Author Archive
Ulduar Cleared. Now time for the real challenges…..
by Sil on May.25, 2009, under News
The last few weeks have been filled with Ulduar raids, testing and killing the remainder of the Ulduar bosses and starting to work on the Hard modes. We have been thrilled with some of the encounters so far and some, while easy on pussy mode, promise to be exceptionally challenging on hard mode. The guild has responded well to the increased competition of wotlk and has surged forward in terms of ‘worthwhile’ achievements.
The four keepers guard the final two bosses and we progressed through them at a rapid speed, before returning in the last week to play with some of them on hard mode. Blizzard have made a commendable effort to keep these encounters different and they have a healthy mix of adds, single target, single tank and multi-tank fights. The first keeper (by virtue of the fact that if you go down the stairs from the Shattered Walkway and turn right you get to him first) is Hodir. Hodir is the closest Ulduar has to a resistance fight, and by this i mean your tank has to wear some - the amount being dictated by how slack your healers are. Continuing the tradition of NPCs with the intelligence of gnats the encounter allows you to free a number of ice-tombed idiots to aid you in your cause and they show their appreciation by making nice little cooking fires and the like - before promptly getting themselves ice-tombed again. The normal mode is the easiest of the Keeper fights while the hard mode (assuming you didn’t exploit to get it) represents a massive test of dps and healing. From looking at the loot table I am sure that people can squeeze out some more damage….
After Hodir comes Thorim whose room brings back memories of the arena in BRD and you’ll find the spectators about as friendly. While one group forges through the tunnel in order to goad the fat giant into getting into the thick of it, the rest brutally squish the dorfs (and others) who try to gatecrash. The hard mode sees a nice increase in his damage and the intervention of his ‘wife’ who runs around generally being annoying and casting frost nova on people. On normal mode this a is relatively entertaining, although not overly difficult, encounter which should present little challenge to those able to reach it. On hard mode we look forwards to a nice repair bill while we learn it.
Freya the Fluffy likes flowers and trees (and probably new age music and baking flapjacks). Thankfully the trash in the room has been reduced making it slightly less of a chore to clear through to her. This encounter is the Sartharion of Ulduar with 3 tree-friends you can either chop down on the way or allow to buff her. The main fights consist of handling several add phases, each of which requires a slightly different approach and then a second boring phase which consists of button mashing and avoiding exploding acorns. With 0 tree-friends up the fight is just a question of handling the add phases, which is to say ensuring your raid can a) engage their brains and avoid standing in the middle of the raid and flaying everyone with a lightning storm, b) Manage to kill 3 mobs within a short space of time and c) Avoid killing 10 exploding mobs at the same time and thus taking 1,000,000,000 damage each. Once she gets her guardians it becomes a LOT more fun. Each guardian adds a different buff and increases the difficulty of the fight considerably. This week our focus has been on dispatching her with one of her guardians up - a feat we achieved after some practice, making us the second guild (and first Horde) to reach this milestone. The next few weeks promise to add to the difficulty as we explore the other guardians.
Last, but by no means least in terms of difficulty and enjoyment, is Mimi the cute gnome. Well annoying really but he has been blessed with some excellent scripted lines - sadly mostly when he kills people so in order to maintain morale we sacrifice a few people each week so we can hear them. A dynamic encounter with lots of different phases this is an excellent boss which, judging by the number of kills worldwide, represents the greatest challenge on hard mode. A slight tendency to lag has crept into Ulduar these last few weeks and this is one of the fights where you do not need that to happen. We strongly object to the nerfing of his trash however which provided endless amusement as those incapable of moving died repeatedly.
General Tentacle (as well as being popular with one of the girls in guild) was a breath of fresh air, certainly as far as healers are concerned. Mana conservation is the priority and a combination of interrupting and movement keeps the other classes from being bored. Initially perplexing and annoying to be unable to get mana back in the normal manner this is nicely tuned little fight which we had great fun with.
And finally Yogg Saron, This is another fight which on normal (4 Keepers helping) is fairly straightforward and is more about eliminating stupid mistakes than actually doing anything clever. As the keepers diminish however it becomes massively more difficult. On 10 man we have happily poked him to death with 3 Keepers and are looking forward to being able to do this on 25 man also. Ulduar has given a huge amount of choice as the hard modes mean that you can focus on any one of half a dozen bosses as your progress raid and mop up the others as and when. Not only does this provide variety it also provides a large amount of content for raiders and is to be encouraged. With flashbacks of C’thun, still in our opinion the best encounter the game has produced, Pine Cone Mk 2 is most enjoyable and having tentacle toys is the pinnacle of any raider’s gear collection.
Alongside our progress on the Keepers and their hard modes the guild has had great fun with Flame Leviathan - a superb encounter which just gets better and better the more turrets your leave up. From the very first week the guild has tested itself against this encounter, choosing to kill it with one turret up from week one. Last week we took some time out to play with three turrets up, which turns the encounter from a zergable one into a fantastic control fight, with every player needing to perform their task and show awareness of their surroundings. ‘Nuked From Orbit’ gave us a great sense of achievement and continued our streak of server firsts on it and we look forward to trying 4 turrets at some point over the coming weeks.

