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Old 07/22/08, 10:20 PM   #5776 (permalink)
Piston Honda
 
Blood Elf Rogue
 
Exodar
Just looking at the map of Icecrown, the raid for Arthas is an excellent opportunity to make a good outside/inside raid with some epic moments.
 
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Old 07/22/08, 10:27 PM   #5777 (permalink)
gia
Piston Honda
 
Dwarf Priest
 
Neptulon (EU)
Originally Posted by Darkrenown View Post
YouTube - Hand of the Ebon Blade vs Blood Furnace - WotLK DK 5man (Beta)
I just watched this all DK Blood Furnance run, when they kill the last boss (about 4:38) the loot bar is different. It's gold and shiny. I can't see what the loot is, so I'm not sure is some kind of special item dropped or they just made the endboss of an area have shiny loot. The previous bosses had normal bars.
I think what you saw was the "Achievement Unlocked" window popping up for having cleared Blood Furnace.
 
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Old 07/22/08, 10:40 PM   #5778 (permalink)
Bald Bull
 
flyingtoastr's Avatar
 
Human Paladin
 
Draka
Originally Posted by Darkrenown View Post
YouTube - Hand of the Ebon Blade vs Blood Furnace - WotLK DK 5man (Beta)
I just watched this all DK Blood Furnance run, when they kill the last boss (about 4:38) the loot bar is different. It's gold and shiny. I can't see what the loot is, so I'm not sure is some kind of special item dropped or they just made the endboss of an area have shiny loot. The previous bosses had normal bars.
That was an achievement accomplishment bar. I'd assume they simply got the achievement for beating blood furnace.
 
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Old 07/23/08, 2:14 AM   #5779 (permalink)
Glass Joe
 
Blood Elf Priest
 
Malfurion
Originally Posted by Darkrenown View Post
I'd point out that Aff warlocks pretty much never need to stop and drink; Dark Pact/Lifetap + Lifedrain/Siphon Life/Deathcoil.

Frost's burst is dependant on Hungering Cold, the 51point Frost talent which is on a 1min cooldown. If you spec for it you miss out a lot of the regen talents in blood untill high levels, and outside of Hungering Cold Frost apparently isn't much good for grinding.

The Unholy video you linked to takes heavy advantage of the small slimes in the area to proc vendetta (heal on kill) and butchery (Runic power on kill). The RP from killing the small slimes is used to spam corpse explosion. You wouldn't be able to grind quite so well on normal mobs.
Yes in theory the affliction Lock "pretty much never" needs to stop. But thats because there is no way to simulate a period of grinding for an amount of time that it would take to reach the point where you must drink. What i'm getting at is, while our concept of downtime revolves around mana, their(dk) downtime revolves around the rate of doing damage + the time for runes to become available. In a simulation, I'm sure it would take a number of days and millions of mobs to run an affliction lock oom, but that can't be tested without a botting system or a player/group of players who are willing to sit at a computer for 14 hour shifts of grinding one mob in one place for x number of days while strictly following a set spell rotation. While the deathknight's simulation could be easily simulated in a spreadsheet.

Its the same for any non-mana using class, and doubly true for the death knight, because of their ability and access to self-healing through their runicpower and various flavors of runes. The simulation would only need an average test speed for the killing of a specific mob, and the mean over-all usage of runicpower + time to generate runes + rate of runicpower generation. the All melee classes have a set amount of power that they can generate at any one time, and that amount static through either a continuous rate of generation (energy), or through attack-based generation (warriors), and in the case of the death-knight: both continuous and attack-based (runic power and expendable runes).

While the unholy video did take advantage of easily killed "pet mobs." I am fairly confidant that the concept it was employing is still viable with 2-3 fewer equal lvl/powered mobs.
 
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Old 07/23/08, 2:48 AM   #5780 (permalink)
Von Kaiser
 
Human Mage
 
Hyjal
Originally Posted by Korlis View Post
Yes in theory the affliction Lock "pretty much never" needs to stop. But thats because there is no way to simulate a period of grinding for an amount of time that it would take to reach the point where you must drink.

