World of Warcraft General Discussion

Thanks for the jousting tips, everybody. I’ll try everything out and figure out what works best for me :slight_smile:

I didn’t get any Tournament time in yesterday. I got involved playing my draenei warrior (got her to level 54), and Lightbringer was having major lag spikes all day and making combat rather difficult at times:

Target mob > hit “Charge” > wait 3-4 seconds > finally Charge > hit “Rend” > wait 3-4 seconds > finally perform Rend > etc. etc. Then when it’s time to loot the corpse, right-click and wait 10-20 seconds for looting action to complete.

What makes that especially aggravating for a warrior is that the Rage bar must be controlled client-side, so it’s not affected by lag. So while every action is taking way too long to complete, my Rage bled away at the normal rate while I was out of combat.

As bad as lag was in the Old World, I had no interest in seeing what it was like in Northrend.

In between lag spikes I spent a good amount of time grinding in the Blasted Lands on those gathering quests for that pair of blood elves. I made a cunning observation: Looking at the numbers of each item that needs to be collected in order to complete all five quests, I realized that the quantities were in inverse proportion to the quantities of the relevant mobs. Specifically, the highest number for an item was 14 Buzzard Gizzards; the lowest was 5 Snickerfang Jowls. And of course, the Snickerfang hyenas were clearly the most common mob in the area, the buzzards the rarest.

I also spent some time swearing under my breath at the person who put together the leveling guide I’m using. I realized I had one Netherweave Bag almost completely full of quest items that the guide never had me turn in. A lot of these turn-ins were in Booty Bay, and looking ahead at the guide sections I haven’t gotten to yet, it appears I was finished with Stranglethorn Vale, yet I had all these un-turned-in STV quests. Of course, it’s possible that in the grand scheme of the guides the turn-ins are directed at some later time when the travel instructions would have me passing through Booty Bay, but I said “screw it” and just handed them in while I was there on other business. I wanted my bag space back! I also had two of the Hemet Nesingwary quests (Panther Mastery and Raptor Mastery) still sitting in my log, and realized the guide had never directed me to complete those steps even though my toon’s level was by this point well beyond the level of those quests.

You might wonder why I hadn’t simply finished/turned in the quests earlier. The way the guide is set up, it’s designed to cut out a lot of time-wasting travel. So what it does is, when you’re in a particular area, it will direct you to accept a bunch of quests, even if some of those quests are too high-level for you. It then takes you through a pre-defined sequence of quest grinding and travel routes, and if you’re following the guide exactly then you should be in the right place to complete certain quests at about the time the guide estimates you’re at the right level to do those quests. I can’t think of a specific quest line, but you know how there are some questgivers who won’t talk to you at all unless you’ve already completed a particular quest for somebody else? And that somebody else might be a long way away? The guide author has already figured those out for you. So while you’re in Town A, the guide will tell you to pick up Quest M from NPC X, which requires you to find Item Q and deliver it to NPC Y in Town B. Then that quest may jut sit there in your log for a long time, until one day you’re in the vicinity of Town B and you’re at the correct level. Now the guide will instruct you to go find Item Q and take it to NPC Y. Turning in Quest M unlocks a Quest N, which you never would have gotten without first completing Quest M. Without the guide, you might have skipped accepting Quest M when you saw it was too high-level for you and then never had a reason to go back to Town A later and pick up the quest. Which means you would ride into Town B at the correct level for Quest N, but you won’t even be offered Quest N because you hadn’t done Quest M.

So if that made any sense, that’s the reason I hadn’t been too concerned with the number of quest items still sitting in my bags. I assumed the guide would direct me to hand each of them in at the appropriate times.

I know some people’s method is to just grab every quest in an area all at once, and I used to do that, but I discovered I was frequently ending up with my quest log completely full, and I’d have to waste a lot of time running all over the place finishing quests and doing turn-ins to make space, and I realized later that I was losing track of a lot of plot threads. The way the guide is set up you never find yourself unable to accept a quest due to a full log.

