Gotcha.
I’ve had 3 shots at my alchemist flying out to Uldum and transmuting life to (whatever). From memory, here’s the track record:
15 life -> 14 air + 5 air (!)
15 life -> 15 air + 3 water
15 life -> 15 air + 4 air (!!)
So I’m happy. I know I’m bucking the odds with the free transmutes being air as well, but so far I’m ripping through Electrified Ethers like crazy, so I’m mildly ecstatic at my luck so far.
Does anyone know if you have to have opened up Uldum questing for this to work? My alchemist is only level 75 so no chance of that yet and I could do with some Airs.
My guild can’t get 3 people online when I’m online to run cataclysm heroics so I’m getting rather frustrated at the moment, PuGs are really a hit or big miss affair. I thought tanking would be better being ‘in charge’ but if I have another huntard (no offense to good hunters here but it has been consistently hunters doing this) pulling when the group is at low health and\or the healer at low mana I’ll, well, curl up into a little ball and cry probably, it’s hard enough.
So for a break I’ve rolled a Warrior which is the only class I have not played at all. Do they ever die? I pulled 3 at level mobs by mistake last night including one named quest mob (some raptor in the flooded bit of Durotar) and thanks to Victory Rush never got below 75% health. I went Protection at 10 but realised I didn’t have a shield, not one quest reward on the way up to 10 which is a bit poor in my opinion. My only issue is with the orc race, I am having trouble liking him to be honest not sure why.
It doesn’t appear to matter. My alchemist is lvl 82, and not level-eligible for the cookie crumb quest for the zone (let alone any of the actual quests), but can fly in, perch on top of a flat-topped obelisk, do the transmute, and fly away safely.
“Perch on top of an obelisk” because he’d draw mobs from yards away if he tried to land on the ground. Besides, almost no ganker would notice a wee little birdie druid waaaaay up on top of a random pillar.
Thanks for the alchemy advice; I spent a fair bit of money on saronite bars (cheap!) to transmute and flew around Northrend gathering Goldclover and other assorted herbs last night before our guild run. Getting close to 450, anyway. Also finally sprung for 310% flying which will also come in handy when I buckle down for archeology.
Rep grinding for Netherwing right now. Most people will disagree with me, but I think the balance of of eggs is about perfect here compared to the other rare item quests in the game. They’re rare enough that you might only get one in 2 hours of play, but not so rare that you can fly around for 3 hours a day for 2 weeks without seeing one (well, at least I made my fortune in Uldum that way).
Of course, right now, I’m only competing with around 3-5 other players at any given time. When BC came out, the eggs were probably as rare as anything else to find. But even now, the Wrath rares are hard to get.
Maybe I was lucky, but when I decided to get netherwing mounts for my main and primary alts (mid-WotLK era), there was very little competition (0 to 2 other people in zone). When I went egg-hunting, I could realistically count on 2 eggs, and perhaps as many as 10 (!). That made it go very fast.
They’re rare, it seems, but they don’t seem to have the same slow respawn times as, say, Everfrost chips. I could pluck an egg from the Dragonmaw Fortress, quest around the Netherwing Ledge, and fly back to the Fortress to find another egg spawned someplace there.
Anyway, the main constraint on grind time turned out to be the limited number of quests per day, and the fact that some of them required a loooong round trip (all the way out the the extreme west edge of Nagrand? Really?)
Well how about that - less than two weeks after I get a GM to make my Guild Leader of my guild on Argent Dawn because the actual GL hasn’t logged in for 4 months, said GL is apparently back. At least the guild roster thing shows he logged in “1 day ago”. I’m pretty sure it’s him and not a hacker because he re-invited another officer who had quit, but I sent him mail to check.
Anyway, my plan in getting made GL was to hand the job back to him if/when he returned, so if he has indeed returned, how do I go about doing this? The relevant rank controls don’t appear to allow me to demote myself or promote him. How do I step down and give him back his position?
I notice not a lot of you play Warlocks. If not, why not?
Are there toons who just aren’t as well-equipped early on or what?
