Rpgmonkey said:Saw an 85 priest with twice as much health as me (Tank), had no idea the health increase was going to be THAT huge. :lol
Kintaro said:Nah, no thanks. Back to my mild manner Tauren for me. I like Goblins, I just couldn't stomach being one for some reason.
Dunlop said:yeah the jump is crazy as everything is stamina. I made teh Alchemy off hand (+380 stamina) and with a buch of greens and blues I am at 70k hp for a lvl 83 priest.
CarbonatedFalcon said:
webrunner said:question: do 81-85 quests have the same grey/green/yellow thresholds as pre-81 quests? Are 81 quests still green at 85?
hamchan said:If I may inquire, what add-ons are you using?
CassSept said:Wait until you get to Uldum (83-84 zone). Half of it is original story, while another half is basically one huge reference to Indiana Jones (all parts) and, well, nazis.
I usually think they're overdoing it, but Uldum quests are so good I think they redeem themselves :lol
Northern Stranglethorn starts more-or-less the same with minor tweaks. Don't know how it ends, there's a new quest hub (for Alliance) far to the south, but I bailed to the Cape of Stranglethorn before I got to the end of those quest lines. I don't know if it improves.iammeiam said:Is Stranglethorn Vale the place to go for Alliance leveling in the mid/late-20s? I just got directed there from Darkshire, but am sort of disappointed to find the same "go fight the Kurzen people and get random drops" quest from four years ago. Did it get passed over in the makeover?
funkmastergeneral said:How are you guys doing in heroics? I started grinding out a few level 85 dungeons (Grim Batol, Lost City, and another I can't remember because I've been awake for 36 hours), and actually found them a bit challenging. My healer was running out of mana every second pull, and were actually using our CC abilities. I can't imagine how much worse it gets in heroic.
funkmastergeneral said:How are you guys doing in heroics? I started grinding out a few level 85 dungeons (Grim Batol, Lost City, and another I can't remember because I've been awake for 36 hours), and actually found them a bit challenging. My healer was running out of mana every second pull, and were actually using our CC abilities. I can't imagine how much worse it gets in heroic.
Our guild did all the heroics yesterday (or maybe not Blackrock caverns, don'T remember) while I was doing my last few quests to 85. They didn't seem to have much troubles with them at all. A few mechanics to understand here and there and they were rolling.funkmastergeneral said:How are you guys doing in heroics? I started grinding out a few level 85 dungeons (Grim Batol, Lost City, and another I can't remember because I've been awake for 36 hours), and actually found them a bit challenging. My healer was running out of mana every second pull, and were actually using our CC abilities. I can't imagine how much worse it gets in heroic.
Evlar said:Northern Stranglethorn starts more-or-less the same with minor tweaks. Don't know how it ends, there's a new quest hub (for Alliance) far to the south, but I bailed to the Cape of Stranglethorn before I got to the end of those quest lines. I don't know if it improves.
The Cape, though... that's fucking fantastic. Don't miss it.
SquirrelNuckle said:If I bought the Celestial Steed would that be a 310 mount or is it like all the rest? I would buy it for my alt if it's 310.
webrunner said:There's no such thing as a "310% mount" any more, all mounts become 310% mounts when you get Master Riding.
If you had a 310% mount before 4.0.1, or get the holiday meta-achievement, you are given Master Riding for free.
In fact, I think most mount speeds are gone, and it's all dependant on riding speed now?
jlai said:So my Rogue is now 83 and I'm getting a feel for him in dunegons (leveled this guy just for Cat so no real dungeon/raid experience). For multi-mob trash (3-5) packs what exactly is the preferred method? I've tried:
-Just spamming FoK w/ auto attack
-FoK x3, Mut ->SnD, FoK spam until ~2 guys left then switch to single target rotation
-Single target SnD > Rup > Env rotations
Pulled about 6.5k DPS in Stonecore earlier doing a mix of all 3 of these. Are any of those the correct methods? Or could someone please point me to the max DPS way? Currently assassination 31/2/6. Thanks!
Really? Hah! Didn't know that. (I did know about the flying skill.)Bisnic said:Yes, even the lvl 20 mounts that used to be 60% speed only before are now 100% if you bought the new riding skill at lvl 40.
I did ToT as a healer. There aren't really any hard mechanics for any fights (I'm assuming you figure the trash out. Spread out for naga witches and kill small slimes quickly):SnakeswithLasers said:Got to 82 on my prot pally yesterday. It's nice running BRC and having complimentary groups. I jumped back into WotLK late enough that groups weren't all that appreciative of tanks doing a good job, since there wasn't much to actually do. =P
Still thinking about heading to Vash to unlock the instance there. Anyone know of a good guide to that instance? I like to read up before I head in.
I have to say though, all this talk of boatloads of HP isn't affecting me yet. I've still only got around 43k ... But maybe that will all change drastically at 83 and new zones.
Rapstah said:I did ToT as a healer. There aren't really any hard mechanics for any fights (I'm assuming you figure the trash out. Spread out for naga witches and kill small slimes quickly):
First boss (naga woman thing):
Kill adds when they show up. Interrupt her interruptible spell (crucial). Don't stand on the geysers she spawns.
