So lately I've been playing with the idea of creating a fully Norwegian Guild on a PvP server. I'll share my thoughts about that another day, today I'll be talking about server populations. My goal is to be on a server with a not too large population that's evenly balanced between the factions. And I want it to be a PvP realm. Because people simply have that much more fun there.
My current server Draenor EU PvE is a very bloated one. One of the highest populations in EU according to Warcraftrealms.com, and it's unbalanced. Even though the activity ratio appears to be pretty equal, there are in fact twice as many Horde as Alliance there. We felt that every day in Wintergrasp. The server is basically drowning in people. Guilds popping up everywhere, people hiding in every corner in Stormwind. Even the sky is crowded.
So thus I set out on a personal quest to find a server with far lower population, and a more or less good balance between the factions. My current candidate is Bladefist EU PvP. It's numbers are five times as low as Draenor, yet their raid progress is not. Nor the amount of Guilds doing well. Apparently bigger isn't better when it comes to realms, and talent doesn't increase with the population.
But I'm not ready to jump to the greener field on the other side just yet.
First of all, I have friends, alliances, guilds and 10 characters on Draenor. Secondly, I'm not going to move anything to my new realm before I have a guild waiting for me. Which means we're months away from a Norwegian speaking raid guild on Bladefist. Unless somebody else does it first, of course...
Incidentally, I've always wanted to experience the leveling process on a PvP realm. I've been shielded and sugarcoated in my carebear PvE existence - which I to my defense originally only chose because it was labeled "normal" - and it's finally time to play with the big boys. So I re-rolled on Bladefist! I didn't transfer my beloved Goldpaw, I can do that at a later date if I decide that the server lives up to my expectations. This time I merely rolled a brand new character with the intention to start from scratch! No high level main providing gold, bags, enchants and heirlooms. No friends, no guilds, not networks, no nothing. I start with nothing but my wits. And a complete duplicate of Goldpaw. Down to the skin color and hairdo, I've replicated my beloved Goldpaw! Even the name! If I decide to transfer the "real" Goldpaw, I'll simply rename the new one. But for now, a new Goldpaw is rising!

Loremaster Aear of the Guild <Fierce Creatures> on the Bloodhoof EU PvE Realm created an amazing guide for all the three primary roles in a raid. The tactics are universal and covers all the basics of any given boss encounter in the entire game!
Check it out, and visit their site too if you like. They seem like a great bunch with tons of fantasy, initiative and humor. And they are recruiting!
World of Warcraft Patch 4.0.6 
- Shapeshifts: Entering or leaving a shapeshift no longer cancels root effects. It continues to cancel movement slowing effects.
- Berserk (instant Mangle proc) now has a new Spell Alert identifier. In addition, Berserk no longer breaks Fear or makes the druid immune to Fear.
Druids of all kinds have been able to break snares and roots by the act of shapeshift since day 1 in this game. The whole class, especially the Feral spec, has always been based around that mobility in PvP. Our other abilities, our playstyle, our very defining mechanics have all been developed with the assumption that we can shift free of snares and roots. Now Blizzard wish to take roots out of that equation.
First let me shortly explain what snare and roots are. Roots does not only refer to the Druid spells Entangling Roots or Nature's Grasp, even though these are in fact root effects. A root effect is a spell affect that locks you in place physically, but doesn't affect your ability to cast spells, nor the speed of which you cast them. A snare effect doesn't lock you in place, but in one or more ways slows down your movement. Frost Shock, Hamstring and Infected Wounds are some examples of snares, while Frost Nova and Entangling Roots are examples of roots. Mages have an abundance of both snare and root effects, which has made Feral Druids in particular the one melee class that currently can give them a true challenge.
And now Blizzard wishes to remove our means of shifting out of roots.
Without stating the obvious, how we'll hardly ever will be able to even hit a Mage, there are also other side effects of this change that affects us. We have an ability to interrupt spellcasts, and silence our opponents from casting spells in that particular school of magic for 4 seconds. Talented this has a 10 second cooldown and is our version of the Rogue Kick. Ours is slightly different though, as it is also combined with a charge effect. Again we see the focus on mobility, which truly IS what the Feral spec has been built around. We will basically lose this spell against Mages come 4.0.6. Why? Because the interrupt only takes place after the successfull charge effect, which we can NOT do while rooted. This means we can be standing next to our opponent, a single yard away, and still be unable to interrupt. This can clearly NOT be the intended mechanic of Skull Bash, can it?
