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World of Warcraft

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aktham

Member
Looking to sell my WoW account here. My RL friend bought me an account to play with him for a month before school starts again. I raided for 2 weeks and got really bored. The account's main is 80 troll rogue, he has max skinning and 300 enchanting. He's in all naxx/heroic gear and has the cold weather flyer. There's also a 70 gnome mage in leveling gear. There's a week left of playtime. Would anybody be interested in my account? I simply wanna get rid of the account, not to make a profit. I can provide armory links via PM. Lots of feedback here and on Ebay : akthamali
 

Bisnic

Really Really Exciting Member!
Is there anyone on the PTR right now? What are the chances 3.2 will be live this tuesday? Still alot of bug fixes to do? :lol
 
There is almost no chance of 3.2 going live this week. Season 7 will likely begin when 3.2 goes live and Blizzard will give a one week notice so that arena players can use their points before they are reset. 3.2 will most likely go live one week after their 1 notice.
 
ILOVEASIANS said:
Did you get "Less-rabi" done? I have a group of friends that have only that left, have been trying for weeks, and still can't get it.

That was one of the last ones we had when my friends and I were doing those. It gets the point where you can't react to the spell being casted, basically you have to cancel it the same moment it started casting. I believe the cooldown is 5 or 10seconds, so your interrupters have to at some point just count down form the previous cast and hit the spell interrupt and then the other interrupter starts counting down and hits his skill. Anyways thats how we did it. If I remember right the group was a Druid(tank) Druid(healer) Hunter, Ele Shaman and a DPS DK(me). Me and the Shaman were the interrupters.
 

firex

Member
did a couple more achievements. Finally killed Erekem for Lockdown in VH, and got the Respect Your Elders achievement for the first boss of OK.
 

Quake1028

Member
God damn Ulduar is fun. We just need Iron Council and Ingis down for the first 2 ach, and then Mimiron down for the third. Awesome.
 

zam

Member
After spending all yesterday and tonight wiping on 10-man mimiron hardmode, we decided to give Steelbreaker a shot, and on our first try (we have done Molgeim last before) we down it. Only person who died was the tank who got the 1 minute insta kill thingy. God that hardmode is a joke on 10-man, we beat the 2 min enrage by 40s.
 

thatbox

Banned
zam said:
After spending all yesterday and tonight wiping on 10-man mimiron hardmode, we decided to give Steelbreaker a shot, and on our first try (we have done Molgeim last before) we down it. Only person who died was the tank who got the 1 minute insta kill thingy. God that hardmode is a joke on 10-man, we beat the 2 min enrage by 40s.
I've actually never done Molgeim last because it sounded harder than Steelbreaker last. Would you agree, having done both?
 

Dresden

Member
I said 'no more' to thirty minute arena matches last night. Quit WoW pvp for good. Shelved my prot/holy paladin. Etc, etc. Climbing from 2k to whatever it would take to hit gladiator would've been far too much of a grind.

So I started a Dwarf Hunter on a populated RP realm, and the difference has been pretty staggering. Tons of people running around in weird clothes, standing still in the city talking and shit. At first I thought it was weird, but I got used to roleplaying... still weird, but it was nice taking the game slowly, chatting as I quested and such.

Found a new love for the game, lol. Trying to climb the ladder in Arena almost killed it for good.
 
Would anyone like to buddy up and level up together? Dont really care what server it is on.. (Preferbly a pvp so I lied.. I kind of care).. But I want to start of fresh with a paladin on a new server.

I quit about a year ago and my WotLK CE is still sealed. Just want to get back into the game and see if anyone wants to as well.

A note though - I'd want to play Horde.
 

speedpop

Has problems recognising girls
Dresden said:
So I started a Dwarf Hunter on a populated RP realm, and the difference has been pretty staggering. Tons of people running around in weird clothes, standing still in the city talking and shit. At first I thought it was weird, but I got used to roleplaying... still weird, but it was nice taking the game slowly, chatting as I quested and such.

Found a new love for the game, lol. Trying to climb the ladder in Arena almost killed it for good.
Yeah I find leveling on an RP realm would be a lot more relaxing than usual. Everyone's not out to hit the level cap because being #1 in PVE or PVP is not as important.
 

itxaka

Defeatist
So, question by the noob.

