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Posts with tag repair

Stormwind to be repaired sometime during Warlords of Draenor


Lead Designer Cory Stockton tweeted last night that Blizzard hopes to get Stormwind repaired during patch 6.0's lifetime. Stormwind was destroyed during the cataclysm and Deathwing's onslaught. Ever since the place has had its fair share of ruins scattered about the city. In Mists part of the bridge and entry way leading to the Alliance hub was fixed, but that's all the progress that's been made.



Personally, I'm thrilled. Seems all the NPCs working their butts off to fix Deathwing's damage finally accomplished something. Good on them!

Filed under: News items, Warlords of Draenor

Forum post of the day: Tick Tock


I knew I couldn't be the only quirky person in WoW. Talonhunter of EU-Tarren Mill's thread on the general forums helps me feel a little bit better. He asked what people's "ticks" are, citing "Every time I engage a mob, I strafe a few steps to either side," and "When I have done a brief dismount, to gather something or likewise, I always run a few steps before I get back on my mount again."

There are some things that seem odd, but actually appear to be common. Some examples include jumping when charging or when summoning a flying mount, obsession with repairing gear, and checking out what every linked item looks like. I have some of the habits mentioned in the thread, and a few others:

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Filed under: Virtual selves, Humor, Forums, Forum Post of the Day

Officers' Quarters: Raiding "blind"


Every Monday Scott Andrews contributes
Officers' Quarters, a column about the ins and outs of guild leadership.

As a raid leader, you say it over and over again: read the strat, read the strat, read the strat. More than anything else, reading the strategy for beating a particular boss (or watching a video of it) is the most important part of progressing through new encounters. These strategies are readily available once the hardcore guilds have figured them out, which they typically do before the boss even makes it from the beta server to live.

But what if your raid leader didn't want you to read the strat? What if he or she wanted you to learn it the way the beta guilds do? This week, one reader is faced with this situation.

Scott:

I am a mid-rank member of a fairly small and pretty casual (about 130 members) raiding guild. We had a guild meeting over the weekend and a few topics irked me a little bit. [. . .] Aside from our GL not wanting to appoint a Death Knight class leader [. . .], he insists on "raiding blind." He does not want people looking up strategies on beating the Naxx bosses.

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Filed under: Officers' Quarters (Guild Leadership)

Preparing for Wrath Day 2: The dying wallet

Off a question on professions we recently took in Ask A Beta Tester, it occurred to me that it would probably be helpful to provide players with a few ballpark figures on budgetary expectations for Northrend. Blizzard's been pretty frank about its desire to reduce ingame inflation, so it's reasonable to expect a number of compelling demands made on your e-wallet (especially if legions of grasping guild leaders worldwide get their wish and start taxing the living hell out of you). Bottom line? You're going to bleed gold out of your ears unless you exercise some financial restraint. But...whatever. Screaming over the ingame cost of everything keeps me from looking at my real-life stock portfolio. I need a drink.

PROFESSIONS: Your first few minutes on the continent, no matter where you land, are going to be pretty expensive if you train up your tradeskills immediately. Polar22 in the AABT comments provided an extremely helpful link to WarcraftEcon confirming that each major and minor trade skill, with the exception of First Aid, will cost 35g to level to Grand Master. First Aid is more expensive at 50g. So, assuming you train your two major tradeskills in addition to Fishing, Cooking, and First Aid, count on being out 190g in addition to whatever it will cost you to train new recipes. WarcraftEcon estimates the total damage for an average player will clock in around 400-500g for these initial recipes and the Grand Master skill-up. That sounds broadly accurate from my experience in the beta, so plan on toting 500g along if you want all of your professions trained up immediately. The bleed begins!

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Filed under: Analysis / Opinion, Economy, Expansions, Features, Humor, Making money, Wrath of the Lich King

Buying your way through raid content

There's a new game in town, and Artirius of the Aerie Peak server has noticed it, and admittedly, so have I. With attunements gone, it is now possible for any level 70 to go in and see tier 5 and 6 content whenever they want. Of course, they don't generally have a prayer of actually downing bosses unless they have 20-24 well geared people to help them out.

That's where gold comes in. With a few thousand gold, you can buy your way into a tier 6 group that doesn't need the tier 6 armor and go along for the ride. A few hours later, you come out on the other end with Illidan dead and a few shiny new drops, even if you've never set foot in Karazhan.