Unfortunately, as I’m pretty sure has been explained, that’s not a valid option, given the current mechanics of the cross-realm LFG. You physically would not be able to DE a BoP item that dropped on behalf of someone else even if you wanted to. So, Blizz decided to err on the side of “most Chanters are nice people who would happily DE any unused BoP drops if so requested” versus “most Chanters are going to always refuse to DE anything but the rolls they win.”

Gee, sounds like a real winner. Can’t believe you let him go so easily… :rolleyes: Good riddance to bad rubbish, etc. etc.

If a whirling blue circle pops up around where you’re standing, move the hell out of it. Otherwise, in a few seconds you’ll take a lot of damage.

Pretty god damn. It still happens, though. People just get so focused into what they’re doing that they forget to watch, and then, bam.

Whenever Razor is chained to the ground, **all DPS **should be on Razor. Hell, even tanks should be on her, and the healers, too, unless there are so many adds up that the tanks need watching or some moron is standing in fire. Once she’s past 50% and into ph3 (permanently grounded), depending on your raid composition and how close you are to the enrage (and what kinds of adds are up), you’ll either want to kill the adds first or just have the tanks keep them on her ass and rely on incedental AOE to take them out.

Grats on the rest!

Aha. I did see those when fighting the other drakes, and I did indeed move my ass. I’ve yet to run into a ground effect that’s actually beneficial aside from Consecration, so I’m wary of new effects.

I can understand that, I suppose, especially when healing since you’re watching health bars. Even without using DBM, though, the Raid Warning is pretty obvious.

Hmm… Hodir has a few “do stand in the fire” mechanics, although he also has some GTFO ones (and one “get out and then get in” one… I miss that fight…). And Vezax has the Shadow Crash puddles, which you pretty much have to stand in if you don’t wanna go OOM (as DPS that is - healers I have no idea what they do on that fight…). But those are both in Ulduar. ToC has the ice patchs on Anub, which you do have to stand on sometimes. Naxx doesn’t have anything like that as far as I can recall - it’s all “GET OUT OF THE FIRE / BLIZZARD / VOID ZONE / POISON”.

Now that’s something I just can’t grok - the idea that the monster is going to alternately hit you with damaging effects and beneficial effects. At least that’s how I’m reading that; sometimes the fire is bad, sometimes it’s good.

Or are the “do stand in the fire” mechanics more a case of standing in the fire being less damaging than something else he’s throwing at you?

Or the Loose Mana buff that you get in Nexus when you kill the wraiths (I think that’s what they are) – it looks nice and sparkly and stacks. It looks like the druid Replenishment effect.

And yeah, I don’t think I can remember a beneficial ground effect in Naxx, either.

Someone also mentioned Iron Council when talking about ground effects, so that might count.

Oh – I had it pointed out to me that Thaddius in Naxx – if you can stack similar charges, you get a dps buff. That gets lost in the “GAH no cross charges!” thing, though.

Why do you want a tip? You have just gone through a life threatening encounter with a bunch of people that have done their best (one hopes…) to keep you alive and you wont spend a few seconds of your time doing something for them? Sure if you’re standing in a capital city offering to DE stuff a tip would be expected but after a shared experience like a raid? I don’t get it.

Last night I went to Northrend for the first time to fish. Didn’t see much as I didn’t leave the harbour in the half hour or so I was there but I found an excellent spot right by an NPC that is obviously part of a quest somewhere to kill him. I spent that time fishing and watching a procession of level 80s fly in, kill this guy, then leave. Lots of druids for some reason, it was fun.

It gets even better - you never take any fall damage at all as long as you Charge or Intervene in mid-air before you hit the ground. It’s a fairly useful little trick in Arathi Basin, for quick transit from the lumber mill or to the mine, or even saving yourself from a massive kick into the air like a fail on Algalon’s meteor smash.

