Preview of the new minimap mod SexyMap

Preview of the new minimap mod SexyMap

The mod I’m about to talk about isn’t some essential combat mod. It doesn’t vastly change how you play the game. It won’t help you in the arena or in raid dungeons, or even RP. What will it do? It will make your minimap look totally sweet.

From one of the original authors of Omen and the maker of Chatter (among other things) comes the simply (and appropriately) named SexyMap. Using spell effects already in the game files (I believe the default uses Hand of Freedom as the outside ring and Hand of Salvation on the inside), SexyMap makes your map look… sexy. It’s difficult to see just how awesome it is from pictures, but I don’t have video handy, unfortunately. What you can’t see there is the two rings are animated, one moving clockwise and the other counter-clockwise.


It’s extremely customizable as well. There are a few different preset borders, with the default being by far the coolest, and with each of them you can alter the colors via the built-in addon menu to fit whatever you’d like. Do you have a green-themed UI? Make it green. Do you want it to match your class? Go ahead. Zach Yonzon, one of our local Paladins, decided to turn his yellow to make it more Paladin-esque. Holy maps!

For comedy, here’s the default borders but in pink.

 

As I mentioned, there are a few other preset borders, but they’re not quite as cool looking, in my opinion. All of them are just as customizable though, and if you know what you’re doing when it comes to digging through the game textures and the like, you can create some new borders yourself. I’m no good at that, so I’ll just show you another preset!

 

That, too, can be turned whatever color you want. Blue or pink or green or whatever. One thing you probably notice in these screenshots is that all of the ‘extra’ stuff from the minimap is gone. The time is gone, the calendar is gone, the location bar is gone, all of it. It’s not gone, it’s faded, which you can turn on or off in the addon settings. When you hover over the map, all of it comes back.

 

So things can fade away when you don’t need them. If you want them to do so. If you don’t, just turn that feature off. If you leave it on, now and then you might run into other addon buttons that won’t fade away, and I don’t think there’s much that you can do about it. SexyMap will try to fade those out, but if the other addons won’t let it do that, then that’s just how it goes, unfortunately. The problem isn’t terribly widespread that I’ve seen, it’s only been a select few so far.

Beyond that, this mod lets you do the usual minimap things: Move it around, suppress certain elements, and move nearby elements such as the default quest and achievements trackers so you can put them in more convenient places if you’d rather have your map where they are.


I think that’s all there is to say about SexyMap, and really all that needs to be said. It’s a fairly simple and straightforward mod if you just want your map to look pretty. It gets a little more complicated the more you want to customize it. Changing colors is easy, pulling new textures out to make a complete new border is more complicated.

Easiest way to get this addon is via Curse, and it’s a fairly new mod so if you run into any bugs or errors, make sure you report it!

If you want to look at the other preset borders before you download the mod, I’ve put together a little gallery displaying each. I slapped it right in the middle of my screen using the most basic, default UI possible so you can get some idea of how much screen space it will use up in your UI. Enjoy!

 

Why is the Lich King’s voice so meh

Why is the Lich King’s voice so meh  

Oh yes, Arthas was very strong. But in brute strength alone. It was proven, namely by his own eventual downfall, that he could be manipulated and out-maneuvered easily by playing to his weaknesses; his own fear and arrogance. It could stand to reason that despite the Lich King being so drastically weakened by Illidan’s attack, that he used that very attack as a means of getting what he always wanted–a new host. I took the last cinematic in TFT as Arthas mulling over all of his failures as a Paladin, a Prince, and a human being, and looking upon the choice he made, perhaps decided there was no point in even fighting. Perhaps, that Ner’zhul silenced the memories and funneled his fleeting need for purpose into, “Hey, can I use your skull for a bedroom? kthx”

But maybe I’m just giving Arthas too much credit. I still prefer Arthas’ voice for the role, and given that the Lich King VA is almost purely Ner’zhul at this point, it makes me wonder why Arthas voiced over that trailer to begin with. From a lore/theorycraft standpoint, it only reinforces the notion that when Ner’zhul and Arthas ‘merged’, Ner’zhul more or less forcibly shoved Arthas into the proverbial basement, if Arthas as a personality and/or being still even exists.

 

On another note, I do believe that Tharassian (or whatever his name is) is actually the same VA as Arthas. And if it’s not him, it sounds damn close. Especially his one pissed off saying. “You’re going to find it very hard to speak…without a head!”