Elsewhere we picked up some other entertaining achievements as well, ‘Nine Lives’ and ‘With Open Arms’ providing a twist on otherwise vanilla fights. With the guild up to its full raid quota once again recruitment is open in a few classes, notably a mage, a resto druid and a tanking deathknight. As ever we will accept exceptional candidates in other classes and look forward to offering them the chance to join the team and play at our high level.
Bunny madness overtook us, along with a distinct high from eating too much chocolate. Some people had some harmless fun making a potential dream of Dr Evil’s come true! Bunnies with frikking laser beams.

Others saw different opportunities…..

And while we look for dedication from our raiders, people show it in varying amounts!
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Meni Dead Bosses
by Sil on Apr.17, 2009, under News
Ulduar has burst onto the scene and continues Blizzard’s new plan of ‘easy mode/hardmode’ fights. Almost all of the fights can be done multiple ways - some like Sarth with ‘adds’ which can be left alive and some like the Bug Trio where the order you kill them increases the complexity of the fight.
The first week has been a flurry of activity with new bosses coming out of the woodwork and the guild progressing through them. Of course the temptation is to burn through on easy modes but we have taken some efforts to ensure that we lay the groundwork for the more challenging achievements. While killing things in their “basic” level is nothing to be mocked Blizzard have clearly designed these fights to allow raid guilds the option of challenging themselves and not settling for a basic or zerg kill. Over the coming weeks and months you will see us tackle and defeat these obstacles.
Flame Leviathan is a very nice opening boss, the Sarth of Ulduar. Utterly puggable and totally zergable without any towers up the encounter promises more with the added defenses still working and should in time provide a worthy encounter for those looking to test themselves. Vehicle encounters seem to be one way the game will be kept alive in the future and this fight shows that it can work and also provides a nice break from having X tanks and X healers. Still drunk from the the heady combination of zooming round on bikes and incinerating dwarfs in patches of burning oil we ran headlong into a (towerless) Flame Leviathan and, well, squashed him. We are sure next week with when we allow him to keep some of his defenses he’ll be a bigger challenge.
As we progressed deeper in we turned left (possibly for nostalgia reasons and the sight of Molten Giants or possibly because I wanted to come up against an encounter which would challenge us). Ignis had retained an annoying bug from his testing leading to him occasionally meleeing people while charging (with terminal effects) and some teething problems with his overall damage and stacks meant this encounter was a massive challenge after poor little Flamey. The temptation to hope he was nerfed in order to kill him was present but instead we decided to perservere and see where that got us. After getting battered about a bit and watching the tanks take consequtive 40k hits we retired for the night determined to return the following day and see what we could do about that. With some planning and raid rejigging we arrived refreshed and set about dispatching him. It was refreshing to come up against a hard boss, and one which requires a little tuning to make it accessible for others. I understand hotfixes took place over the weekend so next week we are hoping he is a little friendlier.
Along the way we picked up our first serious achievement of the new instance. EU 9th!
The decision was made to make a pull of Razorscale to see how the fight went and hone our tactics before killing him, unfortunately he accidently died in the process. Blizzard seem to have given a number of entertaining options for this fight in order to keep it interesting so we will see how that works out in the future. Again an innovative design for the fight keeps things interesting but he could certainly do with a tighter enrage or some more tricks. Of course the amusement of having the melee whirlwinded to death keeps things fresh.
Happy Robot was next and provided the first example of a movement fight which was clearly a wake up call for us. Excelling at these fights as we always do we spent a few tries sucking people with light bomb into the raid to give the healers a good workout as the people with lightbomb ran 3 yards and the people with gravity bomb didn’t move at all. Given the entertainment given by his voice a few wipes were not altogether demoralizing and despite our ability to allow him to heal with his scrapbots he collapsed into a heap of junk. Again a deliberate hard mode has been made available ensuring the fight remains challenging for some time to come.
