New WoW General Discussion Thread 6/8/10

Pre-T1:

ZG: Illusionist's Attire - Item Set - World of Warcraft
AQ20: Trappings of Vaulted Secrets - Item Set - World of Warcraft

Post-T2:
AQ40: Enigma Vestments - Item Set - World of Warcraft

Nobody would call Rare eqiupment that doesn’t provide set bonuses a Tier. Well, nobody whose opinion matters, anyway. :stuck_out_tongue:

Even the oldschool level 60 dungeon sets weren’t usually called a tier, even though they had set bonuses–sometimes they were called “Tier 0.5,” but that designation fell by the wayside, especially once we needed to have some way to distinguish various versions of Epic PvE armor sets from the same group of content (i.e., the 10/25/Heroic versions of all Wrath sets). Now they’re mostly called “Dungeon Set 1” (for the drops) and “Dungeon Set 2” (for the version you upgraded through quests).

Ooooh, okay, so only the set bonus gear applies as tiered gear? But not all tiered gear is raid gear, is it? I’ve had a couple of pieces that are in sets but I’ve never raided. Or do those not count?

The latest tier gear is typically earned from raiding, yes, but during Lich King the earlier tiers were made available to people who didn’t raid. As raid content progress and new tiers come out, older tiers will be purchasable with Justice Points.

Traditionally, tier gear was the gear that you earned by redeeming class/slot tokens dropped by raid bosses. The only way to get tier gear was to kill those bosses. T9 changed this, when it became possible to get the gear by redeeming badges, and eventually those badges dropped outside of raids. T9, T10, and T11 were/are redeemed from a combination of tokens and badges/points dropped by raid bosses and your daily heroic when they are the “current” tier, and from standard heroic boss badges/points when they are “old” gear.

All tier gear has set bonuses. Not all gear with set bonuses is tier gear. Not all gear that drops in a raid is tier gear.

Thanks for the clarification on tiers, everyone.

I am a cranky kitty right now because I got confused (as in, the debuff) into trapping myself behind a weapons rack in Escape from Durnholde Keep. I was going to petition a GM, but I had to logoff as soon as I was done the dungeon anyway, so I opted for the nearest graveyard. It took me back to my hearth in Honor Hold instead. :mad:

I’ll note that this only applies to the base version of each tier. As of right now anyway, you can purchase the iLvl 232 T9 and the iLvl 251 T10 gear with Justice Points (formerly Triumph and Frost badges, respectively), but upgrading each to the next increment still requires the tokens dropped in the actual relevant raids. So:

iLvl 251 T10 costs X amount of JP

iLvl 264 T10 requires the 251 item + token

iLvl 277 T10 requires the 251 item (or maybe the 264 item) + a different token

So while my paladin and mage have iLvl 251 T10 gear purchased with Frosts, I’d still have to hit up the appropriate raids if, for some reason, I wanted to upgrade that old gear to 264 or 277.

Does this area of the map look like a misshapen teddy bear to y’all?:slight_smile:

Q

I think that’s what’s called “fearing”, right? I just need to know if there’s a key or an ability I don’t yet have which will undo that spell.

Thanks

Q

I don’t think so from how you’ve described it Q I think it’s a knock back. A fear or terror effect will usually have you running away not just being lifted off your feet in a certain direction for a short while.

Can you remember the name of the mobs that are doing this to you? If so I’ll look them up on wowhead and see what they’re doing.

I’ve done the Nightmare quests in Twilight Highlands three times in the last few days and at least two of the four shamans you rescue are enhancement, as well (the tauren is the only healer; the draenei shoots lightning but she also likes things up close and personal; the dwarves are enhancement). One of them is the crazy, crazy dwarven lass that you help investigating what happened in the Alliance hovership in Deepholm; I figure the others are recurring NPCs as well but I just don’t happen to remember them and cba searching wowhead. One thing I like about those quests is that the shammies get their own “idle” texts: there was a lot of work put into those NPCs.

My shammy is currently caster/caster because it simplifies equipment, but enhancement is fun to play… it’s kind of like being a rogue, minus the pickpocketing plus shiny special effects. Jump in, drop totems or not depending on how fast we’re going, slash at stuff.

Hey martu

Orcs in Dun Algaz and quest is called The Stolen Keg.

Thanks

Q

Aaah, Stormcaller Mylra. That “tiny angry woman”. Not every quest NPC can make me smile, but that shaman does it, every time.