It's not just people trying to buy these slots in the trade channel either. As Artirius observes, many raid groups are actively soliciting for buyers for their raid slots. On my own server, one Horde group is trading tier 6 runs for large quantities of certain herbs, promising that all but a few select drops will go to the people who buy their slots with stacks of Netherbloom and Ghost Mushrooms.

So what's causing this?

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Filed under: Herbalism, Mining, Alchemy, Items, Analysis / Opinion, Cheats, Instances, Raiding, Bosses, Making money

Where's the badge vendor, and other IoQD questions

It is now day two of patch 2.4, and the madness is still well underway. The Isle of Quel'Denas is swarming with aggressive players (most of them seem to be mages for some reason) racing each other to the Wretched and the Sentries, not to mention people desperately seeking tanks, healers, and CC for MrT runs. (Alright, not many people are calling it MrT yet, but we're trying to make it happen.) And the Shattered Sun Offensive is progressing; my server is now 59% of the way through phase one.

What's all this about phases, you ask? Well, as people do the daily quests on IoQD, the Shattered Sun Offensive begins to retake the island building-by-building, in four phases. When that percentage progress (which you can see on your own server by talking to the NPCs who give the daily quests) goes up to 100%, we enter phase two, unlocking a trade supplies vendor and more quests. Repair vendors and the coveted badge vendors (and T4 -> PvP vendors) are not available until phase three, which Vaneras estimates should take a month or so to get to. This phase also brings ammo vendors, and still more quests.

And phase four will supply the island with a proper inn, complete with mailbox, and reagent vendors, as well as even more quests. So: there is no repair, ammo, or reagent vendor, no badge vendor, no inn, and no mailbox -- yet. If you want to hasten their coming, bring in any level 70 characters you might have and do the daily quests that are currently available. Oh, and the portal for that one quest is at 48,44 or so. I have now dealt with 95% of the questions I see in IoQD General (ah, memories of Hellfire Peninsula in the first week of BC).

Filed under: Patches, Quests, Factions, NPCs

Beyond 2.1: Guild banks

"Games for Windows" magazine has released an second article regarding further implementation of features post patch 2.1. Guild banks, a feature we've been begging for for years, will finally be a reality! Get ready to free up some character slots and delete those mules!

In every bank, a new NPC will appear where guild members can deposit and withdraw items. Offering potentially hundreds of storage slots, this will offer players the ability for free storage. At repair NPC's, a new button will appear allowing players to repair using guild funds rather than their own money.

Blizzard even has methods for hindering the abuse of this system. Using a tab system, guild leaders can allow certain levels of players access to certain tabs in the bank. This will prevent players from stealing and selling or transferring guild items. "But what if the guild leaders do the thieving?" Blizzard's website will track EVERY transaction, so their customer service can respond if there is a dispute.

I think this feature is a long time coming, and I'm excited to see it finally implemented. I'm not sure how it will work for those of us who have private mule characters to consolidate our auctions, funds, and storage between many different alts, but we'll see what happens.

You can read the article here.

Filed under: Analysis / Opinion, Blizzard, News items, Add-Ons

Need one more at meeting stone

Elizabeth put a good post up the other day about lazy folks who don't take the time to run back into an instance after a wipe, and this forum post by Eleutheria on EU Earthen Ring points out the other side of instance group laziness: Meeting stone standoffs.

Here's how it should work: if there aren't yet two people in your group standing by the meeting stone, everyone in the group should be running, riding, or flying to get there. But of course that's not what really happens-- what happens is that the leader of the group makes it there first, and everyone else continues grinding, or goes to check the AH one more time, or has to run repair, or finish a BG, or any number of things that don't involve getting to the meeting stone and summoning. Worst case scenario is that people start trying to convince others to go for them, and one guy is left at the meeting stone shaking his head.

Now, some people say that whoever made the group should be summoning, and in most cases, that seems like a good idea. But there are always exceptions. Even if I'm the last to enter a group, I usually start making my way towards the instance anyway-- the trip is never that long, no matter which instance you're going to, and it's better to be nice and use the flight to get another beer/soda then to sit around demanding a summon.

Unfortunately, there's no real way to fix this except to call out people for just plain being lazy. I guess it would be cool if Blizzard gave a nice timed buff to the first two people in a group to use a meeting stone summon, except then you'd probably have tons of people hanging around the RFC meeting stone in Org before they queued up for the battleground. As a few people point out in the thread, probably the best way to deal with it is just to give up on the group. Maybe next time they'll be ready to work together outside the portal as well as inside.

