts it above the other two specs in my opinion. Add in the fact Hemo has a lower energy cost than Sinister Strike or Mutilate and I just find it to be much more button-spammy and fun than the other two. No knock on Assassination but until you get your energy regen from rupture at 46, it's extremely boring to hit multiate twice and sit around for 6 seconds autoattacking waiting for 55 energy for another mutilate. That said, once you get rupture at level 46 (which gives Assassination energy every time it ticks), Assassination becomes EXTREMELY strong. And I mean EXTREMELY. If you're leveling with BoAs I strongly recommend you spend a few hundred gold and get double Elemental Force on your weapons. Elemental Force procs off your special attacks, your autoattacks and your rupture and deadly poison ticks . It procs literally multiple times per second in some cases. Add in the fact that you can now pump out like 50% more mutilates from the energy regen Rupture gives and you'll be dumping crazy damage into any class you run into. I have absolutely no issues killing anything (except maybe skilled Disc priests). I swap back and forth between sub and assassination on my rogue that's on a PvP server (he's 49 right now) and while sub is still my favorite spec, I absolutely fucking shred people as Assassination. The damage is just so unbelievably high in PvP, I almost can't justify playing any other spec. I've had multiple instances where I opened on a hunter, got him to ~60% in the opener and put up a 5 point rupture and deadly poison and got a kill without ever touching him again. I literally cannot emphasize enough how absurd the damage is from Rupture/Deadly Poison on Assassination, especially with Elemental Force on both weapons.
Firstly I would suggest getting used to Breath as soon as possible, the amount of damage it allows you to do on gruul, blackhand, and ESPECIALLY oregorger is insane. With that aside, PL+Defile doing less damage in ST is indicative of bad rune management or failure to use defile and PL on cooldown. Looking through your logs, your NP gameplay looks solid. You're able to do good damage on fights like H&F and Flamebender with their cleave, as well as add heavy fights so no big problems there. However, I looked through your gruul parse as well as an earlier one with defile and I noticed a few things. Your parse: Mine: During your 4:14 fight, you cast soul reaper 13 times, the exact same number of times I cast it in my 3:09 kill. Using TellMeWhen (like I do) or weakauras to indicate when an enemy is at <45% hp for soul reaper is HUGE. Soul reaper should be absolutely your first priority over even maintaining diseases whenever it is usable. Watch your unholy or death rune cds to make sure you don't use them on a scourge strike and delay your soul reaper. DT uptime is solid, it and disease uptime could be a few percent better but nothing really wrong there. You only cast defile 7 times when you had the time for 9 casts so that would be an issue. Also you missed at least 1, potentially 2 plague leeches, which is a small drop. Oregorger: Yours: Mine: You guys had 2 rolling phases with the first one being a little over a minute which will slaughter your dps. Part of that will just be shaving time of that phase, doing good damage on boxes, and having the raid-wide damage to avoid a second roll. Not really something you can fix personally. For your dps however, BREATH IS AMAZING ON THIS FIGHT. Not only is the fight segmented into burst periods that fit Breath perfectly, but you can also AMS soak an explosive shard for every breath you do. Only analyzing the stationary phases for the sake of convenience: you started using soul reaper ~10 seconds after the boss had hit 45% (unless I'm misreading logs). This drops you almost 2 reapers, which is bad considering how important they are. Overall you can squeeze a few more soul reapers out throughout the fight so try to remember to use that on cooldown. Oregorger should be an exercise in maximizing the amount of time you are actively dealing damage to the boss. The variability isn't something that you can fix by rotation adjustments as much as something that comes from your knowledge of the fight and of your class.
I see where you are coming from and this definitely is something that can make one salty. I have experienced something similar myself. It's such a shame they don't do much in situations like this. However you have to remember that this is their official stance for YEARS. Even if you discuss the loot rules to the letter with raid leader (it must be raid leader, there are a lot of cases where someone assigns LM to someone else or have their buddy in raid to calm people down stating the loot rules while not saying anything themselves) the MOST they will do is simply remove the items. As sad as it may be the only way to prevent this is to have a copypasta of questions about loot rules to RL and if anything seems suspicious then just leave. Because Blizzard will never assign you an item in a situation in cases like this. Since I've had experiences like this I can share my story. I arrived in pug, asked every question about loot rules and had an answer(is it masterlooter?,yes,is it main spec first off spec second roll,yes, highest roll wins the item?, yes etc etc) in the end we even all rolled (including RL) and I had the highest roll and he simply took the item the responses from my ticket were similar. You really have to be almost a lawyer to even expect ANY response from Blizzard in cases like this. I've seen examples where they state that, for example, roll rules were not set and it might mean that lowest roll,second highest,most closest to 50 etc. etc. roll wins and the rules are not clear.
I wouldn't say I get salty, but I can definitely understand where people come from when they do. Dungeons are often the place where people of high skill and low skill clash the most, at least in a situation where it kind of matters, unlike LFR. I spend the majority of my active time ingame raiding mythic, so I'm used to a certain base level of play. When I join a dungeon, I could get matched up with other people who are also reasonably skilled, or I could get paired up with Johnny Casual who is too nervous about raiding to even try LFR. Now I'm not trying to judge Johnny Casual, anyone can play the game however they want, as long as they're having fun that's totally great. Moreover, some people just aren't interested in high end raiding. But when Johnny Casual is doing 5k dps and is constantly dying to mechanics, it can get a little frustrating. Especially when the other members of the group aren't good enough to carry him, so we have to slow down, or we start wiping. Going back to me, I basically only ever do dungeons for the 175 garrison resource daily, or on my tank to farm satchels. Since I out-gear the shit out of it, my goal is typically to finish the run as quickly as possible so I can get back to doing stuff I enjoy more. When I get matched with a group that is full of casual players, it ends up meaning my run will go from potentially a 10-15min run to a 30-45min run. So there's a not insignificant amount of time wasted, because these people can't play at the level I'm playing at. Again, I know I'm sounding elitist, but I have no problem with casual players. They have every right to be doing heroics same as me, and there's nothing wrong with doing a dungeon in 30-45min if that's what you're happy with. But the problem is that that speed of a run is not what I'm happy with. The second issue is carrying. Even when you're not wiping, seeing yourself doing 50+% of the groups damage, or as a tank doing all the healing and still topping damage, you fairly quickly realize that you're basically the main force in the group. You can still clear dungeons fast like that, but just the act of being that much of a carry makes some people frustrated. They'll start to think things like "these people don't deserve to clear this dungeon, I'm doing all the work!". This also leads to frustration.
Couple days ago I was in Orgrimmar about to hearth back to Dalaran before logging off when I noticed someone in trade say that he had just hit 60 and his spellbook was telling him to train flying. He was asking where to go for that so I whispered him and told him to go to Outland. He asked me where that was and how to get there so I invited him to a group. he accepted and I asked him if it was his first 60. He said it was and so I found him in Org and told him to follow me. I showed him where the portal to the Dark Portal (or whatever it's called) was. When we went into Outland I gave him a couple seconds to take in the epicness and then showed him to the flight master. We flew to Thrallmar and I showed him where the flight trainer was. He thanked me and then said "Oh wow, looks like I'm gonna hafta save my gold for a bit, lol". It's been awhile since I've had to train it so I asked him how much it was. He said 212G, so I gave him the 212g he needed. His response: "No way dude are you serious?!" He trained flying and I asked him how much the mount was (50g). I gave him 50g and watched him take off. The fuckin guy was ecstatic and thanked me about 20 times. I made this fucking dudes night and all it took was about 10 minutes and 262 gold (I'm not rich, but I have around 2k so it wasn't a lot for me). It's a lot more fun to do this than berate someone for their inexperience.
