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Posts with tag high-level

Ammo controversy in 3.3 already

Patch 3.3 is only barely out on the live realms, and already, there's a controversy with the new epic ammo recipes. Lassirra says that hunters are concerned that the requirements to make the ammo are just too high. Blizzard had promised to make getting epic ammo easier, and this still has the requirement of having a high level engineer, with the extra charge of requiring a Goblin engie for the bullets, and a Gnomish engie for the arrows. And even after you find a 450 Engineer in the right spec, you still have to get a couple of Crystallized Shadow or Earth together. That doesn't sound "easier" to me, either.

Let's not forget, however, that this is cutting edge (no pun intended) ammo -- this isn't the kind of vendor junk you just fire while leveling. It's a 30 point DPS gain from the previous high level ammo, and that kind of increase probably does justify a little tougher requirement to make. Of course, it'll probably work out so that other classes get that increase normally through their itemization, but that's just the way it works for hunters. If you want the new ammo, you'll have to find an friendly engie of the right spec with the right skill Honored with the new Ashen Verdict faction, and then keep them supplied with as much Crystallized Earth and Shadow as you can find.

Filed under: Hunter, Engineering, Items, Analysis / Opinion, Fan stuff, Making money, Wrath of the Lich King

A bag for Cooking

Profession bags are a godsend for almost anyone leveling up a profession -- while the loss of bag space in favor of specialty slots can be a problem sometimes at the lower levels, almost all high level characters can definitely make use of at least one profession bag, to hold all of the extra ore, or gems, or leather, or whatever else you're hauling around all the time. But Natalia over on WoW LJ makes an excellent point: just where is our cooking bag? And how about a fishing bag? You might argue that only the gathering professions are meant to have bags (the Blacksmithing bag is actually a Mining bag, so even Engineers can make use of it), but that's not quite true: Engineering does have its own bags, as does Inscription. Cooking and/or Fishing, you'd think, should both have their own profession bags.

Of course, they are both secondary professions, so maybe Blizzard believes that because they're more or less optional, you should be able to carry around all of your food and spices and lures in your regular bags. But cooking especially has gotten pretty complicated lately (there are a few foods that you've got to have in your bags regularly to do the daily quests, especially Chilled Meat), and so a lot of players would definitely find a use for a dedicated bag. First Aid, probably not, but Cooking and Fishing? Definitely.

And if you want to really dream, maybe food could actually get a bonus from being kept in a special "refridgerated" bag -- nothing big, just maybe a few extra points of the bonus stat or a little longer duration when you actually take care of your food rather than just tossing it in with all of the Kobold eyeballs and oily swords and cloth that you're also carrying around. But that would be extra -- for now, just a bigger bag meant for cooking and fishing utensils would be fine, thanks.

Filed under: Fishing, Cooking, Items, Analysis / Opinion

Will Ulduar break your guild?

Dueg is the first blogger I've seen to suggest this, but I feel like it's an undercurrent that's been going around since the 3.1 release last week (and we'll probably find out more when Guildwatch comes out later tonight). He suggests that Ulduar might be, of all things, a guildbreaker. Now certainly it won't be nearly as much of a roadblock as Karazhan -- not only was that a tough instance, but it was also the first one we came across in Burning Crusade, and guilds who couldn't make it in Kara had no place to turn back to (at least guilds that can't make it in Ulduar can fall back on Naxx farming). But there's no question that Ulduar requires some excellent gear and some serious tactics, and if your guild has people raiding who are missing either one of those, you're going to be hitting your head on the wall quite a bit in there.

That's not to say that it's super hard -- it's not, especially if you know not to stand in the fire and you've got the kind of gear on that lets you conquer the Heroic achievements. A lot of guilds have 25 of those people, and they're doing very well in Ulduar so far. But as Dueg says, Naxx is a casual instance, and Ulduar is not. In Naxx, you can get away with losing a few people, or having a few folks in greens along. In Ulduar, you can't.

It's not the apocalypse for guilds -- most guilds will go back to Naxx if they have trouble in Ulduar, grab a few more epics and tier pieces, and try again later. And some probably won't bother with Ulduar at all -- my casual guild is having fun just taking our time finishing Naxx wing by wing. But Ulduar seems to be where the rubber meets the road with casual raiding. If there's a guild out there who has a few lesser raiders carried along by a few high-level veterans, Ulduar's likely to cause some friction.

Filed under: Analysis / Opinion, Tips, Guilds, Odds and ends, Instances, Raiding, Bosses

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