It needs some configuration to make less intrusive and spammy, but it's really brought some life back into the game for a number of us.
Teach me your ways. I have been Googling "oqueue spam" and haven't found any advice on how to configure this. I do love the addon, though.
I had to be helped as well, and I felt pretty silly afterwards as well since it is so simple.
I don't PVP, so my settings will include those as well. I also like fairly rich information feedback, so I have some things turned on you may want to turn off.
To remove the main spam, first of all, go to the setup tab and uncheck the following:
Announce Premades
Announce Contracts
This will get rid of most of the spam. I also turn off the following:
Say Sapped
Announce Killing Blows
Announce BG objectives
Show Controlled Nodes
Announce Rage Quitters
The other part of dealing with the spam when you don't want to use the addon is a couple of the buttons on the setup page.
To stop getting spammed with b.net friend invites, click "go dark".
To remove all the added b.net friends, click "remove now".
That's pretty much it. You also may want to adjust your chat settings so you don't have a new tab created whenever someone sends you a PM.
Since my monk isn't high enough to see those kind of numbers, what are they balancing a -15% damage nerf against. Were all brewmasters putting out insane damage or is this one of those sacrifice the 99% because the 1% is doing too much damage?
Since my monk isn't high enough to see those kind of numbers, what are they balancing a -15% damage nerf against. Were all brewmasters putting out insane damage or is this one of those sacrifice the 99% because the 1% is doing too much damage?
Brewmasters in general, across the board, were doing way more damage than any other tank. This includes the post 10% nerf as well. Our damage output compared to other tanks is insane. Our damage output in general is insane. Necessary, in my opinion, but depressing all the same. No one likes being nerfed.
i've somehow lost a full set of heirlooms, including trinkets and weapons
that's p annoying
how?
by being a dumb, i guess
no idea, ticket open because the items didn't come up in the restoration tool, so maybe i'll get them back in a few days
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Spoils is apparently a fight that magnifies the individual skill levels of your players 1000% and reveals their raiding idiosyncrasies (ie- the shit they do/don't do on purpose/by accident that gets covered up in a regular fight/doesn't matter normally).
Which is to say, I can't go 10 pulls before I start getting mad because there is literally nothing that I can do to help fix things.
Shrug, it's a bigger nerf to 10m brm than 25m, since they're still putting out insane numbers because of higher vengence. Constant nerfing is not really fun, and is it really a terrible crime if tanks can manage to be around dps levels of dps. It's not like anyone's going to start tank stacking due to vengeance. Our other tank has a hellva time killing the adds on Siegecrafter because DKs do so little damage.
Also midweek balance hotfixes are dumb. Do that shit on tuesday blizzard. I understand BRM needs nerfs specially for top end guilds because 25m vengeance is crazypants but i think long term (next expansion) they'd be better off letting all tanks do more damage and honestly just dumping dodge and parry in favor of dps stats and active mitigation, monk/pally style.
Spoils is apparently a fight that magnifies the individual skill levels of your players 1000% and reveals their raiding idiosyncrasies (ie- the shit they do/don't do on purpose/by accident that gets covered up in a regular fight/doesn't matter normally).
Which is to say, I can't go 10 pulls before I start getting mad because there is literally nothing that I can do to help fix things.
That encounter sounds like it could be the single greatest LFR road block in the history of this feature.
Spoils is apparently a fight that magnifies the individual skill levels of your players 1000% and reveals their raiding idiosyncrasies (ie- the shit they do/don't do on purpose/by accident that gets covered up in a regular fight/doesn't matter normally).
Which is to say, I can't go 10 pulls before I start getting mad because there is literally nothing that I can do to help fix things.
That encounter sounds like it could be the single greatest LFR road block in the history of this feature.
The only way I can imagine it working in LFR is if Blizzard activates Hand-Holding-Mode-For-Little-Babbies.
Aka, boxes just open on their own, on timers or something.