This targetting behaviour has been in place since they added the autoswap ranged/melee options back in BC though. Basically before the change only melee had this behaviour, where when you don't have anything targetted but press an attack (say sinister strike) it would target any mob that happens to be in melee range and hit it for you. Hunters didn't have this happen for ranged attacks, and if you right clicked a distant mob, you'd just go into your "waiting to melee that guy" animation. Then they added the interface option to autoswitch between ranged and melee so that if you were meleeing something and it ran out of melee range, you'd instead start autoshooting it, instead of standing there like an idiot. However this also had the effects that: a) if you right click something at range, you start autoshooting it b) if you press a ranged attack button (like arcane shot) with nothing targetted, it would pick a valid target for you (which, unlike for a rogue, doesn't have to be in melee range of you), and shoot it. Back then (BC when they introduced this), you could screw with the autoswitch melee/ranged option and some other option (I think the one to stop autoattacking when switching targets) to revert back to the old behaviour, I'm not sure if that's still possible. If it bothers you you could probably get a safer behaviour to work, it just means switching targets is more annoying.
I have many characters, and I know the sting of impatient hunters. I will only tank randoms if I have my friends to heal and main assist. Suggestion: Do a LF healer or something on your own server, befriend him/her and do runs with them regularly. You might find that trust and friendship build patience in yourself, and your peers. In fact, "Huntards" (god damn that shit belongs on the wow forums not here) might become hunters again.
Indeed. You just have to understand that everything is a tradeoff. You can play a DPS, but you'll get long queue times with it. You can play on a high pop server and have an easy time grouping for quests, get good AH prices, and have a lot of choice in the raid guild scene, but you'll also have a lot of competition for resource nodes and quest mobs, have stiffer competition for server firsts, and will quickly be undercut when you jump on the AH. Everything is a choice, and it's just silly to me when I hear a DPS complain about their queue times. If you'd rather play a DPS with long queues over a tank with short queues, that's totally fine. But when people say "I want to play DPS and I want short queues and I want to steamroll instances and I want them to drop epic items and I want a pony and a dragon" it just gets comedic.
Everyone is saying hes a sellout. Look at people like beckman and such, they are sellouts. They stopped videos because they took too long to make and they made other videos that were shorter to make for more money. Swifty is a role model. The stuff he does is not boasting or anything. Swifty does the stuff he does because people like him for doing it. His IRL stuff was just a thing he did in one video and many people liked it. He did that for the fans, He did exercise and random life videos for us. Yes he promotes razer but that is his job. He doesn't push it on you, at the end of the video, like the last 20 seconds he says here is a contest like and favorite to win. That's it. Nothing more and nothing less. He gives people $100 prizes for free every week, two or so a week, because its his job to do so. He didn't crash the server we did as a community and we should all take the blame for it. Everyone wanted Swifty to come on and when he did we went crazy and went on the server and made level 1s. It was not his fault we are to blame. If he left the server people would get mad, so he stayed for us. He said guys stop this is not funny. Nexius said lets go to SW and swifty might have giggled because its insane to have that many people to love you so much to want to follow you. So stop hatting the man when he was not at fault.
Just a simple addition imo. A book that you can insert saved pages into. I save every message I get; be it from a guildy,friend or attached to an in-game item sent from who's-its-face or sir-whats-it-called. Even pages that come from old quests. It'd be such a simple item to create and implemented into a quest or even the reward from an achievement. My reasoning for wanting this is because I currently have an entire bank tab full of pages :S haha. Edit:
I've never had more fun than back when I was a shadowpriest manabattery. If they'd implement something that's vital like that to a DPS role (50% normal DPS but with lots of healing or buffs accompanied with that damage) or a completely new role that's like a strategist, someone who has a better overview than everyone else and is mostly a buffer to other people's skills. If a healer is doing his job right then he's kind of a buffer, but he can only have people doing 100% or 0%. I want to be able to choose which party members to buff in which minor ways. I'd have to know their spec and how they DPS - to know what the best boost to give them is etc.
First off, visit [Maintankadin]( Reforging and enchanting for tanking is not really that complicated. Mastery is your friend, the more the better Dodge and parry get less effective when you stack them very high (diminishing returns or DR). Mastery can stack to infinity and does not suffer DR. This means you should aim for about the same % dodge and parry so you lose the least avoidance due to DR. Above 15ish% dodge/parry switching 200 dodge to parry rating, or vice versa is nearly insignificant in the grand scheme (less than 0.01% avoidance gain) You can use DPS gear with mastery untill you get the good stuff. The world will not implode if you do so. Once you reach the magical 102.4% avoidance you can stack stamina or dps stats like hit and expertise. 5. Everything said on the tanking topic will be terribly outdated on 25.sept, when patch 5.0 hits few things about the 5.0 tanking: You will not be able to reach teh magical 102.4, stuff changed. You will need some hit and expertise because shield of the righteous will provide short physical dmg reduction after use and you will want the fastest possible holy power genereation (less misses/dodges) Shield of the righteous also gives you a buff that increases WoG heal on you up to 5 stacks. Mastery increases this heal, the passive block chance and the damage reduction after SoR. Haste reduces cooldowns on holy power generators, it probably will not be very viable to stack haste tho. Hammer of the righteous applies -10% physical to enemies, but crusader strike does not. It needs to be reapplied here and there. Righteous defense is gone (the 3 target taunt) Aoe tanking will be done with seal of the righteous (hits everyone in melee) and consecration (has short cd and the same duration) Sacred shield is back and you will be nearly immortal outside of raids with it.
Ultrasafe Transporter: Toshley's Station]( Sorry for not explaining. One of the side effect's is a debuff that makes you look like the last person to use the transporter. The debuff is called [Debuff: Transporter Malfunction]( What happened: I am a gnome warlock w/ t3 xmog and used my trinket. A Tauren was the last person before me to use the trinket so I assumed his body for an hour.
Warlock!!! Get to summon and control various demons each with their own special spells and abilities; now with MoP you can specialize in Demonology and get all upgraded pets with new models! Not to mention you can transform into a half-demon, half-human, all-badass with access to enhanced spells and sweet demon specific spells and abilities. So for me I like having the pets and being a terrifying demon! Affliction locks are badass and my favorite lock! Doesn't really need a pet to go with it since they added a talent that allows to sacrifice your pet for enhancements to some spells. This class relies on DoTs more so than the other two, but as most of them are instant cast you have the ability to be a little more mobile. The only limiting parts of Affliction in terms of mobility are your channel spells (ie, Drain Soul, Malefic grasp). [This spec also does the most damage of the three.]( I can't really speak for destro locks. I haven't played one since WotLK. But as I understand it, they play a lot like a mage, using lots of fiery cast spells instead of the traditional lock DoTs. Warlocks also got a lot of sweet stuff for MoP and their tier armor looks badass as fuck! Locks are just full of evil, evil stuff if thats what you like.
Doesn't enlightenment and rested xp stack with heirlooms? In fact, I remember them being multiplicitive (ie: 10% + 10% = 21% bonus rather than a 20%). So full heirlooms (minus the ring as you can't do fishing weeklys) would give you ~154% XP. Add enlightenment to this and you'll see that bump to 230%. Add the brewfest bonus and you'll see that jump to 254%. Add rested XP and you'll be at the 300% cap for killing monsters, which is roughly equivalent to RAF (still less on dungeon gain).
