New WoW General Discussion Thread 6/8/10

I don’t quite think it would make sense for them to have bikes, though. “Hey, questgiver chick, gimme today’s job” “sure, go kick six tired guys at the mine and by the way, can I get a ride on the sidecar?”

Clearly your character must be a heroic Big Blue Chick who’s been off grinding faction rep with the Horde (or Alliance) until they let you buy a mount. (Right, hogs are engineering, but still…)

Hey, they’re BoE. Maybe you killed some Engineer and took it off his corpse!

Woo! Thank you!

I decided to take another poke at the AH last night before I installed Auctioneer. I put up some cloth, stacks of 20 were going for around 4g and I put mine at 3g just to test (the vendor would have bought for 90s) and it got bought out before I was finished listing my other item. :smiley:

I’m looking forward to the historical data since there were a few pieces of equipment I wanted to auction that weren’t on the market so I didn’t know what to list for.

Items bound to your character still have to be sold at a vendor though, right?

Don’t undercut too much. People will buy your stacks first whether they’re 1g under the next highest cost or 5c under. You’re cheating yourself out of profit that way.

And if your stuff doesn’t sell instantly, you run the risk of sinking the market; where before it was holding steady at 4g a stack, you might accidentally lower it to 2.5-3g a stack.

Correct.

Yep. Soulbound items must be sold, DEed or destroyed. Can’t give them to other people.

Once an item is bound, it cannot be traded to anyone else. The only exception is items that bind to an account–those can be traded to any other character on your account. However, there are very few of those in the game (Heirloom armor and weapons, the Heirloom book to learn Cold Weather Flying, and a few pets.)

Well, there are two schools of thought about this.

One is the one you recommended, and the one I go by, which is to undercut by a very small amount (unless you know that the current market is inflated past what people will pay for the item in question).

The other is that you should undercut everything by a lot, and trade in volume. This is the strategy used by a lot of powersellers, and it does work. However, it *also *fucks over everybody who doesn’t work on the same model, so I dislike it.

Lich King is making me sad. We couldn’t get past the first transition phase last night. Started off with me tanking the horrors, then they decided to switch me to tanking the LK, after several wipes I was asked to bring in my resto shaman. Everyone else hates cleaning and is pretty terrible at it. We have our boomkin switch to bear and go that route except we can’t seem to keep him alive. I admit one of his deaths was my fault, he was too far away during the transition and I couldn’t cleanse him of the plague. All the other deaths seemed to be from the LK or Raging spirits. Really not looking forward to wiping for an hour and a half tonight.

Annoying PuG story time. So I get Utgarde Pinnacle for my random daily on my druid, along with a newish 80 DK tank, a Ret paladin, an ICC geared Fury warrior and a mage with heroic ICC gear. Right off the bat the mage and the warrior are going nuts with their DPS and blaming the tank for not being able to hold aggro.

Mage starts bragging about how he crits for 30k on a bad day so I mention that maybe he should chill out on the DPS since the tank has admitted he hadn’t been 80 for that long and there’s no way he could hold aggro on the mage or the warrior going balls to the wall on every pull. They ignore me and continue to rage at the tank for not holding aggro on mobs they run ahead and pull. Tank says nothing and just goes about his business tanking his little heart out and trying to hold what he can all the while being abused by Twiddledee and Twiddledumb.

So I stop healing them.

It takes quite a bit for me to let people die, but if the tank is doing his job to the best of his ability and you will not stop degrading him because you don’t know how to control your threat and you know you outgear him by several tiers… you’re going to die. Yes, I will heal stupid to a point, but I will not heal douchebaggery. Both the warrior and mage ate dirt on Skaldi and I decide to leave them there instead of rezzing them. Yeah it was petty, but at that point I had stopped caring. People like that are the reason I hate tanking PuGs.

Also, in WC3, IIRC, the CoS segment takes place relatively early in the game, when Arthas and the rest of the humans were more focused on the Scourge than on the proto-Horde (Thrall was busy by this time, but was still in the process of rounding up what orcs he could find.)