Yeah, most of the Deepholm Earthen Ring NPCs make repeat appearances throughout the zone. The end of the quest fork where you fight Abyssion the great stone drake, you get a team of ER shamans to “tank” for you (or at least, absorb some of the damage and deal a lot of the DPS). Including Mylra, bless her “vicious little” heart.

About the only ability I can see those guys have that could be what you talk about is shield slam though I haven’t done this quest in a while, anyone else done this recently?

In general though to stop mobs from knocking you back or fearing you need to interrupt their spell cast. Druids have an interrupt at level 22 called skull bash. When you see the mob casting something like this you cast skull bash which stops them from finishing the spell.

Yes! I did the quest chain with her on the ransacked Alliance gunship last night and heartily approved. To quote from the Dresden Files, “Tiny, yet fierce.”

I have to say I have been really enjoying the Cataclysm content. The new zones feel wonderfully epic, each with a cohesive storyline. The downside to that is the zones do feel awfully linear, aside from token attempts at branching (like choosing which of the first two World Pillar fragments to tackle first). Contrast that with, say, Borean Tundra; you can opt to tackle each of the various “hotspots” in any order you prefer, but the tradeoff is that it feels like a patchwork zone with a strong lack of cohesion.

I think, given that the non-dungeon, non-raid content tends to be played more by solo players than by groups, keeping the story cohesive if linear is probably the better decision. I don’t know if I’ll feel this way when playing through the zones for the third or fourth time, but for this first time at least the story is drawing me through the zones so smoothly I don’t even care about my XP bar. I’m just enjoying doing the quests and seeing what happens next.

Cata quest chain design has been a bit uneven, IMHO. It’s received just criticism for the “on the rails” feel, but it’s not as simple as that. I think, for instance, that Deepholm’s three distinct branches are hugely more interesting than the “lock you into a rollercoaster” feel of Vashj’ir. (The more I think of it, the less I like that zone. It’s just so damn pretty; otherwise, I’d just write the whole place off.)

In WotLK, it was too easy to miss whole swaths of quests, especially if you weren’t careful about cookie crumb quests. For instance I’d accept and turn in a cookie crumb, but then not follow up and accept the first real quests at a hub. I always forgot that hub later. I did a lot of flying around zones looking for quests in places like Zul’Drak. I suppose if I didn’t obsess about Loremaster achievements, I wouldn’t stress out about it, but we all play the game for our own reasons.

It’s a good indicator that the zone is enjoyable when you’re surprised when you ding. Watching the XP bar is akin to clock-watching. I did a lot of “clock-watching” in Vashj’ir. Hyjal, not so much. Deepholm and Twilight Highlands were engrossing, to the point of finishing TH on my enhancement shaman and noticing it was past 2 AM. Yow!

This really seems like a fault of the heavy use of phasing. The worgen and goblin starting experience is like that, too, to the point where I don’t really WANT to start another toon of either race at the moment. The experience was enjoyable the first time, but it’s a diminishing returns thing, and the weird part is that I don’t really get that feeling for the unphased racial starting areas. I may eventually have some antipathy toward starting a toon of a particular race if I’ve played the newb zone of that race a lot in the recent past, but the feeling of repulsion (not revulsion) toward the phased starting races is different.

Yeah, the phasing really makes me feel like I’m locked out of interacting with other people. Not a bad thing in itself, but it also carries heavily implications that I shouldn’t dare go do something else until at least this quest chain is completed. They feel more like really long set pieces or instances than part of the world, even Deepholm which has a direct link back to Orgrimmar.

Hunters (and I suppose warlocks too) - Have the rest of you noticed they seem to have fixed that old issue where you sent your pet after a mob and as soon as they engaged the mob took off, dragging your pet halfway across the zone (and aggroing every other nearby mob in the process)? It occurred to me that I haven’t seen this happen in a while.

LOL. 40 people is cake. Back in the day, when all us gamers had was Everquest (which we had to play on our Commodore 64s), raids were 70 man events…maybe 75…some impossibly huge number of people. Worse, progression content was competitive. The raid mobs only spawned once a week or so (some may have had a three day timer), and everybody in a raid had to get credit for killing a particular raid boss (or series of bosses) before being allowed to enter the zone for the next level of content. As the bosses could only be killed once per spawn cycle, getting flagged for the highest levels of raid content was an excercise in masochism. My main in that game was the original Oakbrow, and he made it as far as about needing one more flag to be flagged for the Elemental Planes before just giving up in frustration…