Showing posts with label Wotlk. Show all posts
Showing posts with label Wotlk. Show all posts

Wednesday, September 14, 2022

Prot Warrior Thoughts on Wotlk Pre-Patch

While I don't feel done with TBC yet and could've easily spent another year running around in Outlands, I feel a lot better prepared to move on this time around than I did last time. My main has turned out to be my prot warrior and as such I probably looked forward to the pre -patch with more delight than most.

Let me give you a quick rundown of warrior tanking in TBC in case you haven't tried it yourself. It's essentially crisis management. Don't ever think you've got things under control because you must likely haven't. Why Blizzard every thought it would be a good idea to endow most dps with decent to smashing aoe damage while give warrior tanks exactly zero tools for aoe threat is beyond me. My guess is that they counted on cooperation in the group, a beautiful collaboration and communication forced between dps and tank to make sure no one dies, and everyone stays happy. And to be fair, in most pugs and definitely in guild runs this usually works really well. I make it sound like warrior tanking was an impossible task, but I still enjoyed it immensely. It was just that tiny bit short of what was actually required, and it was easy to get frustrated. It was definitely not for everyone.

Then comes the pre-patch. I knew things were going to change, though I hadn't bothered to check up exactly what. New talents, of which I remembered some, like Shockwave. I remembered tanking in Wotlk being a delight, and aoe threat being a non-issue. Just how much of a non-issue quickly became apparent as soon as I had logged on, re-specced my warrior and gave it a run through an instance. It was crazy. It was bonkers. I was laughing out loud. I almost had tears at the corner of my eyes from being flabbergasted. I mean I knew it was going to improve but what the heck had Blizzard done?

I was now madly overpowered for the content in TBC, that was to be expected. But being a contender for the lead and often even the actual highest damage dealer in an instance, as a protection warrior? It was almost like Blizzard had looked at everything that was a struggle with prot warrior in TBC and decided to dial it down to "stupidly overpowered". 

Rage starvation? A complete one-eighty. Where before I had to plan my Bloodrage cooldown and manage my rage to make sure I always had a bit left over at the end of a pack, I now barely even had to glance at my rage bar. It was always full, my skills were only limited by their GCDs and CDs. I don't even use Bloodrage anymore...

No aoe threat? How about all the aoe threat? How about Thunder Clap does damage to everything? Even if they're 5, 10, 100 mobs. Sure you might think, that is how every aoe has worked, never being limited to a certain number of mobs. That is true, but I am also not limited by resources like mana and can clap away to infinity and beyond. It's a good thing it has a cooldown at least...

Ok, so I still don't have a ranged threat until I get Heroic Throw at level 80, but at least now I can charge in defensive stance and have got tools like Spell Reflect and Intervene. 

Even as a good tank (as I consider myself) I could count on losing aggro to some dps who wasn't following kill order who got some lucky crit streak. Now it's like I cannot lose aggro even if I completely let go of the keyboard and mouse and go make myself a cup of tea.

I just charge through instances with dps huffing behind me trying to keep up. It's fun, it's exhilarating, and it's going to get boring quite soon. It's just... too easy. I like tanking because it requires a lot of thought (if I want to chill while playing, I go heal in instances instead). I enjoy planning my pulls, planning my rotation and adapting it to the situation. Things are always the most fun when they go wrong and you just barely to make it because you used everything in your arsenal, and it worked. 

Fortunately, I know to enjoy it while it lasts, things are going to change once we actually get out to Northrend in a few weeks. I am definitely looking forward to that and in the meantime, I am going to blast through some more instances as the killing machine I am.

Sunday, April 24, 2022

Some News About WotLK Classic

I've been reading that there won't be any Dungeon Finder in Wrath of the Lich King Classic. I am guessing Blizzard made this decision because they think most people want it that way, but as usual a vocal minority has made it clear that they don't agree. Or maybe they're not a minority? I am just assuming a behemoth like Blizzard would know what they're doing before they announce a huge thing like that. After all the Dungeon Finder was a thing of the real Wotlk, but apparently Blizzard think this might've been one thing that took the game series a step in the wrong direction (whatever direction that is).