I got my blacksmith up to 440 so I got acces to a few epics (specialize on armour) but to get them it's gonna cost me a little bit (the steel titanium runs about 96g per unit and the frozen orbs around 56g)


So for example, this pieces that are pretty great for me (retry paladin)

http://www.wowhead.com/?item=41391
Spiked Titansteel Treads
1541 Armor
+80 Strength
+67 Stamina

http://www.wowhead.com/?item=41386
Spiked Titansteel Helm
1821 Armor
+97 Strength
Meta Socket
Blue Socket
Socket Bonus: +8 Critical Strike Rating
Equip: Improves hit rating by 60 (1.83% @ L80)
Equip: Improves critical strike rating by 44 (0.96% @ L80)


The problem is to get them rigth now I will have to spend around 800g (7xsteel + 2xOrbs)

I am not short on money (around 4k gold) but I don't want to spend money just to find that I get an easy upgrade on the next raid I go.

So any comments on how long this things could last me? Should I spend the money and forget about it?

To compare my boots and head:

http://www.wowhead.com/?item=44031
The Darkspeaker's Iron Walkers
1363 Armor
+47 Strength
+67 Stamina
Equip: Improves critical strike rating by 43 (1.17% @ L77).

http://www.wowhead.com/?item=44412
Faceguard of Punishment
1700 Armor
+70 Strength
+102 Stamina
Equip: Improves hit rating by 68 (2.4% @ L78).
 

kinoki

Illness is the doctor to whom we pay most heed; to kindness, to knowledge, we make promise only; pain we obey.
thatbox said:
I've actually never done Molgeim last because it sounded harder than Steelbreaker last. Would you agree, having done both?

Steelbreaker is the easier of the three, imo. Atleast on 10 man. Doing the Baby last (I can't remember the name but we refer to them as Papa, Mama and Baby dwarf when raid leading) creates an annoyingly long fight. Mama is by far the hardest since you'll have to kite the boss around the room while slowing down adds. A faulty group setup can make this encounter very frustrating. Doing Papa last is just a dps race, which in 10-man isn't a problem if you aren't playing with bad players.
 

Tamanon

Banned
itxaka said:
So, question by the noob.

I got my blacksmith up to 440 so I got acces to a few epics (specialize on armour) but to get them it's gonna cost me a little bit (the steel titanium runs about 96g per unit and the frozen orbs around 56g)


So for example, this pieces that are pretty great for me (retry paladin)






The problem is to get them rigth now I will have to spend around 800g (7xsteel + 2xOrbs)

I am not short on money (around 4k gold) but I don't want to spend money just to find that I get an easy upgrade on the next raid I go.

So any comments on how long this things could last me? Should I spend the money and forget about it?

To compare my boots and head:

I'd say to at least buy the mats for them now, if only because they're going to shoot up in price after the patch(especially anything to do with Titanium). then when the patch comes you can look at the Emblems items and see if they'd be work gimping your DPS for a little while until you get them. If not, then you can hammer you out a helm/feet.
 
TurtleSnatcher said:
Would anyone like to buddy up and level up together? Dont really care what server it is on.. (Preferbly a pvp so I lied.. I kind of care).. But I want to start of fresh with a paladin on a new server.

I quit about a year ago and my WotLK CE is still sealed. Just want to get back into the game and see if anyone wants to as well.

A note though - I'd want to play Horde.

Fine screw you guys! *Runs off Crying*


(I kind of wanted to do the whole buddy system extra XP thing.. Maybe Ill just dual box.)
 

zam

Member
thatbox said:
I've actually never done Molgeim last because it sounded harder than Steelbreaker last. Would you agree, having done both?
Yeah Molgeim is definitely harder than Steelbreaker since you have to kite Molgeim all across the room and kill the adds. Steelbreaker is just a pure tank and spank dps race once you get to p3
 

firex

Member
itxaka said:
So, question by the noob.