. . . In a simulation, I'm sure it would take a number of days and millions of mobs to run an affliction lock oom, but that can't be tested without a botting system or a player/group of players who are willing to sit at a computer for 14 hour shifts of grinding one mob in one place for x number of days while strictly following a set spell rotation.
They never need to stop because they can come out of a fight with more health and mana than they had going in. Not sure what your thought process is with this simulation business. As long as their regen is greater than their loss they can go on grinding indefinitely.
 
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Old 07/23/08, 3:10 AM   #5781 (permalink)
King Hippo
 
Troll Priest
 
Steamwheedle Cartel
Even some mana using classes can approach infinity though. I have a frost mage alt in ZA gear and I only have to drink once in between evocation cooldowns (5 minutes) when killing nonstop. I suspect if I wore more spirit gear (like, say, mage tier 6) or if I specced 18 points into arcane for meditation I would be able to kill indefinitely - basically I would regenerate more mana in the 2-3 seconds it takes me to loot than I would spend in the 9 seconds it takes me to kill.
 
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Old 07/23/08, 5:08 AM   #5782 (permalink)
Glass Joe
 
Blood Elf Priest
 
Gorgonnash
yes, DKs are very very good at grinding, pretty much no downtime unless shit hits the fan. Now think for a second about what else this describes.

Shadow priest: i can farm for hours and the only time i will have to sit down is if i have to PvP. anytime i get low shadowfiend fills me right back up, can keep this up pretty much forever.

Aff lock: not much explanation needed here, infinite mana and 2 life drains= grind forever.

Feral druid: already pointed out in this thread. again they take very little damage, have self heals, faster move speed, good killing speed.

Hunter: not only do they kill fast, have no downtime, have faster run speed and a personal tank, but they also have feign death so even when the shit hits the fan you're only out 5 seconds to cast res pet.

All these classes can fairly easily "go infinite" hypothetically killing mobs from now till the end of time w/o ever having to stop and drink/eat. None of them have been nerfed just because of their incredible ability to solo kill mobs. Their ability to solo has little effect on any group content, the part of the game that actually requires balance. It's just a fact of the game that some classes level slightly faster than others and honestly leveling in this game is easy enough that even the slowest leveling class is going to be only about a day behind the fastest leveling class hitting cap.

Personally i wish all classes were as smooth to level as DK + the 4 classes above. Leveling my warrior was painful after seeing what it was like leveling a shadow priest, and i can never bring myself to level a rogue cause they take damage and can't do anything about it. Leveling shouldn't be a chore it should be fun; sure it needs to take time but i would rather have all classes be able to grind w/o sitting (assuming no mishaps like adds and such) and have them just require more exp to level to make up for the drinking time than have a lower exp requirement but have to sit down for 20 seconds out of every 5ish minutes and watch my toon drink water.

It's really just not fun to have downtime, so why make it a fact of leveling, make it a punishment for doing something wrong. You pulled a mob that was too much for you to handle? sit and drink. You pulled 3 mobs all at once? sit and drink. Smacked an elite w/o a group? corpse run, then sit and drink :P but if i pull single mobs of my level and don't completely screw up using my skills i should be able to keep paying the game, not have to twiddle my thumbs for 20 seconds even though i did everything right.
 
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Old 07/23/08, 5:27 AM   #5783 (permalink)
Piston Honda
 
Orc Shaman
 
Nagrand
I prefer the mage model of kill faster and have downtime. Downtime lets me alternate grinding with reading web pages, which I find more relaxing and interesting than non stop grinding.
 
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Old 07/23/08, 8:34 AM   #5784 (permalink)
Piston Honda
 
Tauren Hunter
 
Jaedenar (EU)
Wryxian on Exotic pets: WoW-Europe.com Forums -> Exotic Pet Details released!!!

The developers are currently working on the exotic pet talent. Exotic pets are exactly that, exotic and not the average run of the mill pet. But whether this name will stick or not, is uncertain at this point. But these will be a range of new pets with unique abilities, that only those with the talent will be able to tame and train. Where do you get them, well, we've not got news on that right now -- perhaps somewhere, exotic! ;-)

These pets are different from normal pets, but they're not necessarily more "uber" than others. However they will have access to unique abilities not available to the normal pets that every Hunter can train. A Hunter with this talent will get extra power, but from the talent's associated additional pet talent points and not necessarily from the exotic pet.
 
