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New Articles & Guilds System
We have a new articles system on TankSpot which automatically creates static pages for our official content. It also creates specially-formatted pages for guild recruitment threads on the site (example). We'll be explaining the system in more depth soon!

0 comments.
Nov 20, 2009

Forum Maintenace This Weekend
We have a ton of work on our plate with the forums and bringing them in line with the new template. Ideally we'd like to clean up a lot of the excess code and possibly rebuild the entire template from scratch. We are no longer planning on upgrading to vBulletin 4, the primary reason being that we're building a custom replacement for what we wanted in vB4. As always, we may change our minds!

3 comments.
Nov 20, 2009

Blogs & Guild Recruitment
On the right-hand side of the page you will now see recent blog entries and guild recruitment threads. We've got another big addition coming a bit later this evening.

3 comments.
Nov 19, 2009

Legendary Weapon Preview: Shadowmourne
As the Lich King continues his dark work inside the halls of Icecrown Citadel, the warriors and smiths of the Ashen Verdict scramble to forge a weapon capable of defeating the Scourge. To aid the Verdict in its cause, you'll need to follow in Arthas's footsteps, gambling with your very soul to gather the materials that will create the legendary axe Shadowmourne.

Find out more about t... Continue reading...

9 comments.
Nov 17, 2009

Content Update 3.3: Quest Tracking Preview
We've been testing out an all-new Quest Tracking feature which we plan to include in content update 3.3. Read our preview to learn how the World of Warcraft questing experience will be vastly improved in content update 3.3 for characters of all levels here.

4 comments.
Nov 16, 2009

No BlizzCon in Vegas This Year
We haven’t announced any details regarding our next BlizzCon -- though we can confirm that it will not be held in Las Vegas -- so we recommend everyone refrain from making any BlizzCon-related travel plans at this time.

24 comments.
Nov 13, 2009

Recent TankSpot Blogs
Grrrr....id
As promised several weeks ago here's my little rant/summary of my adventures with setting up Grid. For many months I've been a dedicated Pitbull user and was only convinced to change to Grid in Col...
4 Comments.
Shortypop

Here goes...
First: I have a 310% drake yay! After months of being stuck with firefighter as my last achievement left for GotUR (10) and having the quest for mimirons sigil in my quest log I finally managed to get...
0 Comments.
Pyrea

Woot
ok so last night, my guild did our second rounds of 25 mans along with finishing Ulduar, we did 25 VoA, after we down Archavon the mount dropped, I rolled a 92 and won it, half the raid then dropped r...
0 Comments.
Toushiro

Electric Worry...
Yes, I know it's the song from the L4D2 commercial by the band called "Clutch" and yes I'm on the bandwagon versus in front of it for this one. I apologize. Game is tight, well done, and a better part...
6 Comments.
Conreeaght

Cooling down on the cooldown
Yesterday was one of those nights I'll remember for a little while. In effect we spent a full night wiping on hard mode Northrend Beasts. I haven't been able to raid all that much over the course of t...
6 Comments.
Aethelas



Guild Recruitment

[A] PVE-US <Machiavellis Cat> casualcore 3/5 TotGC seeking tank!
Who: Machiavellis Cat, on the PvE PST Uldum server When: Tuesdays, Thursdays, and some Mondays from 6-9pm PST What: Looking for a skilled tank, preferably DK or bear Why: To kill Heroic Twins, Anub, and anything ICC will throw at us Do you like doing damage to bosses, sassing your guild members, and the Princess Bride? Does seeing someone type 'ur dum' make you break out in hives? Are you okay ... Continue reading...


[A] US - Velocity | 3/5 ToGC25 | 9 hours
3 days a week, 3 hours a night, some good friends with mad skills get together to down content. Strict recruitment standards keep our talent pool high and drama out. Our loot system is EP/GP, which means the effort points you earn for attendance divided by the gear points you have acquired equals your loot priority. View our recruitment video for more information. Currently seeking an Elemental... Continue reading...


[H] Phoenix Rising (pvp Jaedenar)
Ok this has been a long time coming. Phoenix Rising Is a guild of modest skill and ambition on the realm of Jaedenar. Only a few months ago we crawled past our first ten man to become one of the larger and skilled guilds on the server, without catering to leetist attitudes or heavy drama. Family and friend run, the core raiders are friendly, skilled, and competent. There is a lot of other awesome ... Continue reading...