If it doesn't work like that, Spoils LFR will be hilarious.
Yep, we got to 25m Thok last night as well. Really hopeful we can take him down tonight because I have been saving all of my DKP for that tier 16 helm so I can finally use my legendary meta gem (don't want to waste it on my ilvl 516 hscen helm I'm using now). Also, got my dps legendary cloak yesterday! And then my raid asked me to heal all night so I never got to see where I stand on DPS now...
Changes on Raid Finder difficulty:
Wavebinger Kardris' Falling Ash now deals 200,000 Fire damage (down from 999,999).
Foul Slimes' Foulness aura now deals 30,000 Nature damage (down from 50,000).
Fixed an issue where placement of Earthbreaker Haromm's Ashen Wall was not always perpendicular to the direction he's facing.
General Nazgrim
Changes on Raid Finder difficulty:
General Nazgrim's health has been reduced by 10%.
General Nazgrim's Ravager now hits for 200,000 damage.
General Nazgrim now gains 1 Rage when struck in Defensive Stance (down from 2 Rage).
General Nazgrim now gains 2 Rage for each target struck by Heroic Shockwave's Aftershocks (down from 3 Rage).
General Nazgrim now gains 2 Rage from Kor'kron Banner (down from 3 Rage).
Kor'kron Warshaman's Earth Shield now heals for 2% of maximum health (down from 5%).
Kor'kron Warshaman's Empowered Chain Heal now heals for 4% of maximum health (down from 10%).
So the 2 tough bosses in LFR have been nerfed. I'm happy with these nerfs, general nazgrim was more of a problem than dark shaman IMO.
Spoils is apparently a fight that magnifies the individual skill levels of your players 1000% and reveals their raiding idiosyncrasies (ie- the shit they do/don't do on purpose/by accident that gets covered up in a regular fight/doesn't matter normally).
Which is to say, I can't go 10 pulls before I start getting mad because there is literally nothing that I can do to help fix things.
I've had this feeling for every fight. Except Galakras. >.>
This was especially true for Shaman, where I knew we were dying to shit completely outside my control.
Part of me wants to do Blackfuse instead, if only because I want to see the fight. I'm debating talenting for more multi and less burst on Spoils, even though I'm focusing urns and minibosses/mediums.
And TBH, this fight for us is completely a pacing issue. Once both tanks are on the same page regarding how quickly they can drop crates, we will push through it. Gear will also absolutely help this fight, for us.
In other news, I have actively avoided LFR this tier. I'm considering grabbing oQueue and Flexing for more gear and eschewing LFR altogether. At least this way I can put my Enh gear to good use without having to wait hours on queues and wipes. Maybe.
Spoils is apparently a fight that magnifies the individual skill levels of your players 1000% and reveals their raiding idiosyncrasies (ie- the shit they do/don't do on purpose/by accident that gets covered up in a regular fight/doesn't matter normally).
Which is to say, I can't go 10 pulls before I start getting mad because there is literally nothing that I can do to help fix things.
I would say Malkorok is more about personal responsibility than any other fight so far this tier because if one person misses a puddle its an instant raid wipe. We actually 1-shot spoils last night on our first attempt ever.
Also midweek balance hotfixes are dumb. Do that shit on tuesday blizzard. I understand BRM needs nerfs specially for top end guilds because 25m vengeance is crazypants but i think long term (next expansion) they'd be better off letting all tanks do more damage and honestly just dumping dodge and parry in favor of dps stats and active mitigation, monk/pally style.
This. Dodge/parry are not fun stats, and atm they feel rather bad to all tanks I think. Pally, monk and afaik druid don't want them at all, and I think warriors can pretty much skip them too for mastery/stam/crit. Dodge and parry only work against melee attacks and *some* special abilities, and it's usually the abilities that kill tanks.
