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Old 11-02-2008, 07:16 AM   #6211 (permalink)
Xequecal
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The most important thing you need for getting raid-ready as a tank in WOTLK is gold. Lots and lots and lots of gold. There is an epic craftable for half of your gear slots, the problem is almost all of them need mats that have long cooldowns on their creation. So you need to be loaded with gold to be able to outbid everyone else on the very limited supply of these things in the first few weeks.

Expect Titansteel bars to go for 500g+ EACH in the first few weeks on smaller servers, if you're on something like Mal'Ganis I'd expect 1000g each. Every tank in the game is going to want 16 of these for their epic tank set and there's a 20-hour cooldown on making them. The crafted neck/ring from Jewelcrafting has a similar restriction, these require mats you can only get from doing daily quests.
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Old 11-02-2008, 08:03 AM   #6212 (permalink)
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ooo nice, titansteel is smelted by miners. I am so glad I have 2 miners, gonna level it as a prof on a 3d one this week now.
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Old 11-02-2008, 08:10 AM   #6213 (permalink)
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I've never been good with money, in fact I don't even have an epic flight mount yet (Only have 600g). I'm an herbalist/alchemist. Is there any money to be made with those skills once woltk launches? what herbs?
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Old 11-02-2008, 08:17 AM   #6214 (permalink)
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I've never been good with money, in fact I don't even have an epic flight mount yet (Only have 600g). I'm an herbalist/alchemist. Is there any money to be made with those skills once woltk launches? what herbs?
There were tons of money to be made in the past month with herb, since it's used for inscription. In wotlk, it's the same as usual, you'll be able to make money with the highest herbs and the stuff needed for flasks.
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Old 11-02-2008, 04:45 PM   #6215 (permalink)
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Might be a stupid question, but i've been going through collecting for turn-in quests for my DK and picking up some items to help level with, but it just occured to me. Do DK's start with a bunch of extra bags, or will I need to buy or make some for it?
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Old 11-02-2008, 05:09 PM   #6216 (permalink)
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Might be a stupid question, but i've been going through collecting for turn-in quests for my DK and picking up some items to help level with, but it just occured to me. Do DK's start with a bunch of extra bags, or will I need to buy or make some for it?
They start with 4 12-slot bags I think.
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Old 11-02-2008, 05:18 PM   #6217 (permalink)
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Originally Posted by Rica86 View Post
Might be a stupid question, but i've been going through collecting for turn-in quests for my DK and picking up some items to help level with, but it just occured to me. Do DK's start with a bunch of extra bags, or will I need to buy or make some for it?
In beta you were getting free bags for your inventory, I think 16 or 18 slots ones.
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Old 11-02-2008, 05:25 PM   #6218 (permalink)
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What kind of knuckle dragging healers are these people using as a baseline that stand in fires and other stupid shit?

Some of the best healing fights and the most fun require you to be almost completely mobile, or to pay as much attention to environmental/secondary/add specials and dangers as you do to 25 health bars.

The bug trio, Twin Emps from AQ, Kael, alot of the Hyjal/BT fights are just alot of fun to begin with because there is so much micro tasking of additional events that at first you're overwhelmed and then when you start getting shit down it's just a thrill. Eventually you get better gear, get better at it, and then it's farm and it's fucking boring as all hell, and it's whack a mole again. Additional challenges that Zehn continues to mention would go very far to fixing this. It would keep the fight semi new, while also granting a bit of a reward for knowing so much about the fight to begin with. Especially if it yields extra rewards ala ZA 4th chest.

I don't necessarily think healing on new fights really needs a change or needs to be made more interesting. Learning fights at the beginning is alot of fun; eventually it becomes trivial, sometimes before you even defeat the boss.

But jebus, what an awful, awful example. If your healers can't figure out what the hell is going on around them they just need a guild kick.
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Old 11-02-2008, 05:35 PM   #6219 (permalink)
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Originally Posted by Rica86 View Post
Might be a stupid question, but i've been going through collecting for turn-in quests for my DK and picking up some items to help level with, but it just occured to me. Do DK's start with a bunch of extra bags, or will I need to buy or make some for it?
The start with full Deathweave bags. ~14 slots I imagine.
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Old 11-02-2008, 05:36 PM   #6220 (permalink)
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The whole "bigger heal" thing just makes me think of heal chains and give me shivers down my spine.
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Old 11-02-2008, 05:58 PM   #6221 (permalink)
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Oh, and I thought this was at least interesting, as a healer.

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Healer Boredom
One of the things we hear a lot from disaffected healers is they felt like they were playing the UI and not the game. Healers are notorious for standing in fires or whatever because they aren't even looking at the battlefield much of the time.

Here are some random thoughts on the issue:

If everyone threw larger heals more rarely (and damage input matched) you could look away from the UI more often.
We can't just increase healing range without also increasing the range at which the boss can hit you.
Nameplates (if refined) could have a lot of potential for combining UI with the game wold more effectively.
Integrating things into the base WoW UI such as out-of-range indicators, better debuff indicators, or heals from other about to land on a target might make healers be less dependent on mobs.
I usually don't comment on other folks' games, but I find the above to be a strange statement to see.

The only thing that changes like what he suggests will do would be cause healers to stare at different parts of the UI that are constantly moving around - They still won't be seeing the world.