{A} Grandeur PVE Kilrogg 5/5 ToC 4/5 HToGC
Grandeur is a PST raiding guild on the Kilrogg server 13/14 Heroic Ulduar 5/5 ToC 4/5 HToGC Looking for DPS of all kinds Please visit Grandeur Guild for more information about us. We are actively raiding WotLK Heroic raids Current Class Demand Death knights: Very High(DPS only) Druid: Very high(Balance) Hunter: Very High Mage: Medium Paladin: Low Priest: Very High(Shadow)... Continue reading...


[A][EU-Alonsus]<Aranoch> Open Recruitment
About Us When Ulduar was first released a lot of us realised that the step up in skill and dedication from Tier 7 was significant and if we were to see all of the content the game had to offer we would need to form a guild that matched these ideals. It was from this mindset that Aranoch was formed from a close-knit group of friends at the end of June 2009. That goal - to see everything the game ... Continue reading...


[A-PVP-CST-Azgalor] <Righteous Dawn> 5/5 HToGC, LF Rogue, Mage, Ele, and Others
Current Needs: Rogue Mage Boomkin Elemental Shaman we also have a lesser need for... Resto Shaman Holy Paladin Hunter Schedule: Tuesday 21:00 CST - 23:00 CST Thursday 21:00 CST - 23:00 CST Sunday 21:00 CST - 23:00 CST Monday 21:00 CST - 23:00 CST About Us: Righteous Dawn is an serious alliance raiding guild that has been around on Azgalor since the beginning of time. We have a ... Continue reading...


[A-Doomhammer PvE] Bro it up with <Con Brio>!
Conbrioguild.com http://img9.imageshack.us/img9/8647/cbrecruit.png Greeting, potential applicant! Have you been looking for a guild that takes end-game seriously without sacrificing their sense of humor and enjoyment? How about a guild that doesn't mock, insult, or patronize raiders for mistakes? Or perhaps a guild where as a new person, you're automatically considered a part of the family and n... Continue reading...


[A] Gorefiend Casual Adult 10m Random Axe of Kindess
Updated 11/18 (Filled range and Tank core spots, still lfm) Updated 11/19 (Filled Resto shaman) Random Axe of Kindness started as a guild of working adults who can not stay up until the wee hours of the night, but we will be damned if we miss out on content because we can not raid 3-4 hours a night and 4-5 days a week. We enjoy challenges and having fun, well we know a guy who doesn’t but ... Continue reading...


(H) Envision-Baelgun Recruiting Various Raiders Now!
We are a 25 man progression raiding guild looking to fill raiding spots. We have cleared 25 man ToC, 25 man Ulduar up to Yogg, 10 man Ulduar (1 hard mode away from unlocking Algalon), and 10 man heroic ToC. Our raid times are Tuesday, Thursday and Friday (25 mans) from 6:00 to 9:00 server. Mon, Wed, Sun we run various 10 mans from 6-9 server. We are currently looking open to applications from all... Continue reading...


[US-Horde-PvP] Non-Typical Raid Guild LF Off-Tank - Druid, Paladin or DK.
About us: Keine Neuen was formed on the Mal'ganis server in September of 2007 as a progression guild focused on recruiting a more mature and laid back raiding base. While progression and completion of all raiding content is the ultimate goal of the guild, a tension-free atmosphere is maintained at all times and is just as important to the success of the guild. While we have a tight core of play... Continue reading...


Ciderhelm posted this on November 20, 2009 - 4:26 AM

Lore and I were given the opportunity to speak with Alex Afrasiabi (AA), also known as Furor, the Lead World Designer of World of Warcraft, and J. Allen Brack (JAB), the Production Director for World of Warcraft. We tried to keep focused on subjects important to the five-year anniversary and the long-term challenges and successes they've dealt with.


Can you expand a little bit on what your roles are in the ongoing production of World of Warcraft?

AA: Yeah absolutely. I am in charge of encounter design, quest design, and everything that falls in between those two things, which is spawning creatures and dungeons, and essentially the story and feel of the world.

JAB: I'm responsible for the production and operation of the game. I have a partner, Tom Chilton, who's the game director, and between the two of us we effectively run World of Warcraft.



What has been your biggest thrill during the development and release years of Warcraft?

AA: The biggest thrill for me was in Lich King with the advent of the Death Knight starting area. Seeing that come together and seeing that format actually work.

