Tuesday, January 30, 2007
Burning Crusade attunements
Sathanas made a great post to our forums about different attunement quest lines that need to be completed for different Burning Crusade raid content and for more challenging 5-man instances.
This is a must read for everyone, since few of those attunements are of a sort that everyone needs to complete them eventually instead of only the group leader.
Attunements by Sathanas.
This is a must read for everyone, since few of those attunements are of a sort that everyone needs to complete them eventually instead of only the group leader.
Attunements by Sathanas.
Monday, January 29, 2007
Leveling up
Last night we had a discussion in guild chat about setting goals for leveling up, so that everyone would keep the pace and we could keep the guild members closer to each other level-wise, but after thinking that quite a bit I think it's better not to walk that path.
However I due urge you to level up fast now. Please forget PvP etc. and concentrate on making it to Outland as soon as possible. In 2-3 weeks I'd like to see 90% of the guild wearing TBC gear and building different equipment sets for raiding purposes.
I know there's RL stuff for everyone, but at least you could try to get a bit more out of the time spent in the game. And when you finally make it to Outland, relax... TBC content is new for everyone so I don't want to rush anyone while doing it. Just hurry up getting to that content first ;)
However I due urge you to level up fast now. Please forget PvP etc. and concentrate on making it to Outland as soon as possible. In 2-3 weeks I'd like to see 90% of the guild wearing TBC gear and building different equipment sets for raiding purposes.
I know there's RL stuff for everyone, but at least you could try to get a bit more out of the time spent in the game. And when you finally make it to Outland, relax... TBC content is new for everyone so I don't want to rush anyone while doing it. Just hurry up getting to that content first ;)
Saturday, January 27, 2007
Burning Steppes is a good realm
I was about to go sleep but ended up wandering to WarcraftRealms.com and what I saw there was pretty insane... I wanted to wait a bit after TBC release before going to check how the new realms launched at the eve of expansion were doing, but I guess it's a good time to post some initial impressions.
I realize that the numbers will most likely balance themselves somewhat as the realms grow older, but at the moment this will probably make you all happy to have rolled in Burning Steppes. Oh, I included only the new English PVP realms here, but I have no reason to doubt that the results are more or less like these on other new realms:
EU-Auchindoun
Total Alliance: 514 - 18%
Total Horde: 2,323 - 82%
57% of total population (A+H) are Blood Elves.
EU-Karazhan
Total Alliance: 1,191 - 19%
Total Horde: 4,990 - 81%
49% of total population (A+H) are Blood Elves.
EU-Shattered Halls
Total Alliance: 1,024 - 25%
Total Horde: 3,074 - 75%
50% of total population (A+H) are Blood Elves.
As a comparison, let's see what are the stats for Burning Steppes:
Total Alliance: 5,423 - 41%
Total Horde: 7,832 - 59%
9% of total population (A+H) are Blood Elves.
My apologies if I missed something. Full list can be seen here.
I realize that the numbers will most likely balance themselves somewhat as the realms grow older, but at the moment this will probably make you all happy to have rolled in Burning Steppes. Oh, I included only the new English PVP realms here, but I have no reason to doubt that the results are more or less like these on other new realms:
EU-Auchindoun
Total Alliance: 514 - 18%
Total Horde: 2,323 - 82%
57% of total population (A+H) are Blood Elves.
EU-Karazhan
Total Alliance: 1,191 - 19%
Total Horde: 4,990 - 81%
49% of total population (A+H) are Blood Elves.
EU-Shattered Halls
Total Alliance: 1,024 - 25%
Total Horde: 3,074 - 75%
50% of total population (A+H) are Blood Elves.
As a comparison, let's see what are the stats for Burning Steppes:
Total Alliance: 5,423 - 41%
Total Horde: 7,832 - 59%
9% of total population (A+H) are Blood Elves.
My apologies if I missed something. Full list can be seen here.