I queued to get the Collector's Edition.

Here are my 2 cents though - I disagree with Blizzards assessment that the Dungeon Finder would ruin the game. I don't however entirely mind that they won't implement it. In that way I also disagree that not adding it would ruin the game. I guess you could say that I am, boringly enough, quite meh about the whole thing.

I've been playing for several years now without the Dungeon Finder, just using LFG-channel and it works perfectly fine. Do I always find a group for where I want to go? No I don't. Does it some times take quite long to gather people? Yeah, it happens. But some thing that I recall being a huge issue in Vanilla specifically (and TBC considerably less thanks to summon stones) is people leaving an instance mid-run and everyone having to waste loads of time to find another person (or just having to wait for everyone to get to the instance). Off the top of my head I can't recall that happening to me even once. Maybe once. But either way not often enough to be even remotely considered a problem that needs fixing. 

In fact, the Dungeon Finder has one major flaw and this is where I think the main issue lies regarding whether you're pro-Dungeon Finder or anti-Dungeon Finder. To me who plays something like five character simultaneously, it's not an issue to log onto character lvl 12 and do questing while I gather a group for character lvl 70 heroic run. In fact I did just that this evening before writing this post and it worked a charm. Rather than just getting annoyed at wasting my time hanging around in Shattrath waiting for my group to happen, I actually got something done. And this is also where the flaw of the Dungeon Finder comes in. With the Dungeon Finder I am actually forced to be on that specific character to get an instance, and must wait rather than do something more productive with my time (I am not one of those people who enjoys farming mats). Maybe not a big issue on a tank or healer character, but I recall 30-45 min queues not being uncommon for a dps character.

For the way I personally prefer to play the game I think the Dungeon Finder might actually be more of a hindrance than a boon. But for all those people sinking every second of their time into their main, I can understand how they want something that would shorten the wait.

TLDR: I don't care either way and I'm definitely not upset they're not going to implement it.

The other news is that dedicated TBC servers will disappear with the launch of Wotlk Classic, just like in the original launch of Wotlk. 

I'll be honest, when I first read about this I was a bit sad. Even though Wotlk is probably my favorite expansion, TBC is second in line and I absolutely love it. Like I've already established, I don't feel anywhere near done with it yet and this announcement just made me feel even more stressed for achieving whatever it is I imagine I need to achieve. I am also notoriously sentimental and want to save every happy memory forever.

But who am I kidding? I haven't gone back to Classic Wow for even a second since TBC was launched, even though I intended to. I actually went to do it but then it required a complete download of the game and I couldn't be bothered... When Wotlk launches I won't have time for any shenanigans I think I need to finish off in TBC, of which there really aren't many. And like the post (in the link) rightfully points out, it's not actually like Outlands goes away with the launch of Wotlk. I can still go there and do... whatever.

I don't actually recall whether Outlands was an area one had to visit to level between 60-70 before being ready for Northrend in Wotlk? If that's the case I'm not even leaving it behind, just like Azeroth, but will get to re-visit it over and over.

I think Blizzard is making the right call here with pushing everyone forward to Northrend to get that launch off to a good start. Maybe that was less of an issue with TBC? Either way, Outlands will still be there and I see more of a point in preserving an OG version of Vanilla WoW than Classic TBC.

TLDR; I am ok with it. Knowing myself I won't give Outlands a second of my thought once Wotlk is released.

Thursday, April 21, 2022

So WotLK Classic Has Been Announced

To no ones surprise (just read the comments on a previous post), Wotlk has been announced. I am happy, of course. Hype in fact!

But I can't help but feel, yet again, that Blizzard is rushing me. I took things so slow I enjoyed things so much in Classic that I had barely made it to max level when TBC Classic was announced. I really had to scramble to get myself ready for Outlands and basically missed out on all the endgame content in Classic, again! I didn't get to experience it the first time around and not this time either. 