I got my blacksmith up to 440 so I got acces to a few epics (specialize on armour) but to get them it's gonna cost me a little bit (the steel titanium runs about 96g per unit and the frozen orbs around 56g)


So for example, this pieces that are pretty great for me (retry paladin)






The problem is to get them rigth now I will have to spend around 800g (7xsteel + 2xOrbs)

I am not short on money (around 4k gold) but I don't want to spend money just to find that I get an easy upgrade on the next raid I go.

So any comments on how long this things could last me? Should I spend the money and forget about it?

To compare my boots and head:
Just to be honest, the spiked TS helm is still very good now, while the boots can be replaced with exalted Ebon Blade's plate dps boots (which have more crit and better stats, and a gem socket). What you really want to make is the Titansteel Destroyer mace, unless you have a better weapon.

Also I'm unsure what all the drops are from the new 5 man in the upcoming patch, but I'm guessing they won't make drops that are for the same slots as those crafted/rep epics.
 

TomServo

Junior Member
If you're going to gank someone, please don't be terrible.

Ret pally tried to kill my priest alt (hit 80 on Saturday) while doing Hodir dailies. This toon has around 1700sp buffed and a whopping 11K health / 12K mana. Attacked me while I was at maybe 10% mana. Completely rolled him, then chased him out of the area when he rezzed.

If you can't kill a clothie in crap gear with a ret pally you should probably uninstall WoW.
 

Kyoufu

Member
TurtleSnatcher said:
Curious to know.. Last I heard Ret Pallies were amazingly awesome.

What is the strongest class/build now?

Rogue tops our DPS meters. As a ret pally I can't get anywhere close to them :(
 

Sraza

Neo Member
TurtleSnatcher said:
Fine screw you guys! *Runs off Crying*


(I kind of wanted to do the whole buddy system extra XP thing.. Maybe Ill just dual box.)

I've been leveling my level 35 orc hunter recently. I'm on firetree us pvp server.

http://www.wowarmory.com/character-sheet.xml?r=Firetree&n=Sicksixsense

I'm also training a DK as my mining/jewel farmer so I can park my hunter while you catch up or even create a new alt for the exp bonus while we get up to 35. My main is a 80 holy pally.
 
Sraza said:
I've been leveling my level 35 orc hunter recently. I'm on firetree us pvp server.

http://www.wowarmory.com/character-sheet.xml?r=Firetree&n=Sicksixsense

I'm also training a DK as my mining/jewel farmer so I can park my hunter while you catch up or even create a new alt for the exp bonus while we get up to 35. My main is a 80 holy pally.
I may take you up on this starting this evening.. Gotta install and grab updates.

I was thinking of a paladin but if they horribly suck then I may hold off and think of something else like a Hunter or what not.

Its pretty much down to Hunter or Paladin.
 

VaLiancY

Member
Ancilorn said:
Today we continue our class Q&A series with the development team, in which we're taking a look at each class and answering some of the top questions brought forward by their communities. Next up, we explore the most asked questions from the rogue class and find out more about the design philosophy and expectations for the class, as well as what may lie in store for it in the future.

Community Team: This segment is all about the rogue; we will delve deep into this class with Greg Street and discuss the elements that make the rogue class incredibly unique.

Q. Where do rogues fit into the larger scope of things currently and where do you see them going from this point forward?
A. They’re a premier melee dps class -- the personification of skulking and swashbuckling flair. It’s their primary and only role -- they’re not going to turn into tanks or healers.

Rogues were once the best dps class hands-down, and a lot of the other classes were just there to buff rogues. Rogues were supposed to be selfish and not bring many buffs or utility of their own. We’re not really happy with that design any longer, and have pushed rogues to be a little more normal -- great damage in the right conditions, but also some good utility and synergy as well.

Rogues have nearly always been strong in PvP, just because their shtick of coming out of stealth to stun and then unload on an opponent translates so well to everything from Arena to random world ganking.

Q. What is it that makes them unique compared to all other classes?
A. Rogues have a complex resource system with the balance between energy and combo points, and rely on active abilities to respond to situations rather than passive effects. This leads to a very interesting tension between planning out what you’re going to do ahead of time and reacting to proc-based resource gains (energy/combo points from things like Combat Potency, Relentless Strikes, and Ruthlessness), and rationing your active timers and abilities to survive.

