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[WOW] Do people really pay 300g for Arcanite Bars ?

FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?"Registered User regular
edited August 2014 in MMO Extravaganza
World of Warcraft: Mists of Pandaria

The fourth expansion. New stuff:

New continent: Pandaria. http://www.wowpedia.org/Pandaria

New race: Pandaren. http://www.wowhead.com/race=25

New class: Monk. http://www.wowhead.com/class=10

New talent system: http://www.wowhead.com/talent

New challenges: Challenge Mode. http://www.wowpedia.org/Challenge_Mode

New dungeon type: Scenarios. http://www.wowpedia.org/Scenario

New way to spend lots of time: Pet Battles. http://www.wowpedia.org/Pet_battles

New way to get your hands dirty: Sunsong Ranch. http://www.wowpedia.org/Sunsong_Ranch

It strikes me that you probably don't want to search Youtube for "Bottoms Up" so here's the MOP trailer, with the very clever Bottoms Up epilogue: http://www.youtube.com/watch?v=1sLn4shUgk4




You're right, the OP is not very pretty, but we make up in information what we lack in color.

Fairchild on
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  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
    edited February 2014
    The next WOW expansion will be WARLORDS OF DRAENOR.

    New Dev Watercooler blog about the development of WARLORDS, with much interesting discussion, here: http://us.battle.net/wow/en/blog/13107743/dev-watercooler-pruning-the-garden-of-war-2-27-2014

    Here's the WARLORDS site: http://us.battle.net/wow/en/warlords-of-draenor/

    Previews of WARLORDS art, including new character models, here: http://www.mmo-champion.com/content/3529-Art-of-World-of-Warcraft

    Go here for the expansion FAQ: http://us.battle.net/wow/en/blog/11514711/World_of_Warcraft_Warlords_of_Draenor_BlizzCon_2013_FAQ-10_30_2013

    Q: What are the key features of Warlords of Draenor?
    Some of the new content and features of Warlords of Draenor include:
    •Explore a Savage World: Explore the hostile world of Draenor, home of the orc and draenei races, as it once existed, and adventure in all-new zones alongside characters central to Warcraft history.
    •Build Your Garrison: Construct, command, and expand your own customizable stronghold on Draenor, and gather NPC followers to collect resources and embark on missions on your orders.
    •Instantly Upgrade to Level 90: Boost one character of your choosing to be ready to adventure on Draenor, making it easier than ever to enjoy the latest content alongside your friends.
    •New Player Character Art: Character models and animations for many of World of Warcraft’s existing playable races are being fully revamped in keeping with the game’s iconically epic style.
    •Adventure to Level 100: Reach new heights of power and unlock bonuses to further enhance your abilities on your way to the new level cap of 100.
    •…And More: Take on a wide array of Dungeons, Raids, Scenarios, Battlegrounds, Challenge Modes, and more—no matter what kind of content you enjoy, new adventures await.

    Q: How does the Garrison work? What kinds of followers and upgrades are available?
    To establish a foothold on Draenor and bolster your faction’s defenses against the formidable Iron Horde, each player will need to build and manage their own Garrison, a customizable fortress that serves as your personal base of operations throughout the course of the expansion. As you complete quests and win allies to your cause, your Garrison will expand and you’ll be able to choose which upgrades you’d like to construct from a variety of options. You’ll also meet and recruit NPC allies and followers who will join you at the Garrison, each providing different benefits.

    For example, a miner rescued from a dungeon might take up residence and help gather Mining resources. A heroic warrior you quarter might embark upon quests at your command, with a chance to return with valuable treasures. Other characters might provide you with quests that expand upon their own stories or lead you to valuable assets in your campaign.

    When it comes time to upgrade your Garrison, you might choose to build a Barracks to send more followers on missions simultaneously, an Inn to provide new recruits, or an Infirmary to speed up injured followers’ recovery time between assignments. You may instead decide to build a Smithy and recruit a Blacksmith to research new plans and craft valuable resources (such as those with daily cooldowns). You’ll also be able to invite friends to visit your Garrison to trade resources and see how your home base stacks up against their own.