I think every tank class should do dps that is comparable to actual dps classes. Tanking isn't that hard, active mitigation is relatively simple, and most bosses don't have that many mechanics for tanks to deal with. Improving dps is pretty much the only interesting thing about farm content, and it's just not fun unless you can actually do good dps.
It gets really depressing to see brewmaster nerfed on every damn patch.. my ilvl gets higher, but it doesn't show on my dps, which just keeps dropping because of the nerf barrage. I wish I had legendary cloak and stuff on my alt warrior, prot dps is good atm and it probably won't get nerfed as often
I think this expansion has had the biggest DPS increase from the end of the previous expansion. If you compare someone in Cata with the best heroic gear they were doing what 30K DPS? Now heroic raiders are doing 300K-400K+ DPS and most of the time when you jump one expansion dps does not increase 10X it goes up around 5X.
I've said in this forum previously, that I think they are letting ilvl inflation go a little out of hand on purpose, so they have more/better data to back up their need for item squish.
Although I agree with someone on here who said that they could just reduce ilvl on endgame gear from previous expansions and create a ton of headroom.
0
AegisFear My DanceOvershot Toronto, Landed in OttawaRegistered Userregular
Spoils is apparently a fight that magnifies the individual skill levels of your players 1000% and reveals their raiding idiosyncrasies (ie- the shit they do/don't do on purpose/by accident that gets covered up in a regular fight/doesn't matter normally).
Which is to say, I can't go 10 pulls before I start getting mad because there is literally nothing that I can do to help fix things.
I've had this feeling for every fight. Except Galakras. >.>
This was especially true for Shaman, where I knew we were dying to shit completely outside my control.
Part of me wants to do Blackfuse instead, if only because I want to see the fight. I'm debating talenting for more multi and less burst on Spoils, even though I'm focusing urns and minibosses/mediums.
And TBH, this fight for us is completely a pacing issue. Once both tanks are on the same page regarding how quickly they can drop crates, we will push through it. Gear will also absolutely help this fight, for us.
All-in-all: 3 new bosses this week == WOO!
It's a bit more than a pacing issue, but I agree it was 100% tank-based, as evidenced by the fact that as soon as we switched tank rooms around, our side started failing while your side picked up and went smoother.
Galakras and Shamans weren't the same, coming from my perspective, because in those fights I can spot-heal, CC, or spot-taunt (I did this for Nazgrim on a warshaman last night). Galakras being slightly more fun in that I'm not doing 100 million things on top of my normal rotation of DPSing, spot-healing, and occasionally taunting/tanking mobs.
I literally can't do this on Spoils to save people and it drives me up the wall.
You could try multi-target on Spoils, but I'm finding that the small crates die on their own without any attention from me aside from dotting, while I tend to focus on the Medium mobs and stuff. It's been like this the entire raid: it was advertised on first pass as add-heavy, but in reality the bosses tend to be a 2-3 target fight where there are certain mobs that take a while to die and a bunch of chaff that die to cloak AOE.
Getting past Shaman and then past Nazgrim (dear god that fight is a joke) and Malkorok (holy shit that encounter's fast) was fun though.
Also midweek balance hotfixes are dumb. Do that shit on tuesday blizzard. I understand BRM needs nerfs specially for top end guilds because 25m vengeance is crazypants but i think long term (next expansion) they'd be better off letting all tanks do more damage and honestly just dumping dodge and parry in favor of dps stats and active mitigation, monk/pally style.
This. Dodge/parry are not fun stats, and atm they feel rather bad to all tanks I think. Pally, monk and afaik druid don't want them at all, and I think warriors can pretty much skip them too for mastery/stam/crit. Dodge and parry only work against melee attacks and *some* special abilities, and it's usually the abilities that kill tanks.
I think every tank class should do dps that is comparable to actual dps classes. Tanking isn't that hard, active mitigation is relatively simple, and most bosses don't have that many mechanics for tanks to deal with. Improving dps is pretty much the only interesting thing about farm content, and it's just not fun unless you can actually do good dps.