 

Yeah. I could totally hear Arthas saying that.

 

Hair cut - They are not real, right?

Hair cut - They are not real, right?

I tried the hair cut system in Undercity last weeks. When I first tried it, I laughed out loud at how silly I looked with those silly haircuts they offered us for testing the new Barber shop.

 

I mean, in my mind it was SO obvious that those haircuts are not the actual real ones we will get in the live servers once the patch and the expansion go out. They are so ugly, so “roughly” designed, that they cant be the official ones they were working on in the last months. They look like if someone said “Oh, we forgot the haircuts!! Fast, let just dump something here…”

 

So, like I said, I didnt even let a coments about the haircuts since they were, so obviously in my mind, not the real ones to comes in the Live server….

 

But…. I just want to be sure here… I am right, right? They are not for real? I mean, we will not have a Death Knight with amazing spell effects and some haircuts anyone with no knowledge could create using the Paint program in Windows?

 

Right? 

Make them go away

Make them go away  

I believe that any inventory system that encourages mules to exist for any reason has a problem with the fundamental design.

 

Inventory has gotten a good face lift, but theres still more to be done to make mules completely vanish.

 

So - what would you propose as a solution?

 

Having higher stack numbers on items such as cloth, ore, bars of metal, gems…?

 

Less suits of armor for specific occasions - like having one chromatic resistance set instead of a full set of frost resist armor, arcane resist armor, fire resist armor, nature resist armor, shadow resist armor…

 

Perhaps having consumables stack higher? Or a specific belt type of structure that holds a certain amount of potion stacks, like in Diablo 2?

 

Maybe having an area like the keyring for trinkets? As it stands, each trinket in your inventory takes up the same amount of space as Jihn’Rokh, The Great Apocalypse, which seems silly. Possibly extend the idea to rings and amulets/necklaces as well?

 

Maybe a method to burn tradegoods that often end up on mules, other than the auction house - turning in stacks of things for reputation, badges, rewards, etc, not unlike the AQ40 war effort?

 

leveling

leveling  

now, ill be the first to say, this is one aspect i was never good at in the game. i didnt instance much, i didnt have the best gear, right now im working off of some pvp tier 1 set and some pve stuff. ive spent the first few days running around northrend checking out the lay of the land, screen shotting the hell out of the place, yada yada, so i didnt take the time to level. but is it just me, or is it a pain in the royal keister (sp?) to get to 71? maybe im just out of the leveling groove, maybe its me, maybe i dont have the attention span to actually focus on leveling, maybe its my spec/class, but ive noticed its a tad

 

now, i dont wanna hear how youve managed to get to 77 in 5 hours because youve spent 24/7 on the damn game, and i dont care that you hit 77 on your deathknight in a week, and i dont care that your t6 warrior/hunter/paladin/whatever hit 77 in less than a day, or that your merciless gladiator rogue hit 77 and got some pvp in, no, dont care. i wont even look at yer post. i wanna hear about the guys that actually HAVE troubles/suggestions/ideas.

 

Around Azeroth: Don’t turn around

Around Azeroth: Don’t turn around

 

Okay, do you guys know the strategy for this boss? No? Okay. Well, what’s the ugliest thing you can think of? No, not a male draenei in a dress. Very funny, Kirby. It’s this dude — a huge, smelly pit lord. Strutting around with some huge blades attached to his arms, like we all don’t know what he’s compensating for. And those armored codpieces? I mean, please. Those only belong at the Met. Hey … why are you all looking behind me and readying your fireballs? (Thanks to Natasi of <Pantheon> on Steamwheedle Cartel for the pic!)

Do you have any unusual World of Warcraft images that are just collecting dust in your screenshots folder? We’d love to see it on Around Azeroth! Sharing your screenshot is as simple as e-mailing  with a copy of your shot and a brief explanation of the scene. You could be featured here next!

Remember to include your player name, server and/or guild if you want it mentioned. We strongly prefer full screen shots without the UI showing — use alt-Z to remove it. Please, no more battleground scoreboards.