We will basically be rooted in place by Mages, unable to attack them, or stop them from attacking. Our Cyclone has a 20 yard range. Any Mage can and will outrange this. We haven't got any spell reflect or resistance mechanics of consequence. We seriously lack tools to handle massive spell attacks like this. Our mobility WAS our tool, as it allowed us to get close and keep up the pressure of our caster enemies. They couldn't lock us in place and get free damage on us. Everything had a price, decisions had to be made. Now, the decision will only be "Kill that Feral now, or save him for last?".
Secondly we have the positional requirement of our main damage ability, Shred. We need to be behind our target. We also need to have Mangle active on the target, and a bleed running, but that's how the Feral spec works and we're all happy about it. It's part of the challenge to be able to set up our opponents for heavy DPS. Now, with this change, where we are not able to break roots anymore, getting behind our targets will be exceptionally hard, if not impossible. We are the only melee spec that still truly relies on positioning to that degree, as our Shred is our bread and butter. And before you comment; no, Backstab is not the same. Shred provides a LOT more damage than Backstab.
People seem to live under the assumption that Feral Druids are immune to slows, snares, stuns, the lot. This is not, and have never been the case. Any snare or root that forces us to re-shift, will make us lose a global cooldown, and slow us down. All your snares and roots land on us, and how fast we get out is up to our own reactions. Meaning you DO slow us down. I root and snare when I chase a Druid myself. It is not useless or wasted, it really does slow us down.
We can be Hibernated, or scared with Scare Beast. These are special forms of CC that no other spec has to endure being vulnerable to in their main DPS form. Up to now, I didn't mind. I had ways to break Fear, and I was pretty strong when it came to roots and snares. So being subject to a special form of CC didn't bother me that much. It seemed balanced. Strong in one area, week in another. Now we will be just weak.
I've seen a lot of changes to Druids over the years, most of them I have agreed with in one form or another. I've learned to live with the changes, adapted my playstyle. But what Blizzard is proposing now, is something that will change the very core of the Feral spec. By taking away our mobility, we truly will be nothing but a weak copy of Rogues with less utility, and lower survivability. We can't pop out of combat, remove all harmful spell effects, reflect spells or anything similar. We can go Bear Form, and die more slowly.
I'm not a happy kitty right now.
This pretty much sums it up. He nailed it. Let's not talk about it, ok?
The UI has been available somewhat over a month now, and many things have happened since the initial launch. New features have been added, some have been removed.
We've slowly started to build up a small community of people commenting and discussing in the forums. Feedback from the forums have in fact been my number one source of inspiration when coming up with new ideas, you folks simply rock! I can't emphesize enough how much a value every little bit of feedback. It's what got me to release the UI in the first place, and it's what keeps me going. By contributing to the community you're ensuring the future development of this UI, and any other project of mine. (Was that too big, blunt and obvious a salespitch...?) ;)
Yet one thing bothers me. Can anybody find something wrong with this picture?
Yes, we have no average rating!
How on Earth will the rest of the world know how great our UI is unless we give it the rating it deserves? Do me a favor and take a minute or two to log into Curse (or make an account there if you haven't already got one), and give me the rating you feel is appropriate!
Thanks in advance!
Lars
Gamer and UI Designer
Source: http://us.battle.net/wow/en/forum/topic/1827253308?page=1#2
- Meta gems with the Chaotic and Relentless prefixes now have a requirement of 3 red gems.
- Added new meta gems: Agile Shadowspirit Diamond (Agility/3% critical damage), Reverberating Shadowspirit Diamond (Strength/3% critical damage), and Burning Shadowspirit Diamond (Intellect/3% critical damage). These new recipes are unbound and can drop from any Cataclysm creature. The new meta gems have a requirement of 3 red gems equipped.
My meta currently works, even with the more blue than red requirement. How? In PvP, I need at least 195 Spell Penetration to counter those annoying Elemental Resistance Totems, not to mention all the various lesser resistance buffs. So my blues are pretty much handled by the Stormy Ocean Sapphire
This change does allow me to remove one or two of my yellow ones, though, and replace them with Delicate Inferno Ruby. A good change all in all. It does allow us to focus on the stats that benefit us the most, both for PvE and PvP.
