Feb 28th 2011 9:27AM I understand where the other guy is coming from. I was a raider in vanilla and back then, you had to make sure you came to the raid prepared on your own. And I'm not just talking gold for potions (I don't think flasks were already in the game and if they were, I'm pretty sure they got removed if you died), but also stuff like runs in Stratholme to get Stratholme water to use against the skeletons in the Nefarian fight. That meant that raiders were working to prepare for their raids and also brought the guild together (we did most of these Stratholme runs in-guild).
Today, it feels like once you start raiding, you could potentially only login to raid and wouldn't need to play that character for anything else. And I have to say that yes, as an old-timer, it irks a little to see someone for the first time of the week on Wednesday night for a raid, when I spend all my evenings of the week and some time during the weekend running guildies through heroics to make them ready to raid with us.
The other problem is that, if you don't spend your gold that way, there's nothing for a guild to spend it on. And just like in real life, sitting on a pile of money does not do any good to anyone...
Feb 26th 2011 4:57AM My question here has nothing to do with the article, but is druid-related, so I hope people here can help me. I'm going to roll a new druid this weekend, and I'm not really sure which way to spec him to level in mostly solo play: feral (mainly cat I guess) or balance?
I ask because I have no experience at all with druids at lower level, but at 85, I often quest together with a druid (I play a mage) and it seems her dps is quite low. I can hold about 9k dps in a mostly stationary fight in an instance; but out there in the world, with mobs who die more quickly, I generally end up the night with a total dps of about 6k. The druid with me is usually about 3.5k for two reasons mainly: she sometimes has to pop bear form to help with multi aggro and even when in cat, she cannot do the same dps as in instances because she usually does not have time to make full use of her bleeding and to raise her combo points to 5 to make full use of her finisher, since the mob is dead by then.
As I say, though, this is questing in duo at level 85, not leveling solo from level 1, so if you could share some of your wisdom with me to tell me what's more viable for me and my new character, I'd be most appreciative. Thanks!
Feb 9th 2011 9:17AM I'm all for attunements if I only have to do it once per account. As other comments mention before, I don't want to spend an inordinate amount of time redoing the same lengthy quest chain to be able to bring an alt in an instance.
On the same note, I'd be in favor of a quest requiring to do a dungeon in normal to have access to its heroic version, again once per account. That way, you're sure that if a player is in an heroic, he knows the instance... I wouldn't do it ala BC where you needed to grind rep to be able to get a key, but like Magister's Terrace is fine: get a quest to fetch Kael'thas's head, once it's done you can do it in heroic.
Jan 27th 2011 10:24AM IMO, the hardest part is convincing people "in the flesh" that the characters on screen have real persons behind them too. If my RL friends can't understand that I can't drop my in-game friends within a minute's notice, I'll let it pass once (because my RL friends are still more important to me than in-game friends). But the next time I'm with them, I'll leave in the middle of the next planned activity to go raid.
I did this once and my best mate got the message perfectly: if friend A deserves that I drop everything to spend time with him when he wants, why shouldn't friend B? He's now playing WoW too and we're raiding together, so that issue's solved and he now understands the point I made back then perfectly!
Jan 26th 2011 3:09AM I don't understand... A silver scroll case is worth 200g when a Dazzling Sapphire Pendant is worth 98s...
Jan 24th 2011 4:01AM "Well, in terms of sheer number of bosses, Halls of Origination is probably your best bet, but honestly, it would take less time to just run through the zones! On top of the rep you get for completing quests, you also get a ton of gold for completing quests at max level. It's win-win."
Unfortunately, they removed the extra gold at level 85. As I play my main only with my wife, I had to wait over a week for her after starting Vash'Jir: result, after half a zone and about 10 days of Tournament Dailes in Icecrown and levelling Archeology from 0 to 525 and some, I dinged 85 thinking I would get tons of money as we went through all the zones to experience the story. Huh-huh, I get the same amount as she does in Hyjal with her level 82...
Jan 18th 2011 10:30AM Didn't you find Rift awfully repetitive? So is WoW, I guess, but it does not *feel* as repetitive.
I also have a feeling the "class" system (or rather character development system) will be a nightmare to balance and there will be even more QQ than there is in WoW...
Jan 13th 2011 9:25AM Anyone with the Vial of the Sands :-)
Dec 30th 2010 8:43AM I agree with Lucifron.
Though we did not wipe for weeks on end on him, as a mage I always got frustrated with doing nothing except decurse during that fight. My dislike of him might also have something to do with the fact that he was the first raid boss in the game, and as such was the one who taught us to wipe... and wipe... and wipe. :-)
Of course, once we learned the strat of breaking line of sight between him and his adds, it became a lot easier, but at the time there were not as many sources of information as there are now.
Dec 30th 2010 2:53AM "Also from an actual game play perspective making the hit cap non-trivial to hit also makes raiding rotations non-trivial. A lot of classes now will need to pay attention to whether a spell hit or not and not just mash a macro."
That's a really good point.
I know this article is focused on spriests, but by extending it to other classes, I'd say that those with a real rotation (as opposed to those where you alternate between a small number of of abilities, ala Arcane mages - no dig, that's what I'm playing) are more affected by misses.
Like Fox said, if you miss a spell, you usually can't react before starting your next one, so you either lose mana by stopping mid-cast or you lose 3 seconds of your DoT or debuff on the target. If I'm missing an arcane blast, I just lose the damage of that spell, the next spell I'm casting is probably also going to be an arcane blast anyway.
One arcane blast has more effect on my dps than 3 seconds of a DoT on yours, but not having one of your debuffs on the target for 3 seconds can be more harmful to your group than my losing some damage...