Jul 28th 2010 4:04PM Great job pointing out the huge benefits to pure-physical classes like Warriors. It's worth mentioning, however, that Cat Druids are 100% physical damage. As a Feral DPS raider, I would LOVE to see a rogue consistently dropping Expose Armor in our raids.
The fact that the benefits of ArP (below the cap) only increase the more you have make this a definite boon for raids with group-minded rogues.
Jul 14th 2010 12:45PM "However, any new flight paths that have been added for any new cities will not be available to you until you go find them"
Any new cities? I was unaware of new cities?
(Or, to put it in a nice, quotable form...)
Will there be any new cities in Cataclysm?
Jun 22nd 2010 10:10AM I've been doing much the same, and have to agree with the poster who was talking about having two max-level alchemists. The gem transmutes are great. My main is an elixir master, which is worth it for the reduced flask consumption, but I also have a transmute master. My second alchemist, a Warlock, actually reached 450 Alchemy at level 65--and let me tell you, having Flask of the North while leveling is fantastic.
I don't know why, but I've typically stuck with pairing crafting and gathering professions, at least for the "main" crafters. My primary alchemist is a herbalist and my blacksmith is a miner, for example. Assuming 10 toons per server (I also want to have a level 80 of each class), this gives you three "free" toons for additional professions. For me, one of them (my DK) is an herbalist/skinner.
It might be worth mentioning for your article that the minimum level required to reach max level crafting is, in fact, 65. Granted, you can't get some of the recipes at that level (such as BoP instance drops or BoP reputation purchases), but it's pretty sweet to have a level 65 with max-level professions.
Jun 7th 2010 4:38PM I believe, if I recall correctly, that you can only add stats already on the item via reforging. So, for example, you couldn't add Mastery to an item that didn't already have Mastery on it.
Of course, I've been out of the loop a bit lately, so I might be incorrect on that--in which case I'm sure commentators will notice and correct me. =)
May 28th 2010 12:44PM I hate PvP with a fiery passion. The only reason I play on a PvP server is because that's where my friends are. I think PvP is simply a waste of time that gets in the way of what is otherwise a relaxing and fantastic game.
When I stop and think about it, though, I realize that I'm not talking about PvP at all. Granted, there are arenas and battlegrounds and Wintergrasp, but I don't typically frequent them. My PvP experiences typically revolve around questing, or leveling, or using a summoning stone. But how frequently does PvP really occur in these settings? Perhaps the better question is, "What is world PvP?"
I remember experiencing world PvP once. I was in Ashenvale on my very first toon, an Alliance Druid. A Horde warrior was in the same area. We watched each other as we each went about our quests, slowly inching toward one another. When finally we closed, and only once the other was fully recuperated, we fought. The fight lasted a good bit, and in the end the warrior, a mere sliver of his health remaining, killed me.
I released, ran back, and recovered my corpse. The warrior, now returned to the task of killing quest mobs, came back. I bowed and clapped. He saluted. And then we each proceeded to finish our quests in the area, each allowing the other to play in peace.
If world PvP is meant to echo the in-game conflict of Horde and Alliance, wherein members of each respective side might easily provoke, then there is a fundamental failure in our analogy. I don't stay dead. Whereas in a "real" fight, you could only kill me once, now you can kill me over and over. Worse, when I return, I am in a vastly diminished state while you remain in a position of strength.
As a result, there is no world PvP. Instead, the anonymity of the Internet allows appalling behavior. Level 80s "hunt" lowbies in Stranglethorn Vale, Hillsbrad Foothills, or other zones. Quest mobs, flight masters, and other essential NPCs are killed without reason other than spite. Players of any level are camped without mercy.
It should not be surprising that players would leave such a situation as this. It should be even less surprising when a server's faction imbalance is so significant as to exacerbate this already unpleasant situation. Imbalance even disrupts the "legitimate" PvP experiences such as battlegrounds, arenas, etc. for those that enjoy them.
I do not wish merely find fault without offering a suggested solution. While others have addressed the broader imbalance issue, I believe that some of the underlying PvP issues can be mitigated by making us really "die" when killed--at least to the people that killed us. A system similar to the "tagging" system already in place for NPCs would make it so that I can only be killed a set number of times (such as once) within a set time period (such as an hour) by the same person. It is likely not a complete solution, but perhaps it is a start.
In the end, I don't have a problem with killing, I have a problem with griefing. If we can solve that, maybe we can begin to chasing people away, and perhaps even avoid some of the resulting imbalance.
May 28th 2010 10:34AM You, sir, are full of win, both for wit and insight. =)
Apr 12th 2010 12:34PM What if the "tax" only used gold as a means to equate disparate items?
For example, everybody has a "tax" of 1,000g. Uncut gems are worth 100g. A single Frost Lotus is worth 10g. The total tax due, as well as the relative values of items, could be posted every week (or month or whatever) based upon the needs of the guild and the current leftover stockpiles in the guild bank, with average AH cost providing a modifier.
Every member then has the chance to pay their "tax" however they see fit. If they can make money easily, they can either pay their tax in gold directly or, if they see a steal on the AH, buy items and donate them. (For example, buying an uncut gem for 90g, but donating it for 100g worth of credit).
It seems like the purposes of the tax are the following:
1. Get everybody prepared to raid.
2. Spread the burden around, rather than relying on the one guy who always provides the Fish Feasts, for example.
3. Utilize all of the crafters and gatherers in the guild rather than relying upon strangers or the AH.
In exchange for paying your "tax," you can expect to get all of your consumables, enchants, gems, and whatever else taken care of for you.
It seems like an interesting system. It would certainly require work by the officers, but it seems like it would work well--IF the whole team bought into it.
Mar 10th 2010 12:43PM From a marketing perspective, of course you don't want a viewer to leave your website.
From a software development and "Don't annoy the crap out of people" perspective, you should remain in the same window/tab until the user decides otherwise. Failure to do this breaks the fundamental way in which browsers work with "Back" and "Forward" buttons. I don't want a billion windows or tabs opened for me unless I initiated it.