AT World of Warcraft Thread (Cataclysm, Where do you play, General BS and all that)

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Onita

Golden Member
Feb 24, 2004
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We understand that some players think there's too little incentive to run normal dungeons at level 85 -- especially when it comes to Justice Points. While players can earn points by completing the normal random daily, it's not a huge amount, and many of you feel that this is not an adequate reward for the time and effort you invest.

This is feedback we've taken to heart, and in patch 4.0.6 we've made some changes that should hopefully make running normal dungeons at level cap more appealing:

* Dungeon bosses from normal Grim Batol, Halls of Origination, and Lost City of the Tol'Vir will grant 30 Justice Points each when killed.

* The first random daily normal dungeon quest will reward 140 Justice Points, up from 70 Justice Points.



These changes were just added to the PTR. You can check out other upcoming changes in patch 4.0.6 here: http://us.battle.net/wow/en/blog/2011384#blog

From a blue post on the forums. IMO, not a terrible idea. It might keep some people from queuing way too early for heroics and they might actually learn a few fights.
 

Scotteq

Diamond Member
Apr 10, 2008
5,276
5
0
What about on the other side?

I'm sitting on 4K JP, with absolutely nothing to do with them short of throwing them away on gear to vendor for a little bit of cash. Would be nice to buy flasks, or something...
 

Onita

Golden Member
Feb 24, 2004
1,158
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71
There are no good jp dumps atm. There will be the farmable stuff to buy next patch, but the best bet ATM is to buy WoTLK gems, cut, and sell them.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
PTR 4.0.6 Patch Notes - January 24 Update
The PTR Patch 4.0.6 Patch Notes have been updated once again with a couple of interesting changes to dungeons and classes.

Originally Posted by Blizzard Entertainment

Guilds
•The guild reward Armadillo Pup now requires revered faction instead of exalted.
•The guild faction requirement on the Guild Herald has been lowered to Revered reputation.

Dungeons & Raids
•Level-85 dungeon bosses in Lost City of the Tol'Vir, Grim Batol, and Halls of Origination now drop 30 Justice Points each when killed.
•The daily Random Dungeon reward on normal difficulty has been increased to 140 Justice Points, up from 70.
•Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Rejuvenation is now trained at level 3, down from level 8. In addition, its mana cost is now 20% of base mana.

Balance
•Moonkin Form now grants 15% damage reduction instead of increased armor. In addition, shapeshifting in or out of this form now breaks roots. Note this is not stated in the tooltip.

Feral
•Blood in the Water: Timing on this effect has been improved so that Ferocious Bite will immediately refresh Rip, rather than be slightly delayed (which gave a chance for the Rip to expire despite being refreshed).

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Divine Light mana cost has been increased by approximately 10%.
•Flash of Light mana cost has been increased by approximately 10%.
•Holy Light mana cost has been increased by approximately 10%.
•Lay on Hands now causes Forbearance on the target. It used to only cause it when cast on the paladin. This was an old design from when Divine Protection caused Forbearance and the paladin didn't want to prevent a tank from using their defensive cooldown.
•Lay on Hands cannot be a critical effect and will not be affected by most abilities which modify healing (such as Beacon of Light). In addition, Lay on Hands is no longer on the global cooldown.

Holy
•Aura Mastery: This ability no longer increases the benefit granted by Crusader Aura.

Protection
•Eternal Glory: The chance to not consume Holy Power from this talent now also applies to not consuming the clearcasting effect generated by Divine Purpose.

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Mind Blast now does 18% more damage than Mind Spike.

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Combat
•Blade Flurry is now a toggle that can be turned off by pressing the button again. In addition, this ability no longer has a fixed duration, but will go on cooldown for 10 seconds after being canceled (similar to Stealth). In addition, Blade Flurry now reduces energy generation by 30% while active, up from 20%.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Healing Rain now has a 40-yard radius, up from 30, to be consistent with other shaman heals.

