Ask a Beta Tester: Beta from A to Z
Today we've got achievements, zeppelins, and a few things in between. We'll start at the end of the alphabet and work forward from there with a question from tehvoid....
Any news about the come back of the boats and zeppelins' crews? Do boats in Northrend have a crew?
Yes! Well... sort of. Zeppelins currently have a single crew-member whom you cannot click on and doesn't speak. (Shown to the right -- and, yes, when the zeppelin moves, she pedals.) But the fact that they've bothered adding them in the first place suggests they do have plans for crewing these vessels.For more of your beta questions -- and our beta answers -- read on! But if you're the sort who wants to avoid spoilers, turn back now. We're aiming to avoid major story spoilers, but this feature is all about beta content and we can't talk about the beta without giving a few things away.
swaldman asked....
Are achievements per character, or per account?
Currently, per character. (And before anyone asks, many of them are also retroactive, so if you've already explored every nook and cranny of the Eastern Kingdoms, you won't have to do it again to get your exploration achievement.)
Jerematic asked....
With spell power being a universal stat among healers and casters, is there an obvious itemization difference between the two roles? For example, spirit & mp5 for healers and hit & crit for casters? Or is it less obvious and may result in confusion when rolling for loot?
It's not completely obvious because so many stats can be useful in different ways for both healing and DPS roles. There are occasions when the mana regeneration given by spirit and MP5 would be useful for a healer or a DPS caster. And even spell crit can be useful for both parties, as both Priests and Shamans can pick up a talent that boosts the armor rating of their target after a critical heal. The only alarm bell differentiation at this point is +hit, which is absolutely useless for a healer.But even then, I imagine there could be arguments made by healers who may want the gear for the other stats it has.
Though I'm not a gambler by trade, I'd place good money on seeing a lot more loot-related debates post-Wrath without a clear differentiation between healing and casting gear. (This is where I'll kick back and be glad that I'm a healing Paladin -- there's not a lot of competition for plate with spell power on it.)
Wayne asked....
I know Blizzard has stated that they wanted to make pally tanking a little more responsive; have you experienced any change at all or has the tanking mechanics remained the same? Also, with the new Blessing of Sanctuary, does that mean that now, warriors and tankadins are looking for the same gear and the plate spell dmg gear is for the most part non-existent? Or would we still benefit more from spell dmg?
Alex here. I think they've succeeded at making Protadins more active, most definitely. Lots of new abilities to watch, new ways to generate threat, more ways to be proactive about incoming damage. I don't think spell damage gear is going to play much of a role in Prot Paladin tanking at all, except for maybe weapons still. We'll need to see how it pans out, and how well the Stamina -> Spell Damage thing scales in the end game. Looking at it right now, with no hard, tested numbers, I see no reason why Protection Paladins would need spell damage gear besides a weapon. Back to Elizabeth!
Several people pointed out an error in my comments about the barber shop recently. Specifically, Justin noted...
"The barber shop doesn't let you change facial features or skin tone -- a real shame."
Not entirely true. I just went in there and gave my undead a jaw that he has been missing for 3 years.
MooGooGaiPan asked....
Regarding Glyphs, If we're only allowed a set number, how screwed are hybrid classes going to be? As a Druid, I often switch back between Feral and Resto. It's already a big pain to switch out gear, consumables etc, and now glyphs too? How expensive do you think the glyphs will be? I have a bad feeling the 'good' ones will be some sort of rare pattern like enchants, JC patterns, etc and it just won't be cost effective to switch back and forth repeatedly.
Without knowing exactly what materials are going to be for all of the Glyphs (the materials for many are currently placeholders), it's impossible to speculate on their costs. (Though it seems reasonable to say some are likely to be more rare than others.) However, though there's still too much we don't know, I've got a couple of possibilities that wouldn't involve an apocalyptic skyrocket of your regular playing costs.- The two-talent spec system: discussed by Blizzard in the past, no such system has been implemented in Wrath... yet. When it is implemented, hybrids may see a drastic drop in the costs required to spec from raiding to PvP or DPS to healing. This may just shift hybrids' costs to Glyphs.
- The number of Glyphs: Six Glyphs (seven if you've taken Inscription yourself) is actually, well, a lot. Perhaps you'll be able to have the best of both healing and DPSing Glyphs equipped without need to swap.
Filed under: Wrath of the Lich King






Reader Comments (Page 1 of 4)
FoSho Sep 8th 2008 11:47AM
Maybe im in the dark here, but how does one get to Dalaran since its floating in mid air. Is there a portal in a town, or do you have to be 67 to get there? I keep on hearing its "dangerous" to get to Dalaran, how so?
Doffencrag Sep 8th 2008 12:00PM
"I keep on hearing its "dangerous" to get to Dalaran, how so?"
I'm thinking it's "dangerous" to get there the same way it is dangerous for a level 58 character who just entered Outland to get to Shattrath. Basically, Dalaran is not in a starter zone.