    Q: What new zones will I explore on Draenor?
    The expansion sends players to Draenor as it existed before it shattered into the realm World of Warcraft players know as Outland—and while some of the names of these places might be familiar, we’re building them all from scratch for the expansion.
    Here’s a breakdown of Draenor’s zones:
    •Frostfire Ridge: Across snow-covered wastes and beneath towering volcanoes, heroes of the Frostwolf clan and the Horde unite to repel invaders from their homeland.
    •Shadowmoon Valley: Amid rolling moonlit hills, the draenei at the holy temple of Karabor unite with the Alliance in a desperate fight for survival against the Iron Horde and Shadowmoon clan.
    •Gorgrond: Deep within the desert canyons of Gorgrond, an arsenal of massive siege weapons built by the Blackrock clan is about to be unleashed upon the whole of Draenor.
    •Talador: In the shadow of a besieged Shattrath City, the Auchenai Soulpriests actively seek to safeguard the countless draenei souls inside Auchindoun from a terrible demonic threat.
    •Spires of Arak: At the height of their power, the regal arrakoa plot atop their high peaks, well out of the reach of the brutal Shattered Hand orcs and the wingless outcasts below.
    •Nagrand: Among the fertile hills and outcroppings of Nagrand, the bloodied wolf-riders of the Warsong clan remain a threat not to be trifled with.
    •Tanaan Jungle: Within the overgrown jungle home of the Bleeding Hollow clan, a Dark Portal is under construction . . . and an Iron Horde army makes grim preparations to conquer Azeroth.

    Q: Why are you giving everyone a level-90 character boost?
    World of Warcraft is constantly evolving, and these days players engage with the game in a wider variety of ways than ever. Some enjoy the process of exploring the world and leveling up. Others enjoy the challenge of raiding. Many simply enjoy playing with their friends, wherever they may be. One of our primary goals with Warlords of Draenor is to empower WoW players to quickly and easily be able to participate in the content they’re most interested in, and giving everyone a level-90 character upgrade right out of the gate helps make that possible.

    One common piece of feedback we’ve received from new players and those who’ve taken an extended break from the game is that World of Warcraft requires a significant time investment before they’re able to “catch up” and play with high-level friends. Design changes such as speeding up the leveling curve and features like the popular Scroll of Resurrection and Recruit-a-Friend system have proven very popular, but the issues’s only getting more challenging with each patch and expansion we release. By giving players the option to boost a character to be ready for the latest expansion content, we hope to remove some of these entry barriers and make it so anyone can pick up and enjoy Warlords of Draenor right away, no matter how much World of Warcraft they’ve played in the past.

    Q: It’s been a while since I’ve played WoW—will I know what to do with a level-90 character?
    At the start of the new expansion, players will be thrust into an exciting introductory experience involving a desperate strike against the orc forces on Draenor. During this opening sequence, new and returning players will have an opportunity to get up to speed on the game before diving into their faction’s starting zone content—similar to the Death Knight starting experience in Wrath of the Lich King. We’ve also recently added features such as Proving Grounds, which help players learn how to tank, heal, and deal damage in dungeons in a solo “teaching” environment, to help ease the learning curve and prepare players for battle as quickly, efficiently, and enjoyably as possible.

    Q: How will the included level-90 character upgrade work?
    In regions where players purchase World of Warcraft expansions, each World of Warcraft account that you upgrade to the Warlords of Draenor expansion will receive one level-90 character boost (to be used once the expansion releases). You don’t need to decide which character to boost immediately. You can also create a level-1 character from scratch and then use the upgrade on that if you wish. The boosted character will also receive a level-appropriate set of gear (along with some other assistance) to make sure you’re set for adventuring. We’ll have more details to share as development continues.
    For regions where players do not purchase expansions (including China, Korea, and Taiwan), we’ll have more information to share on our plans in the future. In the meantime, our goal for all regions remains the same—to give players a way to get straight to the action in Draenor.

    Q: Why revisit the player races’ art now? Will I recognize myself in the mirror?
    As we’ve released new World of Warcraft content and expansions, we’ve received feedback that some of the earlier player character models and animations are no longer measuring up to the quality of the newer races. Because Warlords of Draenor takes players back to the homeland of the Orcs—one of WoW’s original playable races—it felt like a great time to update not just the Orcs, but other playable races that could use a refresh.
    We know that many of you already strongly identify with the look of your current character, so we’re dedicating a lot of time and resources to make sure these updates capture each race’s iconic identity and personality. We’re still in the process of determining which races will be available upon the expansion’s release, but our goal is to update all eight of the original World of Warcraft playable races, along with the Draenei and Blood Elves, over the course of the expansion launch and subsequent content updates.