Community Team: Let’s look at rogue abilities, the combo point system, and the feedback our rogue community has provided on some of these.

Q. Do we feel the current combo point system is working out fine for rogues, not just for Subtlety, but for all three trees? Are there any plans to improve how combo points are awarded later down the road?
A. Yes, but there’s always room for improvement. Combo points are meaningful in all aspects of the game, and provide a necessary limiter on some of the rogue’s more powerful abilities. Too many combo points runs the risk of completely overwhelming your normal abilities and breaking the natural flow of the class, as Subtlety rogues who raid probably know all too well. I would expect that abilities that modify how combo points are acquired are something we’ll probably be careful with in the future.

Overall, we really like the way the combo point and finishing move system works. If anything, the risk is that we could push too many other classes towards this system, which makes it less unique for the rogue.

Q. Vanish, as you know, is one of the class’s staple abilities that sets it apart from other classes. However, there are times when Vanish doesn’t execute quite as the rogue intends, especially when they vanish right in the middle of some kind of enemy channeling spell or when a class sends their pet after the rogue “mid-vanish.” Do we feel that, in its current rendition, Vanish is working properly in this respect? What variables should be considered when Rogues decide to utilize Vanish to avoid it being negated?
A. No, Vanish isn’t working properly and breaks when you breathe on the rogue funny. There are two problems with fixing it. One is that technically it’s just not easy. We would need to change the ways spells are resolved on the server side. Now that is something we can do, but the outcome would be taking a powerful ability and making it more powerful. We need to solve the frustration part of the ability, but not also greatly buff rogue survivability or damage potential when doing it. The solution we like the most is something like Vanish puts you in stealth for 1 second minimum no matter what else happens.

Q. We’ve seen some changes made to both Mutilate and Overkill; how do we feel these abilities are faring currently and do we believe they require any additional adjustments?
A. Both abilities are largely where we want them -- a poisoned enemy is still meaningful to the Mutilate rogue, and the modern Overkill keeps the feeling of being awesome while in or emerging from stealth, while being relatively more balanced than the prior incarnation. The changes seem to have had their intended effect of reducing rogue burst damage.

Q. There has been mention in previous developer responses on the forums about changes planned for Hunger for Blood. Players are interested to know what is in store for this ability in the foreseeable future.
A. The current design for Hunger for Blood is in place to boost rogue PvE damage without substantially boosting PvP damage. It’s not a terribly exciting talent in its current implementation, but it does the job. As such, we do have long-term plans to change it, but we think the current design works for now. Long-term we want it to be a more reactive ability -- something you use depending on the situation but use often in a fight, and not just a passive damage buff that requires a lot of management. Long-term we’d also like to get it back into PvP.

Q. Rogues appreciated the original rendition of Shadow Dance and felt it to be incredibly unique. Do we have plans to implement the original functionality later down the road?
A. No. The repeated snare-breaks from chain-Vanish were way too good and basically made the rogue immune to snares and roots for the duration of Shadow Dance. It wasn’t intended to be Bladestorm.

Community Team: Going into the Subtlety spec for a little bit, many rogues are huge fans of the Subtlety spec and have shared similar concerns regarding this specialization such as damage output compared to Assassination and Combat.

Q. Players feel Subtlety captures the essence of a rogue with the majority of its abilities revolving around stealth and utility. How do we feel this specialization is performing currently and where do we see it in the future?
A. The damage is behind the other specs in PvE, and due to all the neat utility tools, Subtlety would immediately become the default spec in PvE if the damage were comparable. In the future we’d like to make it competitive, but it’s an interesting balancing act between too good and not good enough. It has a place in PvP, and should be more compelling in the post-3.2 world where survival talents will be more valuable.

Long-term, we’d love to see more of the utility talents from Subtlety core for the rogue class in general, or alternatively, we’d like to see more of the damage boosts from the other trees made passive so that rogues of all trees were choosing utility versus utility when making talent choices instead of utility versus damage.

Community Team: We would like to touch on various PvE aspects of the Rogue. Let’s get started.