It gets really depressing to see brewmaster nerfed on every damn patch.. my ilvl gets higher, but it doesn't show on my dps, which just keeps dropping because of the nerf barrage. I wish I had legendary cloak and stuff on my alt warrior, prot dps is good atm and it probably won't get nerfed as often
You are correct on pallies, it felt weird going from "craving dodge and parry on every piece of gear" to gearing virtually identical to my ret spec.
If it helps, my guild monks were talking about it last night, and mentioned that they had noticed the nerf over the weekend. About an hour later we saw hotfix note updated.
tank gear seems kinda pointless these days, maybe there wont be any next expansion
They'd probably have to change how effective active mitigation is...which they seem happy with so I don't see that happening anytime soon.
Not really, active mitigation is great for monks and incredible for pallies, it's just the other classes that need to be brought to that level. Playing any other tank just feels like old design at this point imo. Monks and Pallies get almost no passive mitigation at all, 25m monks will go in on increasing mastery, but that ties into active mitigation via purifying brew.
I'm going to go out on a limb here, but I'd like to see a radical shift in gear with the next expansion. I don't think it'll EVER happen, but I think it could be interesting.
Here's my proposal: You get a set "ilvl" from the intro Tier. The next X tiers in the expansion don't increase your "ilvl". Instead, you get access to new trinkets; and new weapons that are either itemized differently or have the same stats and give a new model. The new tiers introduce new set bonuses and possibly redistribute stats among the pieces, but they don't increase stats.
The raid fights then focus more on mechanics and execution and less on throughput. We are already moving in this direction anyway, but it goes even further on my personal philosophy: loot is merely a means to access more bosses.
Yes, it likely means that people could game the system to the point that previous tier items could be BiS. To me, that means the original content from the expansion still gets played as a result.
Outrageous? Yes. But it means we don't see super powerful boss abilities to keep players challenged, while allowing players to continue to feel powerful when out in the game world.
The duration of raid encounters definitely seems to be on the rise in general, and since this is also hitting LFR, it makes the slow, long wipes of LFR add even more time to what are meant to be relatively fast runs through wings of content.
Even when things went well for me this week in a 0-wipe run of the Vale (a miracle, I know), the run still took longer than an hour. Now that wipes seem to burn at least 10 minutes, I feel like I need to set aside at least 2 hours just for running one wing of LFR in case the run isn't so smooth.
Officially the unluckiest CCG player ever.
0
SmasherStarting to get dizzyRegistered Userregular
Goal: complete as many Azeroth quests as I can, and get Bloodsail and the 4 steemwheedle reps to exalted simultaneously.
Plan: First do all the questing, double checking that I've done all the ones on this list. Then grind booty bay bruisers until BSB exalted. Next I kill Venture Co. Evacuees until I hit max honored with booty bay, then Southsea Pirates until all 4 are exalted. My reasoning for that is VCEs are apparently faster to grind and give rep with all 4, but don't give Booty Bay rep after honored. The Southsea Pirates are supposed to be slower but give rep until exalted.
Can anyone think of any improvements or other things to watch out for?
tank gear seems kinda pointless these days, maybe there wont be any next expansion
They'd probably have to change how effective active mitigation is...which they seem happy with so I don't see that happening anytime soon.
The Agi tanks already use dps gear and it works fine for them. They could easily ditch standard "tank" gear in favor of dps gear for the plate tanks. Think about it too, Haste already has an effect for Prot Pallies and Blood DKs, and Crit has a use for Prot Warriors. Just find a way for Haste to affect Prot Warriors, and Crit to be useful to Prot Pallies and Blood DKs.
An idea I had for Prot Pally in particular, was to tie in Grand Crusader's proc chance to Crit chance. Currently it's, what, 30% chance upon Parry/Dodge? So they could just do something like "Grand Crusader has a chance equal to your Crit % to proc from Crusader Strike/Hammer of the Righteous or avoiding attacks."