Standing in fire is always bad - but the area effects aren’t always fire. In Hodir’s specific example, there’s a friendly NPC boomkin that casts moonbeam rays like you’d see during the Lunar Festival. If you bask in the moonlight, you get an immense haste buff. Hodir’s usual GTFO effect is a snow shower from the ceiling with a blue rune circle under it - it means an icy rock is about to fall in that location. This is a bad thing, in that it hurts you and kicks you far away if it falls on you. It’s a good thing in that the special giant rocks leave a snowdrift behind after they crash into the floor, and standing in the snowdrift protects you from Hodir’s freeze ability.

That said, sometimes choosing between different kinds of bad is useful too. In the Obsidian Sanctum, there are large waves of lava that crash over the fight area from time to time. If you’re hit by it, you get immolated. If you’re near one of the far edges of Sartharion’s island, you can choose to jump into the normal ambient lava to get out of the way of the lava tsunami. You’re still roasting to death, but it’s a slow broil instead of a swift charring :smiley:

This is a good point. I’ve seen people with 450 Cooking drop Fish Feasts; Mages conjure up Refreshment Tables and, afterward, Portals (using reagents); Warlocks use up Soul Shards to make Soulstones and Healthstones; Buffers spend their own reagents. There’s probably other examples I’m forgetting. All of these are done without the team asking for them and without the player asking for recompense, provided the player isn’t a jerk anyway. It’s just a part of contributing to the dungeon or raid run.

Now, true, an Enchanter isn’t going to get as much say in the use of their ability as the above examples, but it’s also a no-cost ability; everyone else uses resources to contribute, even if it’s just mana. A 450 Cook could probably ask for a tip from each teammate before dropping the Fish Feast and be justified in it, since it took a lot of work to get Cooking (and possibly Fishing) up that high, and they’re spending a lot of food just for that one run. But they don’t, because everyone’s helping each other on the run, because everyone wants the run to be as smooth and profitable as possible (which not only includes getting money-making items like shards but also keeping down on repair costs by providing buffs).

Got my BE Paladin on Cairne, Kalathan, to level 80 yesterday while questing in Sholozar basin. Yay! Still have a bunch of Sholozar basin quests to do, plus all of Icecrown after that. Hopefully that’ll pull in enough gold that I can afford the 5K gold for Artisan flying soon.

I need to find a better weapon though – I’m still using the 2H Axe (Captain Carver’s Persuader) that has a minimum character level of 73. Good 2H axes don’t show up on the auction house very often, it seems.

Grats Runestar! Feel free to ask around if you want to start running some heroics.

I did manage to get into a group for ToC10 yesterday, but our DPS was really sub-par; only one person was over 3k dps and the third highest was barely 2k. We managed to get through the beasts and Jaraxxus but wiped on the Heroes about four times before people started to quit - they couldn’t even get the first target down. Meanwhile I’m trying to heal with a warlock’s pet pig and three treants whacking at me because Fade wasn’t enough to let one of our four pallies take aggro from me. To top off the frustration, the only cloth item that dropped happened to be the only cloth item I already have, the pants that drop from Jaraxxus. Oh well, at least it was good practice.

Can anyone confirm whether or not 3.3 is happening today?

If you catch me (Muzungu or Rumpole) on line, we can probably two-man the Amphitheatre of Anguish (in Zul’Drak), which yields a pretty nice two-hander that ought to hold you until you get the rep to buy one of the nice rep reward items or get a drop from a heroic.

Definitely 3.3 today. The patching process started quite a few hours ago, although as with any large patch, I’ll be surprised if the game is in much of a playable state before tomorrow.

MMO-Champion is a great site to keep up on the news of WoW.

My Undead Mage is 70! Wheeeeeee! I also finished pulling together the mats to make her Spellfire set (robe, gloves, and belt), thanks to some friends who donated Primal Fire and another friend who helped me mule over the last of what I needed from my Alliance-side toons after I cleared out the Horde AH.

Generally speaking, if you haven’t been told to stand in something and when, it means it’s “fire” you must get out of. I think people listed most of the ones you actually want to stand in (blue runes but not green runes on IC; snow piles on Hodir; pillars of light on Hodir; pillars of green light when you need sanity on Yogg; puddles that form after Shadow Crash and Saronite puddles on Vez; getting hit by the same-colored orbs on Twin Valks; standing on the ice for Anub when you’re tanking adds or need to reset his speed on a kite).