My first and biggest Woah moment came from this expansion. Seeing as I've never had the will power to actually hit level cap from the time vanilla WoW was out, and I had recently taken a long break from Wotlk to now, I was taken back from all the new changes. I managed to find my account information and log into one of my original toons. And then it was off to go explore new content. Starting at the beautiful level of 80 (from a scroll of resurrection) I had no idea what had happened to the World of Warcraft. The talent system was completely different, there were worgens from Shadowfang Keep running around, and Stormwind had a chunk missing out of it. Also what was all this news about transmog and reforge? Now being a small gnome rogue, this was a lot to take in. From questing in Vashj'ir then to deepholm And finishing up in Hyjal, I could tell I was doing something wrong. But I hit 85 and was ready to begin experiencing Mist content. Traveling from jade forest to valley of the four winds, to Townsend stepps and finishing in Dread Wastes, the game seemed to have gotten so much more beautiful. The quests were varied for the most part and I thoroughly enjoyed leveling that far. Over the next couple of weeks I began the daily grind, although without the jaded mindset of it being work, I started on my favorite faction, The Klaxxi. The grind took forever, however it didn't feel that way. Getting gear upgrades, valor points, and justice point, it was the first time I experienced end game content. After another 2 weeks or so I had myself geared up through looking for raids that I wanted to try my hand at 10man raiding. The ultimate end game (for my understanding at that time). I joined a new guild met a lot of new people and began to run regular mogu Shan vaults. Without any addons, and new Ui, this was amazing it was the most fun thing I had ever done before. It was also the first time I had ever used a voice program to actually coordinate with my teammates (I'm quite shy). The experience blew me away. Although my DPS was terrible and I didn't know how to play my class, my new raid leader instructed me to get addons like recount and DBM to start figuring out how to do better. I'll tell you that when you have never used a damage tracking addon before, and you put it on for the first time in raiding it shows you how nooby you really are. I was barely pulling 40k as a rogue on the easiest fight (IMO) in MSV, Feng. While everyone else around me was at 60k+. Being a strictly DPS role, an doing the worse is not a good feeling. It inspired me to look further into my class and actually do some research. Fast forward 3 months to March 2013. I am now my guilds top DPS, sitting at about 120k per fight. Seeing all my friends and people who boasted about their DPS below me. I am also an officer in my guild, I somehow got a really good and friendly reputation with everyone despite my shy nature. I believe I truly found that old vanilla wow experience where I can sit on vent for endless hours just chatting with my guilders about anything. After seeing all these topics about how cold WoW has gotten, I feel like I struck the jack pot and in my 4 months of return I found my little corner or happiness in the game. And then I press /played and my jaw dropped, seeing 72 days 13hours and 34minutes played at max level. I'm not sure if I think this is an accomplishment or not. But basically that is my Woah moment right there
On paper cataclysm was set to be one of the best expansions. I loved the leveling zones, I loved the old world redone. I was excited about the new talent systems and the reduction of filler talents. However a few things cause Blizzard to lose steam. Love it or hate it, Wrath made the game more casual friendly. Gearing up was much easier than TBC or Vanilla due to the lowering in difficulty on heroics, LFD, and the increase in honor gain and removal of BG commendations. The raids, at least the first few were easier and puggable. Ulduar and up I think was less so, but it didn't matter because due to the addition of badge gear that leveled with content if you wanted to raid you didn't have to start at the first tier. Suddenly that all changed when people hit 85. Heroics required CC(a concept that is near forgotten from Wrath), and your damage actually mattered, the honor gained form BGs was also reduced. At this point WoW which became a much more casual game than TBC or Vanilla due to Wrath tried to return to its roots. It failed and so did Blizzards mentality of epic should be epic. I cannot speak for the remainder of the expansion until 4.4 but from what I hear Raid Content only got worse, and Firelands visuals just got boring after a while. So flash forward to 4.4! We can kill Deathwing, rogues get to be Batman, and the patch lasted for one year. LFR is introduced and gearing up a character becomes EASIER than wrath. You could have a toon in full epics in 2-3 days of hitting 85, and then off to LFR for a tier set you can have before even setting foot into the actual raid. So what about this raid? We get to kill Deathwing right? BITCHING! No, Dragon Soul was a disaster of a raid. At least half the bosses weren't a necessity and the Deathwing fight was such a bore after you get over the feeling of "Whoa, I am killing Deathwing." Cata added a ton of changes that were very good. However for the most part Blizzard dropped the ball in my mind on three things: The initial difficulty after the general population was brought in due to WoW being more accessible. Raid content got worse and worse with fights being artificially elongated (Deathwing was a 15-min fight) and some of them not fitting into the theme at all (the two old-god bosses in DS). The last patch lasted one year. One year of no new content, one year of the same PvP season, one year of having your toon geared out and wondering what to do. People are starting to get tired of ToT and it has been what 2, 3 months? Now imagine if Blizzard said: No new raid until March 2014. TBC has sunwell, Wrath had Ruby Sanctum and actually lasting a while, and Cata just had that long year of nothing.
Started out on a server called Azshara. It was pretty decent in vanilla. I played a rogue and a lock with my two best friends in real life (shaman =m and warrior=B) Raided in azshara as alliance until naxx came out. Only killed a few bosses but never got super far into naxx. Eventually the server started heavily dying. My friend M moved to malganis and b stayed behind on azshara. In BC after Kara push i played mostly my rogue and warlock but decided to transfer to raid with M. Raided with M through half of BT. He switched guilds and i never finished Sunwell. B finally transferred to MalGanis at the end of the expansion and we all got prepped for wrath. During wrath we were Alli still on MalGanis the guild we were in needed a priest so i leveled a priest and B switched to a druid. All three of us raided pretty hardcore through wrath and then during Ulduar M kind of quit. Me and B joined a new guild and we were progressing really far into ICC but then faction change came out which fucked MG for alliance. The guild we were in switched to horde. Me and B stayed with the guild cleared ICC 25 (non heroic) and the guild transferred servers. Me and B went to chogall horde with the guild and played around with them until cata. M came back for cata and pkayed with B while i kind of quit during the beginning. I was not liking the beginning raids so i went off and did my own thing with some other real life friends messing around on malfurion. Eventually i wanted to get back into raiding so I leveled my priest, my rogue and a druid. (i have more level 85s but those were the ones i ended up using). I rejoined with B and M but then M quit again. We cleared dragonsoul on ten man normal and then the guild decided to go back to alliance on a new server. Me and m and B stayed on chogall. In mists, we all kobd of went our separate ways. M moved back to alliance on KelThuzad. B made a druid there and only pvps. He also has a druid on chogall horde and pvps. I moved my toons to bleeding hollow and do casual pve and pvp but i want to get back into raiding. Still looking for the right guild though.
I'd done the "go find the scout" quest on my main, so THREE of my alts were stuck at that step of the legendary quest before I finally got around to looking it up like a week ago.