Second boss (faceless one):
Only has one million HP, went down before he spawned two void zones for me. He spawns void zones you shouldn't stand in, the spawn is associated with a 40% hit on the tank (for out group) which had to be quickly healed.
Third boss (shaman dude and the mind control squid) (optional):
Hardest fight. In phase 1, interrupt the lava spell that's interruptible and dps the boss. At some point, the mind control squid jumps off, starting phase two. This phase took 10 minutes for us because two DPS were dead. The squid will mind control one person at a time, which uses advanced MC AI (using all the victim's spells). Also spawns toxic pools you shouldn't stand in and does a party-wide Mind Flay which can be LoS'ed by everyone except the tank by standing behind the pillars of the room.
Fourth boss (water god gauntlet/giant squid):
Protect the water god guy from the adds that spawn. Preferrably get the large faceless ones first. When you've downed the first phase, four big Faceless Ones will spawn and channel the boss while Shadowfiends spawn: kill the Faceless Ones first and then the Shadowfiends while staying out of the black fog the Shadowfiends spawn. You will then get super powers and have to DPS down the squid before the DOT he casts on you kills everyone. I crit 150k+ in this phase and I'm a healer. Quite easy.
There are also around three types of trash mobs in the instance that do the same thing, and one that does a ground pound that functions identically. How many of those mechanics did the Warlock understand? None.webrunner said:Man they LOVE that mechanic.
Some fights are DPS checks, others are functional IQ checks.Rapstah said:There are also around three types of trash mobs in the instance that do the same thing, and one that does a ground pound that functions identically. How many of those mechanics did the Warlock understand? None.
Bisnic said:"but i herd fire make u warm and dakr circles was making ppl more powerful u no"
Aren't those the circles that also increase your damage TAKEN by the same amount? I know the Deadmines "anti-magic shield"-type things do that.funkmastergeneral said:I ran Grim Batol this morning, and was running out of the dark circles some mob was creating. Then at the end I noticed what standing in the circle actually did: gave me a 50% damage increase. Circles aren't always bad to stand in.
Rapstah said:Aren't those the circles that also increase your damage TAKEN by the same amount? I know the Deadmines "anti-magic shield"-type things do that.
funkmastergeneral said:I ran Grim Batol this morning, and was running out of the dark circles some mob was creating. Then at the end I noticed what standing in the circle actually did: gave me a 50% damage increase. Circles aren't always bad to stand in.
Bisnic said:I know they arent always bad, but do you really want to risk standing in a circle that might one shot you to find out if it gives a buff or not?
funkmastergeneral said:Well you kind of have to in your first time running any dungeon, test out what's good and what's bad. It's blizzard's fault for putting beneficial circles and circles of death in the game.
Speaking of circles of death...Any warlock players in here? I noticed whenever I group with a warlock a purple circle always surrounds the mob he's attacking. What spell is that? At first I ran away from it like a good little melee dps, until I realized it wasn't coming from the enemy. I would just ask the warlock in game, but after getting chided in my first WotLK dungeon for telling the tank to put on a shield (he was a DK) I don't find it's worth the hassle anymore. If you don't know the mechanics for every other class you're a terribad noob apparently.
funkmastergeneral said:Well you kind of have to in your first time running any dungeon, test out what's good and what's bad. It's blizzard's fault for putting beneficial circles and circles of death in the game.
Speaking of circles of death...Any warlock players in here? I noticed whenever I group with a warlock a purple circle always surrounds the mob he's attacking. What spell is that? At first I ran away from it like a good little melee dps, until I realized it wasn't coming from the enemy. I would just ask the warlock in game, but after getting chided in my first WotLK dungeon for telling the tank to put on a shield (he was a DK) I don't find it's worth the hassle anymore. If you don't know the mechanics for every other class you're a terribad noob apparently.
SnakeswithLasers said:I think it is this:
Hand of Gul'dan Level 85
7% of base mana 40 yd range
2 sec cast 12 sec cooldown
Summons a falling meteor down upon the enemy target, dealing 1406 to 1660 Shadow damage and erupts an aura of magic within 4 yards, causing all targets within it to have a 10% increased chance to be critically hit by any Warlock demons. The aura lasts for 15 sec.
It's a tier 4 talent...Azwethinkweiz said:No because I was seeing it in wrath.
Dunlop said:I'm getting a little annoyed that when solo grinding as a Shadow Priest I am having mana issues while my guildmates are laughing about the zero downtimes they are having : (
SnakeswithLasers said:It's a tier 4 talent...
Macattk15 said:Yeah that sounds like it'd be annoying. As a Warrior it's just chain pull after chain pull ripping Victory Rushes through mobs and giggling like a schoolgirl.
=/ im not too good at this computer tech stuff, but cant you use the integrated video card that the pc comes with for now?vitaminwateryum said:Get out of class today, come home and turn my PC on....video card is fried. FML. I was so close to 85
Kraftwerk said:=/ im not too good at this computer tech stuff, but cant you use the integrated video card that the pc comes with for now?