Q. For both groups and raids, utility such as raid buffs and debuffs offer great benefits for improving your party-member’s effectiveness in most PvE encounters. While rogues do have abilities such as Expose Armor, Blind, and Sap, do we have plans for added utility later on?
A. Yes, the question is where we add them and how we do it without unbalancing the tightrope between the specs we walk in both PvE and PvP, and giving them too much access to their PvE damage potential in PvP. We think Tricks of the Trade is a fun utility ability that lets the rogue feel smart when it’s used most optimally. We want to make sure rogues have enough group raid buffs (currently they have Expose Armor, Mind-numbing Poison, Master Poisoner, Wound Poison, and Savage Combat), but rogue damage is sufficient now that they are pretty attractive members of the team.

Q. The majority of a rogue’s damage seems to stem mostly from white damage; we’ve seen devs in the past mention revamping this to avoid it being the main source of damage. Also, with changes made recently to abilities such as Mutilate and Slice and Dice, players would like to know how exactly we plan to change this aspect for rogues.
A. Rogue ability usage is still a very meaningful part of their damage, and rogues who use their abilities and timers skillfully perform much better than those who do not. As such, there aren’t really plans to change this significantly, as it’s an interesting distinction between the rogue and more ability-driven classes such as the death knight. Putting more damage into their abilities also increases the damage on an already bursty class.

Q. Cool-downs are another topic that has been discussed consistently within the rogue community. Rogues understand that they are strong and efficient when they have cool-downs readily available, however on the same token, they feel a bit constrained by the limitation to their class because of various cool-downs. In a dungeon/raid encounter, they feel that they are unable to provide significant damage contributions even when attempting to manage their cool-downs to the best of their ability. How do we currently feel about cool-downs for their damage-dealing abilities?
A. In dungeons they’re absolutely right -- one of the disadvantages of scaling so well in a raid scenario is that you need to start at a lower baseline. They’re better than they used to be for dungeons due to a mostly reliable Sap, but they’re still not great compared to a caster or melee hybrid. In a raid they’re great, and the problem exists between the chair and the keyboard if they’re not contributing damage effectively in that scenario.

Community Team: Jumping into some PvP action with the next set of questions from our rogue community, let’s get to it!

Q. Cloak of Shadows is an incredible ability; it helps rogues avoid most incoming spell damage and effects. However, how do we feel this ability stacks up versus classes that possess both melee and spell damaging abilities? Do we still feel the 90% avoidance is sufficient to aid Rogues in PvP encounters against spell casters and hybrids?
A. It’s meant as a tool that’s part of a toolkit, not an I-win button. It’s sufficient, and extending it to 100% would make rogues largely immune to interesting PvE effects they shouldn’t be (e.g. Mimiron’s Shock Blast).

Q. Rogues feel they take an extensive amount of damage against various classes and have very limited abilities with long cool-downs to help combat this, so they rely heavily on their avoidance abilities in PvP situations and have little to fall back on to survive. How do we feel rogue survivability is currently and are there any plans to supplement this?
A. Rogues are probably too survivable when they can apply all of their crowd control to a single target and much too squishy when they can’t. Moving some of the survivability from active abilities to passive ones without losing the interesting flavor of the class is an ongoing challenge, and we’d like to do it in ways like the Feint change rather than simply adding in “takes 20% less damage” to a random talent.

The current rogue design could be described as fragile, but rarely takes damage, since it’s possible to apply so much crowd control. Chaining crowd control and countering crowd control is a huge part of PvP that’s fun for a lot of players and we don’t want to remove that. On the other hand, we often run into problems with the rogue where we can’t diminish or change the DR on crowd control because then the rogue just takes damage and dies. An alternative model is a slightly more tanky rogue than can survive more damage (perhaps only when cooldowns are up or something), but can’t keep someone locked down so long. Also note that this would improve the rogue level-up experience as well. It’s effective and occasionally fun but can get pretty slow and tedious to have to approach every opponent from within stealth. Sometimes you just want to stab a relatively non-challenging mob to death and move on.