JAB: For me, it was shipping Wrath of the Lich King. I felt like it had a really strong story element. It had a really strong interplay between Warcraft 3 so it was a long story we'd been telling from a Blizzard point of view. Launching that game with the Death Knight starting experience and the experience with Arthas and the dungeons was just an awesome achievement.



What major goals did you set in the first year of World of Warcraft?

JAB: The first major goal after ship was to get the service stable and up and running and allow people to actually play the game.

AA: That was our primary goal. We had the content, we had a fun game experience that I think everyone really enjoyed, but the biggest challenge by far was getting enough servers up and getting the service available to players.



What do you feel are the biggest successes you've had with increasing accessibility to newer players since release, both in leveling and in raiding?

AA: We've changed our model a few times. Leaving Burning Crusade we had, talking about raiding, Sunwell. Sunwell was something that really was the territory of the top 1% of our playerbase. We spent a lot of time on Sunwell. It was kind of a cold realization, even though we'd felt it before, we spent a lot of time, we had a lot of very passionate, talented individuals working on the game, and they love the game and they want players to enjoy the game as well, and that was one of those ones where it was, "Sunwell is awesome!" It really was an amazing instance and we would have really loved for more people to see Sunwell.

So what we really went into Lich King with was, first and foremost, that we want our players to see our content. We want our players to be able to experience our content if they so choose: if they're a raider and they want to raid, we want to let them raid; if they want to do dungeons and heroics, we're going to let them do those. That was the big win for us, because Lich King did do that, and we think Lich King has done it well.

JAB: I totally agree with that. I think the popularity of Karazhan was kind of a moment for the team, because for a certain amount of time Karazhan was probably the most popular piece of content we had ever made. Just the realization of how excited people were about 10-person groups and 10-person raids was really a big philosophy changer for us on the team. That definitely led to the 10 and 25-man split on all Lich King content and all future content, because we want players to have the ability to experience content at the raid size that they want.

Those two decisions really go hand in hand.



Are there ways you think you can improve on this for Cataclysm?

AA: I'm gonna guess we'll surprise you. I think there's always ways to improve upon -- one of the great things about working here is we're allowed to make mistakes, and we do mistakes, clearly, and learn from them and improve upon, so I think we'll take whatever mistakes that we've made -- and there are a few -- and use those going forward with our raiding and dungeon philosophy into Cataclysm, and hopefully make it a better experience for the players.

JAB: Yeah we're trying some stuff with Icecrown, specifically in regards to looting, that is sort of an aberration from stuff that we've done before. Everything we've done is just a revision of what we've done before in terms of that stuff and I think that's going to inform a lot of the decisions we make in Cataclysm in terms of itemization and loot and how that works together.



This question comes from Xav of Premonition: How important high end raiding competition is to the overall health of the game, and how has it affected its growth over the years?

AA: I can tell you high end raiding is what birthed raiding in this game to begin with. Jeff Kaplan and Rob and myself and a few others were huge huge raiders in Everquest, and so that was a playstyle that we all really loved, and it was something that we wanted to see in WoW. The social aspect of it was really one of the big things there. You'd get all these people together and they'd cooperatively work towards a goal and the end result was very gratifying. And so, yeah, that's part of it right there. But we continue to honor high end raiding by continuing to have it. We try, I think with the splits now and the heroic difficult, we try to cover our bases now. We try to cover the lower end tiers and allowing access to all content, but at the same time, if you're a hardcore raider like Xav is in Premonition, we do provide the challenges for you as well. You can pick and choose what you want to do. You can get in there with the Lich King in under 15 attempts and hopefully take him down and we'll see how that goes.


What are the hardest decisions you need to make with new zones and cities in Warcraft?

AA: I think the hardest decisions is always... You don't want to stop. We love what we do and we want to always improve on things, and especially when you're going back through Cataclysm trying to bring up the old world and make all these great changes, the hardest part is knowing when to stop and knowing when enough is enough. It's good enough, it's great enough, but designers want to redo everything! It's not feasible, unfortunately, given timelines, but that's the hardest part for sure.

JAB: Yeah, we always want to do the greatest thing we've ever done. Since we want to make every zone the best zone we've ever made, that gets to be a problem when you're talking about the number of zones we've made and the number of zones we need to work on.



How do you keep making the new zones fresh and interesting, rather than "just another desert zone" or "just another mountain zone?"