WARNING!! INCOMING WALL OF TEXT! A couple things that helped me when I first hit 90 on my retadin.. Macros!! If you don't already use macros now is a good time to start! I LOVE mouseover macros. It really makes healing team mates easy by allowing you to heal someone without having to switch targets. I use them for hand of protection, blessing of freedom, and all my heals. The mouseover macro should go like this. showtooltip /cast [target=mouseover, exists] Flash of Light /cast Flash of Light This allows you to cast flash of light on a friendly target while hovering your mouse over said target. However flash of light will operate normally if you choose not to use it as a mouseover. Keep in mind that mouseovers only work if the ability is key bound, since your mouse needs to be hovering over the target for it to work properly. Next macro- I also love modifier macros. These allow you to place 2 abilities in the same icon, while using a modifier to toggle between them. The macro should read showtooltip /cast [nomod] Crusader Strike /cast [mod:shift] Hammer of the Righteous I key bound this to 1. This way 1 is crusader stike (single target damage) and shift 1 is hammer of the righteous (aoe). The ability listed first will always be the default ability while the second one will be the modified one. Since I use crusader strike way more than the other, it's listed first for me. This is a great way to save space for many abilities. Next macro- This one I highly recommend for a newer pvp'er since it's easy and very useful for high burst. It reads: /cast Avenging Wrath /cast Holy Avenger /cast Guardian of Ancient Kings /use Tyrannical Gladiator's Badge of Victory Now this of course requires speccing into Holy Avenger and having the pvp tyrannical trinket, but it works just as well of you remove those from the macro. Keybinding this to an easily accessible button (mine is shift-q) frees the mind of remembering which cool down you may have use already and which you haven't.. Just use it anytime you want extra burst and it will automatically use any of the listed abilities that aren't on CD. Another tip, while using Holy avenger, your crusader strike, exorcism, and judgement abilities will generate 3 charges of holy power. So to eliminate wasted holy power, I highly recommend the following rotation while holy avenger is being used Crusader strike, Templars verdict, hammer of wrath, Templars verdict and repeat until the buff goes away. Don't forget to use inquisition for the extra crit buff!! I hope my wall of text was useful, and enjoy your paladin! We own the battleground when played correctly!! [
THIS IS A COMMENTARY AND NOT A MATTER OF PERSONAL OPINION I mean, there's two sides of it, and I know I'll get shit for that. People who want to get their crap done, done efficiently, and done fast. They don't want to have to dabble in people not knowing what they are doing or messing things up, or learning things on the fly. Like today, we had a new tank in LFR, didn't say he didn't know the fight, let us wipe when he said "I'm good!" and then tried to have us wait around as they guild explained the fight to him. 7 or 8 minutes later, he still wasn't sure on it, so the group booted him. At a certain point of playing there is just an assumption that people not only know how to play, but go out of their way to learn how to play if they don't (particularly at end game). That's hardly the case. You'd expect them to go to Mmo-Champ, Icy Veins and the various other sites and look up their classes, the encounters or even utilize something like the Dungeon Journal tool. As a moderator on Mmo-Champion, and having being played from release I've learned one thing; No matter how hard people try to make this information as easy to digest and accessible, it goes over plenty of peoples heads and they don't bother learning, or putting the extra time in to invest themselves in the game. We're talking pennies on the dollar amounts of time. We're not talking about always simming your character and reading the forums everyday, but at the least, reading patch notes through with each patch, and taking the time to learn not just what to gem/enchant/go for in stats/priority but WHY. This is what the general population expects, and when that is not produced, that's when you start to see bitter opposition. But some people don't do that, won't do that, what have you, and while it gets annoying for those of us who do, the treatment of new players and in experienced players is not right. Sadly though, without the cost of queue times you can't create a filtration system where you mark yourself as "New/Green -Experienced/Casual - Hardcore/On-Point" where you queue with similar people, so the attitudes are more in line in what you want out of a run. Slow and steady? At whatever pace you can go? Or You know your crap, I know my crap, we all know our crap so lets get this DONE". That's not to say any attitude would pass in above dungeons, there would still be obstruction of gameplay. You could't expect to go into the New/Green one and go AFK the whole time. Enough reports and you get repercussions, or go ingot he Hardcore one and be like Gordon Ramsay "Hell's Instance". You still need to be fair and courteous. That would never pass though. For the most part I'm laid back and love helping people when I can it's what I spend the majority of my time doing related to the game, though I do find MANY people get TOO defensive when you offer them help, like earlier someone asked about %Hit in guild and I answered what they needed to know, but then gave them information on why their gemming/reforging was all wonky, and they turn around with an condescending attitude when I explain that it's not just one thing that's wrong, it's MANY things that were wrong. Some people are just sensitive and don't want to be told how to play their game, despite it being an MMORPG. Other times though I want to plow through an instance and, much like the other day, if I'm tanking and dying on the first three pulls, and you don't take the groups advice on what you're doing is wrong and two bosses later nothing has changed I can't be all smiles and giggles. Never rude, just less suggesting and more telling them how it is/what to do. The guy didn't listen, and I effectively healed myself, then the group kicked him. It's not like we found pleasure in that, we just want to get this done in a timely fashion, we don't need to give you lessons on Priests 101 mid-instance. That's a big dynamic to this all. We are a group, a party, a raid, it's not just a single player RPG game where you can do what you want, you have impacts on other people. This door swing both ways, you need to TREAT PEOPLE LIKE PEOPLE AND NEVER TREAT ANYONE POORLY but understand that as much as you want to play the game your way, your choices can impact the time, and resources of 4-24 (hell, 39 at times) other people. We like our content short, sweet and to the point these days but we like to do it en mass. We want to get this over with and move onto the next one. Long gone are the days of BRD, URBRS, LBRS, DM and other tediously long instances (oh how I miss them though) where you were in it for the long haul and where mistakes were able to be made "within reason" and people were able to learn on the go, because there was a lot less focus on YOU. Times have changed, and with the access of content (for better or for worse) the community has too. You don't have these 10/15 man raid instances anymore, your content could take 15 minutes if you work fast enough. No more long haul 2 hour instance runs, where you built community around being stuck with the same people for so long time and time again. In the TBC era, a lot of instances were more "exclusive" so you started building your specific groups and cliques for it and you NEEDED to know your stuff to get in and get heroics down at the risk of spending an entire afternoon just trying to do one instance. If you didn't know what you were doing, it was simple, you were replaced and you weren't invited to groups again. That's where community was built, but that came at a cost, all of it, Vanilla and TBC, accessibility. This rant went on a bit more than it should have, but it sucks, and I wish the player base wasn't so obnoxious about new players (albeit tons better than LoL, sorry guys), but I truly believe it's in part because of people not learning their stuff and spending time getting their stuff down, and failures on the game's end. Even contrary to the popular argument "Well I don't breath, and live this game, I have a real life", as do I, a job, a girlfriend and friends and family I attend to, but I take out a little bit of time to read these well put together and informative guides people provide for anything new I embark on, we're not asking you to solve math equations and learn calculus. But this also lies in part in failure on the games behalf, for pooling all of us together, when we all have various different outcomes that we would like to achieve. To be clear though, I am by no means excusing any poor and vile attitudes towards other players, that's unacceptable. You need to treat people as people, but both sides need to understand for some people this is what they do when they have nothing better to do, and others it's their full fledge hobby, and that you're potentially wasting their time and resources. We all need to learn to treat each other better, and be understanding of the other side.
Too right you are. I've been playing since vanilla and raiding since BC. I left right before cats dropped. I've played meat shield, DPS and healed as every spec possible minus druid. I didn't start my priest knowing how to heal a 25 man heroic dungeon, I learned. My rogue and deathknight didn't become key players in the DPS race on bosses for my guild by not figuring out the rotations. In all that time I've witnessed both ends of the spectrum good to terrible. Most people mean well. The others are just trying to fill another slot with a max level character and don't care about actually LEARNING how to play it. So if you see a player not living up to their potential, use the things you know to help if they will listen. If not move on and let them get laughed out of daily heroics.
You stay on my ass and dont let me move. Save your disarm for my cooldowns, spec shockwave if you have to. Your hamstring is off globa cooldownl, my emnacipate is not. Force me to waste globals on it. Think of it this way. You, as a warrior, have 25% passive mitigation if you want too. Also another cooldown for extra 40%, another cooldown for 100% parrying and 20% reduction and mobility to get you away from bad situations. A ret has a divine shield and a 20% reduction for 10 seconds, With a 1 minute cooldown. They are IMPOSSIBLE to heal at times, that's their weakness, and that's what you must focus on. ´ In addition, ret's have a good offhealing capability, but their self healing is horrible.