    Q: What kinds of bonuses will my character earn on the journey from level 90 to 100?
    Warlords of Draenor introduces a new bonus system that rewards players with powerful perks as they level up to the new cap. At every level from 91 to 100, characters will earn a major permanent boost to one of their their key spells and abilities (e.g. a Fire Mage might earn a +50% damage boost to Pyroblast or +30% boost to Scorch). Players will also unlock a new talent tier once they’ve achieved level 100, rewarding each class with three potent new abilities to choose from.

    Q: What are the plans for new Dungeons, Scenarios, and Raids?
    We’re planning 6 new 5-player dungeons for the launch of Warlords of Draenor, along with a revamped version of the classic Blackrock Spire. One of our goals is to make sure we’re giving players a good mix of “level-up” Dungeons along with some new, unexplored Dungeons to delve into at max level. The expansion will also give players a chance to earn awesome transmogrifiable weapons and other unique rewards in Challenge Mode Dungeons. We’re also planning a wide variety of Scenarios for launch, along with Heroic Scenarios for those who enjoy the extra challenge.

    On the Raiding front, we’re planning 2 new raid instances around launch, as well as new world bosses. We’ll also continue to provide players with a wide variety of raiding options. In addition to offering four tiers of difficulty as in Patch 5.4, we're also extending our Flexible Raid scaling technology to Normal difficulty raiding. We’ll have more details to share as development continues.

    Q: What challenges await in the world of PvP?
    Warlords of Draenor will feature a new world PvP zone that hurls Horde and Alliance players into an epic conflict fighting for control of strategic fortresses on Draenor. This new area will be seamlessly instanced, with the goal of providing better performance and a more balanced PvP experience than was possible in WoW’s earlier world PvP zones. We’re also planning several major PvP-related UI improvements, including updates to help you track and communicate with your team about objectives in Battlegrounds, along with enhancements to Arena and Rated Battleground enemy unit frames designed to relay key information more clearly.

    Q: What’s in store for professions?
    One of our goals in Warlords of Draenor is to make each of the game’s existing Professions more engaging and integrated into the gameplay. To that end, the Garrison will play a major role in your character’s Professions in this expansion—similar to how your farm was key to the Cooking profession in Mists of Pandaria, only on a much more epic scale.

    Q: What can players expect while questing in Draenor?
    We received a lot of feedback over the course of Mists of Pandaria about what kinds of quests and world PvE content players enjoy most, and we’re continuing to evolve the questing experience in Warlords of Draenor with that in mind. Our goal is to give players a wide variety of fun and unexpected activities, ranging from the kinds of quests they’re familiar with to new experiences along the lines of the exploration- and event-driven Timeless Isle introduced in Patch 5.4: The Siege of Orgrimmar.

    Q: Will you be making any changes to what Stats are available?
    One of our goals for Warlords of Draenor is to make the act of finding and collecting loot even more exciting for players. With that in mind, we’re adding some fun new stats to gear, such as Movement Speed and Cleave, which gives you a chance to do extra damage or healing to additional nearby targets. In addition, we’ll be retiring a few stats that players don’t find very enjoyable to manage, such as Hit and Expertise. We’re also making improvements to armor itemization that will make it easier to share armor pieces across classes. We’ll have more details to share as development continues.

    Q: Will there be any updates to the graphics and changes to the minimum system requirements?
    Yes—we’re planning a number of tweaks and improvements to the graphics engine in this expansion, including some updates related to the upgraded player characters and the introduction of the Garrison. We’re also looking into updating other existing systems with an eye toward improving graphical quality and performance. We’ll announce the exact system requirements closer to the expansion’s release.

    Fairchild on
  • FairchildFairchild Rabbit used short words that were easy to understand, like "Hello Pooh, how about Lunch ?" Registered User regular
  • LorahaloLorahalo Registered User regular
    Delmain wrote: »
    Lorahalo wrote: »
    You should be refreshing before the last tick anyway. IIRC, it gets rolled into the next one.

    Yeah, but the 40% more tick at the end won't be, I'm betting, which means you still have breakpoints.

    I don't see why it wouldn't. They made the system intentionally to avoid breakpoints, I doubt they'd design it so they still exist.

    I have a podcast about Digimon called the Digital Moncast, on Audio Entropy.
  • BaalorBaalor Registered User regular
    I don't understand how they are going to accomplish removing breakpoints from dots/hots.

    The way they talked about using a fractional tick at the end is simply not going to work on its own. In practice you would still be better off refreshing instead of wasting time for a suboptimal tick. Unless that fraction tick is added instantly to the last tick in which case you get punished whenever you refresh just a tiny bit early. Either way it will still be most optimal to be exactly at a breakpoint.