Did some Dire Maul though.

To be fair I feel like the endgame content of Classic is slightly more difficult to get into as a super-casual as I am, even when considering Pugging seemed to be way more prevalent and successful than it used to be back in the day. But raids in Classic are massive undertakings that took hours on hours, whereas the introduction of 10-man raids yet again proved to be my ticket into that aspect of WoW.

I've got two fairly well geared level 70 now (and possibly more by the time Wotlk actually hits), so in that sense I am way more prepared for Wotlk than I was for Outlands. I can actually run off to the Howling Fjord straight away this time, which I also intend on doing. While tanking is ok in TBC (it was pretty bad in Classic) I recall it as being an absolute joy in Wrath and I am really looking forward to getting into that again.

But even though I am better off and better prepared this time around I still don't feel like I am anywhere near done with TBC Classic yet. I know there are still going to be several months before the actual release so I can't say for sure that I am not going to feel ready for it when it actually comes, but right now I don't. There are entire areas in TBC I've barely set foot in yet. I have done exactly zero quests in Shadowmoon Valley or Netherstorm. I've barely done any quests in Nagrand or Blade's Edge Mountains. I find that after Hellfire Peninsula and Zangarmarsh + instances you're practically 70, so I need to actively choose to go to different areas to quest to experience them (I am at the moment taking a mage through Terokkar).

And some Zul'Aman


Even though I have done every instance and almost every raid (not TK yet) I haven't done them much. Karazhan that I've probably done the most out of the raids, I've done maybe ten times in total. But of course, I myself have spoken about taking breaks from WoW and Blizzard clearly don't want to give me, or anyone else, any chance of doing that. As soon as we feel like we can take a breather, and not because I am bored with it but rather the opposite, they need to throw (old) new goodies in our faces. I can understand their reasoning and I don't doubt that there is some expensive marketing research and analysis behind it that has calculated the exact time next expansion need to come to maximize profits.

I'm just worried they're going to achieve the opposite, a complete burn-out.

Thursday, April 2, 2020

Field Report #27 - Bewitched

I am neck deep in to The Witcher 3 and WoW Classic and I fear I will never see the light of day, i.e play another game any time soon. This is exactly what happened the last time I played WoW and pretty much the only thing I didn't like about playing it - the fact that it took so much time from me playing other games.

I know, I know. Why don't I just... play other games? I don't know! Why does anyone do things they don't want to do although they actually want to do it, like eat too much candy?

I guess it's ok because I am genuinely enjoying myself. It's not like I am playing out of a feeling of obligation, because this time around I am not raiding or affecting other people much. To be fair, I tried to always steer clear out of playing WoW that way, and I think I succeeded most of the time (or at least succeeded into talking myself into that I wasn't playing for those reasons). (To be fair though, I am sort of also playing Hollow Knight, and enjoying that too!, but it's taking me forever to get through because of reasons so I barely count it).

So I am having a lot of fun with these two games (hence why I am playing them) but there is a niggle in the back of my head about all the other great games out there that I read about and want to play. I couldn't even begin to list them, then we'd be here all week.

We'll see what happens when FFVII remake comes out however because I have been looking forward to that game pretty much since it was announced and I don't see myself putting that on hold.

And now over to something completely else. You know when that annoying relative forces you to sit through their holiday pictures? Yes, this is going to be that. Except I can't force you to look at them I guess…

While looking through my extended hard drive for something completely else, I came across some folders of old WoW pictures. So let's share some! Personally I love looking at other people's old screenshots, so if you have already made a similar post like this I would love to give it a look.


October 2008. Me trying out my new "Polymorph Turtle" spell.


February 2008. Corpse run to Gruul's Lair on one of my alts. We managed to kill him eventually.


March 2008. Dancing naked in Karazhan, because why not.


April 2009. Proud Proto-Drake owners.


April 2009. Enjoying the beauty of Crystalsong Forest.

Add caption
April 2009. I levelled so many prot warriors.