2 Time Glad feral (S9, S10) recently started playing again, I'll chime in. Feral is not in a very good spot now. Viable, meh, yes, you could get glad as a feral this season. But any team who is playing with you is holding themselves back in doing so. The most viable comp is Jungle Cleave. I'd say that you most likely want a Hpally. Priests are a bit meh this season, and will be trained into the ground by the overabundance of War+Enh comps. In this comp, however, the team would benefit greatly by subbing you out with a warrior for LOLdamage. Kitty Cleave is okay as well. I'm playing it with a 3 time glad priest and even at lower mmr (2100) against a lot of comps it's a struggle. We have to play very hard for our wins. It's fun, don't get me wrong, but, again, throw in a hunter for me or an enhance shaman, or a mage, and the comp is infinitely more viable. FMP might still work, but mages are vulnerable in non-spell cleaves and non-rmp comps. You don't have the peels on your mage or priest to stop a melee cleave that a rogue or lock would. Feral Rogue Healer, feral burst is kinda good... for 20 seconds every 3 minutes. You're not going to have the pressure that RMP or RLS/D would. Also throwing this in at the end, Hpallys have literally everything a priest does and more now.
For a long time I couldn't understand why people even had anxiety issues, but going into my senior year of highschool I started to get really bad anxiety/panic attacks quite frequently. It was like a total flop of how I used to be, but there was other factors at play. For seeing it reflected in video games: not at all. Aside from when I wipe on a Heroic boss I use WoW and other games to "escape" my anxiety.
I understand the concept of Gemming for haste. But what bugs me the most and has turned me away from pally tanking? Want good tanking gear? Set your loot spec to ret...... Seriously. What's the point of the prot gear if you want me to loot majorily ret gear. Want the legendary cloak? You guess it, ret is better (unless you need the proc from the prot one but even then you're giving up survivability for a just in case you die).... Yeah I know you want the tier bonuses but for the non tier pieces.....
Trolly McTrollerstein, I'm distraught. I'm beside myself. Please, oh please, make it stop. It hurts so good. I love to hate and I hate to love. /sarcasm.
Honestly this maybe the xpack that kills lock for me, played Lock since 2005 beta. Destro is really lacking...I understand it was a bit OP in MoP, but the pruning has killed it IMO. I think the change to KJK is correct, moving incarcerates were too op. But removing Fel Flame means that destro spends a lot of time not doing dmg in most pve bosses, destro will be bottom rung for PVE the way it is currently worked, and will be crushed by any decent melee in PVP. Affliction still has the same problems is has in MOP, I think they need to do away with soul swap and just make dots hit harder, its annoying to re apply dots depending on what buff you have, to play affliction correctly for max dps you have to use addons, seems incorrect to me. Demo seems like the choice so far but still gimp as shit, and the removal of the knock back, I understand pruning spells but come on, keep the fun ones at least. To fix things I would bring back either Fel Flame for all builds, its a good for tagging mobs on the move ( Fix the Demo form version seems useless) For Destro bring back Searing Pain (sounds crazy but think about it) would be great filler while on the move using the new KJK (If Fel flame doesn't come back) Affliction, make the dots tick for more and auto update depending on your current SP so you don't have to watch addons to see when to re-fresh dots, bring Shadow Bolt back to spec as the your filler when Dots and Haunt are up, or just use drain life as the filler and nix grasp. Demo, bring back swarm for fun knock back and this spec needs Fel Flame badly for moving dmg. I understand Locks are sapossed to be more tanky and less casting on the move, but where does that leave us for PVE, button of chats I would imagine. Any in the PVP I have done you just have to sit there and take dmg to do dmg but CC spam is still there do you end just standing still untill you die. Lock needs some help right now, I understand they want to nerf it a bit but it has taken all of then fun parts out of the class. I could go on and on about this.
The people that have been with warcraft longer have either lost interest or are just rather quiet. I can still remember the many threads speculating and asking for pandaren to be the alliance race during the months leading up to TBC. I believe it was the second blizzcon when one of the CM's revealed the most frequently requested feature for their games (overall) was playable pandaren. They did these cards at the end of each blizzcon that were passed out to people leaving and they would write down what they wanted. The people wanted pandas. Samwise could very well attribute his legendary artist status to much of his pandaren art. The brewmaster was also such an iconic hero in Warcraft III; there's tons of fan art for the brewmaster. I believe brewmaster is a huge icon for the very popular warcraft dota (which spawned a whole very popular genre of games over the last few years) right along side everyone's favorite abom that's in some form in many of these games. Then (pardon the term but lack of a better word) the wrath babies and cata babies are just unfamiliar with them. They come from a world of apocalypse looming over constantly and hooded figures at every corner. I can understand how Pandaria can be very jarring but if it came right after TBC or Classic I wouldn't say it felt out of place at all. Warcraft has always been the hero's journey or adventure to me. Arthas as he would become the lich king, Kael'thas as we would try to save his people and head off into outland, Illidan trying to redeem himself and doing what's best under watchful eyes and Bloody Thrall bringing together the outcasts of the world and becoming warchief. I just don't get the very loud and obnoxius hatred. I really didn't like the cataclysm; coming from the expansion all about the scourge and my favorite villain I really couldn't give a rat's ass about generic lunatic cult and more old god madness with little reasoning behind it. It felt empty, Deathwing wasn't anything like the manipulative and secretive character from the novels or warcraft 2.It was an awful story expansion up there with TBC in just killing off beloved warcraft 3 heroes for the name of fucking loot. I had lost hope and interest of ever liking WoW again as cata went on, unsubbed for about 60% of the expansion. I started following MoP a little while before release and would pick it up on a holiday sale near the end of it's release year. I honestly wouldn't have done this if the pandaren didn't pull on the nostalgia strings of warcraft III. I dropped my warrior main of 9 years for a panda monk around 5.2. I have never had such fun playing a class till I've played the monk.
Completely agree with you; he'd spent years doing the cunning and crafty plays. Between the demise of 2 of his children to the combined forces of the Alliance and Horde (who played a similar game), the conflict between the Horde and Alliance for Alterac (an area he originally wanted dominion over to further destroy the nearby kingdoms and his defeat and eventual retreat, he's probably realized that politics and cunning =/= an end to his goal. He just ended up using the TC to infiltrate anyways. What really bothered me was how drastic of a change he got in power from WCII. In the RTS game, he was powerful, but by no means was he "split a new asscrack into Azeroth" powerful. If he was, he'd have succeeded in his plans well before the events of WCIII. The devs were so keen on bringing him back, they didn't really do a good job at explaining why he became so powerful. IIRC he didn't possess the Dragon Soul and it couldn't be used by him anyways.
It would depend on your luck. As for me I got 8 secrets this week from all of the bosses that are able to drop them :( That means next week I have to get the other 12, with really good luck I COULD get them from 12 bosses leaving 8 bosses to give me titan runestones. I think you need 12 runestones so it means I would not be able to finish the quest till the week after next's lockout. That would put it with really good luck at the last week of the month.
Just my 2 cents here, but I feel energy would fit better in terms of the Shaman class. Focus, as I see it, is a resource build around concentration and, well, focus. It is the resource that mechanicaly illustrates a Hunter lining up those perfect 2-3 shots that cause the most impact (Aimed Shot, Chimera Shot, Glaive Toss for example) before having to regain thier composure for the next big salvo (Steady Shot x2 anyone?) Energy on the other hand, is given to Rogues and Monks because what guides thier playstyles, is the flow of battle. Rogues and Monks arent fueled by Rage and getting lost in the thrill of combat like Warriors, they have to always be on thier toes and exert thier Energy when they feel the battle requires it. Whew, to my point. I think Wolfborn makes more sense to have the Energy resource because, whille they arent meant to follow the flow of battle, they have to constantly monitor thier exertion of energy to always keep the Elements (and Spirit Wolves) in check.