Before the 2.0 "Secure" UI changes that made mods like the original Decursive impossible, a healer playing with said mods was actually able to pay attention to the game world.

Watching the flow of battle. Helping call out when other people should move. Watching position of themselves and others.

They were free to be a lot more than mad-scan-and-click HP batteries for other people.

No argument that those mods did a lot, or that what they were capable of doing went way beyond what the developers were comfortable with, but with those mods healers could actually pay attention to something other than the UI for the vast majority of their gameplay. There was a lot of goodness that went away along with fixing the perceived "badness."

It'd be interesting to see what would happen if they removed certain of the Secure UI changes that went in with 2.0, built in the good parts of what some of the older mods could do, and freed up the healers to play the game, not the UI.
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Old 11-02-2008, 06:22 PM   #6222 (permalink)
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Can't decide between Tauren and UD for my new Deathknight. UD look crappy in plate, but I like the racials and what not. Tauren look better in plate, and racials aren't as good.

Hard to decide. Any input?
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Old 11-02-2008, 06:30 PM   #6223 (permalink)
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Uhh, Orc is obviously the superior race of choice here.
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Old 11-02-2008, 06:37 PM   #6224 (permalink)
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Can't decide between Tauren and UD for my new Deathknight. UD look crappy in plate, but I like the racials and what not. Tauren look better in plate, and racials aren't as good.

Hard to decide. Any input?
Do you mean PvP racials? Cause like, UD racials are pretty shitty for everything but PvP, for which they're only decent at best.

UD:
1% shadow miss, which is lower than everyone else, most being 2% and NE being 3%
Cannibalize which still sucks for pretty much everything but world pvp
Underwater Breathing which was ok in vanilla wow for leveling, but totally worthless now that they boosted everyone breathing to 3mins, and that every underwater quest in wotlk provides a 10-30mins self buff item to do the quest with
WoTF, which is pretty nice for pvp, and that's about it, and even then it was nerfed since it doesn't provide immunity anymore

Tauren:
2% nature, which is pretty fucking worthless but 1% more than UD
War Stomp which is barely useful in pve, but pretty interesting for a DK in PvP since your only other stun is ghoul stun, meaning it doesn't hurt other abilities you have like some other classes, and add a new interupt to your arsenal
5% hp, which while it was nerfed to provide a static value now, is still around 500hps at 80, which is pretty decent, both for pve and pvp
Last is herb I think, worthless shit

Overall, the tauren beats the undead easily for most stuff unless you value wotf very high, which you shouldn't with every priests having fear ward, lichborne giving a fear immunity for a long time and being a must for both pve and pvp anyway.

All that said, I'm still playing an undead. I hate taurens. They're both pretty bad choices for a DK when you compare them to Orcs anyway. Even Blood Elves are arguably better with the added silence. And trolls... well I guess they're ok, the snare reduction would be pretty sick for pvp since it stacks with toughness.
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Old 11-02-2008, 07:14 PM   #6225 (permalink)
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I usually don't comment on other folks' games, but I find the above to be a strange statement to see.

The only thing that changes like what he suggests will do would be cause healers to stare at different parts of the UI that are constantly moving around - They still won't be seeing the world.

Before the 2.0 "Secure" UI changes that made mods like the original Decursive impossible, a healer playing with said mods was actually able to pay attention to the game world.

Watching the flow of battle. Helping call out when other people should move. Watching position of themselves and others.

They were free to be a lot more than mad-scan-and-click HP batteries for other people.

No argument that those mods did a lot, or that what they were capable of doing went way beyond what the developers were comfortable with, but with those mods healers could actually pay attention to something other than the UI for the vast majority of their gameplay. There was a lot of goodness that went away along with fixing the perceived "badness."

It'd be interesting to see what would happen if they removed certain of the Secure UI changes that went in with 2.0, built in the good parts of what some of the older mods could do, and freed up the healers to play the game, not the UI.
Well, to be honest, I use healbot and this basically does all of this for me.

I won't say I am the best healer, but I don't die to retarded shit, ever. I am able to watch what is going on around me, dodge AEs, adds, spells; call out debuffs, and tank swaps when necessary all while healing and remaining mobile. Granted, the content is old but even at the beginning, it's usually rather trivial if all of your information for healing is at your fingertips.

Healbot is just such a good mod; one click healing, ability to watch debuffs, and timers on hots etc. It also shows you if the person who is losing health currently has aggro from something or someone, thus ensuring you keep watching them.

It was always really easy to see who fucking sucked at this type of healing. This priest we have will consistently die to stupid fucking shit on fights such as Kael, even now. There were nights where my battle rez on my druid was specifically saved for him. The other night we did Kael and he used a soulstone and then died again, and needed a battle rez. This shit isn't difficult, especially after the nerfs.

It's really frustrating to me as someone who plays many healing classes to have retards picked as some baseline to determine how "fun" healing is. That doesn't mean it doesn't get boring as fuck, but saying it's not fun because you're watching shit other than the fight is kinda retarded. Most fights nowadays require quite a bit of attention to the actual battle. I however am not opposed to something that makes this more the norm then the exception, but don't tell me it's because I can't get the fuck out of a void zone.
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