    Another way to do it would be to spread the extra fractional dmg along all the other ticks, but that would make it optimal to be exactly below a breakpoint. 1 point of haste could be the difference of having 5 ticks with nearly 20% increased dmg to 6 ticks with normal dmg. Overall dmg might be the same but in the former case its frontloaded more which is nearly always better in practice.

    To do it proper they would need a system that remembers all fractions and then adds a whole tick whenever one is stored up.

  • LorahaloLorahalo Registered User regular
    edited February 2014
    It could be that if you cast a 12s dot with 1s remaining (a single tick, in this example) instead of getting a 12s dot with a heavier first tick/slightly stronger ticks all around, you get a 13s dot that acts as if the original single tick never expired and that you cast the dot perfectly after the previous cast expired. So you refresh it with 1s remaining and it had a 40% strength tick from your haste, you get a 13s dot that has the first tick doing 40% of normal damage. It also stops it from being double the time between ticks due to bad clipping.

    Isn't that how it works now? Considering that dots are a considerable part of mage damage now, I should probably look this up.

    Lorahalo on
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  • MillMill Registered User regular
    Didn't they already add in something to making clipping less ass?

    I know it exists for things like Inquisition. For those not familiar, Inquisition gets down to >4s, player decides refresh it for it's full duration because he only has three holy power and it would take more than 4s to build up enough for a full duration Inquisition, after a using his current holy power for a Templar's Verdict. Thus the players new Inquisition buff is 64s instead of 60. (For those curious, I know there was a cutoff, where you'd loose time if you refreshed to earlier to prevent stupid shit).

    Maybe I'm wrong and it was only implemented for a few things, but I'm pretty sure it was implemented for all rotational buffs and debuffs. So Resto Druid in WoD casts Rejuv on the tank that is .25s longer than normal rejuv, said druid then clips the first rejuv by .5s and the tank now have rejuv that is .75s than non-hasted rejuv.

  • BaalorBaalor Registered User regular
    Yeah you don't clip individual dot ticks anymore. The last tick that is currently active will always finish before the total of the new dot is applied. It even works like that with Mind Flay since its technically a dot you just happen to channel to maintain.

    The problem is that reapplying the dot during a fractional time window isn't very practical and even if added directly so the last tick is 140% power you only get to that part if you wait till near the end before you reapply and never do it before that.

    I know they are removing snapshots for dots so people wont be reapplying them early as much but there's also stuff like Shadow Word: Pain being the filler spell to spam for its upfront dmg while moving. The breakpoints will still be a noticeable factor in practical performances.

    Don't get me started on removing haste snapshots to make the dots update values dynamically at the same time as all of this other stuff takes place. It has to be one hell of a system they are cooking up to fulfill all these lofty goals.

  • Slayer of DreamsSlayer of Dreams Registered User regular
    Also, a key aspect that people seem to either be passing over or ignoring is that secondary stats are all randomized now, aren't they? I remember that being said at one point, that they would be a "bonus" and not something that was always there.

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  • SmasherSmasher Starting to get dizzy Registered User regular
    Also, a key aspect that people seem to either be passing over or ignoring is that secondary stats are all randomized now, aren't they? I remember that being said at one point, that they would be a "bonus" and not something that was always there.
    That's tertiary stats. AFAIK the assignment of secondary stats to particular pieces of gear remains the same as it is now.

  • MillMill Registered User regular
    Yeah, pretty much the same approach to gear with most of the stats being assigned and maybe a very, very small handful of trash epics and the really rare boss drops that do have random stats. tertiary, bonus sockets and "warforged" will be random. Assuming they get the stats close, that should result in most of the gear with bonuses being superior to the normal gear, for the dungeon's difficulty, even if that gear has someone's weakest stats. Probably most of the cases where such gear doesn't end up be an upgrade, will be in cases where someone has the normal gear that has her spec's two best secondaries and the item that drop has her two weakest stats and just a tertiary stat (also might not have to be the weakest stats if the tertiary stat is increased movement speed or one of the ones that doesn't directly benefit her role, AoE damage reduction, while nice, wouldn't be increased damage for a dps).