And as always I'm speaking from a kitty DPS point of view.
- Barkskin is no longer dispellable.
- Healing Touch is now trained at level 78, up from level 3.
- Lacerate damage has been reduced by approximately 20%.
- Mangle (Bear Form) weapon damage (at level 80+) has been reduced to 235%, down from 300%.
- Mangle (Cat Form) weapon damage percent (at level 80+) has been increased to 460%, up from 360%.
- Maul damage has been reduced by approximately 20%.
- Mount Up: This guild perk now applies to Flight Form and Swift Flight Form as well.
- Nourish is now trained at level 8, down from level 78.
- Omen of Clarity can no longer trigger from helpful spells (aka heals), unless the Restoration talent Malfurion's Gift is chosen.
- Rake damage has been reduced by 10%.
- Rejuvenation is now trained at level 3, down from level 8. In addition, its mana cost has been reduced from 26% to 16%.
- Rip damage has been reduced by 10%.
- Shred weapon damage percent (at level 80+) has been increased to 450%, up from 350%.
- Berserk (instant Mangle proc) now has a new Spell Alert identifier. In addition, Berserk no longer breaks Fear or makes the druid immune to Fear.
- Pulverize weapon damage percent has been reduced to 80%, down from 100%.
Speaking from a PvP point of view, our Bear Form is getting a proper nerf in it's damage output, which is fair enough. Cat Form on the other hand seems to get a boost on it's direct hitting abilities like Shred and Mangle, while our bleeds are being toned down. Guess they didn't want us to be melee warlocks after all.
By buffing both Mangle and Shred, I would expect the overall damage output to be equal to now, both in PvP and PvE. The change is as mentioned, we're not THAT much of melee Warlocks no more, and we might have to focus a bit more on actually hitting our opponents.
What really worries me though, is the removal of the fear immunity from Berserk. Feral Druids were without doubt the easiest kill for Warlocks of all sorts before we originally got Berserk, and I fear (no pun intended) for the outcome of this. The worst case scenario is that fear will return to what it was for us, a spell that turned us into free kills. On the other hand, CC wasn't limited at a maximum of 10 seconds back then. Things have changed.
I personally like the shift of focus from DoTs to direct hits. I always did enjoy setting up my opponents for shredding. But in all honesty the changes aren't that big in DPS. The big change is the Berserk change. That's just gonna suck. A lot.
As the title implies, Mihir over at MMO-Champion posted a very nice Cat guide updated for Cataclysm and 4.0.3a.
I recommend all my fellow kittens which may or may not need some help with their gearing and stat choices to head over to MMO-Champion and check it out!
So, being in a perpetual and rising rage over my unjust ban from the World of Warcraft, I started browsing my old video clips from WoW. I was amazed to find that some of my videos - though in pretty bad quality bitwise now - still exists online!
The video quality is HORRIBLE actually...
Back at level 70 I didn't use my professions nor the Auction House wisely. I got my gold the way everybody does, the hardest way of them all, by farming. Being me, I was never happy with the "normal" way things are done. I detested farming elementals at the Elemental Plateu. I refused to roll a gathering profession. No matter how profitable they may or may not be, I always felt they had one major flaw: They were outdoors. You would have to compete with others. So I started thinking about Enchanting. Instances. And low level shards and dust.
So I started testing. Countless runs to all the level 60, and quite a few of the entry level TBC instances as well, to find an optimal balance between time spent and profit. You can't do an instance more often than 5 times an hour. That's a natural limit. So what I needed was the instance that I by myself could go in, get the maximum number of shards and dust, and return to the entrance within 12 minutes. Stratholme Baron side proved to be the one.
At it's best, when twinking was frequent, but before the WotLK talents kicked in, I earned 600g+ per hour. I farmed my epic flying in a day. When WotLK came I had close to a hundred thousand gold. Just from farming.
Anyway, without further delay, here is my age old low bandwidth video. I found it kind of funny to see my beloved druid with a season 2 arena weapon, and a blue & black Cat Form:
Here's another video back from level 60, when Goldpaw was still a resto druid. I didn't go feral until somewhere in BWL. I was feral DPS and number 5 on the charts on our first 40 player Nefarian kill. I felt good!