One thing which is immediately noticeable about the trash in Ulduar is that it is thankfully sparse but that they seem to have made attempts to remove unavoidable deaths. The trash is a little tough and on the first pulls almost certainly causes a few wipes here and there but once learnt it is easy to pull and dispatch. The trash to Ignis is fast becoming a favourite due to the ability to pull the flame cones over afk/slacking people. After Happy Robot another choice awaited us (after the few trash pulls) and we again headed left towards the Council. These type of fights are my favourite, while never the hardest I have always enjoyed the multiple mob encounters - working out the pull the placement and the kill order. Over the years a few have been made starting with Sully in MC and peaking with the Bug Trio in AQ40. While Maulgar and Fathom Lord also had multiple mobs they never reached the level of interest the bugs had due to the potentially different difficulties and kill orders. The council continues this trend - giving a multitude of choices within the same fight. A throughly enjoyable encounter we enjoyed the growth of their abilities and look forward to defeating the harder combinations. Sadly the encounter was marred by nothing exciting happening when you click on the control panel - most people were secretly hoping lazer beams would spawn above the mages and char grill them.
Onwards and upwards we went towards ‘Arm Dude’. After a brief debate about which was the right arm and which was the left arm (our class channels are so full of win) it was time to progress beyond him. The Stone Grip presented some issues but all in all the fight simply relied on people being awake and learning not to kill others with the eye beams. Owner of one of the best kill phrases about, it took only a few moments for people to find (and overuse) the audio file. His corpse broke apart to make the bridge our ret paladins (I have been told calling them retardins is unfair) decided that they wanted to see what was at the bottom if the chasm and one promptly left into mid air triggering bubble as he went his death was met with much mirth but not nearly as much as the second one who launched himself off the second the first one died and followed him down into the depths (am i allowed to refer to them as retardins now?). A few trash mobs and then Crazy Cat Lady stood before us.
This fight was an excellent example of having to learn how to cope with the first 10 seconds of the fight. After some ideas we tried some more, some less sane and some more sane. We died a few times and then a few more, each time learning a bit more about the encounter and how to optimise our chances of success. While to some a few hours of dying on this might seem bad it was actually very enjoyable, watching people come up with suggestions, investigating their classes abilities and potential and then carrying some of them through to fruition. While we were credited with the achievement for this kill it was a bug and not something we deserved.
A four night adventure into Ulduar has left a good feeling, a feeling that with their hard modes these encounters will provide a decent challenge and that player skill will once again matter. A raid instance is not something you should be able to walk into in a pug with a character that dinged 80 a few hours ago and have a vague inkling of how to play. Unfortunately Naxx is that place and 3 wings have almost no gear or skill requirement. While Flamey may be easily puggable it is doubtful that any more than the first 3 are killable without people having gear and a brain. Once the raiding guilds start to work on the hard modes we will see how challenging they are - but at the moment it is alooking hopeful.
While some people are achiving goals through raiding it is important to note that others are looking for validation in other ways and aiming to fulfil other goals.
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Now Ulduar has come out the once proud AQ40 will once again be left in peace after being 5 manned, Skeram providing the largest challenge in the instance, although the twins made an effort to be tricky as well. It was also an excellent place to make a giant bug train………..
A shocking secret was discovered on the last day in March about our so called main tank. Seems like someone was slacking……….