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Old 07/23/08, 8:50 AM   #5785 (permalink)
Don Flamenco
 
Zurgat's Avatar
 
Troll Rogue
 
Aszune (EU)
Originally Posted by ayb View Post
I'm sure we'll have Badge of Heroism or something else at 80 that's BoP.
They likely will be BoP, it'd be very weird if they weren't.

However, blizzard mentioned something about different badges for the separate tiers.
e.g. Tier 7 dungeons would give different badges, and allow you to buy different rewards from the Tier 8 and 9 dungeons.


Personally I'm hoping for more info relating to inscription and how the glyphs work.
Will they be BoE, will they be available as loot as well as crafted, etc.

-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.
 
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Old 07/23/08, 10:02 AM   #5786 (permalink)
Von Kaiser
 
Gnome Mage
 
Black Dragonflight
Originally Posted by Zurgat View Post
Personally I'm hoping for more info relating to inscription and how the glyphs work.
Will they be BoE, will they be available as loot as well as crafted, etc.
Judging from the glyph interface I'd imagine they work alot like socketing gems. It'd be nice if they were BoE, but you could remove them and keep the inscription, allowing you to swap and reuse when you swapped talents and such.

I kind of doubt we'll see them as drops though, just due to them trying to move away from class specific drops. We may end up seeing some on a badge vendor type deal at some point though.
 
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Old 07/23/08, 10:19 AM   #5787 (permalink)
Piston Honda
 
Sydane's Avatar
 
Human Warlock
 
Argent Dawn
I expect a lot of the minor glamour inscriptions will be drops but I assume most are going to be crafted. The current interface has me concerned though. Either they just created 6 new trinket slots, which you can add and remove from at will (or maybe not at will, but be able to remove and return without destroying it), which I don't think is what they had in mind, or they created a system where all of the fun inscriptions will basically never be used if they aren't best in slot.

The only other option I can think of is that they will be really cheap and basically like semi-permanent consumables that only take a few materials to make, which means that switching them around, even though it would destroy the old one, won't be cost or materials prohibitive.
 
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Old 07/23/08, 11:25 AM   #5788 (permalink)
Von Kaiser
 
Draenei Shaman
 
Garona
I leveled a BE Prot Paladin in greens mostly from 60-70 and basically did 5-8 mob pulls and just having to drink/heal after each bigger pull. It was pretty damn quick, and I'd imagine that actually having gear that was good would make it even easier. Seeing that DK's start off with well optimized gear, I can see how their leveling will be easier.

I'm looking forward to it.

Meh.
 
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Old 07/23/08, 11:43 AM   #5789 (permalink)
Piston Honda
 
Undead Warlock
 
Scarlet Crusade
Originally Posted by Sydane View Post
I expect a lot of the minor glamour inscriptions will be drops but I assume most are going to be crafted. The current interface has me concerned though. Either they just created 6 new trinket slots, which you can add and remove from at will (or maybe not at will, but be able to remove and return without destroying it), which I don't think is what they had in mind, or they created a system where all of the fun inscriptions will basically never be used if they aren't best in slot.

The only other option I can think of is that they will be really cheap and basically like semi-permanent consumables that only take a few materials to make, which means that switching them around, even though it would destroy the old one, won't be cost or materials prohibitive.
I could actually see the latter happening quite easily. What has been spoiled so far seems to only require one ink apiece, and one of the inks has been shown to use only one Pomace (crushed from only 5 herbs). Another has been shown to come from a single HERB. From the looks of things, you could very well replace all 6 sockets with decent inscriptions for maybe 10-20g. In the worst case, maybe a top-end inscription comes from 4 Pomace and some Eternal Elements, which could get pricy, but I'd imagine those to be the undeniable best for the respective class in the Greater slot.

It's also looking like they're having some kind of Darkmoon-style card crafting ability, which creates random cards from inscriber-only decks. 2 different Tarot crafts have been found, one is known to make cards "of Rogues". Assuming the turn-ins for these completed decks are really awesome Inscriptions instead of trinkets (not known at this time), THEN it would be more than a bit heinous to be replacing them constantly.