AA: We have a lot of brilliant people here, honestly. I mean, we have a lot of passionate people. One of the things, it's interesting, is that all of our designers play the game. It might sound strange to hear, but it's something that does become a problem at times. They play the game passionately, with multiple characters, through multiple factions, and they all know what needs to be done. It's a strange thing, but it's wonderful working with them. We definitely have an eye out for 'the new,' you know, so if we're going to put a desert zone out we want to make sure it's a desert zone you've never seen before. So while we're not prevented from doing that, we want to make sure that you're going to get something amazing every time.

JAB: I don't think anyone ever comes to the table with the idea of, "I've got an idea, let's do a desert zone!" They come to the table with, "here's this one piece" of something completely awesome that they want to see in the game, and it goes from there. People will come up with ideas for individual little pieces that will eventually become a zone. We've always wanted to do an underwater zone: one of the things we've talked about with Cataclysm is Vashj'ir, the sunken city of Vashj'ir, how that's going to have a significant underwater component. We've always wanted to do that. People bringing up concept art, or different ideas of, "hey these are the things I want to see in the zone" is really... It's about those moments, those cool experiences that you want players to have, much more than it is about "let's create a desert zone."



How much do the concept artists inspire you guys to create something brand new... how often does that happen?

AA: Very often.

JAB: Yeah, all the time.

AA: It's very common. I mean, our concept artists are amazing, and I think it's a give and take, honestly, that we inspire them and they inspire us. It's a beautiful little circle.

JAB: You'll have the artist who comes in and says, "I have tried to envision this as you've described it," and wow, that's awesome, and we take the ideas to the next level. We'll have pieces come out that are with very rough, high level direction of "this is the idea for this zone, these are the kinds of things that we need to do, go off and create some neat concepts and let's see what comes back and see what we're excited about." That's a big part in it. We'll also do iterative concepts as things are coming together. We spent a lot of time doing what we call paintovers of Dalaran, where we take a screenshot of what Dalaran is today, and then artify that into a concept art format to give us the next step that we need to be reaching for.



After we've been adventuring in Azeroth for five years, what made you decide to blow it all up in Cataclysm?

AA: Blow it all up? [laughs] We're not necessarily blowing it all up. Certainly, yes, there are places that are blown up in a part. This was an easy decision for us. Well, I won't say easy, but it was a decision we went in with happily. It's the old world, it's wonderful in its own ways, but we've ... since the old world, since Burning Crusade, even since Lich King... we've elevated our design style to new heights. As we go through the old world and we play it -- like I said, we play a lot -- it becomes really obvious to us that it would be awesome if the old world met the standards we've set today. That was one of the big reasons going back, we wanted to make sure that the entry play experience -- the first 60 levels, or 50 levels, or whatever it might be -- are as good as Lich King, as good as playing through Lich King or even Burning Crusade. That's the big pull.

We'll blow things up when we need to. A lot of places have regrown due to certain issues and variances and things coming about with this Cataclysm, and we'll see a lot of that, too.

JAB: One of the first decisions we settled on was that we wanted to do two new races. And then the idea of having those two new races level up in the five-year-old level 1-60 experience was not very appealing. That also played into the decision, along with everything that Alex said.



What would you two like to see in the next years of Warcraft?

JAB: Interestingly, we don't really plan beyond the next few patches and the next expansion. We started the design for Cataclysm as we were wrapping up Lich King. Over the course of the next few months we figured out what the patch plan for Lich King was going to be and that's where we are right now. Right now we have a pretty good idea of what Cataclysm is going to end up being and we have some ideas for what some potential patches could be, but that's really about it in terms of stuff we've nailed down.

The real reason for that is because we're going to be much smarter about what the players need, what the game needs, and what the right decisions are once we ship Cataclysm, or once we get a lot more of the Cataclysm development done. Why go through the effort to make a 2-year, 5-year, or 10-year plan, or whatever, when you know it's going to get thrown away, because we're going to be so much smarter tomorrow than we are today. That's one of the things we say around here a lot is, "I don't know today, but I'll know... whenever we ship 3.3, we'll know how that turned out." And we'll be able to make smarter decisions about what the next step is.

AA: Yep. What he said. Totally true. Absolutely. [laughs]



Do you operate as a single team as you develop each new patch and each new zone, or are you split into subdivisions?