    I need to look through and see which secondaries aren't really cutting it for each spec that has the issue, where one of the secondaries is awful compared to their best stats. I know haste has been an issue with warriors because they haven't been completely successful in making it work for them, the way it does for everyone else. I'd think that once they get that down though, everything else would be relatively easy in comparison, since it seems to be mostly adjusting the coefficients on a spec by spec basis, to bring each secondary into line. I'm not sure that there are that many cases outside of haste for warriors, where the issue is a mechanics issue and not a numbers. I also suspect, in some cases, it might just be a matter of also adjusting some ability coefficients to solve some over the top synergy that either makes a stat too good or results in it being less than desirable.

    I do expect to see plenty of dumb teeth gnashing over the stat of secondaries, where they are close enough, but people insist on them having to be equal. Otherwise, they end up considering the weakest stats being absolute garbage. For example, at the start of MoP, people where making this claim with ret despite the values of being

    haste = 2dps
    mastery = 1.61 dps
    crit = 1.59dps

    Yeah, both crit and mastery are roughly 80% of the value of haste, but that really isn't terrible; especially, since you get the interaction between stats where the weakest ones start scaling if the highest valued stat pulls too far ahead (aka if a retadin where to find a way to stack haste like no tomorrow, without hitting the haste cap or acquiring crit or mastery, there is a certain break point where it would be more dps to start adding points of crit/mastery instead of haste.

    I'd hope they could hit a point where the lowest stat is within 90% of the highest, but I could deal if it doesn't get lower than the 80% range. When I think of awful stat weights, I think back to Wrath where ArP resulted in cases that made a lower ilvl gear better than higher ilvl gear for ret because ArP was so bad that the lower ilvl piece having something other ArP resulted in it being able to make up for have less strength and overall secondary stats (this was only comparing plate pieces, not even going to touch the mess that AP on leather made for the spec in regards to gearing). I'd say they'll have don't a pretty good job if a "warforged" piece with one's weakest secondaries is still slightly better than non-"warforged," from the same tier and difficulty, that has one's best secondaries. (Note, I still think keeping "warforged" is fucking dumb since gear with tertiary stats, bonus sockets or both serve the same purpose of making sure that raid might get something other than a shard the 30+ time they kill tier's first boss on the highest difficulty).

  • SmasherSmasher Starting to get dizzy Registered User regular
    I know haste reduces gcd time for casters, but what is it that makes it work for other melee where it doesn't for warriors?

  • JavenJaven Registered User regular
    Haste is good for pallies because it reduces the cd of crusader strike, and thus increases holy power generation. It's also tied to monk/rogue/feral energy regen rates

  • KeemossiKeemossi Registered User regular
    edited February 2014
    All fury gets from haste is more autoattacks, which also means more rage. The aa damage is meh though, and fury's rage using abilities are crap (I mean HS and WS), except HS spam during Colossus Smash which only needs like 100 rage every 20s. Haste doesn't really affect fury's hard hitting abilities in any way.

    Haste kind of sucks atm for Frost DKs too, since it basically only gives resource regen, and Frost can get gcd capped with pretty much 0 haste because AMS is awesome. It's crap partially because of Galakras trinket reducing AMS cd though.

    Windwalkers and rogues benefit from haste a lot because they can actually benefit from the resource generation. Retri also get reduced cooldowns from haste, which amounts to the same thing ie getting more hard hitting abilities out.

    No idea what and enha does with haste.

    Keemossi on
  • DibbyDibby I'll do my best! Registered User regular
    Keemossi wrote: »
    All fury gets from haste is more autoattacks, which also means more rage. The aa damage is meh though, and fury's rage using abilities are crap (I mean HS and WS), except HS spam during Colossus Smash which only needs like 100 rage every 20s. Haste doesn't really affect fury's hard hitting abilities in any way.

    Haste kind of sucks atm for Frost DKs too, since it basically only gives resource regen, and Frost can get gcd capped with pretty much 0 haste because AMS is awesome. It's crap partially because of Galakras trinket reducing AMS cd though.

    Windwalkers and rogues benefit from haste a lot because they can actually benefit from the resource generation. Retri also get reduced cooldowns from haste, which amounts to the same thing ie getting more hard hitting abilities out.

    No idea what and enha does with haste.

    Enhance gains more AA swings, which is seemingly useless at first... But then you realize white swings are tied to Maelstrom Weapon procs, and suddenly it gains a lot of value.

    Haste (in theory) is good for DKs, but as you said, GCD capping already exists, so... Blizz has also definitely talked about making Haste more appealing for Warriors (both Prot and Arms/Fury), so we'll see what they do there.

