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  • Greylen
  • Member Since Sep 28th, 2007

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Recent Comments:

Insider Trader: Professions 2.3 -- The Way I Are {WoW}

Oct 12th 2007 5:58PM @1: Cauldrons are quite useful in raids. Dropping an arcane protection cauldron right before the Aran fight in Karazhan, or before the Curator (also in Kara) can be a big help. If your entire raid pops the potion right before the pull, then immediatly grabs another, you will start the fight with 2 minutes of resistance, and have another one ready to go "just in case". Also, if you need to be popping health/mana pots anywhere in the first 2 minutes of a boss fight, then you problem have bigger issues.

As a healer during the Curator fight, the first 2 minutes with arcane protection is a big help. Undoubtably, one of the arcane sparks will make it my way, and seeing "Absorb" flash without my health dropping is a huge help. They can also help your raid get the aggro balanced early on, when things can be a bit crazy.

Patch 2.3 on the PTR: Engineering flying machine reagents {WoW}

Oct 12th 2007 5:41PM @5: They moved him just outside of the city. You can still buy all of his fabulous amulets and trinkets :)

I disagree with the idea that materials involved are "relativly simple". Kind of like the phrase "It's not the drop that kills you, it's the sudden stop", the price of riding 375 will kill your pocketbook much more than the price of the mount itself. Infact, given that a "standard" epic flying mount only costs 200g, I would say that the engineering mount will be expecially difficult to make. As if Khorium wasn't hard enought to come by before, now it will be even more so.

For someone straight-up buying all of the needed materials, I can see this thing costing quite a bit. Here is the raw mats list for the regular flying mount:

[Adamantium Ore]x16
[Primal Earth]x2
[Fel Iron Ore]x166
[Star Wood]x8
[Mote of Fire]x2
[Mote of Earth]x4

And for the epic flying mount (which includes a regular flying mount), the grand total is:

[Adamantium Ore]x16
[Primal Earth]x2
[Fel Iron Ore]x222
[Star Wood]x8
[Mote of Fire]x2
[Mote of Eatch]x4
[Khorium Ore]x48
[Primal Fire]x8
[Eternium Ore]x64
[Hula Girl Doll]x1

Now, granted, there is an unmatched cool factor with the engineering mount, and I think it is great. But don't call the materials "simple" :)

Suvega's DKP {WoW}

Oct 5th 2007 12:55PM @21
DKP may be a lot of things, but scientific isn't one of them. At best, it's a simple and logical way of determining who "earned" the gear that 10+ people worked to get. At worst, it's a subjective scoring system to prove who likes who within the pre-teen drama of a guild.
Random rolls aren't fair, their just random. Fairness in random rolls applies when you have a group of 5 people who just met to do an instance. They all worked equally hard to defeat a boss, and a random roll is as fair as you can get, given the circumstances. Raiding is a totally different concept. Imagine a guild of 30 or so people raiding Kara. They may be working really hard for a number of weeks to get good a killing Attumen/Morose/Maiden, and are finally starting to see the loot tables. Now imagine a new healer comes onto the scene, and they beat the Maiden. Do you think that the new healer should have an equal chance of rolling on The Shard of the Virtuous as the healers who have been working for weeks to beat her? I think not. However, this that "new healer" commits himself/herself, then he/she would have a good opportunity to get that loot.

Suvega's DKP {WoW}

Oct 5th 2007 12:40PM @7 A typical way of limiting "trial members" is to set a minimum amount of Effort Points (EP) that a member must have before receiving loot. For example, a guild might set a minimum of 1200 EP, which is around 5 to 6 boss kills. If your guild has accomplished that much, and even if the "new guy" doesn't end up staying around, he still probably deserved something for his time and effort.

Suvega's DKP {WoW}

Oct 4th 2007 8:36PM Our guild uses a system known as EP/GP, and as someone who is very critical of DKP systems, I think that this system works the best. How many points and when they are awarded is usualy up to the guild, but the overall system works like this:

You receive effort points for downing bosses/boss attempts/etc. Tougher bosses award more points. For example, Attumen might award 200 EP, Aran 300, and Prince 350, or you might have every boss worth the same amount. That decision is up to the guild.

You receive gear points when you pick up loot. There are many ways to determine how many "points" a particular piece of loot is worth, but there seems to be a general agreed amount in WoW.

Your "priority" is a ratio of effort point to gear points. Priority = EP/GP. As you raid more (and your effort point go up), you priority will go up. As you pick up gear (and your gear points go up), your priority goes down. The benifit here is that new members of the raid will gain priority quickly, so someone who is new to the raid scene will likely walk out with an epic (of their class/spec) on the first night. While raiding early on, your priority will go up quickly, so you will have better odds of getting loot. As you continue to raid, your priority will climb slower, an eventually you will even out with the rest of your guild.

Personally, this is my favorite DKP system that I have used thus far. The guild as a whole will gear up gradually, and newcommers wont have to worry about raiding for 2 weeks before they get a chance at an epic, encouraging them to raid. It works with guilds large and small, and is easy to determine who has highest priority.

Ask WoW Insider: Far from home {WoW}

Sep 28th 2007 5:04PM Doing this properly (in order to save time/money/sanity) will require some consideration. I would suggest setting your hearthstone to IF and buying a mage portal to Exodar. If you know a warlock and 2 friends, you might be lucky enought to get them to summon you directly to the Dreanei starting area.

When it is time to level up, hearth back to IF. You can train, buy supplies, etc, then buy another mage portal back to Exodar. It wont be cheap (1g + skill costs every 2 levels), but it can work.

The other issue that you encounter will be that the Dreanei quests will have rewards (specifically weapons) that will work for other Dreanei-specifc classes (hunters, mages, priests, warrior, shaman, pally) but not rogue, so finding a good dagger or a fast sword might be an issue. You might have to consider buying a good dagger on the AH, or find a blacksmith who can make one for you.

The benifit here is that the Dreanei quest line is designed to get you from 1 to 20 a lot quicker than the other old world quest lines.