Q. So, over the past years, rogues have utilized macros for swapping in/out weapons with different poisons to aid them in different situations, but sometimes it can become slightly cumbersome to swap between weapons to gain added utility where needed. Do we feel this is a suitable approach in aiding rogues in this respect? Are there any plans to change this later down the road to make it easier for rogues to swap poisons mid-fight?
A. We agree it’s clunky to swap weapons and that’s because we don’t want it to be a major feature of the game. We could see making it a major feature, something much more like the weapon swapping of Diablo II. Currently you swap weapons more for macro-ing a shield for Spell Reflect. A rogue swapping poisons feels a little more interesting than that, but it’s pretty much the only example we could think of. Until we can make weapon swapping feel less clunky for more classes we aren’t going to push it as an important feature.

Community Team: Rogues have a passion for making the best out of most every single one-handed weapon currently available in game and have definitely provided some feedback pertaining to some of these weapons available to them and utilizing them to the best of their ability with the spec they have. Let’s get into a couple of these.

Q. Lots of rogues are fans of the “Combat-Daggers” setup. Do we feel this is a viable option in PvE versus other traditional setups?
A. Not really. It was always a very simplistic spec that only used one finisher and limped along with no combo point income. The “rotation” for this spec, if you can call it that, was Backstab x 5, Slice and Dice, repeat. In sexy Naxx gear with a cool energy-boost set bonus it became Backstab x 5, Slice and Dice, Backstab x 3, Rupture, repeat. It was clunky to play, had massive ramp time (say 30 seconds) and positioning issues, and you couldn’t ever use your combo points or energy on anything but damage or it all fell apart. It might have been effective, but we didn’t think it was very fun and we don’t really want to promote it.

To be clear, it’s always a tough call when players find a creative way to use combinations of gear and talent specs like this. Sometimes we want to reward the players for being creative. Other times they are just taking the design in a direction we’re not crazy about. There are no hard and fast rules to when “unintended” equals “bad” or not.

Q. With the advent of one-handed axes coming into play as another plausible choice of weapons for rogues, why did we decide to add this feature this far into the game? What are the benefits of having one-handed axes versus the traditional weaponry available to rogues?
A. We were in a world where we continued having to drop one-handed maces all the time, because swords couldn’t be used by shamans, axes by rogues, or fists by death knights. We wanted to have more variety in the type of one-handers we dropped. We discussed it quite a bit, and included the world designers and keepers of the lore in those discussions. Ultimately, we settled on axes for rogues. Rogues are supposed to be the masters of melee weaponry and there’s extensive support in classical literature for brigand/swashbuckler/lightly armored warrior types using axes (pen and paper RPGs, pirates, Native Americans with tomahawks, gladiators). If a rogue would pick up a broken bottle to use as a weapon (the infamous Barman Shanker) it seems likely they’d use a good axe. As a result, shamans and death knights should see more axes in the game overall. (Though remember, the 3.2 patch largely focused on the new Isle of Conquest BG, so we don’t have a ton of new raid bosses to itemize. That will change in 3.3.)

Community Team: We’re at the end of our Q & A, here, but we would like to finish this with a couple of unique lore-based questions.

Q. Rogues have definitely embraced the lore behind them, including the Ravenholdt quest-line. Do we plan on expanding into this anytime soon? Players feel this specific lore really defined rogues early on in the game and would like a continuation of that.

A. The problem with class-specific quests is that you’re cutting off 90% (give or take depending on class popularity) of players from seeing the content. Put another way, you can offer 100 class-specific quests per class, or 1000 quests that almost everyone can see. We don’t have any announcements of new content in that quest line at this time.

Q. Are there any other lore-based quests that we will be providing not just for rogues but for classes in general, later down the road? Players feel these provide their respective class with a unique touch and allows for a more immersive feel to their gameplay.
A. As I said above, class quests are expensive from a content-development standpoint. That said, we recognize why they are so popular and can be so memorable. We made a lot of death knight-specific content for Wrath of the Lich King, and it may very well be the best zone of quests in the game. With content like this we don’t operate on a yes or no level, but off of a wish list. We would love to add more class-specific quests, but there’s a ton of other things we want to do with World of Warcraft as well.