 

The Care and Feeding of Warriors: A pile of my enemies’ bodies

 The Care and Feeding of Warriors: A pile of my enemies’ bodies

 

Welcome back to The Care and Feeding of Warriors. The carnage you see above you is the entire Scarlet Monastery Cathedral (and all the mobs before it, too!) except for the ones who died before we got this far. (I stole this idea shamelessly from a commenter named Brian Arnold.The video he linked is pretty much exactly how it went down for me.) Damage Shield, you complete me. Well, you and Shockwave, and the new limitless target Thunder Clap. This is my build: I skipped over Anticipation because, while an excellent talent, I want to be hit instead of dodged. I’ll pick it back up again once we start leveling. A couple of fun screenshots from my character panel:

 

This is my admittedly gimmicky shield block value set. Pretty much every piece on it has block or str, I hover at around 16000 health in it. What I find really fun (and what allowed me to pull the entire Cath as well as both bosses onto myself) was this next trick. Nothing up my sleeve but Shield Block.

 

Yes, for ten seconds, you can have double your normal block value and block every single attack that will possibly land. (Well, not magic, but that’s why Blizzard made Spell Reflection.) Now, while this is fun for ridiculous trash pulls in underlevel instances, it’s what it says for raids that’s important. Shield Block is now an excellent spike damage reduction tool. If your health is low and you want to give your healers some help, you pop Shield Block and for ten seconds, if a hit doesn’t do around 2k damage, you don’t take any damage. Meanwhile, with damage shield up, whatever is hitting you will be taking around 400 damage for its trouble. This means that on trash pulls, Shield Block has become a threat generation tool. Just think about the Shield Slam crits with Critical Block.

“Let me introduce you to my shield.” Wha-BANG!

There’s so much to talk about in the wake of Echoes of Doom that I find myself unsure where to go. Clearly, we need to cover glyphs. I still want to discuss gear in Wrath, as we were interrupted in the middle of that. We’ve covered talents pretty exhaustively over the past week (to the point where my poor tired brain simply can’t bear another discussion of them to be honest) but there’s more that can be said.

For some reason, playing the same changes on live that I’d experience in the beta somehow makes them seem more real, if for no other reason than I’m doing raids with a raid leader dual wielding two handers while the warlock tries to tank things in demon form and I’m holding groups of adds onto myself with a charge - TC- Shockwave rotation, Divine Storm is going off everywhere around us… we took a group into MC to help a friend tame a Core Hound and next thing we knew 10 of us were standing over Ragnaros’ dead body. We had to rotate people in just to put out the runes for us because we’d cleared the entire instance but the quintessences we’d brought weren’t off cooldown yet. Now, it’s MC, and ten of us could have done it easily before the patch. But before the patch, no one could have said “Okay, Matt, you tank Garr’s adds here.” A follow-up in Zul’Aman only served to confirm my suspicion, as I simply allowed the hatchers to pop an entire side at a time and tanked all the spawns. It still required some work, but can you imagine a warrior holding that many dragonhawks? It’s quite possible now.

Okay, let’s talk glyphs. I’m currently using the Glyph of Resonating Power and Glyph of Sunder Armor (I will replace the Sunder Armor glyph with the Glyph of Revenge as soon as I find one, or level an inscription alt and make one) as my major glyphs, and the Glyph of Thunder Clap and Glyph of Mocking Blow as my minor ones. I wish I’d found the Revenge one, as the idea of rage-free Heroic Strikes while tanking makes me all kinds of excited. Once I get my third glyph slot at 80 I’d definitely consider the Glyph of Heroic Strike to go with the Glyph of Revenge for a potent one-two combo: not only would HS not cost any rage, but as many posters point out, thanks to Incite my HS would then have a good chance to generate rage for me. It might be worth dumping the Resonating Power to go for this combo now, once I have the Revenge glyph.

For my tauren, who is Titan’s Grip specced (man, you guys who think I’m crazy for having four warriors at 70, let me tell you, it’s awesome not having to blow 50g every time I’m curious about a spec, and it only cost me, what, days of gameplay? Okay, the 50g would be easier, and I’m crazy) I went with the Glyph of Bloodthirst and the Glyph of Whirlwind for major glyphs. I’m frankly not terribly happy with the BT glyph, it’s a good ability for soloing and I’ll probably want it back when we’re leveling to 80 but right now the Heroic Strike glyph would probably be better. I’ve actually switched in and out several minor glyphs (my horde guild has several Inscription makers furiously scribbling away) and right now I’m sitting with Glyph of Battle, Glyph of Bloodrage and Glyph of Enduring Victory. I don’t really like the Enduring Victory one all that much (I should, shouldn’t I? I know it’s not awesome for bosses but for trash waves Victory Rush comes up a lot. It just feels unimpressive to me, and both the Battle and Bloodrage ones seem better. I could be crazy here.)