Filed under: Analysis / Opinion, Instances, Raiding

A Guide to Frustration-Free Instances

Sehojan from Khaz Modan over on the forums says he likens most of his ST runs to hell itself. A few others mention Gnomer, and I've had my share of bad runs in there, but lately BRD has been giving me headaches left and right. Here's a few tips to make your runs through instanced dungeons (some of my favorite stuff in the game) a little easier.

-Forget PUGs. I know, you've heard this before, but if you really want your instance runs to go well, pick up groups just aren't going to do it, period. Get yourself a guild (make sure it's not a "pickup guild"-- a quick test is to see if they have a website and forums), and it'll make instance runs much, much easier and more fun. If you have to have a PUG, try to stick to friends and people you've grouped with before. Random LFG is more like "looking for trouble."

-Study up. There are guides, maps, and strategy all over the place for every instance in the game (yes, even RFC). Look at them. Know the routes, know the mobs, know the quests-- where to go and what to do. Not only will it help the group go smoother, but it'll help you with looting, too. Things are much more fun when you know what loot to hope for-- and you get it.

-Have a leader. If you've done the studying, it's probably you, but the best way to make sure an instance goes well is to choose one person to lead and have everyone follow them. One person chooses a route, one person assigns targets, and one person calls pulls. Organization is the key (which is usually why PUGs don't work).

-Prepare! The boy scouts were right: Repair before you go into an instance. Get together to share quests and buff. Make water and food, make healthstones when needed, keep an eye on soulstones, shaman bring ankhs, locks bring shards, and hunters bring arrows.

-Be patient.
There's a lot of reasons to get frustrated in instance runs: wiping, not getting the loot you want, people making mistakes, people leaving early. Don't let it get to you. If you do a few instance runs and things go south, go solo for a few levels, come back, and it might make all the difference in the world. Instances, especially high lore stuff like Maraudon, Scarlet Monastery, and the Sunken Temple can be some of the most fun parts of the game. Have fun in there, and don't fret the small stuff.

Instances can be tough, but when you're in there with a great group and you know what you're doing, they're definitely worth it. Following these tips will help you do just that.

Filed under: Tips, How-tos, Instances, Quests

Obviously, You Missed Something

I had to smack my forehead last night when I realized that my level 55 warrior was still carrying around nothing bigger than 10 slot bags. It seems so obvious that I'd have upgraded those by now, but inbetween all of the PVPing, questing, instance running, and grinding, it just plain slipped my mind. Herewith, five things that seem really obvious to remember, but a lot of players end up missing.

1. Upgrade that equipment! My forgetfulness is your gain. Bags are important to upgrade (because even if it costs you all your gold, you'll make it back quickly with the extra carrying capacity), but it helps to check all of your equipment every time you ding. A guildie of mine had to laugh when he hit level 46 on his hunter-- he realized he was still wearing a leather chestplate, despite having trained to wear mail six levels ago.

2. Train those skills. It's happened to all of us. You ding, head back to the trainer to train up, and you find that there's a ton of new skills sitting there for you. You forgot to train last time! Blizzard should have a little optional icon on the UI when there's a new skill for you to go get (or maybe this is a job for a plugin...).

3. Professions, too. Professions have even more skills and recipes to train up than the regular levels, so it seems like people forget them all the time. And for some reason, when I'm looking for herbs or mining, I always forget to turn the little tracking marker on after I die (Gatherer helps out a little with this one).

4. Repair, repair, repair! There's nothing worse than heading into an instance after LFG for half an hour, only to wipe once and have your gear turn yellow (or, even worse, red). By now, I'm repairing every single time I land from a griffon ride. Every time I enter a new town, the blacksmith is the first person I talk to.

5. LRN2PLAY. Of course, this is what all those hardcore players will tell us forgetful types, but this time, they're actually right: studying up on a class's strengths, weaknesses, skills and abilities will make things much, much easier. If you're a priest, don't use Shield-- use Renew, and less mana. If you're a Shaman, use Rockbiter (until you get Windfury, at least). If you're a Warrior, make sure to keep Battle Shout up 24/7.

Of course, all this stuff will seem obvious-- until you realize you've forgotten something. But in this game, as in everything, the devil is in the details.

Filed under: Items, Tips, How-tos, Add-Ons

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