To teach and to learn, to laugh and make others laugh. This is my purpose, and any day in which I don't wasn't worth the time it took to get through.
 
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Old 07/23/08, 11:50 AM   #5790 (permalink)
Piston Honda
 
Orc Rogue
 
The Underbog
Originally Posted by Sydane View Post
I expect a lot of the minor glamour inscriptions will be drops but I assume most are going to be crafted. The current interface has me concerned though. Either they just created 6 new trinket slots, which you can add and remove from at will (or maybe not at will, but be able to remove and return without destroying it), which I don't think is what they had in mind, or they created a system where all of the fun inscriptions will basically never be used if they aren't best in slot.

The only other option I can think of is that they will be really cheap and basically like semi-permanent consumables that only take a few materials to make, which means that switching them around, even though it would destroy the old one, won't be cost or materials prohibitive.
In all my reading thus far, everything suggests that the slots for inscriptions will be for 2 minor and 4 major glyphs. So, you can have your penguin polymorph and removal of the reagent on Arcane Brilliance in your minor slots, and real spell augmentations in the major slots.

My concern is with regards to PvE and PvP. Right now, if a druid raids Feral and PvPs as Restoration, there's no hitch. He slaps on a second set of gear, which is gemmed and enchanted appropriately. Last I checked, however, he doesn't equip a different spell book. Does this mean he's forced to re-inscribe for PvP, lest he wants to rip huge Shreds in his healing gear? I'm not even sure how they can get around this, save for allowing load outs like Warhammer's Tactics system or making them temporary/cheap as fuck. (The latter is incredibly annoying, by the way.)
 
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Old 07/23/08, 12:03 PM   #5791 (permalink)
Piston Honda
 
Sydane's Avatar
 
Human Warlock
 
Argent Dawn
Originally Posted by impossible! View Post
My concern is with regards to PvE and PvP. Right now, if a druid raids Feral and PvPs as Restoration, there's no hitch. He slaps on a second set of gear, which is gemmed and enchanted appropriately. Last I checked, however, he doesn't equip a different spell book. Does this mean he's forced to re-inscribe for PvP, lest he wants to rip huge Shreds in his healing gear? I'm not even sure how they can get around this, save for allowing load outs like Warhammer's Tactics system or making them temporary/cheap as fuck. (The latter is incredibly annoying, by the way.)
This is why I hope they will either be disposable or exchangeable. When first described, they talked like they would be "enchants for spells," which makes it a non-issue for multiple specs. With this current setup and the significant limitation on how many you can have in place, there has to be a reasonable way for them to be changed out. It's not like you have to re-enchant the same sword for healing and for damage.

It would be reasonable to have them in the price/materials range of flasks (or even slightly more expensive since you might have to replace them less often). Of course, these days flasks are more expensive than a lot of enchants.

It's sounding like the demand for herbs created by raiding is going to be crazy, even more so than now. I have the definite feeling that the flasks we start to use when getting into Naxx are going to take 250g worth of mats or more. Suddenly my gold stockpile is feeling insufficient.
 
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Old 07/23/08, 12:14 PM   #5792 (permalink)
Piston Honda
 
Orc Rogue
 
The Underbog
Originally Posted by Sydane View Post
It would be reasonable to have them in the price/materials range of flasks (or even slightly more expensive since you might have to replace them less often). Of course, these days flasks are more expensive than a lot of enchants.
This isn't a solution. It's a Wednesday evening between my guild's Tuesday and Thursday raids, and I'm feeling like a bit of PvP. So, I:

- spend gold to respec my talents
- build out my talents
- spend gold to buy inscriptions to match
- restructure my inscriptions
- do it all over again the next night for my raid!

That's absurd.
 