I had an idea for making totems a bit more fun and practicable, rather than what they are now. The Shaman is meant to be a powerful master of the elements; one powerful enough to summon the forces of nature to aid them. So, for mobility, why not make all totems into some series of lesser elementals? They have the properties of a totem, assist you in the same ways totems do, but they follow you around similar to how a pet or minion would. Replace all instances of "Totem" with "Elemental" and you get things like "Searing Elemental," which sounds pretty cool to me. This way, the elements are visually with you, one of each by your side for you to call upon in times of need. Very cool lore-wise, and very convenient from a gameplay standpoint.
Just play normal dungeons if you cant get through PGs, I dont understand what the problem is here. You aren't missing any content. The entire purpose of heroics is to provide a challenge that is more difficult than normal dungeons. If you want a challenge, you should have no problem completing PGs. That's a nice
All stats have natural diminishing returns because of how they interact with each other. When you reach so much multistrike the percentage damage increase per percent multistrike may be less than the percentage damage increase per percent mastery. In this case to getter dps gains you need to stop itemising multistrike further and get more mastery. So, although multistrike is your best stat in terms of the bigger picture it needs those other stats to really shine. Keep that in mind, you cannot ever just stack one stat. Stats also have different values depending on how much of it you have. A little bit of mastery may be more useful than a little bit of crit, but a lot of crit may be more useful than a lot mastery. As gear gets better it has more plentiful stat distributions and both of these things come into play. However, if you are really interested in min-max you will need to realise the default stat weights on websites like ask mr robot are worthless(the beauty is you can change these and then AMR becomes a very useful tool, but more on that later). These are calculated using idealistic conditions and don't take your characters current strengths and weaknesses into consideration. This is more important than ever with random bonus stats being rolled on all gear. A warforged piece or gem socketed piece may either: Be better than an otherwise calculated "best in slot" piece. Push a stat beyond a threshold making it less valuable shifting your gearing philosophy slightly. When it comes down to it these things don't actually matter that much, if you skirt the theorycrafting community you'll get word of these idealistic stat priorities and for a lot of people these are good enough and you'll get on just fine following them, but you won't be the best you can be. If you want to be absolutely optimal the tools are available for you to run simulations, determine your own personal stat priorities and weights, and create your own best in slot list that takes your own characters strengths and weaknesses into consideration. Edit:
I main a druid. I like everything about it, including the many shifts we have - in fact that's what made me fall in love with the class in the first place. When they removed permanent tree form, personally I disliked it. Not only were we a lot squishier (and continued so for a while), but I loved running around as a tree. As far as I see it, ferals and guardians are the only specs that needed some sort of alternative regarding gear display - even though I like them as is, one may get the impression that it is unfair that only half the specs get the option to show their shiny gear. Personally I feel like both resto and balance have neat alternatives. One can still be a tree, the other can either be a flapping owl or a sort of ethereal, stary figure.
I main a PvE Arcane Mage and in my personal opinion I find the requirement of mana/arcane blast optimization and the concept of dpsing in phases (burst and then maintain strat) adds a lot of challenge to the game. When I top the meters I actually feel like I put in the work for it! There's apparently a stigma that arcane mage is the boring spec, I don't see this at all. Fire is spammy, and my OS, Frost, just doesn't make me feel like an almighty spell weaver.
Does that food taste good? -I think it's the best! Yay! From now on I will think it's the best, too!
I will discuss the hunters(678 Surv here). I notice their DPS is lacking. I also noticed that two hunters died first. Hunters are incredibly mobile with lone wolf so I don't think they should be dying. Also, they should be near 30k each before death. Anything lower than that and they aren't contributing enough. Your groups average ilevel of 679 is extremely good but over DPS looks a little low. I would tell your hunters Comparing with a top DPS surv hunter on fight. 97% uptime serpent. 57% Explosive uptime. 75% black arrow. Ehd had a serpent sting uptime near 55%. Way too fucking low. The other two hunters were below 90% uptime. There is enough room there to improve to close to 95% which will help a lot. All 3 need to work on Black Arrow and Explosive uptime. Ehd the most.
At this point I'm starting to theorize the AU Grom's fate. After seeing the most recent legendary quest cinematic I'm left wondering what will become of him. I'm not even convinced he will remain a villain. I could see Gul'dan and the legion showing up in a big way and corrupting loads of orcs. Assuming he doesn't break Grom's will with the blood maybe he would enact a grand sacrifice to mirror that of the first Grom when he realizes that us (the players and crew) aren't the real threat to his people but the legion and Gul'dan are. This might even go so far as to have him not even die but return to Azeroth with us. I'm horde at heart and a bit biased about this but aside from killing a bunch of draenei, resistant orcs and other draenor natives the AU Grom doesn't honestly seem to have done much (comparatively) wrong at all. Especially when Thrall is there and saw the other Grom redeem himself from even greater evil. If the growing threat in both realms is the legion and wraithion wants to muster a force to fight them, having a full force uncorrupted Grom in the fold only helps his goal. The alliance would have Yrel as a new parallel bad ass character for faction balance sake. Again this is just my personal theory. I could be way off, Gul'dan breaks Grom's will and he will just be a demon blooded raid Boss. Though maybe even without the blood we will still fight him but in a way where we don't kill him but just kick his ass and that is his big turning point where he see's Thrall , Durotar and friends standing so strong without the blood with all of his allies had died or fell.
I have enjoyed BRF a lot so far (but I hated Highmaul) and if it was a tier of its own, I would say it was pretty well balanced. It's only half a tier though. Anyone who completed Highmaul on Mythic before BRF release could completely skip heroic BRF and dive right into Mythic progression. That means that this tier is actually 17 bosses long. That's LONG. Really long. If there was a more significant upgrade from Highmaul to BRF, it might feel like they were each their own tier, but as it stands, they don't (In my personal opinion).
Yeah, questing has never really been hard. The primary issue with vanilla was grinding to 60 - there were quests, but you could miss huge chains easily and end up short of XP. By that time, the quests you missed wouldnt offer XP. Quite a few questlines were looooooooooooooooong. And not just in the number of quests, but travel time. Plenty took you all the way across the world and back. Quests also didn't mark mobs as required, didnt highlight quest items or mobs that dropped them, and were even sometimes cryptic as hell. The primary difficulty was getting people together for group content, whether that was a 40 man raid with the right classes for buffs, debuffs (not stacking too many as originally bosses had a limit on debuffs/dots that could be applied at once for the WHOLE RAID), and then repeatedly having to buff, eat/drink (hunters would FD mid-fight to drop combat and eat/drink). Farming Aqual Quintessences was a pain. It all added up to being good idea in essence, bad in implementation. Over the years, they've eliminated all those stumbling blocks and transferred the difficulty to the encounters themselves. Ragnaros at 85 vs. 60 is an insane difference in complexity. Now, all content is accessible. There's still a LOT of challenge for any level of skill, but it's just that and not exasperating timesinks and hurdles of running outside an instance to get buffed by an alt paladin before a pull. And that's a good thing - a lot of players who have the skill to overcome these new - and far more difficult and complex - encounters wouldn't have seen the fight at all if they had to spend all the extra time and effort just getting ready to do it. It's one of the biggest things nostalgic (read: whiners; as theres genuine nostalgia and rose-tinted goggle nostalgia) players ignore.
Just from what I am planning and I would assume other people who are going to/have bought tokens is waiting for the price to go up. It went down to around 20k and at that price it isn't worth it to sell. Now with no supply the price is up to 22k. Myself I get paid tomorrow and will buy one but am going to sit on it until it hits about the 28-30k range. Once it hits that and there is a bunch on there, the price will drop due to people waiting to buy them on the AH.
