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Reader Comments (Page 1 of 1)
1-12-2012 @ 11:07AM
ejunk said...
I'll be hard pressed to go back to the old heroics for a very, very simple reason: run time. you can do two HoT heroics in the time it takes to do one old one. maybe even more in some cases.
also, with LFR an option for 500 VP each week now, I think it's fair to say that you actually have 5 runs you can do to reach the weekly cap, not 3. in fact, doing each one once (putting aside the RNG of LFG, which may cause you to repeat a HoT heroic) nets you all but 50 of your weekly valor cap!
Reply
1-12-2012 @ 11:36AM
Ata said...
Exactly. I try damn hard to get my characters to the point they can go into the new 5mans, even running pvp to convert to justice, and I personally really dislike pvp. The new dungeons harken back to the ICC5's, have interesting story and mechanics, and don't take forever to go.
1-12-2012 @ 11:49AM
clundgren said...
Agreed. I think a very typical pattern is LFR+TB+the three new heroics. I know that's what I was doing while our main raid was off for the holidays. You can be valour-capped inside three hours, four at most.
Getting conquest-capped via regular bgs, on the other hand...is not so fast.
1-12-2012 @ 12:17PM
Titusx said...
Welcome to the Deadmines, hope you didn't plan to do anything for the rest of the week friend, cause its going to take a while to get that meat tenderizer. ;)
1-12-2012 @ 12:19PM
DarkWalker said...
A few games (Global Agenda, CoH, etc) went through every piece of content that granted the currency for high end gear and normalized the gains, so players get roughly the same amount of currency for the time they spent, no matter which content they do.
Now that WoW does not use daily limits on runs to control how much currency the player gets, but instead uses the weekly cap, it would make sense to balance the VP gains around the dungeon's size. Or, even better, balance them per boss, with the ones that take the longest to down (including their trash) giving bigger VP bonuses at the end of the run; that way, we might go back to seeing groups willing to go after optional bosses.
1-12-2012 @ 12:48PM
Saeadame said...
This is true. Personally I'm running the older heroics for the blues - I've beat deathwing (reg) but I'm not in my guild's raiding group so the odds of me getting HMs down for the next month or so are pretty slim (I did join a couple HM Morchok PUGs and... yea, didn't go so well). So I've been doing the older heroics so I can get heavenly shards (have them in much lowest quantities than maelstrom crystals).
1-12-2012 @ 5:04PM
Eyhk said...
Also for the fact that Blizzard designed the regular heroics to make life absolutely miserable. Compared to them, the new dungeons are a piece of cake. Just now I tried one hoping I'd get a Zandalari for my pally who just hit 85 recently and didn't get a chance to do them, but nope, i got the lost city. Hunter types that can't be moved, healers that put healie things on the floor under said mobs that can't be moved, casters that cast every 0.5 seconds, random mobs that aoe the entire group, and the fact that we got a group comp that has no CC at all =/ GAH! It's enough for even my overgeared tank to give up and cry in a corner. Took an hour to finish, especially with undergeared dps doing 6~8k even with my 16~18k dps.
1-12-2012 @ 7:10PM
Helston said...
This is one of the things that will be fixed in MoP - all heroics should take around the same time the HoT ones do, meaning once new ones are introduced the time-per-VP will stay around the same regardless of which heroics you do.