Ashvoyager Sep 8th 2008 12:01PM
Really? Have you not read the other dozen "Ask a Beta Tester" which answer your question many times over?
PeeWee Sep 8th 2008 12:05PM
Mages learn a teleport spell to Dalaran. Everyone else completes a quest chain at lvl 74, or gets summoned there by a lock.
j0eStEr Sep 8th 2008 6:57PM
you have to be lvl 73 to start doing a Quest and you get ported up there to enter Dalaran.
NeSuKuN Sep 8th 2008 11:53AM
I'm sure that glyph are going to be pretty expensive, I'ts just market behavior, you'll reglyph only one time per respec (few people really respeck often), on the other side Gems/Enchants are changed each time you change gear, and you have more than 6 of each most of the time.
Zali Sep 8th 2008 12:54PM
I respec pretty just about every week. Leafy Druid for raids, and Boomkin the rest of the time. I raid usually twice a week.
I regem new gear, but I don't wear the same gear for my boomkin that I wear when in resto, so I don't have to regem every time I respec.
So I already have to spend upwards of 200G every week just for respec fee's. Do I really want to spend another 500G or more on glyphs?
badge Sep 9th 2008 12:14AM
"few people respeck (sic) often"
Some of us enjoy raiding and arena. As a lock, my raiding spec 0/21/40 would be an awful pvp spec, and vice versa with my SL/SL pvp spec. In the min/maxing world of WoW, it just isn't viable to try to stay one spec and be good in either.
I respec twice a week, every week. It's expensive enough dropping 100g on a weekly basis, and adding reglyphing would be awful.
Don't assume that just because you don't respec often, other people don't. And if you are pvping in a raiding spec or raiding in a pvp spec, you are hurting your arena team or raid group and shame on you.
Nick S Sep 8th 2008 3:13PM
I think a lot of people respec a lot, man. I know I do - probably 2 or 3 times a week when I'm raiding.
And I'm not the only one - I know my Arena partners do, I know a lot of raiders who do... pretty much anyone who plays a hybrid in a serious raiding guild gets stuck respeccing a lot.
Kawalski Sep 8th 2008 9:00PM
I respec quite often actually. I run as 0/0/61 Resto in Raids (5 a week), Elemental when needed, and I have a 8/7/46 Resto for PvP. 50g each respec is rough enough on me.
At this point, the Glyph selection doesn't seem to be so vast that I couldn't use the 7 slots I plan to have for all three specs, but if a greater variety and potency came out it would get that way.
Arktic Sep 8th 2008 12:00PM
Is it possible to lose an Achievement? For example, if you have explored the entire old world, and gained an achievement, will you lose it if they add a patch that adds to the world? Kinda like when they added AQ?
Warvanov Sep 8th 2008 12:02PM
To what degree has fishing been implemented in the beta? Is there any indication as to what level fishing will be required to fish the waters of Northrend? Will players still need to collect several of the items from the Stranglethorn Fishing Extravaganza to fish successfully in the highest level zones or will there be alternatives? Are there any new buffs, quests or interesting fishing related items?
RogueJedi86 Sep 8th 2008 1:29PM
www.elsanglin.com
Any questions you have about fishing, Wrath or Live, will have answers there. :)
Turtlehead Sep 9th 2008 2:26AM
"Will players still need to collect several of the items from the Stranglethorn Fishing Extravaganza to fish successfully in the highest level zones or will there be alternatives?"
There's no need to do so in Outlands now on live. I never bothered.
Sure, fewer misses in highland mixed pools but it's not a requirement. Pop on a lure or use your fishing hat and if you're skill maxed you'll be fine. They're not going to send 80s to STV for fishing.
goodrob Sep 8th 2008 12:08PM
My questions are in regards to Naxx. Do splinters still drop from the bosses and is the zone the exact same just geared towards 10/25 lvl 80 characters?
Rue Sep 8th 2008 12:11PM
My questions are in regards to Naxx. Do splinters still drop from the bosses and is the zone the exact same just geared towards 10/25 lvl 80 characters?
tehvoid Sep 8th 2008 12:17PM
Thanks for the answer! Hope they make it back soon. I miss them.
We all know by now thanks to your column that DK will have all old world flypoints, but what about explored zones? Will he/she have some pre-explored parts of the world (like friendly towns) or have just forgot all of her past life minus flypoints?
Mark Sep 8th 2008 12:25PM
I'm still struggling with the mana percentages for spells concept. If all the spells will be a certain percentage of your total - is there any reason to try and pump up your intelligence to get more mana any more? Why not stick with 1200 mana rather than pushing to get 6000.
It seems counterproductive to me, if i can only pop off 8 fireballs before running out no matter how much mana I have.
skajake Sep 8th 2008 12:32PM
I understand how this can be confusing. Basically, spells cost a percentage of Base Mana. Base Mana is the amount of mana you have before you calculate any INT from gear or talents. So there is plenty of incentive to gear up.
souvlaki Sep 8th 2008 12:33PM
Short answer: Base mana != Base mana + intellect + talents + etc...