April 2009. Those are a lot of talents to choose from. I miss it.


April 2008. Fun in Serpentshrine Cavern.


April 2008. Warlock ninjaing my gear in Uldaman. Good times.


April 2009. Raid healing Ulduar. Absolutely loved this raid.

There are tons more of these, the oldest are from early 2008 though and it would've been fun to have pictures of my first three years in WoW too. But I guess I can reminisce just by logging into the actual WoW Classic now (though I have no pictures from BC). I'll spare you the rest, for now.

Saturday, July 11, 2015

We Need More World-Events

In my line of work I often meet people (mostly teenagers) who share my love and enthusiasm for video games and we often end up both playing and talking a lot about them. The other day I got to hang out with a guy who was playing Runescape (among other things) and he told me a bit about it. It seems like a cool game in general although extremely grindy (apparently quests of the sort "kill 100 of these" are standard. Yes 100, that's no exaggeration) but one thing in particular stuck in my mind. He told me of an event that, if I understood correctly, happened pretty recently in-game as part of an update/expansion to the game. Players were asked to hand in buckets of sand (and possibly other things the kid didn't mention) and in the end an island (or possibly beach) emerged in the game that hadn't been there before - complete with new places to skill up different professions or techniques. Now if you happen to play Runescape and know I got that all wrong, what matters is that it got me thinking about inclusion in video games and that it is the one thing that really sets MMO's apart from your every day singleplayer game.

And they say WoW graphics are outdated (Runescape in 2007) - forums.zybez.net


It might sound weird to talk about inclusion when talking about video games, because in essence video games are all about inclusion. Their interactive nature naturally invites the player to feel included and feel like they affect what happen around them (more or less). But MMO's can provide inclusion on a different scale, one in which the individual (that is you) gets to truly feel like they are part of something bigger and like they made a difference in the world around them.

Looking at a game like World of Warcraft, Blizzard have always known the power of this and allowed players to feel included in every expansion they released. Instead of just telling players there was a new expansion coming, they allowed us to experience it and take part of it through special events in game. One of my favorites was the massive event that preluded the opening of Ahn'Qiraj. Back then I had just started playing and was far from a raider, so I had little understanding of what was going on other than that everyone, from a low level casual scrub like me to the hardcore raiders, regardless of faction, united to achieve a common goal. There was something to get for everyone, you didn't have to be part of a big guild or know a lot of people who played - you just needed to take part in the event. It just felt magical to be part of something as massive as that undertaking. The event included gathering a vast variety of items and hand them in, but everyone could chip in and that was the important part.

You had to be there - imagekb.com


And the events that lead up to Burning Crusade and Wrath of the Lich King were similar huge folk festivals where everyone seemed to stop what they were doing and come together to achieve the same goal regardless of whether you were a pvp:er, raider or quester. My rose tinted goggles will allow me to ignore the fact that Blizzard obviously cleverly designed the events to entice these different groups to come together, but that is exacly what good game design should do.

I think this is different from multiplayer games in general, where you obviously also see a bunch of people work together (hopefully) for a common cause. Most importantly because these MMO events offer change - they allow the player to take place in changing the world that they live in rather than just repeating an action (like any multiplayer shooter for instance where the same goal is achieved or failed over and over without permanent change, similar to the seasonal events or pvp done in WoW.)

Party with the dead - wow-one.com


Could you implement something similar in a singleplayer game? Would we even want that? I am thinking both yes and no. On the one hand I always think it's interesting to see how you could develop new gaming experiences, on the other hand I feel like singleplayer and multiplayer games deliver very different gaming experiences and that's ok. Naturally there are things in multiplayer you can't do in singleplayer and vice versa and I doubt you could conjure the same feeling of scale in a singleplayer game as you could in a multiplayer, unless you somehow managed to hook up singleplayers making it a sort of inbetween like Dark Souls. Could you make multiplayer games other than MMOs adopt this idea? Could a game like Team Fortress 2 or CoD include this kind of gameplay? I am sure they could, in fact I would love to see it be done more often. Instead of just giving players a new map/arena/whatever, you could have an in-game event regarding it. Whether it would go down well or people prefer things to be as static and predictable as possible in these kind of settings I don't know - personally I would love a bit of gameplay diversity (which might be why I don't play those kind of games much).