This video is from the first raiding guild I was in, the Shadow Weavers on the Dragonblight EU PvE realm. And it's my first Onyxia kill ever. And it features Goldpaw looking damn fine in her Cenarion Raiment!

So you're in a normal Guild. A social raiding Guild. The Guild is a mix of "casual" raiders that all raid 3-5 full nights each week, and around 20-50 "socials" who also raid that much, only with PuGs. The Guild chat is a mix of game related content and real life stuff. It is mostly dominated by males between 15 and 25 years of age. On Friday and Saturday nights they are very loud, spell worse than ever, and make it their personal agenda to inform the entire Guild how stone or drunk they are, what porn they are watching, what they ate for dinner. The Guild ventrilo is pretty much the same. The few females who have revealed their gender is being harassed, getting constant questions with sexual innuendo. And if they happen to utter a single syllable on Ventrilo, it's all "your voice is so sexy!", "I love your voice!", followed by a storm of whispers. Nobody remembers what she said.
In your raids the hard working raid leader(s) are announcing all boss abilities. They are most of the time naming who should do what, and when. They did all the tactics before the encounter. In fact, they do this every single raid. The raiders often do /tap their feet impatiently while the raid leader(s) talk, ignoring the massive work done freely for them. Most of the raiders don't know the tactics, even though the raid leader(s) is repeating them every raid, and also put up an extensive Guide complete with links to YouTube videos on the Guild Forums. If the regular raid leader(s) isn't present, or if Ventrilo breaks down, the raid wipes.
Between the raids you want to go questing, or do some PvP. But you have to wait, or take constant breaks. Because the Guild needs your services. They need you to tank something, heal against a seasonal boss, craft some leggings for them, enchant their new armor. You'll have to come to them, because their Hearthstone is on cooldown.
Everybody knows your real name. Because you wrote it in your application. Along with all your previous Guilds. Why you left them. You had to show great class knowledge, prove your experience. If you hadn't been cool, funny, smart, highly experienced and very much overgeared, you wouldn't have gotten into your social raiding Guild, which is a Guild that raids 5-6 nights each week, and require at least 80% attendance.
One night you log on to level your Fishing. You haven't signed for any raids. You didn't plan to raid. You get a whisper the instant you log on, explaining that you're needed as a replacement in the evening's raid. Some people had to leave early/got disconnected/imploded in nerdrage, and therefore the raid is wiping constantly now. You explain that you only logged on to Fish, and will leave soon. In return you get told that it is not an option. It's in the Guild rules that you're expected to always be available when you're online. They are in fact threatening to kick you if you don't come to raid, on a night you didn't sign up for in the first place.
The list goes ever on.
It's the nature of these types of Guilds. And though many people find this Guild format to be ideal, I do not. I want a Guild where I choose my own level of involvement. Where nobody expects me to craft for free. Where I show up for what I choose to sign up for myself, but nothing else. A Guild where my name, past and reasons for existing don't matter. Where what I do defines me, not what I've done in the 6 years prior to joining. A Guild where the only focus is progress, where any social chatter takes place in whispers. A Guild whose only focus is the game itself, not the social aspects of fitting into a community of 15-25 year old male gamers with a lot of time on their hands.
This Guild exists. It has been done on several other servers, both in the EU and the US. And I would very much like to do it here. On my realm, Draenor EU PvE Alliance side, this Guild is Vagabonds.
We're currently... not so many people. All good things take time to build. The good news is, you are welcome!
It is very easy to become a member. You read, understand and comply with the rules. You whisper me for an invite after you've read the rules. I will ask some control questions. Answer them well, and you're in. I don't ask for previous Guilds, your reasons for wanting to be a member, your name, your gear, nothing. Recruitment is always open for all classes, levels and specs. For PvE'ers and PvP'ers alike. Everybody with presence of mind, dedication and talent are welcome. It is what you do after you have joined that define you, not what you did before.
Our Guild rules are located at:
http://goldpaw.blogspot.com/p/vagabonds-guild-rules.html
Yet another small, but profitable gold tip by yours truly. This, as before, is for Enchanters.
Depending on the realm you're on, this may or may not be a good way to make a profit. For me, it's awesome. I craft and sell Enchant Chest - Mighty Stats. They go for roughly 200g, while the mats are a mere 2x Lesser Celestial Essence worth about 20g each.
I don't know how to put it any simpler. GO CRAFT!!