For arms, which my draenei is undoubtedly going to be (he’s moving into full-time PvP, so that I don’t have to respec or even switch specs when that becomes available) I’m very interested in the Glyph of Execution to make Sudden Death even better than it already is (and it’s already very, very good). I’m going to avoid the Glyph of Mortal Strike for arms PvP, but for PvE it should be a good potential choice. 10% more damage is 10% more damage, after all. The Glyph of Overpower is another contender if you’re already relying heavily on Overpower for a Taste for Blood oriented build, although if you’re melee DPS in PvE you should be behind the mob, where it doesn’t get parries. For PvP, it might give opposing warriors or ret pallies a reason to regret speccing Deflection. You might be better off going with the Glyph of Rending if you’re relying on Taste for Blood, though. I expect I’ll be spending a lot of time switching glyphs around trying to find the optimal ones for PvP. I figure I’ll be respeccing a lot anyway, so might as well. Heck, for PvE arms the Glyph of Sweeping Strikes is very hot, and you can’t really say anything bad about more rage for PvP. Supposedly the Glyph of Whirlwind works with Bladestorm, too. A lot of choices here.

I’m still playing with glyphs myself, so any neat discoveries you’ve made of awesome glyph combos would be greatly appreciated. Right now, I’m delerious with glee over protection, loving fury, and am discovering that arms is a lot better than I thought it was going to be. (You can become an overpower and execute popping machine with the right talents and glyphs, it’s insane) What about you guys? Happy or unhappy?

I really want to get back to the Wrath gearing discussion, prot in PvP (let me just say that Shockwave and Spell Reflection can really annoy people trying to cap a flag) and how DPS warriors have changed, so I have no idea how next week will look. If you want to see one of those topics, or to suggest one I’ve missed, please do.

 

Spell pushback deemed harmful

Spell pushback deemed harmful 

 I certainly think there needs to be a limit on the amount of knockback possible. While I don’t think the mechanic itself is a bad one. I do think that there needs to be a limit on it. While facing slower melee classes it doesn’t present such a major problem. However, when facing classes with very quick attacks it definitely presents a problem which I don’t think was actually intended by the developers.

 

This is one reason that Pre-BC when SM/Ruin for a Warlock was considered a decent spec, it changed in Outland. Anything with a cast time is a waste of possible DPS unless you have someone locked down for certain. It’s the reason for SL/SL specs, it’s the reason why some mages are using Arcane Missles and Frost Specs to hold their opponents down. It’s also the reason Druids use HoT’s and why HoT’s are slowly spreading to all classes. Don’t work around the problem, try to fix the problem.

That’s just my opinion. Hope no one finds it too silly haha.

 

Character Update Process?

Character Update Process?

“You cannot log in until the character update process you recently initiated is complete.”

 

This is the message I get when I try to log in my only character on this Beta server. In an attempt to fix the problem I tried to delete this character and planned on re-copying her. After typing in “DELETE”, I got the same exact error message. It’s been a while since my install and nothing has changed.

 

(She was copied originally for the Alpha testing and was automatically sent to the Beta.)

 

Thanks for any advice.

 

Shifting Perspectives: Dude, where’s my armor?

Shifting Perspectives: Dude, where’s my armor?

 

Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them. This week John Patricelli, the Big Bear Butt Blogger, takes a brief look at the changes to Feral Bear armor in the upcoming Patch 3.0.

Welcome back, my furry, feathery and barky brothers and sisters!

Last week, I did a brief rundown of the many ways the Feral Druid mechanics are going to change in Patch 3.0 and Wrath of the Lich King.

This week, I’m going to touch briefly on the changes to tanking changes and bear armor in general, and how they may change the way we view our class.

Oh, and by the way… finding a picture of a slightly stoned-looking bear wasn’t as easy as I expected. The lengths I’ll go to for a joke!

A little recap

Before we talk about what the changes may mean, let’s lay down what we’re talking about. I mentioned armor specifically, but really I’m going to be talking about changes to Damage Mitigation, Avoidance and Survivability.

First, in the latest WotLK Beta build (9038) it is confirmed that Dire Bear Form has a decreased armor contribution from items, from 400% to 370%. This reduces the ‘always on’ Damage Mitigation that Druids in Dire Bear form receive from the armor we have equipped.