And what kind of content should have these kind of world-events? Anything? Free stuff or pay for stuff? It worked in WoW to have everyone engage in a world-event that essentially preceded something that you still had to pay for to experience but I am not sure that works in any kind of game. But I am probably getting way ahead of myself here.

I haven't played enough other MMO's to know to which extent they incorporate this kind of gameplay, I can't recall anything like it in the few months I played Warhammer though. I do realize it is probably a huge undertaking for a game developer to try to achieve but the reward must surely be worth it. I can only speak for myself but all of the world-events I took part in in WoW, which was pretty much all of them from Vanilla to early MoP, became some of my fondest and best memories of the game.

My personal opinion is that the experience got watered down as WoW progressed, but it might also just be that every new world-event became less and less of a big thing for me. It was just another expansion with another world-event. I like to think that is not the case and I'm not that jaded, but rather that Blizzard included the players less and less. If I compare the level of player commitment required for the Ahn'Qiraj event with that of the Mists of Pandaria event... wait, did MoP even have an event? I can't remember it if it did. But Ahn'Qiraj wasn't even for an expansion, just another (or technically two) new raids. In Burning Crusade we got to work together to unlock the Sunwell Isle. I would've loved to see more events like that, that changed parts of the game, big or small. To me nothing else ever came close to making the world feel as alive, real and worthwhile as those all-player-including world-events ever did.

Tuesday, May 22, 2012

Top 5 Things I Am Glad They Changed In WoW (Part 2)

nos·tal·gi·a  (n-stlj, n-)
n.
1. A bittersweet longing for things, persons, or situations of the past.


You might think you know what this post is about (except that the title probably gave it away), but you'll probably be wrong. But I'll get to that too eventually.

It has always fascinated me when people long for the olden days, thinking that just because it rhymes with "golden" everything about it was gold-tinted. People who see Game of Thrones and think "Would've been awesome to live back then (i.e imaginary middle ages), life was so much simpler". Oh, you mean back when a common cold could kill you? Yeah, have fun with that. The same effect can be seen in WoW, fascinatingly enough it seems like every new expansion makes the old one seem so much better than when it was current content. I know this for a fact because when Burning Crusade was released, loads of people were whining about the removal of 40-man raids. When Wrath was released, loads of people were moaning about how the raids of BC were so much better. When Cataclysm was released, people suddenly started to think that ICC had been one of the best raids they'd been to. And these examples are just a piss in the sea to all the complaints that were actually thrown around, and suddenly forgotten as soon as people didn't have to play that content anylonger.

Some things do get worse as a game moves on and changes. I am woman enough to admit that I look back at all the previous expansions wishing I could replay them as if they were new, for different reasons. I miss the class quests of Vanilla, I miss the feel of BC and the raiding of Wrath, just to mention a few things. But change can also be for the better, which I have written about previously. And here is my part two of "Top 5 Things I Am Glad They Changed In WoW".

5. Pet Handling

I must say I think they've taken the simplification of pet handling a wee bit too far when it comes to hunters. I reckon soon you won't even have to tame your pets, you just go to the stable and get to choose from a big list. No wait, next up your skills will automatically put a dot on your target and also bless your party with a buff of your choice, because that is what the pet has become now anyway - a dot plus buff with an animation. And it can die. Actually, what's left of pets is exactly that, a dot plus buff with a drawback, much like the shaman totems which makes it more annoying than fun in my book.

But every change to pet handling has not been to the worse, there were some things about it that was plain infuriating. Many of these things are still around, like the way your pet sometimes bugs out when you interact with temporary quest pets, getting caught in a limbo where you are unable to dismiss or call for your pet. I could be wrong but I want to recall there being an even more annoying feature to pet handling though, the fact that your pet would despawn everytime you mounted anything, or at least after everytime you had used a flight path. Every. Time.

