Showing posts with label legendary. Show all posts
Showing posts with label legendary. Show all posts

Saturday, June 5, 2010

Legendary Drama

Ever since this orange mace came out with Ulduar, it's always been the subject of much debate.
  • Who's gonna get it?
  • How do we decide who gets it?
  • Is it worth it?
  • Can we make it?
  • Why didn't so-and-so get it?
  • Do we really have to farm it?
When Ulduar was the biggest, baddest instance out there - there was no question about it, you had to farm the legendary or try to if your progression wasn't up there.

Now that there are two raid instances out above Ulduar's loot level, many people even question the worth of a legendary mace's presence in the raid. There is a tremendous time involved to farm the necessary amount of shards on top of the needing to be in a guild able to kill Yogg Saron to make the mace.

This is even harder when you take into account all the different raids one can complete in the week that all give out item level loot equivalent or higher than that or 25 man Ulduar.

And on top of that, all heroics reward Triumph Emblems, which can buy 245 item level gear. Though some guild's like Larisa's don't mind farming it even now, many guilds have members that are unwilling to farm it or go back to Ulduar.

So with all that in mind, why is it that people still get mad over who gets the shards?

Wednesday, April 28, 2010

Interesting Statistics to Me about Me

Matticus recently did a post about his "Surprise Statistics" so it made me take a closer look at my own. So yes, this post is going to be about me. All about me. Me, me, me! =P

I'm not going to post everything but numbers that I've pruned that I thought was interesting. Hopefully I don't get carried away but knowing me, that is likely =P

You have been warned!

By the way, follow my twitter if you want me in small doses =P

Here we go!

Combat
Largest hit received: 31,286

This is such a lie! I think this just means they don't count the overkill portion so if you get one shot by something, it just registers as your hp at the time.

Largest heal cast: 2,459,898

Where the heck is this from??

Total healing done: 4,167,510,604

Holy crap, I've done a lot of healing in my WoW "career" =X especially when compared to my damage done (888,519,041)

Wednesday, May 6, 2009

Legendary Fragment & Drama

Sorry for the lengthy vacation. I really haven't felt like posting to be honest. This is a really wordy post so... =T

So yesterday my guild downed 25 man Emalon, Flame Leviathan, Ignis, Razorscale, XT-002 and Iron Council. We took a bit of time to get Iron Council or we'd have gotten down Kologarn as well so I think we performed relatively well.
Ulduar - 10 man Kologarn
Just that off of Ignis, our first shard of the legendary mace dropped. I had no clue how it would be decided but it potentially was a hot button issue due to the healer make up of the guild.

As a guild, we recently lost 1 of our 2 holy priests and they were the more senior of the 2 to another guild though she raided with us still on her resto shaman. Then the day before the raid, she also left that shaman too. She was definitely one of the top healers in the guild but as she had been hospitalized for approximately a month, she was basically far behind in the line for consideration to receive the legendary. However, she rendered all this moot since she is not in guild anymore. I just hope she is happy where she is now.

Friday, March 6, 2009

Paladin changes for 3.1

Warning! Long entry ahead!

According to wowhead and numerous other sites, Paladins will have many changes. The ones affecting holy paladins are (my comments in red):

Skills:
  • Sacred Shield: This effect cannot be cast on more than one friendly target at a time. (NO!!! Not my sacred shield!!! I love love love sacred shield!! I am one unhappy holy paladin -.-)
  • Forbearance reduced to 2 min duration. (No real difference, just means I can use Hand spells on other people more often. I tend to only use DS on myself. )
  • Warriors can now remove Divine Shield on paladins!!! (They are really bent on nerfing PVP for paladins -.- I guess holy paladins are now the new red headed stepchild of Blizzard instead of ret)
  • Exorcism can now be used on all targets, but is now a guaranteed critical strike vs Undead and Demon type mobs. (This will make questing much faster)
  • Hand of Sacrifice: The damage transferred by this ability is now capped by the Paladin’s health. (I guess this is to prevent people from taking advantage of this so that content won't be too easy, especially in combination with the next change)
  • Auras will now persist through death and affect a 40 yard radius. (Since aura mastery got changed, about time they made our auras baseline 40 yards!)

Thursday, February 26, 2009

Legendary Weapon

Omg, they are implementing a legendary weapon for all the classes that can heal! It looks damn nice too, better than Turning Tide *drool*
The only thing is it seems you need to collect 40 fragments to finally get an item you turn in for a quest to receive it, so it requires alot of time and energy to collect all fragments. So it seems it potentially represents a problem in terms of loot distribution, considering the amount of time it will take to gain enough fragments for 1 weapon. Thus, many guilds will have to predetermine who will have the right to the legendary weapon beforehand regardless of loot system in place in said guild. I sense upcoming drama -.-

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