Sunday, January 21, 2007
Commenting
Sorry guys, I just now realized that the default setting in Blogger only lets registered users to leave a comment. I changed that now, so you can comment any post without the need to register.
Please start adding your recipes to the craft list soon so we can make it look really nice. It might also prove helpful if you want to sell craftable items to outsiders.
Please start adding your recipes to the craft list soon so we can make it look really nice. It might also prove helpful if you want to sell craftable items to outsiders.
Saturday, January 20, 2007
Vainaa's Jewelcrafting List
I craft green quality gems for free for guild members. Blue quality gems are free to some extent provided that the item where it's going is of epic quality and used in raids (no pvp set items), otherwise you will have to provide material for the gem.
For meta gems, amulets and rings you need to provide materials.
R i n g s A n d A m u l e t s
Azure Moonstone Ring
Binds when equipped
Finger
Requires Level 63
Equip: Increases healing done by spells and effects by up to 57.
Blazing Eternium Band
Binds when equipped
Finger
+27 Stamina
+18 Intellect
Requires Level 70
Equip: Restores 8 mana per 5 sec.
Heavy Felsteel Ring
Binds when equipped
Finger
+25 Strength
+21 Stamina
Requires Level 68
Equip: Improves your resilience rating by 13.
Ring of Arcane Shielding
Binds when equipped
Finger
+12 Stamina
+30 Arcane Resistance
Requires Level 70
Equip: Improves your resilience rating by 8.
Living Ruby Pendant
Binds when equipped
Neck
+24 Stamina
+15 Intellect
Requires Level 70
Equip: Increases healing done by spells and effects by up to 35.
Equip: Restores 6 mana per 5 sec.
Use: Restores 6 health per second to nearby party members for 30 min.
Cooldown: 1 hour
Charges: 10
Embrace of the Dawn
Binds when equipped
Neck
+27 Stamina
+19 Intellect
Requires Level 70
Equip: Restores 7 mana per 5 sec.
Use: All stats of nearby party members increased by 10 for 30 min.
Cooldown: 1 hour
Charges: 10
Pendant of Frozen Flame
Binds when equipped
Neck
+18 Stamina
+30 Fire Resistance
Requires Level 70
Use: Absorbs 900 to 2700 fire damage on all nearby party members. Lasts 5 min.
Cooldown: 1 hour
Charges: 10
Pendant of Shadow's End
Binds when equipped
Neck
+18 Stamina
+30 Shadow Resistance
Requires Level 70
Use: Absorbs 900 to 2700 shadow damage on all nearby party members. Lasts 5 min.
Cooldown: 1 hour
Charges: 10
Pendant of Thawing
Binds when equipped
Neck
+18 Stamina
+30 Frost Resistance
Requires Level 70
Use: Absorbs 900 to 2700 frost damage on all nearby party members. Lasts 5 min.
Cooldown: 1 hour
Charges: 10
Eye of the Night
Binds when equipped
Neck
Requires Level 70
Equip: Improves spell hit rating by 16 (1.3%@70).
Equip: Improves spell critical strike rating by 26 (1.2%@70).
Equip: Increases your spell penetration by 15.
Use: Increases spell damage by up to 34 for 30 min.
Cooldown: 1 hour
Charges: 10
M e t a G e m s
Destructive Skyfire Diamond
+14 Spell Crit Rating and 1% Spell Reflect
Requires at least 5 Red gems
"Only fits in a meta gem slot."
Enigmatic Skyfire Diamond
+12 Critical Strike Rating & 5% Snare and Root Resist
Requires more Red gems than Yellow gems
"Only fits in a meta gem slot."
Swift Skyfire Diamond
+24 Attack Power and Minor Run Speed Increase
Requires at least 2 Yellow gems
Requires at least 1 Red gem
"Only fits in a meta gem slot."
Insightful Earthstorm Diamond
+12 Intellect & Chance to restore mana on spellcast
Requires at least 5 Red gems
Requires at least 5 Yellow gems
Requires at least 5 Blue gems
"Only fits in a meta gem slot."