And finally after a night out the ultimate prize was achieved by one lucky guild member….
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Recruitment remains open primarily for a dps deathknight, a hunter and a healer (resto druid/paladin preferred). Please see the recruitment forums for other opportunties. You must be ready to intergrate into a raiding guild which will raid 5 days a week until the hard mode bosses have been vanquished. You will be expected to know your class and it’s ablities when asked about them and have a good understanding of good raiding practice. Your application is partially based on your talents, gear and achievements so please ensure you give a link to your character in the relevant spec/gear.
Just One More And Then I’ll Go To Bed
by Sil on Feb.22, 2009, under News
One more and I’ll stop……….
I am torn between feelings of admiration and hatred for the person/s who thought up the idea for achievements. Hatred because of my inability to let the little boxes stay incomplete and thus why I am forced to address the Brood of Nozdomo bar being in the hated section. After killing 30000 bugs for the AQ40 opening chain I was hoping to never again see the ugly things, let alone be faced with killing them. Of course I could also hate the idiot who put paladins on the horde side and thus essentially reset all my reputations. Admiration because of their understanding that the most pointless task becomes compelling if you award points for it! The points get you absolutely nothing. But you still need them.
Achievements have given us some wonderful sites - the only draenai priest (well since we were forced to make an alt called ‘Snowflake’ there are now two) on the server showered in snowflakes with every step she took, 20 people running round trying to gather up enough turkey minions while the stupid things cluck about and cause havoc - max level, epic geared characters madly chasing round mice trying to vanquish them, questing in the Valley of Trials, and people hurling firecrackers, rockets and all sorts as fast as they can in the hope of gaining an achievement.

Of course not all achievements give this level of amusement, some demonstrate a level of play you should aspire to. Many of the dungeon achievements were well tuned and forced people to thing up different tactics to just tank’n’spank. Learning to kite, learning to use ae damage to break cc, trying unusual class balances and abilities - all these were brought to the fore and breathed new life into the heroics. Pre-nerf there were a few very challenging ones.

The raid ones (both 10 man and 25 man) allowed those who had breezed through content (which was most of the pre-Wotlk ‘raid’ guilds) to find some new challenges in the game, to strive not just to beat the encounter but to annihilate it. Sartharion alone is no fun and not a challenge, with 3 adds he is fun. Killing Thaddius is easy (and you can carry several directionally confused people and the normal ‘MSN beeped’ fools) - killing Thaddius without a single charge hitting anybody needs every member of the raid to focus. That is what the raiding achievements are all about. If you have truly mastered the encounters most of them just require everyone to show that. Killing Maexy within 20 minutes of Nub is not hard, but it does need everyone to be awake and trash-surfing to cease.
The true prizes amongst the raiding achievements belong to ‘The Undying’, ‘The Immortal’, ‘Of the Nightfall’, ‘Twilight Vanquisher’ and the Malygos burn ones. These are prizes worth striving for. The loot might not be better but they are a demonstration of commitment, focus and pride.

Sadly ‘The Undying’ and ‘The Immortal’ can be wrecked by a single dc (although thankfully the lagspikes are gone) which means you need a little luck as well as good play. However it gives an easy instance a new challenge.

Of all the encounters currently in game 10 man Sarth+3 has presented the greatest challenge. It is both beautifully and badly balanced. With the right raid it is so tight as to only give a few seconds leeway - the choices between burn and control, regarding healer and tank numbers, what to do with adds - all this makes it a worthwhile experience. Sadly it requires a stacked raid (although luckily you can stack melee or ranged, just not both) which was one of the things Blizzard were determined to avoid.

The Malygcos achievement is another example of how to force people to improve their gameplay. The enrage is remarkably tight with the added bonus that if you overshoot by a few seconds the fat dragon dies to the ticking stacks meaning it is hard to repeat (6mins 1.3 secs is not a fun way to fail). Again it highlights the need to take a raid full of people who want to succeed, who can take personal responsibility for their action and are prepared to step forwards and deliver a worthy performance.
For a guild leaders point of view the achievements offer both a good tool with which to motivate people and a powerful tool to see who is actually pulling their weight not only in terms of attendance but in terms of individual performance. When killing bosses routinely it is easy to overlook player A doing bad damage or dying on certain fights. When you are racing a tight enrage and miss it those players are highlighted.
The 10 man achievements completed now the focus comes down to completing the 25 man ones.

Recruitment remains open in limited classes. Currently we are very keen on a tanking warrior (due to the importance of this role the successful applicant would need not only MTing experience but also high attendance) and are also looking to supplement the following dps classes;
Warlock (1 slot)
Hunter (1 slot)
Elemental Shaman (1 slot)
There are also possibilities for an oomkin druid, a retribution paladin and a shadow priest.

