Posted on November 14th, 2008 by admin
10 is not enough
Im sure someone else has stated this, however I didnt find it readily or see any blue comments so here goes.
The 10 characters per realm limit is instantly outdated with this coming expansion. Now I understand that there are only 10 classes and having one of each is perhaps enough to most people but why punish people for wanting more? I have 10 seventies In live (yes 2 mages one each faction) now in order to even make a DK I will be forced to transfer a toon off server. Not to mention that since I play on a PvE server I will likely want more than one DK (if this is ever an option) and perhaps will want to double up on more classes. My only options are to either buy and pay to maintain a new second account, or begin transfering characters off a realm ive been on since before BWL was released. The suggestion I most often hear is to sell this account ( in pieces) and then just reroll everything again. Which defeats the play I enjoy in the game.
Others collect; Vanity Pets, exalted factions, and titles and are being rewarded with this expansions collection of achievements, I have every seventy and most with good/decent gear as well as every proffesion
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Posted on October 31st, 2008 by admin
Hair
ive noticed that the (new) hair choices are very limited per race.
i have a suggestion.. let all races have all the other races hair styles of the gender
tho i know a gnome walking around with a orc Mohawk its rather goofy and no one may choose it… someone might..
and im sure that even good looking hair styles that can be are not = (
((id love to give my BE the long troll hair))
and come up with some new one. ive notice one that i never have before but come on.. just one
i understand this is more code to write but for us RL girls.. We’d love ya forever if you put the effort in
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Posted on October 29th, 2008 by admin
Platinum, titanium, etc. New currency idea.
I guess using the word ‘new’ is probably a bit incorrect, but hear me out though.
This is probably more of a psychological fix than anything else but I really think a new type of currency should be added to the game at this point in time. Now with people easily gaining upwards on 10000g in a game where before 70, having gold was somewhat challenging, those numbers just don’t seem to fit with how things have been up to this point.
Sure we can increase the price of everything in Lich King to make it feel like it makes sense that things now cost 7600g (the Dalaran ring for example), but I think it would make a lot of sense to add some sort of mineral to upgrade to every 100g as well. Instead of having a 7600g ring, it would be 76p. It fits a lot more with the price appearance that we’ve seen in wow up until now.
It would at least look like it belongs, especially if the gold increase continues well into Lich King as I expect it will. I’m sure there are those who think it’s attractive to see 50,000g in their backpacks, but it’s getting a bit silly.
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Posted on October 24th, 2008 by admin
Enchanting
This isn’t really a complaint, its merely an observation and a suggestion. I just got a new weapon on live and put executioner on it. It was really easy… the only thing I had to buy were the 3 potions the recipie called for. The rest were purely enchanting mats and were heavily stocked in my bank. The same goes for almost all melee type enchants. They’re all purely enchanting mats you get from disenchanting an item.
Now say I pick up a healing weapon. I have to go farm, or even drop 300g+ on the AH to get 8 primal life and 8 primal waters. Neither of which you get from disenchanting an item. If I pick up a set of healing bracers I have to get 4 more primal life’s…. and another 6 for a new set of gloves. The same goes for caster enchanting mats. Gloves are 6 primal mana’s, bracers are 6 primal water’s and 6 primal fire’s, sunfire is 6 primal fires and a primal might, and lastly soulfrost is 6 primal water’s and 6 primal shadow’s. The only enchant that boosts either healing or spell damage without using primals is the +40 spell damage one.
I get it the idea of it. Use primal life for healing, and a mix
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Posted on October 21st, 2008 by admin
Dinner with the multiboxers
I wish I’d been invited to this at BlizzCon — TGDaily sat down with a group of multiboxers last weekend, and lived to tell the tale. I don’t think multiboxers are the most hated people in the game (Paladins and Warlocks probably get to trade off that title), but it’s true that just like twinks, they can draw some ire. Blizzard has given them a free pass in the game (most likely because they’re spending ungodly amounts of money keeping up their fleets of characters), but apparently multiboxers are just people. People willing to shell out lots of money and time on overpowering themselves inside a game.
And that’s really where the issue lies — most of these people aren’t no-lifers, they’re just folks with money to burn that want to trounce a battleground all by themselves or run Karazhan solo. But at the same time, there is a sense of superiority that comes across — they brag (under their breath in a crowded restaurant) that they can beat anyone else’s player, and they claim that “other people can only see a quarter of the game,” which just patently isn’t true. This is
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Posted on October 19th, 2008 by admin
Skill Mastery: Mark of Blood
While Blood is not quite as as powerful as it once was, it remains, at the least, a solid DPS tree and one quite a few Death Knights will probably choose to level with. The wide array of self healing abilities means that a Blood Death Knight has a very hard time dying, and nothing interrupts a good grinding session quite like a death.