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Old 07/23/08, 12:19 PM   #5793 (permalink)
Von Kaiser
 
Night Elf Druid
 
Dark Iron
Originally Posted by impossible! View Post
In all my reading thus far, everything suggests that the slots for inscriptions will be for 2 minor and 4 major glyphs. So, you can have your penguin polymorph and removal of the reagent on Arcane Brilliance in your minor slots, and real spell augmentations in the major slots.
From the wrath wiki, it appears that we'll have:
2 major glyphs-major spell/ability power increase
2 lesser glyphs-minor ability increase
2 minor glyphs-cosmetic improvements

Link here:
Inscription - WotlkWiki - Wrath of the Lich King Information
 
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Old 07/23/08, 12:46 PM   #5794 (permalink)
Glass Joe
 
Tauren Druid
 
Zul'Jin
I don't believe this aspect of the expansion have been discussed yet nor have I seen information on it anywhere.

How's people doing with gold in the expansion? Are people just slowly accumulating gold aka 1-70. Are there any gold sinks implemented thus far, aside from learning new skills? I'm just curious as to how much gold I should stockpile before heading into the expansion.

edit: I would imagine most of my gold would be spent on the AH to power level my professions & on rep items ala Fel Armaments/Arcane Tomes. The rumored 5 seater mount don't really appeal to me.

Last edited by drugtreatment : 07/23/08 at 1:08 PM.
 
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Old 07/23/08, 1:38 PM   #5795 (permalink)
Piston Honda
 
Sydane's Avatar
 
Human Warlock
 
Argent Dawn
Originally Posted by impossible! View Post
This isn't a solution. It's a Wednesday evening between my guild's Tuesday and Thursday raids, and I'm feeling like a bit of PvP. So, I:

- spend gold to respec my talents
- build out my talents
- spend gold to buy inscriptions to match
- restructure my inscriptions
- do it all over again the next night for my raid!

That's absurd.
Well, it's the current model for consumables. Though the respec may be free and a one button press depending on if that idea gets implemented. Every four hour raid night costs me 2 flasks (60g each and rising), 5-20 potions (3g each), 10-20 food (1.5g each), 1 Wizard Oil (5g), plus 10-30g in repairs. Wouldn't surprise me at all to add 2-4 inscriptions to that requirement. Especially since I may not have to change them all that often. Since raid costs are basically the only expense now, it just drives demand and prices up. Of course, selling epic gems from badges, plus the gold drop, I currently make about 50g per boss kill, but in WotLK I won't be selling the badges for a long time.

In the beginning of WotLK I expect basic herbs to be 100g per stack (5g each), with the Frost Lotus at around 125g each (possibly less, it is supposely a normal gather and not a drop from other herbs, but I suspect it will be a rare spawn like Khorium). So doing the math, you're looking at spending at least 150g per flask. If a standard inscription takes 10 herbs or so, that's another 50g plus each. It will be interesting to see if inscriptions are even allowed in arena, but if they are, they will in effect be the first consumables used in arena, assuming this model.

The only other choice is making them assumed to be permanent like enchants and very expensive (really screws hybrids/pvp), or making them exchangable, which is basically like adding 6 trinket slots to the game. Neither seems any better. I would expect plenty of the inscriptions to be useful in both pve and pvp (things like increased damage), but some things would only be in one or the other (additional stuns, extended durations, etc). So if only the min/max crowd is exchanging frequently (or respeccing hybrids), it's not going to be a massive expense for the average player.

The gold "sink" in early WotLK is going to be time priority. People will be leveling, running instances, and experiencing new content at a far higher ratio than now, causing much less time to be spent on farming and dailies. I think most people will find that their gold stores drop for at least the first few months.
 
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Old 07/23/08, 3:11 PM   #5796 (permalink)
Piston Honda
 
Night Elf Hunter
 
Bronze Dragonflight (EU)
In regards to storage space earlier in the thread Tigole made a post over on the beta forums

Your bags will be ok. I promise. Pets, Mounts, Heroic Badges, BG Tokens are all getting storage space.
WoW Forums -> Clarification on 'unique'
 
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Old 07/23/08, 4:16 PM   #5797 (permalink)
Piston Honda
 
Undead Warrior
 
Kargath
I would say those are the sorts of things that should not be included in the bag space meta game. All forms of currency and pure vanity items being removed from our bags are a godsend. Especially for pack rats. The rumors of tiered badges had me a bit worried; things were getting a bit out of hand with just BG tokens, Spirit Shards, Badges of Justice, etc.
 
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