No idea what Crit could do for Blood DKs, or Haste for Prot Warriors, but I'm sure they'll think of something.
Crit could give Blood DKs... Scent of Blood stacks? Proc your rune regen talent? Reset the CD on Rune Tap and make it free on crit? Bring back Blade Barrier as an on crit chance? Whatever they do I just hope they don't try and push riposte as the solution since I'm tired of seeing parry/dodge pieces drop.
People can do old raids cross-realm nowadays, right? I want a piece of transmog gear from dragon soul normal and that will probably be the only way. Is there a place to coordinate this kinda stuff?
People can do old raids cross-realm nowadays, right? I want a piece of transmog gear from dragon soul normal and that will probably be the only way. Is there a place to coordinate this kinda stuff?
Goal: complete as many Azeroth quests as I can, and get Bloodsail and the 4 steemwheedle reps to exalted simultaneously.
Plan: First do all the questing, double checking that I've done all the ones on this list. Then grind booty bay bruisers until BSB exalted. Next I kill Venture Co. Evacuees until I hit max honored with booty bay, then Southsea Pirates until all 4 are exalted. My reasoning for that is VCEs are apparently faster to grind and give rep with all 4, but don't give Booty Bay rep after honored. The Southsea Pirates are supposed to be slower but give rep until exalted.
Can anyone think of any improvements or other things to watch out for?
Supposedly the best time to grind the Bloodsail rep is during a quest event where the Bloodsail pirates attack Booty Bay and you have the opportunity to switch sides. There's a lot more NPCs around than normal, which makes grinding that rep faster.
Posts
I had to be helped as well, and I felt pretty silly afterwards as well since it is so simple.
I don't PVP, so my settings will include those as well. I also like fairly rich information feedback, so I have some things turned on you may want to turn off.
To remove the main spam, first of all, go to the setup tab and uncheck the following:
Announce Premades
Announce Contracts
This will get rid of most of the spam. I also turn off the following:
Say Sapped
Announce Killing Blows
Announce BG objectives
Show Controlled Nodes
Announce Rage Quitters
The other part of dealing with the spam when you don't want to use the addon is a couple of the buttons on the setup page.
To stop getting spammed with b.net friend invites, click "go dark".
To remove all the added b.net friends, click "remove now".
That's pretty much it. You also may want to adjust your chat settings so you don't have a new tab created whenever someone sends you a PM.
that's p annoying
Also, this:
Man. Maaaaaan. Blizz.
Necessary, I guess, but... man.
Battle.net Tag: Dibby#1582
Brewmasters in general, across the board, were doing way more damage than any other tank. This includes the post 10% nerf as well. Our damage output compared to other tanks is insane. Our damage output in general is insane. Necessary, in my opinion, but depressing all the same. No one likes being nerfed.
Edit: Yup, they got rid of the 0.9 multiplier.
It's now a 0.85 multiplier. :rotate:
Battle.net Tag: Dibby#1582
by being a dumb, i guess
no idea, ticket open because the items didn't come up in the restoration tool, so maybe i'll get them back in a few days
Which is to say, I can't go 10 pulls before I start getting mad because there is literally nothing that I can do to help fix things.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Also midweek balance hotfixes are dumb. Do that shit on tuesday blizzard. I understand BRM needs nerfs specially for top end guilds because 25m vengeance is crazypants but i think long term (next expansion) they'd be better off letting all tanks do more damage and honestly just dumping dodge and parry in favor of dps stats and active mitigation, monk/pally style.
That encounter sounds like it could be the single greatest LFR road block in the history of this feature.
The only way I can imagine it working in LFR is if Blizzard activates Hand-Holding-Mode-For-Little-Babbies.
Aka, boxes just open on their own, on timers or something.
If it doesn't work like that, Spoils LFR will be hilarious.