Not a rotation, but priority. In it's very basic form, Pop stampede, pop Bestial Wrath on cooldown, use kill command EVERY TIME IT IS OFF COOLDOWN, don't ever miss a kill command. Cast barrage on cooldown. Other than that, in between barrage casts, use arcane shot to dump excess focus and try not to go below 30 just to be safe. That should net you about 20k dps, as long as you just use bestial wrath on cooldown and also use kill command on cooldown. Use focus fire when you reach 5 stacks. There is much more to it than that but I don't think you want a full in depth explanation at this point.
No, it's just a good approximation assuming average skill and perhaps has a slight correlation to less-than-average-skill. I 2-healed a significant chunk of ICC on my newly-80 3.6k GS druid when it was the weekly, and I was only about 500 hps behind the much better geared shaman who was healing the tanks. I've run with him a lot before so he trusted me when I said I could do it, and we did, with no real difficulty (aside from me carefully managing my mana). We would've gone further but people had to leave. There are limits, of course, but generally speaking skill has a much more significant impact than gearscore, it's just that there's no way to measure skill through an addon, so GS is the best they can do for an approximation.
A big part of the problem is the way that you are presenting it to her. When you started Wow, did you have somebody bombarding you with information about all of the "cool stuff" in the game, or did you jump in and learn as you went along? You are throwing off her pacing. Also, a big part of the fun in WoW (and any MMO for that matter) is the social aspect. Roll a toon with her and play. Give her a taste of the social aspect. Joke around, make fun of mobs, and harass passing strangers. Even if you aren't actively socializing (thought you should be), just being around will at least make it feel more social. Then, put those two elements together. Play with her and act like a noob (not like an idiot, just like a fresh player with crappy DPS). Let her learn at her own pace without feeling like you are rushing her or that you are a better player than her. Don't show off your well-timed rotations or your addons. If you really want her to enjoy the game, you have to let her get the full experience of the gradual transition between being noob and being pro. Also, give her some gold. That always helps.
For the past 3 years or so I've only had an active account for about 2-4 months of the year. This is mainly because the game is basically for kids with ADD now. Leveling and gearing goes by really fast, I can't replace most of my visible items because its all BoA, I don't get into the toons because the process is all too quick, the reward factor is practically non-existent now that everything is handed out. This all ruins the replayability of the title (when blizzard tried to force everyone to end-game). We have a lot more nubs at higher levels now (including complete failure to even work towards the objective in battlegrounds), gearscore is a bit of a pain (more-so in WOTLK) for OP DPS classes that could top charts with low GS. Also, now that I have five toons at end-game (and could get a new toon there in 2-3 weeks with casual play), the joys of figuring things out, see and trying new things is gone.
hi, so a BG win is about 10-15% if a lvl and a loss is 8%ish, it scales per lvl. any bg could take 10-30 min. so lets just guess that you win 50% of every bg you que into. so were looking at about 12% per bg. another grasp at numbers would say 8 bg's to lvl. you cant que till 13 so its 72 lvls you need. 8x72= 576 bgs 576bgs x 20 min 11520 / 60(make that into hours) 192 / 24 (days) 8 days of nothing but PVP. no professions, no auctions. you wouldent even get full pvp gear @ 85 because you can only have 4000 points at any given time. But with all those no's and won'ts you will still end up with a awesome personal feat of strength you will pass down for years to come.
Well, I can't say it happened when I first started... I'd played a TON of EverQuest before I swapped to WoW fully, and I only played WoW at first because I could do it mostly by myself and I was being antisocial at the time. I had made my way to level sixty-something (avoiding dungeons and bouncing from area to area, quest-grinding) before I met the person who taught me how to play my lock properly and introduced me to the world of raiding. We met for the first time in Terokkar Forest at the inn (Horde). I was bored so I /whistle'd at him and he laid down a picnic basket. We chatted for a few, but nothing really came of it... Just socializing. Then we kept bumping into each other. At one point, he had been watching me kill stuff in Nagrand and was curious as to why it took me so long to kill stuff. He tossed me some gold, sent me to a trainer, had me completely reset my talent tree, and instructed me on exactly what to build into an affi lock, why it worked, and what the best combos were. (This was a few months before WotLC came out, btw, for perspective on why affi locks were BROKE AS CRAP.) He taught me how to raid. He taught me how to manage DPS. He taught me that while what I was doing was fine for solo, because I had no group experience, I was basically doing it wrong. He was so awesome about the whole thing, and he made me powerful. Ridiculously powerful. Eventually, we started questing together non-stop and he invited me into his guild, where I became the #2 lock of the guild. He also provided me with a TON of help with crafting, which made me the go-to girl for jewelcrafting in my guild. Amazing guy. Amazing guild leader. And now, 3 years later, amazing hubby-to-be. Love you VictorVolkov!!!
I wouldn't be so harsh and call it a joke. It's supposed to be way easier than normal mode since you're not that organised. Using your perspective most normal mode encounters would be a 'joke' since some mechanics from heroic have been removed or can be ignored.
Just thought I'd share my experience. I have played for several years, solo the whole time. I've never been in a guild, never done a dungeon/raid, anything like that. I have found that the game has tons to offer me without those things (the main stuff you would be missing out on). I just level characters by questing and exploring. Through most of the leveling you can take a different path by questing in different zones each time so it's not the exact same everytime through. I have leveled several characters and some are harder than others but these days I think pretty much any class is viable for solo questing. The fact is, there is a mind boggling amount of content in WoW and while lots of it is "unavailable" to solo players like me, it is still so vast that it's kept me interested after all this time. Lots of people tell me "dude, you're missing out on so much", or "the whole point of the game is getting to 90 so you can raid". Well the truth is I've never FELT like I was missing out on anything and I really enjoy playing the game the way I do. To each his own I guess.
The gear plays a role obviously. I just stepped into the OT role since our old OT just up and disappeared one day and I was the only one with a tank with any sort of decent ilvl 488 right now. I normally play a rogue and it was kind of hard to switch. I was pulling top 4/5 spot in dps of a 25m raid. We lost that so that we could have a tank. So being able to dps helps now that we have to run more farm runs for apps and gear them up. It makes the runs faster you know. But as for comparing it was out of 3 weeks. Mainly we based it off of Elegon in MSV. Week 1 we alternated after each Celestial Protector. He was about 3 times the damage overall. Week 2 he tanked the whole time and I just handled Celestials. Week 3 I tanked the whole time and was about 2.5 less damage done then he had the week before. So it was painfully obvious. The only thing was that I took more then 50% less damage then he took overall. He takes HUGE spikes of damage. But the crits and constant high damage of DS brings him back up. Once I swapped over to the dark side, I noticed I would take large spikes too. The difference was that I don't DS as often as he does. To be exact, I game my DS's to right before a burst. He plays his DK in the "spam your DS" style and I play in the "make sure you have it when you need it" style. My damage after swapping skyrocketed. I still had over 600k hps buffed up plus 200-300k Blood Shields meant about 800-900k effective health. We did the same 3 week tank test and overall I went up to about 10k less dps and right below him in overall damage from the MT. Once we start progression raiding again we both are going back to the high survival low damage builds. He has a Prot warrior he keeps geared and ready for the hard progress fights and I will be going back to Sta>mast>parry=dodge.
I remember my first piece. I had farmed for a lot of time on my shaman (level 46 at the time) and had around 1200 honor. Decided that I should save up for a my first heirloom. It took the whole day. I had a 9 loss streak, which made me kinda sad, but then, then I won 7 games in a row and had enough, asked all my friends to come online - And bought it.