Tenacious Earthstorm Diamond
+12 Defense Rating & Chance to Restore Health on hit
Requires at least 5 Red gems
Requires at least 5 Blue gems
Requires at least 5 Yellow gems
"Only fits in a meta gem slot."
Powerful Earthstorm Diamond
+18 Stamina & 5% Stun Resist
Requires at least 5 Blue gems
"Only fits in a meta gem slot."
B l u e Q u a l i t y G e m s
Runed Living Ruby
+9 Spell Damage
"Matches a Red Socket."
Flashing Living Ruby
+8 Parry Rating
"Matches a Red Socket."
Subtle Living Ruby
+8 Dodge Rating
"Matches a Red Socket."
Delicate Living Ruby
+8 Agility
"Matches a Red Socket."
Lustrous Star of Elune
+3 Mana every 5 seconds
"Matches a Blue Socket."
Stormy Star of Elune
+10 Spell Penetration
"Matches a Blue Socket."
Solid Star of Elune
+12 Stamina
"Matches a Blue Socket."
Rigid Dawnstone
+8 Hit Rating
"Matches a Yellow Socket."
Brilliant Dawnstone
+8 Intellect
"Matches a Yellow Socket."
Smooth Dawnstone
+8 Critical Strike Rating
"Matches a Yellow Socket."
Dazzling Talasite
+4 Intellect and +2 Mana every 5 seconds
"Matches a Yellow or Blue Socket."
Enduring Talasite
+4 Defense Rating and +6 Stamina
"Matches a Yellow or Blue Socket."
Radiant Talasite
+4 Spell Critical Rating and +5 Spell Penetration
"Matches a Blue or Yellow Socket."
Royal Nightseye
+9 Healing Spells and +2 Mana every 5 seconds
"Matches a Red or Blue Socket."
Shifting Nightseye
+4 Agility and +6 Stamina
"Matches a Red or Blue Socket."
Inscribed Noble Topaz
+4 Critical Strike Rating and +4 Strength
"Matches a Red or Yellow Socket."
Glinting Noble Topaz
+4 Hit Rating and +4 Agility
"Matches a Red or Yellow Socket."
G r e e n Q u a l i t y G e m s
Royal Shadow Draenite
+7 Healing Spells & +1 Mana per 5 Seconds
"Matches a Red or Blue Socket."
Sovereign Shadow Draenite
+3 Strength and +4 Stamina
"Matches a Red or Blue Socket."
Shifting Shadow Draenite
+3 Agility and +4 Stamina
"Matches a Red or Blue Socket."
Glowing Shadow Draenite
+4 Spell Damage and +4 Stamina
"Matches a Red or Blue Socket."
Potent Flame Spessarite
+3 Spell Critical Rating and +4 Spell Damage
"Matches a Yellow or Red Socket."
Luminous Flame Spessarite
+7 Healing Spells and +3 Intellect
"Matches a Yellow or Red Socket."
Inscribed Flame Spessarite
+3 Critical Strike Rating and +3 Strength
"Matches a Yellow or Red Socket."
Glinting Flame Spessarite
+3 Hit Rating and +3 Agility
"Matches a Yellow or Red Socket."
Teardrop Blood Garnet
+13 Healing
"Matches a Red Socket."
Bold Blood Garnet
+6 Strength
"Matches a Red Socket."
Bright Blood Garnet
+12 Attack Power
"Matches a Red Socket."
Delicate Blood Garnet
+6 Agility
"Matches a Red Socket."
Radiant Deep Peridot
+3 Spell Critical Rating and +4 Spell Penetration
"Matches a Yellow or Blue Socket."
Jagged Deep Peridot
+3 Critical Strike Rating and +4 Stamina
"Matches a Yellow or Blue Socket."
Enduring Deep Peridot
+3 Defense Rating and +4 Stamina
"Matches a Yellow or Blue Socket."
Brilliant Golden Draenite
+6 Intellect
"Matches a Yellow Socket."