Battle.net Tag: Dibby#1582
I actually wouldn't be surprised if they don't even split the raid in LFR, and just have the whole group do one side
that's why we call it the struggle, you're supposed to sweat
i wonder how i lost them
edit: what's the fastest way to get jp's these days?
Iron juggernaut is a pain though, why couldn't we have just done sha this week
that's why we call it the struggle, you're supposed to sweat
that's why we call it the struggle, you're supposed to sweat
Causes? Kiting Thok through the middle of the raid, too many melee and not enough paladins for devo aura to push the the stack higher etc. Fun fun.
PSN: rlinkmanl
Changes on Raid Finder difficulty:
Wavebinger Kardris' Falling Ash now deals 200,000 Fire damage (down from 999,999).
Foul Slimes' Foulness aura now deals 30,000 Nature damage (down from 50,000).
Fixed an issue where placement of Earthbreaker Haromm's Ashen Wall was not always perpendicular to the direction he's facing.
General Nazgrim
Changes on Raid Finder difficulty:
General Nazgrim's health has been reduced by 10%.
General Nazgrim's Ravager now hits for 200,000 damage.
General Nazgrim now gains 1 Rage when struck in Defensive Stance (down from 2 Rage).
General Nazgrim now gains 2 Rage for each target struck by Heroic Shockwave's Aftershocks (down from 3 Rage).
General Nazgrim now gains 2 Rage from Kor'kron Banner (down from 3 Rage).
Kor'kron Warshaman's Earth Shield now heals for 2% of maximum health (down from 5%).
Kor'kron Warshaman's Empowered Chain Heal now heals for 4% of maximum health (down from 10%).
So the 2 tough bosses in LFR have been nerfed. I'm happy with these nerfs, general nazgrim was more of a problem than dark shaman IMO.
I've had this feeling for every fight. Except Galakras. >.>
This was especially true for Shaman, where I knew we were dying to shit completely outside my control.
Part of me wants to do Blackfuse instead, if only because I want to see the fight. I'm debating talenting for more multi and less burst on Spoils, even though I'm focusing urns and minibosses/mediums.
And TBH, this fight for us is completely a pacing issue. Once both tanks are on the same page regarding how quickly they can drop crates, we will push through it. Gear will also absolutely help this fight, for us.
All-in-all: 3 new bosses this week == WOO!
I would say Malkorok is more about personal responsibility than any other fight so far this tier because if one person misses a puddle its an instant raid wipe. We actually 1-shot spoils last night on our first attempt ever.
PSN: rlinkmanl
This. Dodge/parry are not fun stats, and atm they feel rather bad to all tanks I think. Pally, monk and afaik druid don't want them at all, and I think warriors can pretty much skip them too for mastery/stam/crit. Dodge and parry only work against melee attacks and *some* special abilities, and it's usually the abilities that kill tanks.
I think every tank class should do dps that is comparable to actual dps classes. Tanking isn't that hard, active mitigation is relatively simple, and most bosses don't have that many mechanics for tanks to deal with. Improving dps is pretty much the only interesting thing about farm content, and it's just not fun unless you can actually do good dps.
It gets really depressing to see brewmaster nerfed on every damn patch.. my ilvl gets higher, but it doesn't show on my dps, which just keeps dropping because of the nerf barrage. I wish I had legendary cloak and stuff on my alt warrior, prot dps is good atm and it probably won't get nerfed as often
Although I agree with someone on here who said that they could just reduce ilvl on endgame gear from previous expansions and create a ton of headroom.
It's a bit more than a pacing issue, but I agree it was 100% tank-based, as evidenced by the fact that as soon as we switched tank rooms around, our side started failing while your side picked up and went smoother.
Galakras and Shamans weren't the same, coming from my perspective, because in those fights I can spot-heal, CC, or spot-taunt (I did this for Nazgrim on a warshaman last night). Galakras being slightly more fun in that I'm not doing 100 million things on top of my normal rotation of DPSing, spot-healing, and occasionally taunting/tanking mobs.