I would love to see all of the shit that happen in Vanilla WoW.
 

Sraza

Neo Member
TurtleSnatcher said:
I may take you up on this starting this evening.. Gotta install and grab updates.

I was thinking of a paladin but if they horribly suck then I may hold off and think of something else like a Hunter or what not.

Its pretty much down to Hunter or Paladin.

Pallies have been crying about the new updates fwiw. I think the utility of have 3 completely different specs so awesome.

Hunters have no down time at all from what I've seen up to 35. Such a welcomed pace after leveling a pally.
 

Tamanon

Banned
Yeah, especially since they added Aspect of the Viper, hunter downtime has disappeared completely while leveling. The only class with less downtime is Deathknights IMO.

BTW, I'm thinking patch tomorrow.
 
Any hordes on Mal'Ganis here? I have a druid and I'm looking to get back into the game really soon either right before the patch or as soon as it comes out. Would be cool to party with some Gaffers.
 
Okay I'm gonna do hunter or paladin..

Hopefully Pallies aren't being god awful nerfed in this patch.. if so then I will probably go hunter.. but Sraza said he was going mage.. so free food/water will be nice.
 
Did Blizz change their support number? I'm calling the 59-Blizzard one and I eitehr get a busy signal or some operator telling me the number isn't available.
 

Angry Grimace

Two cannibals are eating a clown. One turns to the other and says "does something taste funny to you?"
Gloomfire said:
So, patch tomorrow or not :lol ? I keep hearing from both ends of the spectrum.
Blizzard rarely states either way. It just shows up usually.

Having played Aion's Closed Beta this weekend, I have to say that WoW stacks up reasonably well to such new competition but the graphics in Aion are so much better than my wife isn't even going to consider playing WoW anymore once it's available.

I also have to wonder on what grounds WoW still has individual bags with no option to sort without addons. I mean, they had that option in Final Fantasy IV.
 

Epix

Member
TurtleSnatcher said:
Curious to know.. Last I heard Ret Pallies were amazingly awesome.

What is the strongest class/build now?
Ret Pallies are considered (by Blizzard) to be the lowest dps spec in the game atm. This is backed up if you average out all the uploaded meter parses world wide. Rogues and Feral druids are at the top right now.
 

Epix

Member
TurtleSnatcher said:
Okay I'm gonna do hunter or paladin..

Hopefully Pallies aren't being god awful nerfed in this patch.. if so then I will probably go hunter.. but Sraza said he was going mage.. so free food/water will be nice.
I'm a Ret pally and usually the top DPS in raids/heroics. We will be getting a substantial dps buff in the next patch as well.
 

sykoex

Lost all credibility.
Q. Rogues have definitely embraced the lore behind them, including the Ravenholdt quest-line. Do we plan on expanding into this anytime soon? Players feel this specific lore really defined rogues early on in the game and would like a continuation of that.
A. The problem with class-specific quests is that you’re cutting off 90% (give or take depending on class popularity) of players from seeing the content. Put another way, you can offer 100 class-specific quests per class, or 1000 quests that almost everyone can see. We don’t have any announcements of new content in that quest line at this time.
I don't like this sentiment. Sure, obviously you want most quests to be for everyone just for grouping purposes, but I really enjoy having class specific content that 1. offers rewards specifically geared toward my class and 2. give the feeling of having a truly unique experience.
 

Epix

Member
TurtleSnatcher said:
Next patch as in.. the one expected 'tomorrow' or the one after?

Also feral druids really? Man have the times changed in WoW or what! :lol
Yes, the patch as in tomorrow.
 
I don't really care about having Rogue only quests but, it would be nice if Ravenholdt was used more like some other factions. Druids have Cenarion Circle/Expedition. Paladins have the Argent Dawn/Crusade, Death Knights have the Knights of the Ebon Blade and everyone can do quests for them. These factions are cool because they're kind of like in-game role models. Paladins can look at them and be like "Hell yeah! Look at these paladins breaking a hole into Ice Crown!" and feel like they are an important part of the world. What is Ravenholdt's role in WoTLK? What were they doing in BC? Who knows! Wait, I know. They were standing around the manor in Hillsbrad Foothills just like they were when I was level 55. Then again, there are a lot of other classes with no factions. I guess we're lucky to have one at all.
 

