Nov 5th 2008 7:41PM Well, it's not level 70 dungeons and raids I'm concerned about. I haven't done much raiding since the nerfs other than a leisurely stroll through Kara and a sightseeing tour of ZA. So I don't have much of a basis to judge level 70 performance from that. Our tankadin did about as well as he ever did in Kara (great), and he sat out ZA. At this point, even an undergeared and poorly coordinated group can tear through the level 70 ten mans though. Where the problem (if there is one) can be expected to show up is in level 80 heroics and level 80 raids. I will be very interested to see how things pan out as we approach the new level cap.
Nov 4th 2008 5:47PM Hopefully, this is the bulk of the paladin nerfs. I'm not too upset at the nerfing so far. A little concerned about mana regn? Yes. A bit irked at a steady dribble of changes every time I logged in over the past several days? Yes. But this looks workable. My main concern is to get started evaluating what I have left to work with, so I can figure out what sort of gear my aspiring tankadin is going to need to offset the weaknesses of the class. That or whether I should roll a DK to tank with. Warrior just isn't an option.
Nov 1st 2008 10:09PM I'm not saying ret paladins didn't need a nerf. Sure they did, but I am pretty peeved at the ongoing dribble of a hotfix nerfs every few days though. I have a paladin I was leveling to tank, but I think I might as well leave it shelved until Blizzard gets what they want paladins to be able to do sorted out. There's absolutely no point gearing up when what we are going to need in the way of item stats, gems, enchants, etc are open to dramatic change depending on how the nerf bat is going to swing this week. In short, nerf away, but get it settled already live isn't beta.
Oct 30th 2008 3:52AM There were a few wrinkles I hope they iron out before doing something like this again.
1) Shatt should not be a safe zone for zombies. Wheter this is addressed by roving patrols of elites immune to the plague or allowing PCs to attack them, something needs to be done so that there are consequences for being a zombie in Shatt.
2) Neutral guards should not attack a player for attacking a zombie.
3) Once incubation time falls to 2 min or less, players should be able to attack the infected but not yet turned.
Oct 27th 2008 12:01PM I don't know. I think less safety rather than more would do a lot to improve things. As it stands, zombie players can abuse the safezone status of shatt, and we all know what those guys giving off green clouds in the AH are up to. I'd rather just have the gloves taken off. Let us kill the infected and set roving level 75-80 elite patrols immune to the plague to patrol Shatt and smash zombies. Argent Healers can kill zombies, so it shouldn't be too much of an issue to add more NPC to patrol for them.
Oct 9th 2008 11:04AM Yes, my Alliance rogue gets the "zzz" resting indicator in the Valley of Heroes (Stormwind). Also, there are two spots with mounds of earth you can climb out of the water onto and fish from there. SW should be easy for Horde. Ironforge might require a bit more creativity.
Oct 9th 2008 7:56AM @ Adbiku
Yeah, position one is close to what I had in mind. A nice way to get some endgame starter gear, nice extras like fun trinkets, legacy items for alts, maybe also the recipes and mounts mentioned by others. I would see it more as way to fill in holes in gearing, get a nifty looking “set” of gear, or just a way to have a shot at some wacky items. I’m pretty casual myself, and I can respect that those who arena and raid a lot have to put in lots more time and effort than I am able/willing to do. So, I don’t think I should get items of comparable power. Still, it would be nice to have fun items, and also make this a path to getting geared up for heroics and/or raids for those more inclined to put in the time.
P.S. The badges I mentioned originally, I envisioned as being a special type of badge that would be different from those dropped in heroics (i.e. you’d need to go to a separate vendor who carries items aimed more a flavor/fun and possibly making life on your alts easier). I haven’t had my coffee yet :)
Oct 9th 2008 6:25AM I would be very interested in a PvE arena like this even if the loot were mostly level 80 blues, the sort of thing that you could use to gear up for the introductory 10 man raid with rather than as a path to easy epics. It would be especially nice if the retuned old bosses dropped level 80 blue versions of old set pieces (Chain of the Scarlet Crusade comes to mind) just so those gearing up could have some way to avoid or at least minimize the “clown suit effect.” Maybe the bosses could also drop badges for legacy item as well or the odd very, very low drop rate epic trinket or vanilla era raid item slightly upgraded. That combined with facing updated versions of lowbie dungeon bosses could make for a nice addition to the WoW experience.
Oct 6th 2008 1:36PM I wasn’t too interested in the mounts. I ran this many, many times with my guild, and I guess we were just lucky—the kodo dropped twice (I passed both times) and the ram dropped once (rolled and lost). I was more interested in getting a nifty starter dagger for my newly 70 rogue. Unfortunately, it didn’t drop for me. But that’s the way the RNG cookie crumbles. What I did find extremely annoying were the massive numbers of drops for trinkets usable by a very narrow range of specs of a couple of classes (I’m looking at you lucky coin). I can understand keeping the really great stuff rare, but the trinkets should be DE-able or some sort of badge and vendor system should be in place to avoid getting something utterly useless to everyone in the group. If they were DE-able, at least useless items could be sharded and the shards rolled for.
Oct 5th 2008 8:34AM For my rogue, it will be one PvP spec that goes fairly deep in the subtlety tree with a bit of combat on the side and one PvE spec. Whether the PvE spec is heavier on the assassination tree or the combat tree remains to be seen.
For my paladin, one protection and one retribution spec (both PvE oriented).
For my death knight, whatever the mini-maxing tanking build turns out to be (I suspect deep frost with assorted blood talents, but that may be outdated now) and a deep unholy build for questing.