Rigid Golden Draenite
+6 Hit Rating
"Matches a Yellow Socket."
Thick Golden Draenite
+6 Defense Rating
"Matches a Yellow Socket."
Smooth Golden Draenite
+6 Critical Strike Rating
"Matches a Yellow Socket."
Solid Azure Moonstone
+9 Stamina
"Matches a Blue Socket.
Lustrous Azure Moonstone
+2 Mana every 5 seconds
"Matches a Blue Socket."
Sparkling Azure Moonstone
+6 Spirit
"Matches a Blue Socket."
For meta gems, amulets and rings you need to provide materials.
R i n g s A n d A m u l e t s
Azure Moonstone Ring
Binds when equipped
Finger
Requires Level 63
Equip: Increases healing done by spells and effects by up to 57.
Blazing Eternium Band
Binds when equipped
Finger
+27 Stamina
+18 Intellect
Requires Level 70
Equip: Restores 8 mana per 5 sec.
Heavy Felsteel Ring
Binds when equipped
Finger
+25 Strength
+21 Stamina
Requires Level 68
Equip: Improves your resilience rating by 13.
Ring of Arcane Shielding
Binds when equipped
Finger
+12 Stamina
+30 Arcane Resistance
Requires Level 70
Equip: Improves your resilience rating by 8.
Living Ruby Pendant
Binds when equipped
Neck
+24 Stamina
+15 Intellect
Requires Level 70
Equip: Increases healing done by spells and effects by up to 35.
Equip: Restores 6 mana per 5 sec.
Use: Restores 6 health per second to nearby party members for 30 min.
Cooldown: 1 hour
Charges: 10
Embrace of the Dawn
Binds when equipped
Neck
+27 Stamina
+19 Intellect
Requires Level 70
Equip: Restores 7 mana per 5 sec.
Use: All stats of nearby party members increased by 10 for 30 min.
Cooldown: 1 hour
Charges: 10
Pendant of Frozen Flame
Binds when equipped
Neck
+18 Stamina
+30 Fire Resistance
Requires Level 70
Use: Absorbs 900 to 2700 fire damage on all nearby party members. Lasts 5 min.
Cooldown: 1 hour
Charges: 10
Pendant of Shadow's End
Binds when equipped
Neck
+18 Stamina
+30 Shadow Resistance
Requires Level 70
Use: Absorbs 900 to 2700 shadow damage on all nearby party members. Lasts 5 min.
Cooldown: 1 hour
Charges: 10
Pendant of Thawing
Binds when equipped
Neck
+18 Stamina
+30 Frost Resistance
Requires Level 70
Use: Absorbs 900 to 2700 frost damage on all nearby party members. Lasts 5 min.
Cooldown: 1 hour
Charges: 10
Eye of the Night
Binds when equipped
Neck
Requires Level 70
Equip: Improves spell hit rating by 16 (1.3%@70).
Equip: Improves spell critical strike rating by 26 (1.2%@70).
Equip: Increases your spell penetration by 15.
Use: Increases spell damage by up to 34 for 30 min.
Cooldown: 1 hour
Charges: 10
M e t a G e m s
Destructive Skyfire Diamond
+14 Spell Crit Rating and 1% Spell Reflect
Requires at least 5 Red gems
"Only fits in a meta gem slot."
Enigmatic Skyfire Diamond
+12 Critical Strike Rating & 5% Snare and Root Resist
Requires more Red gems than Yellow gems
"Only fits in a meta gem slot."
Swift Skyfire Diamond
+24 Attack Power and Minor Run Speed Increase
Requires at least 2 Yellow gems
Requires at least 1 Red gem
"Only fits in a meta gem slot."
Insightful Earthstorm Diamond
+12 Intellect & Chance to restore mana on spellcast
Requires at least 5 Red gems
Requires at least 5 Yellow gems
Requires at least 5 Blue gems
"Only fits in a meta gem slot."