In FoW, it was an ongoing joke that standing in the fire gives you a haste buff. :smiley:

“Fire” doesn’t always mean the same thing. It could be a void zone (which is used to describe both a flat circle on the ground and a spinning circle around you), it could be a rune (glowing design on the ground), it could be an actual fire (ala hardmode Mimi), it could be a wave of something damaging (ala Sarth), it could be a missile headed at you (Mimi or Vez), it could be an attack that only hits when you’re facing a certain way (Yogg)… Basically it’s anything where you only take damage if you don’t move the right way.

Here’s a breakdown of some beneficial kinds of “fire”–things that give you a benefit, but only if you move the right way.

Blue runes but not green runes on IC: Runemaster Whatshisface will drop runes on the ground. The blue ones buff anyone standing in them (so you want your DPS in them and any bosses pulled out of them). The green ones do damage.

Snow piles on Hodir: Hodir will drop two kinds of blue runes, big and small. The small ones you always want to move out of, because they drop snow and ice that will damage you. The big ones you want to move out of, but stay right next to, because they’ll drop ice and snow that will damage you, but that will then stay and form a little hill. As soon as the hill is formed, you must run up onto it to avoid being flash frozen.

Pillars of light on Hodir: You start the fight with several friendly NPCs frozen. When they’re broken out (and as long as they stay alive), they provide a variety of buffs to your raid. The Balance Druid will cast pillars of light that provide a haste buff when you stand in them.

Pillars of green light when you need sanity on Yogg: If you choose to have Freya assist you with Yogg, she will place pillars of green light around the room. During the fight, you have a sanity debuff that starts at 100. When it hits 0, you go insane and will turn against your raid (MC). Insanity is permanent until a wipe; you have to be killed by your raid and cannot be battle-rezzed, or you will return still insane. Standing in the green light will slowly restore your sanity.

Puddles that form after Shadow Crash and Saronite puddles on Vez: Vez throws Shadow Crash missiles at ranged targets. The target must move out of the crash, but the missile leaves a puddle. The puddle reduces healing done, but reduces mana cost and buffs magical damage and haste. The Saronite Vapors form another kind of puddle when broken; these restore mana but also do damage. However, they’re the only way for most casters and healers to regen any mana at all during the fight.

Getting hit by the same-colored orbs on Twin Valks: Getting hit by an orb of the opposite color will damage you, but intercepting a like-colored one will give you a stacking buff.

Standing on the ice for Anub when you’re tanking adds or need to reset his speed on a kite: The ice will prevent the adds from burrowing (you almost never want this to happen). When Anub is burrowed, running on top of the ice will stun him when he attempts to impale through it, resetting his speed (he gradually speeds up as he chases you).

ETA: Forgot to make my actual point here. :smack: Anyway, so as you can see, there’s sometimes beneficial “fire,” but it’s clearly distinguished from the bad “fire,” and it’s never the case that the exact same effect will sometimes be good and sometimes be bad.

Believe me, you’ll notice it if you lose enough people. That’s one of the biggest dangers of crossing charges: not that you’ll kill other people, but that you’ll kill yourself, and the loss of the additional DPS that everyone else of your charge gets from having you stacked on them can mean that the raid doesn’t make the enrage timer. (I’ve had this happen more than once when teaching people this fight.)

Whoa. That’s insanely useful. I know that Blink works that way, but I never guessed that Charge/Intervene/Intercept would do it. (Also would have saved my ass once or twice while learning Alg…)

Side note: If there’s someone in your guild who always brings Fish Feasts to raids, for the love of god help them farm mats, even if it’s just the fish. Level your Fishing–it’s tedious, but they probably did the work, too, and it requires no mats, just time–or just buy the fish off the AH. Trust me, they’ll love you for it.

I’d check for you, but I can’t get there from work, but my suggestion is to do a Wowhead search. You can filter the results pretty much any way you like. I’ve got a tutorial somewhere upthread if you don’t know how.