JAB: A lot of online game companies have done it different ways. The way that we do it and the way that we've really always done it is one team. We've got one team that's working on 3.3 right now, and we've got some people on that team that are working on Cataclysm stuff, but the idea that we have is that we want to have one set of leadership that's sort of making the overall game decisions because we're not making patch content and Cataclysm, we're making World of Warcraft. We want everyone to be tuned in and dialed into that experience on both the patch side and the expansion side. Everyone is in the same boat, as it were.


As a franchise, Warcraft began as a real-time strategy game with Warcraft: Orcs and Humans. After three Warcraft games it moved onto the MMORPG genre. What do you feel the next step for the franchise is? Is there a possibility that it may return to its RTS roots?

JAB: We're really excited about the Warcraft Text Adventure. That's going to be followed up by the Turn Based Strategy Game. No...

The teams that we have help decide what it is that they're excited about making. The Real Time Strategy team that we have is currently working on Starcraft 2. Prior to that they were working on Warcraft 3 and the Warcraft 3 expansion. What we call "Team 2," which is the World of Warcraft team, started out actually making a different game called Nomad, and the team really got excited about making an online game, and making a Warcraft online game, so that's how World of Warcraft was born.

At some point, some team may decide, "Hey, we want to make a text adventure! Or a turn-based strategy game or something like that, and we want to use the Warcraft franchise, and this is how we could do it." Or the guys who finish Starcraft 2, they're working on that and they've got a couple expansions that we've announced for that, they may decide, yeah, it's time to return to the Warcraft franchise and start thinking about Warcraft 4. That's a decision for them to make, and is obviously years in the future.

The answer to your question may be a little vague, but it's really up to the team. The teams get really excited about stuff and when the teams are excited, great things happen. It's much more of a "what is the team excited about" as a decision maker as opposed to someone from on high saying "we will now make a Warcraft turn-based-strategy game. Go, excecute on that!"




Ciderhelm posted this on November 18, 2009 - 12:03 PM

Source: Daelo
Icecrown Citadel testing has been progressing very well over the last few weeks, and this has been a huge help to the encounter design team. I want to thank everyone who has logged onto the PTR and tried the encounters there.

As we're now getting closer to the release of 3.3.0, I wanted to talk about our plans for access progression within Icecrown Citadel. Icecrown Citadel is going to be broken up into four distinct sections: The Lower Spire, Plagueworks, Crimson Hall, and Frostwing Halls. We plan on releasing these four sections of Icecrown Citadel over time and not all immediately when patch 3.3.0 goes live. At this point I can't give precise dates for these release dates as they are determined by when patch 3.3.0 goes live. Once dates are known with more certainty, I'll update the community so they can plan appropriately.

The first section that opens will include the Lord Marrowgar, Lady Deathwhisper, Icecrown Gunship Battle, and Deathbringer Saurfang encounters. Progress beyond that point will be prevented for several weeks. Then the Plagueworks will open with Rotface, Festergut, and Professor Putricide becoming available. After another period of time, the Crimson Hall will open and you can then fight the Blood Princes and Blood-Queen Lana'thel. The final Frostwing Halls unlock then occurs after that, making Valithria Dreamwalker, Sindragosa, and the Lich King available. We believe a staggered release of the content will allow players to experience Icecrown Citadel at a sustainable, measured, and ultimately more enjoyable pace.

There are other elements that gate access along the way. Players may not attempt any Heroic versions of 10 player encounters until they have defeated the Lich King in a 10 player raid. Similarly, players must defeat the Lich King in a 25 player raid before they can attempt a Heroic 25 player encounter. So players must master every normal difficulty encounter in Icecrown Citadel before attempting Heroic difficulty.

The Lich King may not be attempted until Professor Putricide, Blood-Queen Lana'thel, and Sindragosa are defeated. Furthermore, the Heroic difficulty of The Lich King encounter may not be attempted in any week unless the three aforementioned encounters have been defeated in Heroic difficulty that week.

The Ashen Verdict provides reinforcements and material for players to assault Icecrown Citadel, but this support is not endless. Raids will have a limited number of attempts total each week to defeat the four most difficult encounters in Icecrown Citadel: Professor Putricide, Blood-Queen Lana'thel, Sindragosa, and the Lich King. As these boss encounters are unlocked, the number of attempts available per week will increase. The initial number of attempts provided for defeating Professor Putricide is only five. When Blood-Queen Lana'thel unlocks, the amount of total attempts remaining will increase to 10. Then when Sindragosa and the Lich King unlock, 15 total attempts will be available to defeat all four bosses. After a raid has exhausted their attempts for the week, the Ashen Verdict must withdraw their support and the four most difficult bosses all despawn and become unavailable for the week. The limited attempt system is a feature of both Normal and Heroic difficulty.

