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Posts with tag respawn

Herb respawn rates up

While there's been no comment from Blizzard on the matter, it appears that the respawn rate of some herbs has been drastically increased since patch 4.0.6. Now that the Undermine Journal is working again, we can actually see this in effect! Go ahead and search for Whiptail on any realm you want, and scroll down to the second graph under the "Price and Availability History" section.

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Filed under: Economy, Cataclysm

WoW Rookie: Pro tips for lowbie dungeon runners

New around here? WoW Rookie points WoW's newest players to the basics of a good start in the World of Warcraft. For links to all our tips, tricks and how-to's, visit's WoW Rookie Guide.

When you really need to know, turn to the hive mind. Readers had plenty to say last week about their trials and tribulations (and triumphs!) running the older instances of vanilla WoW and Burning Crusade. Thanks to speedy reader comments, we were able to update readers with a resolution to the looting mess that left most groups unable to complete the staff required to summon Ironaya in Uldaman. (Any other issues with tradeable objects inside instances? Let us know about them in the comments.) As the discussion wound through page after page of observations and frustrations and advice, a veritable gold mine of tips for running low-level instances emerged. This week, we'll recap those tips for new players who are making their way through the old instances for the very first time.

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Filed under: WoW Rookie

WoW Rookie: The inner workings of instances

New around here? WoW Rookie points WoW's newest players to the resources they need to get acclimated. Send us a note to suggest a WoW Rookie topic.

Maraudon or Blackrock Depths, anybody? Instances are your opportunity to meet and work as a team with other players in the World of Warcraft. You'll combat pack after pack of minions and defeat unique, memorable bosses on your way to some of the most enjoyable play in the game. Instances, also often known as dungeons, offer your group (and later, your raid) your own personal copy of a dungeon. No players other than your own group members are able to enter an instance with you. Instances provide some of the most rewarding and well designed content, challenges and loot possible for your character.

The teamwork and cooperative effort required to down the elite mobs and tricky bosses within an instance require a new level of teamwork from your rookie character. We've touched on the basics of finding your niche within a group. Today, let's cover the mechanics of managing instances – becoming "saved" to an instance, resetting them, understanding respawn and more. (One note: this week, we'll discuss five-man instances designed for single groups along the path to level 80, not raid instances requiring 10 or more players to complete. We'll introduce raid instance concepts for fresh level 80 players next week.)

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Filed under: Tips, Instances, Features, WoW Rookie

Take out the trash (timers)!

Over at Blessing of Kings, Coriel recently made the case for removing the respawn timer on trash mobs in raid instances:

"When you go into a 5-man instance, you expect to clear it, even if it is your first time going to that instance. You may wipe once or twice, but the general expectation is that you will finish that instance. In this case, an instance time limit is a good idea. If you hit the trash respawn, it's a sign that something is wrong, and perhaps it might be a better idea to try again later, maybe with a different group or after gearing up a bit more.

... In contrast, in a raid boss fight, you expect to wipe a lot. That the fight is intricate enough that learning and mastering it will take multiple hours. It took us two or three evenings to refine our strategy and master The Lurker Below, and he's generally considered an easy boss in SSC."

He makes a few more good points in the article, including the fact that for casual guilds, losing time to trash mob respawns could be better spent learning a new boss. Obviously this affects more casual raiders than hardcore ones, but I think Coriel summarizes his points well and is worth a read.

Filed under: Analysis / Opinion, Raiding

Breakfast Topic: Do some things just make you say "Wha...?"

We all know this is just a game. We know this, and it allows us to overlook several things that would really shock us if they happened in real life. And I don't mean strange blue aliens with tentacles coming out of their chins, or meteors of fire raining down on top of us -- these are standard fare fantasy and we look forward to seeing them.

No, the things I'm talking about are more like this:
  • The big blue alien walks right through you on his way to the bank.
  • Meteors rain down on some people standing by the mailbox -- but they don't seem to notice.
  • Flying mounts go the same speed up and down, unaffected by gravity.
  • A polearm takes up as much space in your bags as 20 bottles of water.
  • Creatures you kill just respawn a few minutes later.
  • Big spaulders and weapons just pass through your character's head as they move and yet there is no brain damage!
Of course this is just a game, and if many of these things were like real life it would negatively affect gameplay, but do you still sometimes look at these things and wish that the experience could be a bit more lifelike? Do you ever wish you could bump into people, for example, or walk over to the stables and actually "mount" your mount? Do you fly your mount straight down and wish that you could pick up speed? Do you look at the map and say... "But, Dun Morogh should be elevated really high, or much farther north, to be so much colder than Loch Modan the Searing Gorge!"

What other odd aspects of this gaming experience would you add to this list?

Filed under: Breakfast Topics, Humor

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