How is that even possible? :smack: Honestly, I’m kind of impressed that you even got through NRB and Jaxx with numbers like that.

Confirmed. Not only was it posted on the major sites, but I logged in this morning to finish patching before work and it’s definitely going live.

See also: WoW Insider.

Druids talk about the “Rawr Bomb” - going along in flight form and using Bear Charge as a way to attack a target on the ground from surprise, even with a macro for it. Problem is, you mess up in some way - bad estimating on the Charge range, lag spike, etc. - and it becames “Rawr Splat” instead.

Epic heals! :wink:

Seriously, we had a pair of great tanks and three good healers (myself, another holy priest, and a paladin). But yeah, it wasn’t easy; we wiped two or three times on Jaxx before taking him down. And I was scraping the bottom of my mana bar to get through the beasts.

Sounds like some of those Australian drop bears!

Speaking of the ranges on these things, I made an odd discovery about throwing range. Not throwing weapons, but beer bottles. I bought a 6-pack of Frost Lord’s Brew from the Brew of the Month vendor, and I thought it would be amusing to chuck my empties off of Aldor Rise in Shattrath. Couldn’t do it. The ground was too far away :smiley:

Thanks for the explanations for my “stand in the fire” question. I understood that “fire” here refers to any number of different effects (hence the quotes); it was the idea that a boss is “attacking” with both damaging effects and beneficial effects that was puzzling me. I didn’t realize from the earlier descriptions that the beneficial effects were more like “side-/after-effects” of the damaging attacks, or in some cases buffs from NPCs.

Playing my now-level-72 belf pally last night:

I wanted to kill a DK last night. I was in Gjalerbron in Howling Fjord fighting one of the vrykul, when this asshat DK on horseback came racing down from the upper levels and galloped past me with about ten more vrykul on his ass. Those vrykul ran past me after him, then gave up the chase and came back and jumped all over me. As a paladin, I’ve been known to survive being dogpiled by up to five like-level mobs, but ten? No. That kind of thing is actually a major reason I avoid questing with DKs. Too often, DK players seem to have this annoying combination of impatience and a sense of invulnerability that becomes a hazard to their allies. I’ve partnered up with DKs in the past and we’d fight our way into an area and complete whatever quest we were doing. Then, instead of either fighting or carefully sneaking our way back out through the respawned mobs, the DK would just mount up and take off on a straight line back to the nearest road, even if this meant racing through and aggroing crowds of mobs and making a train. It looked to me like that’s what this DK did last night - completed a quest objective up above and then ran straight back out without regard to how many mobs he was aggroing in the process.

But that situation brings up a question: I thought Blizz had changed some mechanics to prevent players from “training” mobs onto other players (intentionally or unintentionally), by making mobs always leash back to their starting points after giving up a chase, and having them ignore other players while they’re leashing back. In this case, the mobs all turned on me, despite the fact I was nowhere near their starting locations.

On the upside, a bit later I was able to solo Glacion, that level 71 elite frost wyrm in Gjalerbron :slight_smile:

Later on I wanted to kill an undead warlock. I was doing that quest in Howling Fjord near the undead murlocs where you use the “Scourge Device” to deactivate the force field around the crystals and then destroy the crystals. So I got to the first crystal, killed all the mobs around it, and deactivated the force field, only to have this warlock run up and zap the crystal before I could hit it :mad:

Did you have Consecrate or some other AoE thing going?

Nope. I never use Consecrate when I’m fighting one-on-one with a like-level (non-elite) mob, as I was doing in this case. I save it for when I get adds. And I had already used Divine Storm, the only other AoE attack in my rotation, before these other mobs got near me, and it was still on cooldown. So nothing I was doing should have hit these other mobs, aside from the fact that I was generating threat simply by being in combat.

Only other thing I can think of is maybe the Vyrkul you were beating on had some kind of “call for help” mechanic that went off just as the train was passing. But yeah, the train really should have gone right back to the station it started from.