Second, leather gear in the Expansion has been designed to have standard point values for armor based on item level. There will be no more items with ‘green’ armor values.

Examples in the current game with green armor values include;

·         Umberhowl’s Collar

·         Tree-Mender’s Belt

·         Guantlets of Malorne

·         Heavy Clefthoof Vest

·         Heavy Clefthoof Boots

·         Heavy Clefthoof Leggings

So as you can see, items that in the current game we eagerly seek out for a Bear tanking set, in the expansion, will not exist in the same form. No more intentionally high armor values on leather.

In fact, in Patch 3.0, even the existing items are getting changed to have their armor values dropped. The item level/point value of the gear is staying the same, those points used for enhanced armor are being redistributed to the other stats on the gear.

As an example, here are the same three pieces shown above, with WotLK stats;

·         Umberhowl’s Collar

·         Tree-Mender’s Belt

·         Guantlets of Malorne

·         Heavy Clefthoof Vest

·         Heavy Clefthoof Boots

·         Heavy Clefthoof Leggings

As you can see, the armor has been reduced, but other stats have been raised to compensate for this. Depending on the individual item, armor values have been reduced from 40% to 60% across the board.

An interesting thing to notice is that the point value is not always just used to increase other pre-existing stats. On the Heavy Clefthoof pieces, they added Dodge Rating, just as an example. So it’s not necessarily a straight stat boost.

At this time, Rings, Trinkets and Weapons seem to have had their armor values unchanged, making them even more desirable for Bear tanks after the Patch. There is a bit of consternation about this, since now we will be trying even harder for those few item drops that will maximize our armor.

Third, the Talent Natural Reaction, when fully invested, increases your Dodge in Dire Bear form by 6%, and generates 3 Rage every time you Dodge an attack.

Fourth, the Talent Protector of the Pack, if all 3 points are fully invested in it, increases your Damage Mitigation by 3% for every player present in your party at the time you shift into Bear.

Fifth, Survival of the Fittest, fully specced, reduces the chance you’ll be critically hit by 6%, effectively making you uncrittable by raid bosses in PvE.

Sixth, the AoE Damage Reduction of Predatory Instincts will only apply to Cat form, and the Feral Swiftness speed buff WILL now work indoors. I’m really only mentioning the Feral Swiftness thing, since it’s pretty cool. I mention Predatory Instincts, because there was some confusion iniatially that made it seem like the latest plans were to have it work in Bear form at the enhanced 30% value. It will not.

A little analysis

As you can see, these changes mean that we will have a LOT less ‘always on’ physical Damage Mitigation from our armor, from 0 to +12% direct magical and physical Damage Mitigation from Protector of the Pack (depending entirely on how many players other than the Druid are grouped with us at the time we enter Dire Bear) that adds much-needed magical Mitigation, but doesn’t quite at this time make up for lost physical Mitigation from armor, and we will no longer need to balance item choices based on remaining uncrittable through Resilience or Defense Rating.

Along the way, we have lost our ability to avoid magical AoE damage from Predatory Instincts. With the addition of the 12% magical Damage Mitigation from PotP, I personally can see how that would have been a Developer choice to scale back our magical Mitigation. And now that nothing in Predatory Instincts is usable in bear form, for the dedicated tank that frees up those Talent points for other uses.

Where we are now, and how some of our tanking-specific capability has been reduced, seems to be based on current testing the Devs are doing. From what Ghostcrawler has said, most notably here, the impression I’ve been left with is that Feral Bear tanks were performing so well in comparison to other tanks that they were forced to begin making adjustments, or face a situation where the Feral Druid would be the only tank invited to serious raids.

In the short form, tests were indicating we were taking far less magical AOE damage, less physical damage, and had more overall health than the other three tanking classes. So to date the adjustments have been aimed at slight reductions to our physical Damage Mitigation with the change to the Dire Bear armor from item percentiles, and the removal of Predatory Instincts as usable in Bear form.

Things are certainly going to change more. Maybe testing will show we are now too far below other classes in terms of magical AoE avoidance. Perhaps we will still be a bit too high on physical Mitigation. Who can say?

As of now a few things I’m noticing seem to be fairly certain.