I really ought to fire up WC3 again and go through it in Godmode just to refresh my memory of the lore timelines. I wish I could do the same with WC1 and WC2, but they won’t run under Mac OS X. The main reason I’d like to run WC2 is that one of the missions involved a sea-based battle at Grim Batol, which I now find confusing since the Grim Batol in WoW is some distance from one ocean, and is separated from the ocean on the other side by a range of mountains, so there’s no way you could attack the place with ships. It made me wonder if, perhaps, most of the Wetlands zone was underwater at the time of WC2.

Non-human races other than dwarves and gnomes. Humans already knew about them, and had been allied with them for some time. But night elves hadn’t been encountered yet, and of course the draenei hadn’t shown up yet.

I posted this screenshot collage last year when my pally was doing those quests:

http://www.mister-rik.com/hosted/tiny_mounts.jpg

:smiley:

I’ll have to SS it. Giant blue woman in the Turbo-Charged Flying Machine.

That’s no fun at all. All I can tell you is that a few nights of wiping while learning that fight is to be expected (hell, we wiped for a few months on the 25-man version, and even the 10-man took something like 10 hours of wiping total). And you haven’t gotten to the hard part yet… :frowning:

Just keep in mind that you’re fighting the very last boss of a multi-year effort. You wouldn’t want it to be easy, would you?

If you have any specific questions about the fight, I’m sure many of the experts here would be more than happy to help (although I’ve only tanked about half of it, my hunter has killed it in both 10 and 25).

Here’s how we run the first phase and first transition phase.

Phase 1

All of the ranged and healers are grouped up by the pillar that’s to the right of the bottom of the steps from the throne (as you look at it). The add tank is right up against the wall across from them. The LK is tanked slightly closer to the group than where he aggros from (close enough that melee can run to the groups of adds in time to be cleansed), facing the add tank.

Preferably, the add tank should be a Prot Warrior and put their Vigilance on the LK tank. This will constantly proc their Taunt, allowing them to pick up almost every single add that spawns. All DPS should be using single-target attacks only, unless they have an AOE attack that’s an absolutely *integral part *of their rotation (e.g., Whirlwind for Fury Warriors). There should be NO DPS on the adds.

The add tank should pull as many of the Drudge Ghouls to themself as they can, while watching the timers for the Shambling Horrors to be sure their Taunt is up when those spawn. They should make sure that all adds remaining facing away from the raid, especially the Shamblings. If the DPS aren’t fucking up, the add tank should have no problem holding aggro on everything. If the tank is a Prot War, they should be able to handle all Shambling enrages on their own (with Shockwave and/or Conc Blow), without having to task a Hunter/Rogue to help.

When someone gets the disease, they will need to immediately run to the pack of adds. Preferably, it should be them immediately behind a Shambling. The disease will need to be cleansed ASAP once they’re in range of the adds–too soon, and you miss stacks. Too late, and they die.

Transition 1

The add tank backs up to the edge pretty much where they are. Everyone else runs slightly to the side of that, being sure to keep a safe distance away so they don’t pick up the disease. If you’ve done ph1 right, the stacks of the disease itself should be enough to kill all of the adds. Once the last one is dead, be ready to cleanse the tank immediately.

Meanwhile, the LK tank should pick up the first Raging Spirit. DPS need to focus-fire these down one at a time. They should be pointed away from the raid; ideally, the tank will have their butt to the LK so that the Raging is facing the center of the area. The LK tank should keep picking up Ragings until the add tank is free of the last of the ph1 mobs, at which point the add tank should take over.

Ranged, usually Hunters, will need to be tasked with picking off the orbs that come in from the center. In a pinch, anyone with a ranged attack can take them out–I know a Fury Warrior who can one-shot them with Heroic Throw, e.g.

Everyone should be aware of where Ragings are spawning. Having enemy nameplates up is a very good idea, because you can see them spawn. The RL should also be running a bossmod that will put raid markers on the people who are spawning them. If one is spawning near you, try to get away from it, so that you don’t body-pull if a tank is slow to taunt. If you’re using any incidental AOEs in this phase, you should also keep a careful eye on the spawn timers for these adds–I’ve been one-shot more than once because of a poorly-timed Cleave.

At the end of this phase, everyone should be ready to run for the center. It’s important to not just rush in in case any orbs are still up–watch out for them and help kill them if necessary. Any tank who still has a Raging should be careful to keep them facing away from the raid. The LK tank should pick him back up and stick him in the center, while everyone (every-every-every-everyone) stacks up directly behind the LK to prepare for the first round of Valks.