Xabora

Junior Member
Q. Rogues have definitely embraced the lore behind them, including the Ravenholdt quest-line. Do we plan on expanding into this anytime soon? Players feel this specific lore really defined rogues early on in the game and would like a continuation of that.
A. The problem with class-specific quests is that you’re cutting off 90% (give or take depending on class popularity) of players from seeing the content. Put another way, you can offer 100 class-specific quests per class, or 1000 quests that almost everyone can see. We don’t have any announcements of new content in that quest line at this time.
Thats why you don't do 100 class quests.
Just make about 8 or 15 quests per class questline. Giving each class and player a unique experience without taking it away from other classes.
Gives people something to talk about when doing their class quests and not making the entire game seem to static in nature while leveling.

Simply, make leveling with the standard world quests the base and have some class quests to enhance the journey.

But wait, no, it all boils down to:
1p8mzb.gif
 
Xabora said:
Thats why you don't do 100 class quests.
Just make about 8 or 15 quests per class questline. Giving each class and player a unique experience without taking it away from other classes.
Gives people something to talk about when doing their class quests and not making the entire game seem to static in nature while leveling.

Simply, make leveling with the standard world quests the base and have some class quests to enhance the journey.

But wait, no, it all boils down to:
1p8mzb.gif

Honestly. In that answer Blizz basically said "Well, it would be unfair to give each class a unique quest line that others couldn't experience and, you know, make it more of a personal journey. We want all classes to basically be the same exact thing. We are lazy"
 
I always wished WoW would draw from the Oblivion guild quests for class quests at end game. Tailored to play off the strengths of your class and using your abilities in creative ways. It would be another form of progression for your character aside from dailys, arena, battlegrounds, dungeons and raids. Ultimately I think we'll get it in the form of a new expansion when every class gets the DK treatment. They'd start at a high level and have a small area and story line tied to teaching you the class and then off to Outland (hopefully Northrend but that might be asking too much of Blizzard).

Touching on another part of the Rogue Q&A I don't like that my survivability and success revolves so much around Cheap Shot and Kidney Shot. Everything in between is like biding time to setting them up. Especially when a trinket (or racial, stupid humans) can throw that all out the door and I blow cool downs to basically resetting the match. From the rage on forums it's obvious every other class doesn't like being on the receiving ends of the stuns either. I always liked the idea of buffing sprint to be a short duration but much lowered cool down, so a rogue can actually be you know agile, and easily run in and out of melee range to lessen the huge hits of warriors/pally/DK or LoS casters. Solves the problem of stun lock and keeps the rogue alive longer.
 

Angry Grimace

Two cannibals are eating a clown. One turns to the other and says "does something taste funny to you?"
The reason why WoW doesn't do obvious improvements to their game is because there's no viable alternative. Not to beat a dead horse, but there's no reason to improve the questing structure when a) there's no viable competition, and b) the competition that there is doesn't do it any better.

I'm hoping for BioWare's new Star Wars MMO to push them a little, but I'm not interested in that game at all :lol

I don't feel like the patch will be tomorrow, but it's always possible. Blizzard has before, but generally doesn't ninja-patch.
 

Tamanon

Banned
It's amazing what a huge increase in DPS just allowing Rip ticks to crit can do for a class.

I'll probably be stopping my subscription this month, especially since Champions Online open beta is in a couple weeks. Then I'll decide if I'll do Aion(got a new graphics card so it actually runs decent now) or Champs. Leaning towards Champions. Will be back with the expansion for WoW at least though.

Extended maintenance tomorrow, until noon pacific for most realms, some even further.
 
Apparently you have to dedicate a whole evening to installing this game.. :lol

EDIT: Wow now i gotta install patches.. aight see you guys next year.. Holy hell.. :lol


EDIT2: Thank god for Fileplanet and having its ultimate patch download.

EDIT3: Holy shit its 4GB's!

WTF Blizzard .. Make a patch from each patch point to the final one.. Christ.
 
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