Tenacious Earthstorm Diamond
+12 Defense Rating & Chance to Restore Health on hit
Requires at least 5 Red gems
Requires at least 5 Blue gems
Requires at least 5 Yellow gems
"Only fits in a meta gem slot."
Powerful Earthstorm Diamond
+18 Stamina & 5% Stun Resist
Requires at least 5 Blue gems
"Only fits in a meta gem slot."
B l u e Q u a l i t y G e m s
Runed Living Ruby
+9 Spell Damage
"Matches a Red Socket."
Flashing Living Ruby
+8 Parry Rating
"Matches a Red Socket."
Subtle Living Ruby
+8 Dodge Rating
"Matches a Red Socket."
Delicate Living Ruby
+8 Agility
"Matches a Red Socket."
Lustrous Star of Elune
+3 Mana every 5 seconds
"Matches a Blue Socket."
Stormy Star of Elune
+10 Spell Penetration
"Matches a Blue Socket."
Solid Star of Elune
+12 Stamina
"Matches a Blue Socket."
Rigid Dawnstone
+8 Hit Rating
"Matches a Yellow Socket."
Brilliant Dawnstone
+8 Intellect
"Matches a Yellow Socket."
Smooth Dawnstone
+8 Critical Strike Rating
"Matches a Yellow Socket."
Dazzling Talasite
+4 Intellect and +2 Mana every 5 seconds
"Matches a Yellow or Blue Socket."
Enduring Talasite
+4 Defense Rating and +6 Stamina
"Matches a Yellow or Blue Socket."
Radiant Talasite
+4 Spell Critical Rating and +5 Spell Penetration
"Matches a Blue or Yellow Socket."
Royal Nightseye
+9 Healing Spells and +2 Mana every 5 seconds
"Matches a Red or Blue Socket."
Shifting Nightseye
+4 Agility and +6 Stamina
"Matches a Red or Blue Socket."
Inscribed Noble Topaz
+4 Critical Strike Rating and +4 Strength
"Matches a Red or Yellow Socket."
Glinting Noble Topaz
+4 Hit Rating and +4 Agility
"Matches a Red or Yellow Socket."
G r e e n Q u a l i t y G e m s
Royal Shadow Draenite
+7 Healing Spells & +1 Mana per 5 Seconds
"Matches a Red or Blue Socket."
Sovereign Shadow Draenite
+3 Strength and +4 Stamina
"Matches a Red or Blue Socket."
Shifting Shadow Draenite
+3 Agility and +4 Stamina
"Matches a Red or Blue Socket."
Glowing Shadow Draenite
+4 Spell Damage and +4 Stamina
"Matches a Red or Blue Socket."
Potent Flame Spessarite
+3 Spell Critical Rating and +4 Spell Damage
"Matches a Yellow or Red Socket."
Luminous Flame Spessarite
+7 Healing Spells and +3 Intellect
"Matches a Yellow or Red Socket."
Inscribed Flame Spessarite
+3 Critical Strike Rating and +3 Strength
"Matches a Yellow or Red Socket."
Glinting Flame Spessarite
+3 Hit Rating and +3 Agility
"Matches a Yellow or Red Socket."
Teardrop Blood Garnet
+13 Healing
"Matches a Red Socket."
Bold Blood Garnet
+6 Strength
"Matches a Red Socket."
Bright Blood Garnet
+12 Attack Power
"Matches a Red Socket."
Delicate Blood Garnet
+6 Agility
"Matches a Red Socket."
Radiant Deep Peridot
+3 Spell Critical Rating and +4 Spell Penetration
"Matches a Yellow or Blue Socket."
Jagged Deep Peridot
+3 Critical Strike Rating and +4 Stamina
"Matches a Yellow or Blue Socket."
Enduring Deep Peridot
+3 Defense Rating and +4 Stamina
"Matches a Yellow or Blue Socket."
Brilliant Golden Draenite
+6 Intellect
"Matches a Yellow Socket."