I'm not sure if this was true for hunters, but unless my memory fails me this was at least true for warlocks. And how often do you mount and dismount/fly during the course of a gaming session? The answer is: A-frickin-lot. Unlike hunters, warlocks didn't just have the one second "whistle-and-your-pet-comes"-skill either, but had to recast those six or whatnot seconds every time. I disagree with most of the changes done to pets, as I liked the feeding and even the differences in stats that hunter pets had, but I am definitely happy they changed this specific issue.

4. Disenchanting

Enchanting used to be one of the few professions that didn't benefit the alts of the user. Unlike most other professions, where you could just send items to your alts when needed, you still needed to ask other people to enchant the bop gear of your alts. Fortunately, they adressed that issue by introducing the enchanting vellums, very handy. But do you remember when you had to manually give all the blues and greens of the instance to the enchanter of the party for them to disenchant, and then if you were lucky in the end they would hand them back to you? Some people complain about how enchanters nowadays just ninja need on greens, but trust me, it used to be a lot worse. I read a funny story regarding this, I can't remember where now, about how a warlock collecting soul shards got called a ninja for not distributing his soul shards at the end of the instance, that someone in the party mistook for enchanting material. Good times.


3. Traveling

I remember when dying in Maraudon usually meant the end of the party. Not only did it take 10-15 minutes to get to the cave, then you usually had to wait another 20 minutes for the person to find their way to the entrance of the specific instance you were in. You were screwed if you were doing a Princess Run, since you needed the staff to open the instance entrance portal, and that staff wasn't usable when dead.

Dying in some parts of Barrens meant a 10 minute run even from the nearest graveyard and worst of all, trying to get to Ironforge as a Night Elf was a dull nightmare run of 30 minutes unless you managed to convince a warlock to summon you or a mage to port you. Tricky business for a new player without friends or funds. Getting to Badlands, some parts of Stranglethorn Vale or dying in any of the Blackrock Mountain instances also meants tens of minutes in running. After a couple of deaths or a couple of alts, it quickly became very boring and very tedious. They've definitely improved most of the traveling time sinks that used to be in the game and many of them were horrible.

2. Collecting Instance Groups

People love whining about how the LFD tool turned instancing into a mindless business with the party being a group of indiviuals, no one caring about the next person more than they would any npc (actually probably less). This is without a doubt one of my favorite subjects, and I tend to return to it over and over, because eventhough there are a lot of things that could be better about pugging, few things were better about how it was done before the LFD-tool.

I remember asking around in the lfg-channel for easily an hour before finally having a group, this was especially true for any instance that wasn't popular like any midlevel instance. Any setback (like dying in Maraudon, see 3.) would normally have one of the members leaving, just like now, which basically put you back to square zero in terms as whether you were going to get the instance done or not. There was no zoning back to questing then, you had to do all the traveling to where you were and then back to the instance when you finally found the last member. If you were lucky, you got one instance done every second hour. People didn't mind much because they didn't know of any better - this was the way instancing was done. Also everything was still new and fresh so we didn't mind things taking a little time. Since we didn't get to do the instances often at all, we didn't grow tired of them as quickly as we do now and tend to remember them as so much more fun and epic. Now that we're spoiled with the extreme simplicity we seem to have forgotten what a pain in the ass getting an instance back then used to be.

1. Diminishing Returns

I remember people thinking protection warriors be OP in arena pvp back in Wrath, I know people constantly complain about how annoying warlocks are with all their fears. Thank heavens for diminishing returns, right? What if I told you they didn't always exist? Initially, stuns, fears and incapacitates lasted their full duration, all the time, which made some classes unbearably annoying to fight against and endlessly fun to play. Warriors were an extra level of fun because of the amount of randomness in their stuns, another thing Blizzard later on decided to remove as much as possible, I can only imagine the masses of keyboards and monitors destroyed during the early years of WoW because of sheer frustration.