I just got Boyhowdy to level 10, and it was tough because he didn’t have a lot of weaponry and killing was very slow until he picked up a couple more demons (the Voidwalker being the most powerful as a tank)
Oh, I play one… but the reason Cora ended as my main was “dwarves with guns!” - the warlock came along much later. I’ll merrily burn anybody’s ear with (false) complaints about the lack of pets for some of my classes: my main is a hunter, my mage is a frosty, my shaman has several “pets” (two of her totems call elementals), my warlock has been looking for a way to squeeze juice from her blueberry for several years. I like the blueberry… it looks… squeezable. Like a water-filled balloon with an attitude.
Hunters and warlocks are very similar in that you don’t play “a toon”: you play “two half-toons”. In both cases, how to use your pets is half of what you need to know about how to play the class.
I have an 85 Warlock though she’s my main ‘alt’ if you know what I mean, I levelled her first in Cataclysm as she was a miner and I wanted some of the early ore price action. As soon as you get the Voidwalker (or Felguard if you choose demonology) levelling is easy because, as you say, you have your own tank so just keep the demon up (Health Funnel) while the mob dies (in excruciating pain mwahahahaha) from your Damage over Time spells. In fact it’s one of the few classes, along with paladins and hunters I’d say, where taking on the low level group quests solo is not only possible but quite easy with the right tactics.
OK another CC question - how do you coordinate a trap and a sheep? Heroic Lost City last night which went well after we got past the first boss, please dps don’t stand in mines because if you do the healer will quit group, oh look he did, but I couldn’t get the mage and hunter to CC in tandem, always one or the other (though the mage was sheeping ranged targets well) but not both at the same time.
If there isn’t a rogue, then the shot trap is what begins the fight. In general, the trap simply needs to be shot at the target’s feet (as close to “right under his center of gravity” as possible): there are a few exceptions such as those mobs under the lightning pyramid in VP (the trap needs to be placed right outside, then the mob shot once to pull it into the trap and the whole group out).
The mage needs to be able to time the cast to, on one hand, not sheep before the trap lands (otherwise it will land behind the target if said target is melee) and on the other if the sheep-target is melee, not take so long that it will be within tank-AoE range.
If possible, give ranged targets to both of them. When it’s not possible, well, hey, they’re the ones who need to know how to play their class.
A skill which comes in very handy for hunters in some of those pulls is Camo: if you’ve got a relatively-disperse group of mobs and must trap one way back, you just pop Camo and get as close as you need to without the mobs seeing you (putting the pet in passive and parking it back is often a good idea in these cases too, although Camo covers it as well).
Not only does being good at traps help group survivability, but if the hunter is Survival-specced it even makes his DPS better! Trapping a mob gives you free Explosive/Arcane Shots, woo and hoo.
Ok thanks that makes sense. I am always running with the mage (RL friend and guildy) so between the two of us we should be able to coordinate this, let the hunter pull with a trap and he can time his sheeps or sheep any ranged mobs left.
Regarding Sap that doesn’t aggro does it? My rogue is low level still but I’m pretty sure I can sap to my heart’s content and no other mob knows about it. So do I as the tank let the rogue Sap then give her time to run back then pull as usual?
You don’t need to wait for the rogue to pull back, or at least I’ve never been CCing for a tank who did it systematically; after all, much of the time the fight will take place halfway between where your group is at the start of the pull and where the mobs were. And yep, that’s the reason Sap goes first: it doesn’t aggro, so the rogue can even stay there and resap while the group finishes getting sorted (all while sorting through these items which fall off people’s pockets, amazing what some people carry, I still want to know why would ogres carry gobbo pr0n…).
Got screwed by the DF last night. Typically i only have 90 mins or so to WoW. I tend to get in the queue (typically 30 minutes) and do dailies/profs with that time then do an instance. So after 30 minutes get the enter dungeon pop up and phase in just as the tank and healer are dropping!!
We reqeue and it takes a good while to replacce them, when they phase in, they instantly dropped too. I packed it in and just did some dailies with my time at that point I need my justice points!
It was Heroic Halls of Origination by the way. Is that an unpopular instance or something?
I don’t consider HoO any rougher than any other heroic dungeon.
The only one that makes me groan if i’m not in a guild group is Throne of Tides. If you don’t have some smart dps and decent heals, that one can turn into a wipefest real fast. (this from the perspective of a tank - i guess a bad tank would make it hard too)