Rigid Golden Draenite
+6 Hit Rating
"Matches a Yellow Socket."
Thick Golden Draenite
+6 Defense Rating
"Matches a Yellow Socket."
Smooth Golden Draenite
+6 Critical Strike Rating
"Matches a Yellow Socket."
Solid Azure Moonstone
+9 Stamina
"Matches a Blue Socket.
Lustrous Azure Moonstone
+2 Mana every 5 seconds
"Matches a Blue Socket."
Sparkling Azure Moonstone
+6 Spirit
"Matches a Blue Socket."
Wednesday, January 17, 2007
Time to remove Christmas decorations
Following the Rules and guidelines -post; I will be removing all inactive people from the guild today. This means people that haven't been online for a while, people who have failed to level up (25 levels in 4 weeks seriously is not enough, it means you're not playing) and people who have told me they will reroll to other server.
Doing this is kind of sad, but at least we will have a clear idea about recruitment status and we can get rid of some "dead weight" by doing this.
IF you are still playing and you notice you are not in the guild anymore, please contact me asap in game. My sincere apologies if that happens.
After this cleanup we will follow the system in the Rules and guidelines -post, meaning that being away for 2 weeks without telling the guild a reason will get you kicked.
I am also considering minimum level requirement to prevent people from falling too much behind. This would obviously take into account that many people just rerolled here when TBC arrived, and I am not a harsh person anyway =)
Doing this is kind of sad, but at least we will have a clear idea about recruitment status and we can get rid of some "dead weight" by doing this.
IF you are still playing and you notice you are not in the guild anymore, please contact me asap in game. My sincere apologies if that happens.
After this cleanup we will follow the system in the Rules and guidelines -post, meaning that being away for 2 weeks without telling the guild a reason will get you kicked.
I am also considering minimum level requirement to prevent people from falling too much behind. This would obviously take into account that many people just rerolled here when TBC arrived, and I am not a harsh person anyway =)
Rules and guidelines
Hmm this is kind of something I'm not sure if I should do or not, but since I'm doing it I try to keep it as simple as I can, and update it if there seems to be need for it.
- If you need to take a break or otherwise can't play WoW, state it in the public note (everyone can edit their own note).
- Players who have been inactive for over a week without stating a reason for it will be kicked from the guild. This is to keep the guild active and to constantly have a clear idea on how many people of each class are needed.
- There is NO officer chat. Well, in a way there is because it is a quick way to guide DKP officers for using the EPGP addon and answer their questions, but otherwise everything will be discussed in guild chat or forums so all the members will have an opportunity to be heard.
Saturday, January 13, 2007
Forum watch ^^
Okies, there are couple threads in the forums now that I'd like you to take a look at:
Post your UI - Started by Maeror and should be as self-explanatory as the next one ^^
Who are you? - The legendary RL pictures thread. Please be honest here as I have been ;)
Also remember to post to Professions forum if you can make any rare recipies. When we start to have a list I will move it here to the Blogger platform and put a permanent link to the sidebar.
Post your UI - Started by Maeror and should be as self-explanatory as the next one ^^
Who are you? - The legendary RL pictures thread. Please be honest here as I have been ;)
Also remember to post to Professions forum if you can make any rare recipies. When we start to have a list I will move it here to the Blogger platform and put a permanent link to the sidebar.
Thursday, January 11, 2007
False Hopes, origin of the name
The first time I wanted to name a guild False Hopes was like 8 months ago, when the guild I was back then merged with another raid guild on Vekni'lash. I thought False Hopes would carry appropriate irony (not to mention that it sounds kind of cool) since the aim of the merger was to actually be able to raid better. We hoped to raid better and by naming it False Hopes I think we would have conveyed a message of good self-irony.
Oh well, it didn't happen. The guild became Incareporated to mock an Alliance side raid guild.
However the origin for the name False Hopes is from a story. I am / used to be quite active on DeviantART, doing digital art and photography myself. Through DA I found a talented artist and writer whose short story false hopes :: gun dreams inspired the name as well. The story is twisted, dark, emo and gay, but I liked it.