And stuns used be a major thing about the game.
If you decide to tank through an instance like LBRS or especially UBRS, you will quickly notice that some packs seem to stun you all the dang time and that is even with diminishing returns! Why did Blizzard ever think that a fun part about tanking was to stand around unable to do any actual tanking while the mobs run around everywhere? Back when they still thought the rest of the party would actually give a crap and help you out by dpsing carefully and sensibly, heh.

The only reason I ever succeeded in world pvp back in Vanilla was because I decided to main a shadow priest and then warlock shortly, and the fears saved me every time. The whole concept of "stunlocking" was truly created back then, when a rogue could sneak up on you and keep you stunned until you died, sometimes even until you dismounted. Yes, this happens still today, but back then this was what was to be expected in an encounter with these classes, and some classes just didn't stand a chance against it, which is why Blizzard decided to balance it out although no way near fast enough. For all the stun- and fearlocks I've had to suffer through, I am immensely glad they introduced diminishing returns into WoW.

Wednesday, February 15, 2012

Zinn's Photo Album

I was cleaning out some space on my computer the other day to fit more transformers porn really important things that absolutely aren't porn, when I stumbled across a folder with really old screenshots. I thought I had lost all of those when my old computer fried! But then I remembered only the mother board fried and the hard drive was transferred over to Loves computer where I had completely forgotten about all the things I had on there. And then somehow those things ended up back on my computer... Long story short, I found pictures. Looking at them really is a trip down memory lane. The guilds I've been in, the people I've played with. The bosses I've killed (surprisingly many with the entire raid dead) and the Ui's I've used! Come huddle around, this could be just as interesting as when your uncle showed you the pictures from that trip to Mallorca (and a perfect way for me to save my favorites to the eternal internets).

BURNING CRUSADE

Feb 7th 2008 - Gruul's Lair on my lock. Really liked those fights, especially as a lock.
Feb 20th 2008 - Getting ready for Prince Malchezaar with some naked dancing.
Feb 24th 2008 - When heroics were still heroic. Or maybe we were just bad.
April 10th 2008 - SSC, look at that beautiful UI!
April 8th 2008 - Hex Lord Malacrass is still among my favorite boss fights. Can you see me behind the fat tauren?

April 29th 2008 - We rarely got to Zul'jin because Malacrass was such a pain in the ass.

May 6th 2008 - Mage last one standing on a Leotheras kill. Toight like a toiger.

May 24th 2008 - I loved the buff you got in Karazhan that spawned an army of women that followed you around. Does that make me sad?

May 26th 2008 - We mostly ended up killing trash in Mount Hyjal, but occasionally also a boss.

Sep 4th 2008 - The one time I killed Magtheridon.


WRATH OF THE LICH KING

Jan 27th 2009 - Spider cow watches over the city.

March 2nd 2009 - I am proud of that Lightwell placement. Just trying to give people a challenge.

April 1st 2009 - Less Rabi still haunts my dreams.
April 27th 2009 - Still using Xperl. I really liked Ulduar.

May 9th 2009 - Everyone including boss dead on Razorscale. Hate when that happens.

May 18th 2009 - I definitely had a hate-love relationship with Mimiron. Mostly hate.

June 16th 2009 - Wish they'd make another fight like General Vezax.

July 8th 2009 - I cried when I lost the tier token, but Yogg-Saron is still one of my all time favorites.


August 4th 2009 - Kel'Thuzad, yet another epic fight.

Sep 4th 2009 - Wotlk talent tree! Looks the same tbh.
Sep 7th 2009 - After ENDLESS 1% wipes, finally Sarth 3D.

Jan 19th 2010 - Balls big enough for two faces.

April 5th 2010 - The first kill of a boss is always nice, but killing LK the first time was truly epic. Miss you Mayhem.
Oct 23rd 2010 - Everyone plus boss dead, on BQL hc.


CATACLYSM

20th of March 2011 - Astralis, server only to take Al'akir hc in current content. Unfortunately I wasn't there.