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  • TTODewbackTTODewback Puts the drawl in ya'll I think I'm in HellRegistered User regular
    Whats a good basic unit frames or whatever addon these days.
    healing with the default ui is an exercising in much squinting

    Bless your heart.
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    I run Elvui because it's purty and basic.

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • XeddicusXeddicus Registered User regular
    May want to check out Shadowed Unit Frames as well.

  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    I still use grid for raid frames; it requires some config, but you can also download profiles for it if you prefer that

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  • Eat it You Nasty Pig.Eat it You Nasty Pig. tell homeland security 'we are the bomb'Registered User regular
    also to reiterate from the previous thread: there's really no reason to make all the secondary stats equal (or even to care if they're all that close) for every spec, as long as none of them are basically useless for a spec (i.e. haste for warriors, etc.) Like, it's fine for fire mages to want to stack crit.

    That was how it worked before reforging and with reforging; just because I could reforge out of some (say) mastery if I wanted to, didn't mean I didn't still prefer gear that had (say) haste instead.

    NREqxl5.jpg
    it was the smallest on the list but
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  • LD50LD50 Registered User regular
    If you're healing, I'd say use vuhdo.

  • SmrtnikSmrtnik job boli zub Registered User regular
    I introduced my fiance to pet battles tonight. What have I wraught?!

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  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    I'm getting close to finishing up my shaman's TI lame gearing up, Burdening everything and upgrading those. I haven't done shit for weapons though; just a couple tremendous tankards o' terror, which are ilevel 470. Soooooo lacking.

  • Slayer of DreamsSlayer of Dreams Registered User regular
    The TI weapons are all getting bumped up in ilvl to like 480 something in the next patch, so they'll be worth grabbing as place holders until you can get SoO weapons.

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  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    The TI weapons are all getting bumped up in ilvl to like 480 something in the next patch, so they'll be worth grabbing as place holders until you can get SoO weapons.

    From what I'm seeing right now I can maybe get some weapons from doing the daily heroic challenge. I just need to convince some guildmates to help.

    Or I can raid find myself some 500ish weapons.

  • Undead ScottsmanUndead Scottsman Registered User regular
    So, after 47 hours, I've hit level 60 and am now in Outland. :P Bought both flying and old world flying and still had 100g left over. Not to hopeful on the prospect of having 5k for 280 flight anytime soon. :S

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    So, after 47 hours, I've hit level 60 and am now in Outland. :P Bought both flying and old world flying and still had 100g left over. Not to hopeful on the prospect of having 5k for 280 flight anytime soon. :S

    Only 100g left over when getting to Outland? How much do you sell on the AH?

  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    Every time I use Nature's Vigil I go "Whoo, I'm helping the raid with healing just like a shaman's guidance!" then I remember that I use it as a DPS cooldown and the majority of the healing isn't needed.

    It could just be my raid's setup, but I'm not sure I agree with the 'not needed' evaluation of its healing. Or at least, I like the fact that it shifts the probability of 'bad shit happening' off the table of unlikely probabilities. I use it primarily for fights like Iron Juggernaut, Garrosh, and Thok where the added healing that's coming from it is alleviating periods of spike damage in case the healers miss something (when a tank is grabbing mines on Jugg; during Garrosh intermissions because our people apparently can't grab the golden orbs to save their fucking lives; Thok's self-explanatory).

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • DibbyDibby I'll do my best! Registered User regular
    edited February 2014
    Welp, hit 18/20 Secrets of the Empire on my Mage alt today. Meta next week, whoo! Ran all of the ToT LFRs plus 1st wing of Siege. I was reminded why I don't run LFR. Like, it was worth it, but man it's not something I wanna repeat if I can help it (and I'm going to have to for Runestones, uggghhh). We had a Blood DK with a blue 450 Agi Polearm, a green 399 trinket, and no gems or enchants. Naturally, I call him out on it. And, naturally, I get a response similar to "LOL IT'S ONLY LFR, CHILL OUT ELITIST JERK". He doesn't get kicked, despite me trying to get it to happen. He tries to get me kicked instead, saying "kick this elitest queer bait fag". That, of course, also does not happen because I'm topping DPS by a wide margin. Welcome to LFR, enjoy your stay. :rotate:

    Dibby on
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    Battle.net Tag: Dibby#1582
  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    That reminds me, I should run LFR again and see how many bosses I can pull away from the tanks. Sadly I don't think I can tank Siege bosses like I could Mogu'shan Dogs (god I loved that fight in LFR).