Started in Wrath, with its beautiful whack-a-mole, and solving AoE damage with sheer brute force single target healing. It felt incredibly empowering, being able to fully heal one guy and beacon the tank with a 1.1s cast. My love affair with holy has always been the fact that your heals are direct, single target, and meaty. You get exactly what you pay for, none of these silly hots that someone else will snipe, and no "smart heals" to do your job for you. Cataclysm was a great eye-opener though. I was having to use cooldowns on every trash pack during the first week of heroics, and that was exciting. Cata also introduced the Divine Favour we see today, a sexual cooldown that I'll never stop loving. ♥ T11 Heroic delivered too, being punishing enough to force me to really plan and program myself to heal more methodically. The Holy Power system isn't something I've been too fond of, restricting you to holy shock on cooldown. Especially in Cata, where Light of Dawn was much better than WoG. Overall though, from 4.0 to 4.2 I was very happy about the state of holy. Then 4.3 hit, and then Holy Radiance took on its abominable form. A player targetted, AoE HoT. At least it didn't jump to other players or have an ~8 second cooldown. I'd hate the spell a lot less if it had a targetting reticule like Light's Hammer - but as it is, it's an ugly spell and against the class's nature. Thankfully, I'd taken a break at the end of firelands (we'd picked up a really weak warrior tank and couldn't get rid of him) and when I came back, a spot was open for my mage instead. So I dps'd through that awful tier. Finally, in Mists, we've come back to an era a bit more like 4.0. Boundless Conviction makes the Holy Power system much more tolerable (though we're still shocking on cooldown - even worse with the T14 4set). I can pool up Eternal Flames and provide a little burst. Even better, it helps you fish for Divine Purpose procs. The best thing is WoG/EF are usually a good deal stronger than LoD, so I don't have to deal with those yucky smart heals. I wish Blizzard would do something about Holy Radiance, but as I'm currently in a 10-man guild, its use is limited anyway. The sad thing about mists is the heroics. I used to love doing random dungeons, but the 5mans are so undertuned that there's no joy at all in pugging right now. In addition, normal mode raids are really terrible. There's long periods of very little damage, with the occasional big spike. It's bad enough that I frequently doze off and end up poorly prepared for a big spike. Whoops, ranty.
I started my Priest healer around the end of Wrath and leveled him up through Cata. He was not my main at the time but he definitely overtook my mage. Anyway, I played a holy priest for a good amount of time until burning crusade when I started having mana issues (This was still Wrath time.) People in my dungeon groups and my guildies suggested switching for Discipline for better healing and mana so I tried it through burning crusade. When I switched back to Holy for Wrath I never went back to discipline. People kept pestering me, insisting that Discipline was the better role, but no matter what I found Holy much more fun. With the addition of the Chakra effects in Pre-Cata to Cata, I found I was able to use my priest for much more than healing and much more versatile heals as well. (Am I the only one who misses the HoT Chakra?) Healing through cata became a very fun challenge of keeping mana efficiency and heals up and soon I became one of the best healers in my guild. Now I'm still a Holy priest in Mists and loving the versatility of the spec. I am able to get top heals in most LFR groups and even dish out a decent amount of damage at the same time. With PW: Solace and Divine Star my healing and damaging abilities know no bounds.
Here comes something that I've been thinking about for a while when browsing different forums for games, doesn't really matter which one. Many will probably disagree/ not like my comment but here goes. When people say that they play 'the game'(WoW in this case) more for the progression of the game/being top tier in the game, rather than simply playing to have fun, people always seem to hate. Then comes the comments, like yours juhache, saying things like 'I play to have fun', etc. Now there's nothing wrong with playing the game for fun(of course not!), but you have to understand that WoW is a game that can be played for many different reasons, so simply because you don't like the fact that some people only play classes/specs for their actual performance, that's still how it's going to be. I guess that's it. /Rant
I find smaller guilds to be more fun and interactive. I currently run Chaotic Serenity on Uldum. We are VERY small only like 7 or 8 active members but we do alot of fun stuff together. LFR every week together, Old world raid runs, Fishing tournaments and duels. We usually allow others to come join us that are out side of guild just cause we not very big. I find the hardest part of getting a "good guild" together is finding active fun people that are not just going to put people down. Recruiting on my server for my casual guild is hard because people unguilded usually either want to raid or RBG and we dont have either. So its hard to find that good in between for "I want to socialize and play casual" and the "we raid and have lots of people" play styles. IMO your best bet would be to find a guild where you like a group of people stay in that guild when it starts to fall apart try to stay with the people you liked. If they go to a guild that wont accept you thats part of the game unfortunately. Being in a guild is great but playing with friends that you know in real life or have played with for awhile in game is even better.
Yeah, I'd love to return to the Horde. But it's a tough problem. My guild that had RL friends moved servers, so I have no need to be Alliance KJ anymore... but if I want to cross-realm with them I need to be Alliance. And if I am going to pay for a faction change on my main then maybe I should just server transfer and play with my old guild/RL friends again... Just before they had announced moving I had paid to transfer and faction change two other alts because I figured we'd be Ally on KJ for a long time. Hard for me to justify changing where I am again after now having a total of three characters I paid to server and faction change, esp. two so recently. Sorry, I wrote a book.
shadow is awesome, with all the procs (instant mind spikes and mind blasts) you get from talents you can almost feel like a frost mage spamming ice lance in pvp, blanket dotting teams or groups of mobs is a lot of fun. as for soloing old content, i was soloing black temple with pretty much no trouble from council or anyone else. if you can manage to solo council you should have no trouble soloing any other BC raid boss. most wotlk 25 raids take at least 2 people, or one if you have some solid gear. shadow piests have really really really great self healing in my opinion, through renew+vamp embrace+flash heal all while bubbled.
I agree here. After being a AQ raider in vanilla and playing in every expansion since, LFR raids take MORE time and are less rewarding (gear wise) than regular or flex. I literally get groups and clear a flex wing faster than my LFR queue pops. That's exactly it. You've been playing (at a high level at that) for so long, you can get into flex and regular raids quicker than LFR. You know the people, the server patterns, you have a reputation. For most people for whom LFR is the endgame, they won't know any of that and people don't know them like that. And what you and commenters like you refuse to understand is that it's not only about time, but flexibility. Sure LFR queues take ages to fill, but you can enter and leave whenever, most fights are easy enough that one or two people leaving or afking due to RL stuff won't wipe the raid. I can queue for LFR whenever I want. 6am, 10pm, whenever. Flex and normal raids don't allow me to do that. As WoW's player base grows older, LFR will be a welcome alternative for aging players with more money but less time.
I really really do NOT miss spending an extra 45 min trying to find that fifth person who wanted to do that very specific 5 man heroic dungeon on my server. Then heaven forbid someone leaves in the middle of that dungeon due to any reason at all. You gotta go back to trade chat and recruit another person, then 2 of the other people gotta run out and summon you assuming they haven't left the group too (or if you had a lock, but then all 3 would have had to stay in group to summon from lock anyway).
You're coming in as someone with raiding experience though. I've raided since vanilla and so LFR has always seemed like a joke to me too. But I remember back in EQ I joined the game late. Of course, that game was not NEARLY as friendly to new players as WoW is. So after spending months grinding my way to top level, I finally got there only to realize I was hundreds of AA's away from even joining a guild that raided content from older expansions. I was stuck to the same zones, and same encounters as before, and my best hope for getting better gear was basically farming platinum and buying old hand-me-downs from raiders. One day I lucked out and was in skyfire at the same time as a raiding guild finishing a cleric epic. They did an open call for anyone in the zone to join the raid if they wanted. so I jumped at the chance. I died almost immediately when the encounter started and watched as the pros carried it me to victory, I may as well have never been there. That said, it was by far the coolest experience I had in the game up to that point. Just to finally see a dragon and be part of the group that killed it, when I was starting to think I would never see raid content. It was awesome.