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I find coming up with a headline and lede for an article is nearly as difficult/time consuming as writing the article itself. I can sit around and wibble about it for HOURS, constantly changing the wording, tweaking this or that, and meanwhile my deadline looms ever nearer and I'm still unhappy with it. And then what happens? My editor changes it anyway and makes it actually GOOD, so there's no reason for me to have wasted all that time in the first place. But it doesn't matter, I never learn, I keep doing it. I'm doing it as we speak. *headdesk*

This weekend, I began Nickle and Dimed, which was a book I was v. interested in reading, and yet never started, allowing it to accumulate dust on my book shelf. It's really good if a bit dated now, though while reading I am alternately shocked/amazed/depressed/ashamed. If you've read it you probably know why re: that combination of emotions. I'm about 3/4 of the way through, so I'll have more to say about it when I'm actually done.

I decided to bite the bullet and participate in the D/G Fic Exchange (link in my last post). I've been wanting to write something -- a one-shot -- in recent days, but haven't been particularly motivated to start something. I'm hoping this will do the trick.

Pirate Monkey's Harry Potter Personality Quiz
Harry Potter Personality Quiz
by Pirate Monkeys Inc.

In WoW news, Jade and I are completely obsessed with Warsong Gulch. It's like crack. After many games, we've even made up (in like 10 seconds, so there's no scientific strategem to this) what we think would be the best grouping of 10 in a WSG team, and they are:

* 3 rogues -- One on D, stealthed near our flag; one on O, near their camp; one midfield to help stop runners
* 2 mages -- One on D and one on O, to slow down/halt the opposing team's offense and to slown down/halt their defenders
* 1 priest -- On O, and always with the flag carrier, to heal/shield as necessary
* 1 shaman/druid -- To be secondary healer, and not bad damage dealers either ... also, they both have travel forms to RUN like hell with the flag. If I had a choice, I'd take the shaman and keep him on D, who can not only wear mail in upper lvls but has neat totems they can constantly set down to detect stealthed rogues.
* 3 mixed -- We figure these spots can be filled by pretty much any other class not listed

If I had a choice, I'd fill out the last three with the following:

* 1 warrior -- With so many cloth/leather wearers, we really need a player who can sustain damage more long term -- plus they have that rushing attack that can stun people who are getting away.
* 1 shaman -- I'd take a second shaman to play O, to help defend the flag runner and help with healing duties if necessary (or as a healer for the priest). A druid could do this as well, but shamen (is that the plural?) have better armor. If not a second shaman, I'd go with a second warrior.
* 1 hunter -- I think hunters are pretty useless at 1v1 PVP (with the exception of that crazy good hunter Dinan and others like him), but in a group PVP situation, they and their pets definitely have uses. The pet rarely draws anyone's fire, so you can always target them on a spellcaster to interrupt spells, not to mention they just add more havoc to the fray, which can be useful. Also, hunters have long-range shots for those who are coming up the tunnel/running away with the flag. In the higher lvls they can wear mail, so they can take some damage. And if they're on D, they can set traps near the flag.

With this team, there'd be 5 on O, 5 on D. That actually might be too much D -- I think 3/4 should suffice, and if that's the case, I'd have a rogue, mage, and shaman defend. And hunter as the 4th, if needed.
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