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • DelmainDelmain Registered User regular
    Dibby wrote: »
    Welp, hit 18/20 Secrets of the Empire on my Mage alt today. Meta next week, whoo! Ran all of the ToT LFRs plus 1st wing of Siege. I was reminded why I don't run LFR. Like, it was worth it, but man it's not something I wanna repeat if I can help it (and I'm going to have to for Runestones, uggghhh). We had a Blood DK with a blue 450 Agi Polearm, a green 399 trinket, and no gems or enchants. Naturally, I call him out on it. And, naturally, I get a response similar to "LOL IT'S ONLY LFR, CHILL OUT ELITIST JERK". He doesn't get kicked, despite me trying to get it to happen. He tries to get me kicked instead, saying "kick this elitest queer bait fag". That, of course, also does not happen because I'm topping DPS by a wide margin. Welcome to LFR, enjoy your stay. :rotate:

    Uhh... You are kind of being an elitist jerk.

    The gems I'll give you, but every current "How to gear up your new 90" is "go to ToT LFR for a 502 weapon".

  • DibbyDibby I'll do my best! Registered User regular
    edited February 2014
    Delmain wrote: »
    Dibby wrote: »
    Welp, hit 18/20 Secrets of the Empire on my Mage alt today. Meta next week, whoo! Ran all of the ToT LFRs plus 1st wing of Siege. I was reminded why I don't run LFR. Like, it was worth it, but man it's not something I wanna repeat if I can help it (and I'm going to have to for Runestones, uggghhh). We had a Blood DK with a blue 450 Agi Polearm, a green 399 trinket, and no gems or enchants. Naturally, I call him out on it. And, naturally, I get a response similar to "LOL IT'S ONLY LFR, CHILL OUT ELITIST JERK". He doesn't get kicked, despite me trying to get it to happen. He tries to get me kicked instead, saying "kick this elitest queer bait fag". That, of course, also does not happen because I'm topping DPS by a wide margin. Welcome to LFR, enjoy your stay. :rotate:

    Uhh... You are kind of being an elitist jerk.

    The gems I'll give you, but every current "How to gear up your new 90" is "go to ToT LFR for a 502 weapon".

    There's a difference between "Oh, I don't have a good weapon, I'll get one in LFR" versus "I'm going to blatantly disregard anyone else in the instance and equip an Agi weapon and green trinket as a Tank." I wouldn't have cared if he, yknow, had an actual Strength weapon. Like, you can get a 450 weapon for your spec by completing that Arena scenario thing. Moreover, he could have at least run through the T14 LFRs first. Gear drops like candy in there.

    So, does it make me an elitist jerk to get pissed off about a Tank who clearly does not care about anyone else in the instance, and is just there for a "free ride"?

    Dibby on
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    Battle.net Tag: Dibby#1582
  • KeemossiKeemossi Registered User regular
    Dibby wrote: »
    So, does it make me an elitist jerk to get pissed off about a Tank who clearly does not care about anyone else in the instance, and is just there for a "free ride"?

    Isn't that the whole point of LFR?

  • DelmainDelmain Registered User regular
    Dibby wrote: »
    So, does it make me an elitist jerk to get pissed off about a Tank who clearly does not care about anyone else in the instance, and is just there for a "free ride"?

    You realize it'll make you a bit of a hypocrite if you would be fine with him queueing as DPS to be there for just a "free ride"

  • HenroidHenroid Mexican kicked from Immigration Thread Centrism is Racism :3Registered User regular
    Aegis wrote: »
    Every time I use Nature's Vigil I go "Whoo, I'm helping the raid with healing just like a shaman's guidance!" then I remember that I use it as a DPS cooldown and the majority of the healing isn't needed.

    It could just be my raid's setup, but I'm not sure I agree with the 'not needed' evaluation of its healing. Or at least, I like the fact that it shifts the probability of 'bad shit happening' off the table of unlikely probabilities. I use it primarily for fights like Iron Juggernaut, Garrosh, and Thok where the added healing that's coming from it is alleviating periods of spike damage in case the healers miss something (when a tank is grabbing mines on Jugg; during Garrosh intermissions because our people apparently can't grab the golden orbs to save their fucking lives; Thok's self-explanatory).

    Nature's Vigil is what I'm leaning toward when I get to 90 on my balance druid. Heart of the Wild confounds me. On the one hand it has a passive element. On the other it's not that great, and the active element doesn't benefit my playstyle at all (I'm not concerned about having my bases covered to swap roles on the fly).