In Skill Mastery today, we’ll look at one of the Blood Death Knight’s signature talent abilities, the 21-point talent Mark of Blood. Mark of Blood is placed on an enemy, and every time that enemy deals damage, their target is healed for 4% of their max health. It costs 1 Blood Rune. It lasts for 30 seconds, and has a cool down of 3 minutes.
It’s a straightforward skill to use. Throw it on your target and keep fighting. Using it effectively, however, may take a little bit of thought. Here’s some tips to figuring out the best way and time to make your mark:
· The heal comes on a per hit basis. That means you’re best off using it on enemies who attack quickly. In PvP, that means Cat Druids and Rogues will absolutely hate this ability. This also means that slow hitting
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Posted on October 17th, 2008 by admin
Arthas Interaction Quests – What Happened
While I don’t believe Blizzard favors one faction or the other in any way, it does seem a bit like the Horde is a lot less involved in the lore. That might be ok though given that for the most part, our history and involvement in Northrend is very new. However, The Blood Elves and the Forsaken have more cause to go to war with Arthas and are connected with him in more ways than any of the other races. So it does seem strange that he isn’t presented to us through BE/UD quest chains.
edit: Ah, Forgot about DTK and I haven’t finished that New Hearthglen chain. Just further proof that he is out there. It’s important to remember that even though Blizzard said they would have Arthas involved more, we shouldn’t expect him to to say “hai thar!” around every corner or even semi-frequently.
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Posted on October 14th, 2008 by admin
Skill Mastery: Survival Instincts
Survival Instincts is one of the surviving (har!) aspects of the now-defunct 51-point Berserk talent in the feral tree (the other is the new version of Berserk, which we discussed here). It’s fairly straightforward; for 11 points in the feral tree and a 5-minute cooldown, you get 30% of your maximum health in bear or cat form for 20 seconds. Essentially it’s Last Stand for Druids, albeit a Last Stand with a significantly shorter cooldown.
During 5-mans in the beta while tanking, I saw an HP boost into the 26-27K range from a health pool of 19-20K. That’s certainly nothing to sneeze at and it’s situationally useful, although it’ll probably find better and more consistent application under the same circumstances in which Last Stand’s typically popped, i.e. progression raid content and/or “Oh S**T!” moments. The latter is particularly welcome as Druids have often complained about bear form’s worrying lack of options in the event of an emergency. As many Warriors will tell you, proper use of the ability involves letting your healers know both when you’ve popped the ability and when it
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Posted on October 14th, 2008 by admin
Notes from the BlizzCon 2008 Art panel
Greetings from sunny Anaheim, California! One of this years WoW-related BlizzCon panels focused on the process and inspiration for the creation of the art for various aspects of Warcraft. There were a total of 7 people on this panel, lead by Chris “The Intern” Robinson, the Art Director for WoW. Also on the panel were other representatives from the various art teams, enough that there was some confusion as to where they were all sitting at first.
Before we get into the whole thing, I should mention the most important part: The artists all but said that giving visible armor to Druid forms is in the works!
Exterior Art
The first to speak was Gary Platner, the lead exterior artist. His team of consists of 11 people who design and implement the various landscapes and exterior zones in WoW. They draw everything by hand using WACOM tablets, and sometimes even pressure sensitive monitors. There’s no automation to their process, other than some basic software tools.
To design a new zone, they start with a meeting where they discuss ideas and get everything on paper. From this, they create a basic zone in illustrator with
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Posted on October 12th, 2008 by admin
Once you pass Alabaster Pigment you don’t need the raw pigments for anything other then their single ink. Well this is up to 300 anyway. What causes so many stacks of herbs to be needed is the 2 pigment per normal ink change, wasn’t nearly so bad around a month ago. :/
As for numbers, well I’m going for 12 stacks per tier, but only because I want some extra ink on hand for making glyphs and stuff. 10 should be enough if you just want to level, though I recommend keeping a few stacks of Moonglow Ink on hand to keep doing Minor Inscription Research each day. You’ll need 61 vials of the stuff to learn all the current minor glyphs.
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