There will be no explicit rewards for defeating the Lich King with a specific number of attempts remaining as there was with Trial of the Grand Crusader. There will also not be an achievement to complete Icecrown Citadel without being defeated by a boss encounter, or letting a raid member die. (i.e. A Tribute to Insanity).

In the weeks and months after all twelve encounters are unlocked, additional attempts against the final four boss encounters become available. This represents the Ashen Verdict growing more powerful and gaining a stronger foothold in Icecrown Citadel. To further help raids, Varian Wrynn and Garrosh Hellscream will begin to provide assistance by inspiring the armies attacking Icecrown Citadel. This is represented as an additional zone wide spell effect applied to all players that will increase their hit points, damage dealt, and healing done. This effect will also increase in effectiveness over time. Players may opt out of the spell's effect if they so wish.

Source

My thoughts? Christmas has traditionally been a very difficult time for raiding guilds. Whether or not gated progression is good in general, it may just make the most sense for the seasonal release of this instance.




Ciderhelm posted this on November 16, 2009 - 8:44 PM



TankSpot is proud to announce that we're giving away five Murloc Marines each week for the next four weeks! To enter the contest this week, simply respond to this thread and end your post with a creative movie or song name with the word Murloc or Marmot in it (i.e. 'Murlocalypse Now').

We will randomly choose five winners each week. Among these five, we will also choose which we like the most and send that person two additional pets: Lil' KT and Pandaren.

You are welcome to respond multiple times to the thread to discuss the movies, but don't add the Murloc/Marmot line a second time! Posters who make multiple entries or post from multiple accounts will be disqualified. Members who haven't won a pet are welcome to re-enter the contest with each new week!





These movies can be downloaded in high definition through our Donor Download Service. Click to learn more!




Ciderhelm posted this on November 13, 2009 - 2:03 AM



This is not one of our movies! It's a pretty funny interview between Jace Hall and several Blizzard developers that took place prior to the Wrath of the Lich King. It was sent to the official fansites this evening (yes, a year later!) for us to repost for the community. Enjoy!

Jace Hall's official website:
Jace Hall : Morris Chestnut & Chadam - Watch the full episode now. - Crackle




veneretio posted this on November 11, 2009 - 1:11 PM


Direct Download For This Podcast

Topics:

  • The Best Trinkets
  • Why do I have so little hit?
  • Healers and You!




Ciderhelm posted this on November 09, 2009 - 3:51 AM

Another week starting with a lot of new content! Be aware that I'll be editing the Weekly Marmot directly into this post when it's ready, so check back here if you're not subscribed to our YouTube channel.


TheGreatMe's Fury Warrior Guide (Video & Written)
Warriors are already familiar with TheGreatMe, or TGMofLos, for his past Fury movie guides. We're proud to announce his newest guide can be found here on TankSpot -- Click here to read and view the guide!


Crocstar's Hunter Guide
Crocstar has written an excellent Hunter resource for our DPS forums. He is the third member of Splug's guild, Angry, to contribute guides to the community. Check this out here!


The Weekly Marmot
Frodo Gone Wild.




A Healer's Perspective (Trial of the Grand Crusade 25-man)
Aliena has created a video for our healing community covering specific healing issues and strategies in ToGC! (Also, she's put up a transcript here)




Regarding Our Community
Our website is not designed to support the diversity of subjects, classes, and roles we've taken on in the last year. With growing Healing and DPS communities and the intent to expand our news coverage beyond just raiding and class news, we're going to have to rebuild parts of this site from scratch when we implement vBulletin 4. I've already asked for the healers' feedback here, but anyone else is welcome to jump in on the discussion.

The vBulletin team has given us a preview of their new CMS (frontpage), and as a web developer I am very excited for the potential. Practically speaking, this will make finding the class, role, raid, or other information you're looking for much easier, which in turn means we'll be able to shove a lot more news out without worrying about what we're bumping down.




Ciderhelm posted this on November 02, 2009 - 1:21 PM