    Dream of Cenarius I was considering. Healing Touch between eclipses for a 25% damage bonus next eclipse is pretty damn great. But then I realized what the mana cost of healing touch is. Maybe when WoD comes out, and if that talent stays in to make eclipses last until the other triggers stays, I'll go with this.

    So Nature's Vigil is just the easiest option. When push comes to shove, damage bonus and some healing. Yay.

  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    What's mana?

    Seriously, mana doesn't exist unless you have to cast HT on cooldown because multiple healers are dead. Or you're casting Hurricane.

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • reVersereVerse Attack and Dethrone God Registered User regular
    Eclipsing refills your mana anyway.

  • AegisAegis Fear My Dance Overshot Toronto, Landed in OttawaRegistered User regular
    I didn't run out of mana when it restored 30%. Then they buffed it to 50% which was like what

    We'll see how long this blog lasts
    Currently DMing: None :(
    Characters
    [5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
  • OptyOpty Registered User regular
    The only way to run out of mana as a boomkin is to spam Hurricane/Astral Storm, which is something no one in their right mind would ever do. Boomkin probably has the least mana issues out of any dps spec that uses mana due to having a non-cooldown spell that gives us 50% of our mana back in a maximum of 8 seconds.

    The max level talent choices are laid out on a spectrum of "burst" to "sustained" with Nature's Vigil on the burst side, HotW on the sustained side, and Cenarion in the middle. They're all pretty close, surprisingly, and the dps they provide matters more about how comfortable you are with altering your rotation to incorporate them.

    Nature's Vigil needs to be popped on cooldown, starting the second you enter your first Lunar Eclipse state. If using Incarnation, then every other activation will have Incarnation activated right after. In all cases every other activation will be followed by Celestial Alignment once you finish your Eclipse, as the duration of the buff is long enough to overlap moving out of Eclipse and the duration of CA.

    Dream of Cenarion requires you to make HT into a DPS cooldown essentially. The cast time of HT makes it (I believe) mathematically the worst for dps increase on a Patchwerk-style sit and dps fight but for fights where you get stuck in an Eclipse state due to needing to move around and/or multi-DoT it becomes more powerful. You'll prep every fight with a normal HT cast to get the buff ready, then after your first Eclipse is complete you'll pop Nature's Swiftness + HT. From then on every time you're out of Eclipse you'll cast HT (or use NS+HT if the cooldown's up).

    Heart of the Wild is basically "I don't want to change my rotation at all but want to do more DPS." Alternatively it can be useful for very specifc applications such as under-healing a fight and popping it to assist during heavy healing sections, off-tanking when a tank's died and while he's being brought back up, or when soloing old dungeons.

  • LorahaloLorahalo Registered User regular
    edited February 2014
    Aegis wrote: »
    Every time I use Nature's Vigil I go "Whoo, I'm helping the raid with healing just like a shaman's guidance!" then I remember that I use it as a DPS cooldown and the majority of the healing isn't needed.

    It could just be my raid's setup, but I'm not sure I agree with the 'not needed' evaluation of its healing. Or at least, I like the fact that it shifts the probability of 'bad shit happening' off the table of unlikely probabilities. I use it primarily for fights like Iron Juggernaut, Garrosh, and Thok where the added healing that's coming from it is alleviating periods of spike damage in case the healers miss something (when a tank is grabbing mines on Jugg; during Garrosh intermissions because our people apparently can't grab the golden orbs to save their fucking lives; Thok's self-explanatory).

    It's mostly because my druid isn't particularly well geared so I'm only doing flex/LFR where healing really aint a big thing.

    As far as I understand the 90 talents, they're all really close. Some pull ahead in certain situations. Dream would be best for cleave, Vigil best for burst, and HotW best for being lazy like myself :P

    They're all great talents though. Heart is a little boring if you never need the effect, but it does work with Tranq which is pretty cool. Dat mega healing cooldown.

    Lorahalo on
    I have a podcast about Digimon called the Digital Moncast, on Audio Entropy.
  • Undead ScottsmanUndead Scottsman Registered User regular
    Henroid wrote: »
    So, after 47 hours, I've hit level 60 and am now in Outland. :P Bought both flying and old world flying and still had 100g left over. Not to hopeful on the prospect of having 5k for 280 flight anytime soon. :S

    Only 100g left over when getting to Outland? How much do you sell on the AH?

    I've sold nothing on the AH, though I have like 250+ mining worth of metal.

This discussion has been closed.