The Immortal…….. and then perhaps I will stop.
WE AWAIT THE WRATH OF THE LICH KING
by Sil on Jan.26, 2009, under News
Well while we have been busy for the last two and half months the front page has slacked, mainly because there really is nothing to celebrate at the moment. We await the Wrath of the Lich King because at the moment he seems only mildly annoyed and how his armies have not been beaten by a collection of small fluffy animals is a mystery.
The changing face of raiding has ensured that everyone can walk into raid dungeons and clear them with the minimum of effort and skill. The guild levelled fast with the vast majority of members hitting 80 within a week of release and piling into the heroics. The more dedicated members raced for the server firsts - achieving it in several classes while the spam-o-meter (achievement announcer) went into overdrive during that first week.
The skipping of ‘normal’ dungeons was to be expected and we amused ourselves in the heroics as soon as we hit 80. Disappointingly they were swiftly cleared and the list of achievements for “Glory of the Hero” started diminishing at a rapid rate. After a few days of getting locked out of every heroic and having nothing more to buy from vendors except Mammoths we delved into Naxx, an instance which had caused a lot of trouble in its original form and one we were hoping would have retained its flavour and a degree of difficulty. Sadly that impression was not to last long.
The original Naxx might only have been seen by 5% of the players and I understand the reason for recycling it given the amount of work/lore in the dungeon. However the difficulty of the place has been completely removed as was discovered in our first trip to the spider wing where it transpired that tank kiting on Nub’s locust swarm was a total waste of time and effort - far simpler to just stand still. As we progressed deeper it was also gratifying to note that if your dps are incapable of stopping damage on Maexy in order to time the enrage it makes no difference at all as she could not fight her way out of a wet paper bag even when in that state. On and on it went; once proud encounters now reduced to zergs which can happily ignore most abilities. While entry level dungeons should not be overly challenging it is not really ideal when you one shot most bosses. Ten man Naxx was in the same vein.

The achievements promised to provide some challenge but by then Blizzard had implemented it’s own additional tactic - chronic lag. Providing some additional difficulty to Naxx was a splendid idea but most raiders would have appreciated more damage from bosses or more hp or tighter enrages. Instead we got massive lag spikes. Thaddius takes on a whole new level of amusement when you can only dps for 40% of the time and your polarity charge takes 6 seconds to appear. Poor Gluth got so confused he simply cast decimate every 15 seconds for the whole second half of the fight while his zombie cohorts teleported around and into his mouth and we particularly enjoyed the amusement of Nub’rekhan instantly casting 10 stacks of locust swarm without the cast bar ever appearing. Our dreams of achieving “The Immortal” disappeared as the only realistic option was to raid at 4am to try and avoid any lag at all. Of course some people have been frustrated at not getting their achievements!

Ten man Naxx was a different proposition and the lag was a lot less noticeable. Both the Undying and 8-man are very possible here and for added fun taking a single healer makes it faster and more challenging (you will need a Sp or a Ele to heal the 4H and top up a tank on Gothic).
Other than Naxx Wolk brought two other encounters - the new Onyxia (Malygcos) and the new mechanic in Sarth and his little friends. Malygcos provided some amusement with the dragon riding and was a refreshing encounter which, as new encounters should, took a little time to learn and was gradually mastered. The achievements for Malygcos are distinctly tougher than the Naxx ones and the 8-man one allows for very few mistakes and if you get unfortunate sparks can be very very tight with the enrage. They were probably not helped by some additional features such as Maly landing in p2 to help out his minions.

We would like to extend our gratitude to Blizzard for their continued use of chests - it’s fabulous when it takes longer for 25 people to loot the chest than it does for 25 people to kill the boss.

Sarth is the one ray of hope in the current raid encounters. Sarth alone could be pugged by 20 rather un-ambitious people who have consumed 10 litres of Diamond White apiece and then had 10 MacDonalds cheeseburgers each. The thinking behind the encounter is excellent - differing difficulties for differing levels of raid guilds. Sarth +3 is a decent encounter - maybe the only one in Wrath thus far that is a substantial gear and retard check. Again the difficulty is supplemented by lag every time Wintersgrasp starts or every time someone talks to an NPC. Having killed all three drakes it is somewhat frustrating to lag and discover during that time Sarth ate your tank and your entire raid missed the chance to cook their marshmallows as they got flayed by a breath.

Blizzard has stated that it will have more encounters of this type and that is nothing but good news - everyone gets to enjoy the content and the more skilled/ambitious people can increase the difficulty. We can only hope that new dungeons bring an increased level of difficulty and ensure that content both lasts for more than 2 weeks and separates the skilled raiders from the unskilled.
At the moment the guild is relaxing - clearing the 25 man raids as fast as lag allows and then trying out various combination on 10 man Sarth +3. Blizzard has done some good work with wotlk but a lot more remains - server stability, raid difficulty and class balance remains key. Alhtough nerfs to Beacon of Light are simply not allowed.