I literally can't do this on Spoils to save people and it drives me up the wall.
You could try multi-target on Spoils, but I'm finding that the small crates die on their own without any attention from me aside from dotting, while I tend to focus on the Medium mobs and stuff. It's been like this the entire raid: it was advertised on first pass as add-heavy, but in reality the bosses tend to be a 2-3 target fight where there are certain mobs that take a while to die and a bunch of chaff that die to cloak AOE.
Getting past Shaman and then past Nazgrim (dear god that fight is a joke) and Malkorok (holy shit that encounter's fast) was fun though.
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
You are correct on pallies, it felt weird going from "craving dodge and parry on every piece of gear" to gearing virtually identical to my ret spec.
If it helps, my guild monks were talking about it last night, and mentioned that they had noticed the nerf over the weekend. About an hour later we saw hotfix note updated.
They'd probably have to change how effective active mitigation is...which they seem happy with so I don't see that happening anytime soon.
Not really, active mitigation is great for monks and incredible for pallies, it's just the other classes that need to be brought to that level. Playing any other tank just feels like old design at this point imo. Monks and Pallies get almost no passive mitigation at all, 25m monks will go in on increasing mastery, but that ties into active mitigation via purifying brew.
Here's my proposal: You get a set "ilvl" from the intro Tier. The next X tiers in the expansion don't increase your "ilvl". Instead, you get access to new trinkets; and new weapons that are either itemized differently or have the same stats and give a new model. The new tiers introduce new set bonuses and possibly redistribute stats among the pieces, but they don't increase stats.
The raid fights then focus more on mechanics and execution and less on throughput. We are already moving in this direction anyway, but it goes even further on my personal philosophy: loot is merely a means to access more bosses.
Yes, it likely means that people could game the system to the point that previous tier items could be BiS. To me, that means the original content from the expansion still gets played as a result.
Outrageous? Yes. But it means we don't see super powerful boss abilities to keep players challenged, while allowing players to continue to feel powerful when out in the game world.
Even when things went well for me this week in a 0-wipe run of the Vale (a miracle, I know), the run still took longer than an hour. Now that wipes seem to burn at least 10 minutes, I feel like I need to set aside at least 2 hours just for running one wing of LFR in case the run isn't so smooth.
Plan: First do all the questing, double checking that I've done all the ones on this list. Then grind booty bay bruisers until BSB exalted. Next I kill Venture Co. Evacuees until I hit max honored with booty bay, then Southsea Pirates until all 4 are exalted. My reasoning for that is VCEs are apparently faster to grind and give rep with all 4, but don't give Booty Bay rep after honored. The Southsea Pirates are supposed to be slower but give rep until exalted.
Can anyone think of any improvements or other things to watch out for?
The Agi tanks already use dps gear and it works fine for them. They could easily ditch standard "tank" gear in favor of dps gear for the plate tanks. Think about it too, Haste already has an effect for Prot Pallies and Blood DKs, and Crit has a use for Prot Warriors. Just find a way for Haste to affect Prot Warriors, and Crit to be useful to Prot Pallies and Blood DKs.
An idea I had for Prot Pally in particular, was to tie in Grand Crusader's proc chance to Crit chance. Currently it's, what, 30% chance upon Parry/Dodge? So they could just do something like "Grand Crusader has a chance equal to your Crit % to proc from Crusader Strike/Hammer of the Righteous or avoiding attacks."
No idea what Crit could do for Blood DKs, or Haste for Prot Warriors, but I'm sure they'll think of something.
Battle.net Tag: Dibby#1582
The oqueue addon is probably your best bet.
Supposedly the best time to grind the Bloodsail rep is during a quest event where the Bloodsail pirates attack Booty Bay and you have the opportunity to switch sides. There's a lot more NPCs around than normal, which makes grinding that rep faster.