Oh well, it didn't happen. The guild became Incareporated to mock an Alliance side raid guild.
However the origin for the name False Hopes is from a story. I am / used to be quite active on DeviantART, doing digital art and photography myself. Through DA I found a talented artist and writer whose short story false hopes :: gun dreams inspired the name as well. The story is twisted, dark, emo and gay, but I liked it.
Thursday, January 4, 2007
About raid specs
I get asked every once in a while what is the plan of False Hopes regarding raid specs, so I was thinking of shedding few ideas here, and since it's a blog platform please add comments and discuss what you think ;)
First and foremost, I am not too happy with forced raid specs. In worst case it means having a spec that is only appropriate for one specific setting and makes it pure pain to do anything else in the game, making also WoW a lot less enjoyable experience - and if it's not fun, then why continue playing? As an example take a lvl60 restoration shaman with 40 points in restoration. You basically disregard the versatility and multiple functions of the class and try to make it a priest, and at the same time destroy the solo PvE and PvP experience of the class. I am not saying I oppose these specs, though. If you want to make one, then please do, but I do not want to force it.
However when you plan for a spec, keep in mind that we are mainly a PvE guild. PvP is easy to organize between guild members but raiding requires a bit more effort so that's where my focus is. Try to come out with a spec that will be excellent for raiding while letting you enjoy other aspects of the game as well. Obviously every priest cannot spec shadow or every warrior arms/fury, but I hope this is something we can solve by discussion, depending on what different people want.
Here comes another very important part; Since as members of the guild you can choose your specs more freely, you also should try to gather different equipment sets to compensate for efficiency in different situations. Obvious sets would be separate healing and melee dps sets for a shaman, or feral and healing sets for a druid (to be more specific, feral tanking, feral dps and healing). Even if you are a "pure" class you still should invest time to get different sets. As an example for a mage int/sta in PvP and solo PvE should change to int/spi in raid environment. Without going to details I'd say that same logic can be applied to most classes.
When TBC comes we might do a list about specs everyone wants to take and try to find some form of balance. Also as the final note; I personally believe that the hybrid role of many classes will become more important due to smaller raid-size. Hybrids might be the key for being able to adjust to different encounters.
First and foremost, I am not too happy with forced raid specs. In worst case it means having a spec that is only appropriate for one specific setting and makes it pure pain to do anything else in the game, making also WoW a lot less enjoyable experience - and if it's not fun, then why continue playing? As an example take a lvl60 restoration shaman with 40 points in restoration. You basically disregard the versatility and multiple functions of the class and try to make it a priest, and at the same time destroy the solo PvE and PvP experience of the class. I am not saying I oppose these specs, though. If you want to make one, then please do, but I do not want to force it.
However when you plan for a spec, keep in mind that we are mainly a PvE guild. PvP is easy to organize between guild members but raiding requires a bit more effort so that's where my focus is. Try to come out with a spec that will be excellent for raiding while letting you enjoy other aspects of the game as well. Obviously every priest cannot spec shadow or every warrior arms/fury, but I hope this is something we can solve by discussion, depending on what different people want.
Here comes another very important part; Since as members of the guild you can choose your specs more freely, you also should try to gather different equipment sets to compensate for efficiency in different situations. Obvious sets would be separate healing and melee dps sets for a shaman, or feral and healing sets for a druid (to be more specific, feral tanking, feral dps and healing). Even if you are a "pure" class you still should invest time to get different sets. As an example for a mage int/sta in PvP and solo PvE should change to int/spi in raid environment. Without going to details I'd say that same logic can be applied to most classes.
When TBC comes we might do a list about specs everyone wants to take and try to find some form of balance. Also as the final note; I personally believe that the hybrid role of many classes will become more important due to smaller raid-size. Hybrids might be the key for being able to adjust to different encounters.
Subscribe to:
Comments (Atom)