Recruitment remains open for a few classes following a spate of unsuccesful trials…..



We are especially eager to get a high-attendance, skilled warrior to keep the druids and paladins in their place and prove warriors are the kings of tanking! A successful applicant would look to maintain at least 80% attendance and be prepared to both main tank and off-tank the new encounters are they arrive. Plus you get this guy as your classleader!

And briefs from this guy!

As the guild gears up and meanders through the initial instances is a good time to apply - both to ensure you are familiar with the guild and them with you. We also have potential slots for a hunter and exceptional players in other classes. When the new dungeons arrive if you want to be challenging for server firsts and experiencing bosses before their inevitable nerfs and changes - come and speak to the relevant classleader or one of the officers. Full details on how to apply and who the classleaders are is contained on the forums, shockingly enough in the Recruitment folder.
Content Clear! Recruitment Opens
by Sil on Oct.23, 2008, under News
With current content clear it is now time for us to turn our attention to the future and prepare ourselves to face the wrath of the lich king.
In order to do that we are opening recruitment in the majority of classes to worthy applicants. We are receiving applications now and are looking to have people in guild a week prior to launch to enable you to get to know us a little. We have been fortunate to have several older members return to us and boost the guild with their devastating insight and critical questions…..

Think you can do better?
Umbrage was formed on the first day of Arathor’s life and has remained at the forefront of horde raiding from that time forwards. The guild has a proud raiding tradition stemming from our server first of Azuregos all those years ago to our horde first of Kil’jaedan. You will find our frontpage updates date right back to that first raid kill and we like to think offers an amusing insight into our raiding and guild life.
The guild is primarily a PvE raid guild and it (almost) goes without saying that you are expected to maintain PvE specs during raid times and be driven to succeed in that field. While the guild does PvP it is very much a secondary pursuit.
Raiders are expected to maintain at least 60% attendance, although 80% is preferable. We use a modified zero sum dkp system which benefits regular raiders (dkp is issued to all those available to raid regardless of whether or not you are in the raid). The guild’s raiding hours are 1915-0000 from Sunday to Thursday. There is the occasional early start (1700) on Sundays. Friday and Saturday remain free days for whatever fun people choose to have alt runs/pvp/5 mans/drunkenness.
Before applying you should read the guidelines and if you desire please feel free to talk to one of the officers or myself (Kätyri or Mera). The wotlk application form is a chance for you to sell yourself and while gear is not important you do need to let us know why you should be granted a trial.
Umbrage will start to raid shortly after Wotlk is launched and I expect all members (including trials) to work towards being ready to hit Naxx. This doesn’t simply mean being level 80 but also working through 5 mans to gear up. If you are aiming to ding 80 at Christmas this is not the guild for you.
Good luck!
(Please note we do have some loot issues with decent items - see below)

Kil’jaeden Tamed
One thing which was certainly clear is that KJ was an awesome and challenging fight, that much is clear from the leftover shell which now inhabits sunwell. It is disappointing that defeating the un-nerfed version eluded us but the current one is still entertaining, albeit not overly challenging. While I can understand Blizzard’s need to make the content more accessible this change has sadly turned SWP into a bit of a joke with only Felmyst retaining any real level of difficulty. Poor Muru has been hardest hit with the heart ripped out of the whole fight.
KJ was clearly a fight Blizzard put a lot of effort into, from his gradual emergence from the sunwell to Kalegcos’ efforts to aid the raid. It is perhaps a shame that the nerf has been so complete. In any case people enjoy the pictures of his demise.




With content clear we now have a new aim! Achievements!! We’d like to congratulate Blizzard on such an obvious time sink that is at the same time so addictive. Suddenly re-rolling for TBC looks to be a horrific mistake as the neutral rep with Zandalar, Cenarion Circle and Hydraxian Waterlords looks less than fun. I am not even going to contemplate Brood of Nozdormu.

Elsewhere people’s focus had fallen on abusing the new talents including our holy paladins who have spent there weekends ret specced running round AV killing people with their talentless new abilities. While I am prepared to accept Blizzard has an overall plan I am at a loss to understand quite how allowing Paladins to use Avenging Wrath and Divine Shield at the same time is part of it. It’s probably not that overpowered I mean how much damage can an avenging wrathed ret paladin do in 10 seconds…….
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