ETA: You’ll want to have the LK in the center or slighty to one side, with everyone on the same side of the center. If you draw a line down the middle from the throne, the side of that line a Valk picks someone up on is the side they will attempt to drop them off of. So if someone is standing just next to everyone else, but the tiniest margin over the line, they’re going the opposite way of the other people who get picked up, which almost certainly means that *someone *is going bye-bye, because your DPS won’t be able to get to everyone.

Good for you. That’s exactly the way to deal with DPS who can’t manage their aggro: politely ask them to do their jobs, and if they refuse, the tank should stop taunting back whatever they peel and the healer should stop healing them.

I definitely knew Night Elves and Draenei got changed; I knew that Gnomes and Dwarves had been allies, but I couldn’t remember if they got costumes anyway or not, just for the sake of completeness. :stuck_out_tongue:

These new talent trees are terrible. So much utility is gone. Everyone is now a one note character.

DK and Ele Shaman aren’t that terrible. DKs had no where to go but up. Ele is the same-ish, sucks to lose the shield CD reduction though.

Did you miss the note that most of these are ***VERY ***rough initial versions? Also, it’s not like there’s *that *much variation now; there are definitely ideal specs for every tree. If things stay more-or-less as they are right now, in terms of the structure and number of points, we’ll probably end up with more people in the same spec, but only because it will be harder to make a stupid one.

+1
I have the feeling that at this point they’ve only removed the old boring talents but haven’t put very much thought on how to make the remaining/new ones interesting.

Of course I didn’t miss that. It doesn’t change that the trees were clearly designed to kill hybrid builds by putting utility stuff deeper than 10. Paladins aren’t healers with crazy defensive CDs from prot. Priests don’t get DP anymore, which really hurts the power of disc. Frost mages can’t silence anymore. It goes on and on. No one has gained anything that I can see. Everyone has less tools.

If they swap the 3rd row with the 2nd, these trees are amazing.

I kind of like it – it really emphasizes your choice of tree at level 10 and beyond that, distinguishes between low-level members of the same class with different specs. Today you can’t tell a level 15 ret pally from a holy pally, but with these trees there is a big difference. It provides more differentiation.

They may also end up baselining some of those utility talents instead of removing them outright. We’ll just have to wait and see.

Well, it really depends on how you look at it I guess.

For example, my MM hunter really only has maybe 3 points to play with (depending on whether I need Focused Aim or not, and if you’re expected to provide IHM or TSA). Pretty much the same for SV, to be honest. So yeah, not a lot of change there with these new trees variation-wise.

However, Blood DK tank has at least two viable options, and actually quite a few more options (Rune Tap or no, Mark of Blood or no, DRW or no, IIT or no, etc…) letting you balance self-healing with avoidance with threat generation and to add or remove buffs.

Unholy DK DPS (my other DK spec) has at least three completely valid specs, all of which are quite different (Blood sub, Frost sub, Reaping vs. no Reaping) and have unique rotations and play-styles. That’s without all of the minor tweaking that is possible.

Looking over the new Hunter trees (which I think must be broken) you have almost no options at all for PvE in MM or SV. DK is even worse - to get the required tanking talents in the Blood tree you have very few talent points (perhaps as few as 3).

I understand the intention, but I’m worried that i their push to make players avoid big mistakes, they’re going to make spec variation a thing of the past.

I agree with this completely. I love that you can dual-wield as an Enhancement Shaman from level 10. I love that SV hunters get Explosive Shot at 10.

I’m just not sure why they had to limit the number of talent points to so few and prune the trees so much to get that feel. I’d hate for spec decisions to become completely irrelevant, with only the choice you made at level 10 mattering (i.e. the difference between optimal spec and worst spec is < 10% dps).

On preview: yes, Headrush, many of the talents will be baselined. For example, the range-increasing ones. In my mind that’s not really a good thing though. I liked that choosing to increase my hunter’s range by 6 yards was a conscious choice, and that I was giving something up to get it (even going so far as to re-spec for fights that it helped more for). If everyone gets it by default, then that’s one less thing to think about, and one less decision to be made. :frowning:

Linky to the new trees?