Although the changes to leather armor have made it so that more drops will be able to be shared among Rogues and Feral Druids, the armor values on Rings, Trinkets and Weapons will make those particular drops even more highly prized. Since armor and associated values are also highly treasured by all other tanking classes, expect a bit of a struggle, if you try and ask for special consideration for those items. Please remember that every tank desires those stats as well, and our multiplier does not automatically make any item “Druid Lootz”.

The single biggest thematic change, of course, is the addition of Damage Mitigation based on how many people we are partied with.

For armor, we will be using leather items with normalized armor values, and relying on having a full party to make up the lost Damage Mitigation.

Yes, that Mitigation also applies to magic damage. But it is dependant on being in a full party.

I have been quite fond of being able to solo tank as effectively as I group. It lets me test my survivability live, by taking a healer and going to tackle nice big things that hit hard.

I’ve also been quite fond of being able to go into old world instances, and tank groups rather effectively either as the ‘big brother bear’ helping my friends’ alts, or just as often solo farm an instance recipe or drop.

With this change, it seems to me to make the Feral spec a place where, if you intend to spec as a tank, it will be for the specific purpose of tanking for a group, and not as a comparable option for solo adventuring.

It is almost as though we have been balanced to be the opposite of the classic ‘Protection Warrior’ comparison. A Protection Warrior has historically soloed with very high survivability, and very low DPS output. Previously, our DPS in Bear form was acknowledged as being deliciously high for tank, with awesome survivability. It feels to me that this is a philosophical response to that situation. Instead of reducing our DPS, it seems they chose to reduce our survivability when soloing as a tank instead.

I’m not upset about it. We have long heard how it was unfair that our Feral spec allowed us to have decent DPS in Cat form AND effectively tank in Bear. I think it’s an interesting concept, that they would flip us as the opposite of the warrior, having high DPS but weaker mitigation when soloing.

I’m curious to see how things will eventually balance out. And we will find out very soon, if the flurry of Patch updates are any indication.

I’m personally a bit disappointed that my tanking ability will vary depending on who I happen to be hanging with, but since the key times I will need to tank will legitimately be in full groups, I certainly can’t complain. Keep me strong in groups, and make me work for it while soloing, and I’ll be quite happy.

More worrisome to me, to be perfectly honest, is that the leather gear with DPS stats I’m seeing in WotLK is almost totally devoid of Intellect. With the corresponding reduction in our mana pool, I am seeing a bleak, manaless future staring us in the face. A future of extremely limited form shifting in combat. And that to me has always been my favorite part of the class; frequent shifting to respond to changing situations.

But that may still change, as well. Let’s hold off on the /wrists for a little while longer, okay?

Wrap up

I will say one thing. I’ve seen two different points of view when it comes to discussions on the future of bear tanking.

On the one hand, there are many Druids that want to make sure their concerns are heard, that we want Feral Druids to be able to successfully tank in WotLK.

And then there are those Druids that want to make sure that Feral Druids will be equally as desired as Main Tanks in comparison to each tanking class for WotLK raids.

These are two very different concerns. Early on, the biggest worry was simply that Bears wouldn’t have what it takes to git ‘er done.

With the latest playtesting, and the comments by Ghostcrawler, that concern seems to largely have been addressed. It seems clear to me that we will be able to tank, and tank well, in the expansion.

At this point, the ongoing concern is balance with other Tanking classes. Concerns over Threat generation in comparison to other classes with the recent changes to Predatory Instincts no longer applying to Bear form at all, for example. Or whether Bear tanks will still be desired if Warriors now have much greater Mitigation to magical attacks and AoE effects.

The balance issue is the one that is going to be the hardest to address. Perception is as much a part of the equation as actual numbers. Paladins are loved for their 360° Threat generation, and how much of it they can generate in a rapid amount of time. Will a Bear tanks’ fun factor and multi-mob Swipe overcome that kind of perception?

It’s literally a case of fine tuning at this point, a little nudge up here, a little tweak down there. And test, test, test.

For me, the two biggest questions I had going into this whole thing was; “Will I still be able to effectively tank for my guild. And, will I enjoy it?”

Everyone will have to get their hands on the actual, final results come game day and make up their own mind.

But I feel pretty confident at this point that I will be able to keep on tanking on… and having a blast while doing it.

Here’s hoping that all of you Bear tanks in serious raiding guilds will also get what you desire, and will continue to be welcomed as Main Tanks in all the coming new raids!

I will be watching, and hoping, and rooting for your success.