Elemental
•Elemental Overload (Mastery) procs of Lightning Bolt or Chain Lightning can now generate Rolling Thunder charges.

Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
•Devour (Felhunter) cooldown has been increased to 20 seconds, up from 8. Devour is no longer able to be auto-cast.

Affliction
•Soul Swap can no longer be dispelled (the aura given to the warlock between swapping).

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Fury
•Single-Minded Fury bonus has been increased to 20%, up from 15%.

Items
•The PvP Balance druid 4-piece set bonus effect has been increased to 20 Solar Energy and 13 Lunar Energy, up from 5 and 13. The effect will also now be more intelligent at choosing whether to give the druid Lunar or Solar Energy (it checks the Balance Power to determine which to give depending on which energy is higher at the time).

Quests & Creatures
Tol Barad
•Rusty Rifles will now spawn more frequently at Farson Keep.
•Players should now always receive 6 daily quests in Tol Barad Peninsula as intended, rather than sometimes only getting 5.
 
Oct 19, 2000
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•Players no longer need to discover Cataclysm dungeon entrances in order to access them via the Dungeon Finder.

I think this was one of those things that sounded good in theory but didn't quite work well in practice. I didn't really mind it since I knew about it and made a point to discover each entrance as I leveled, but I can see how some people were highly annoyed by it.
 

zokudu

Diamond Member
Nov 11, 2009
4,364
1
81
I think this was one of those things that sounded good in theory but didn't quite work well in practice. I didn't really mind it since I knew about it and made a point to discover each entrance as I leveled, but I can see how some people were highly annoyed by it.

I hated having to go back and find BRC the first time. The others I was meh about because the portals made it easy.
 

RatboyX

Senior member
Oct 12, 2010
233
0
0
What about on the other side?

I'm sitting on 4K JP, with absolutely nothing to do with them short of throwing them away on gear to vendor for a little bit of cash. Would be nice to buy flasks, or something...

QFT

Though I must say it made the onerous task of running PUGS in normal five mans unnecessary. It did however make running PUGS in heroic mode more important.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
yea most guilds run right after the reset because most dont want to do anything on Friday and Saturday

I prefer it that way as well, as I like to think I have some concept of a life by not raiding on the weekends ;). But I've actually seen quite a few guilds that look decent until I see that they raid on Friday and/or Saturday :\.

Ran my first ‘Heroic” Dead Mines last night. It was a guild run which is always good the first time you see an instance. While the place looks the same all I can say is “Sonny....this isn't your grandmas Deadmines."

There are pulls in quite a few dungeons that provide multiple mobs that hit hard and cannot be CC'd. I don't think I CC'd at all in Deadmines the last time I went in there. The only dungeons I CC at all in are Stonecore and Grim Batol... of course, this may change if I see the healer can't keep up with the damage.

The best part of Deadmines, in my opinion, is the Nightmare sequence. I like the lightning ball thing... it reminds me of Mario with the flame ball spinning things.

I think this was one of those things that sounded good in theory but didn't quite work well in practice. I didn't really mind it since I knew about it and made a point to discover each entrance as I leveled, but I can see how some people were highly annoyed by it.

I think the reason why they removed it wasn't that they wanted you to find the dungeon, but rather they didn't like that people would purposely not find certain dungeons. Don't want to get stuck in Stonecore? Perfect, just don't find it!

EDIT:

I hated having to go back and find BRC the first time. The others I was meh about because the portals made it easy.

There's a quest in Hyjal that takes you right to the entrance :eek:.

the guild i was in did 9-12 EST tu/wed/th and was fairly progressed. i think they're 9/12 normal modes (5/12 25's).

the problem with guilds that dont put in 10+ hours a week is that you end up with a LOT of casual players.

I'm kind of veering away from 3 nights a week simply to not try and devote too much time to raiding. I think people honestly put too much emphasis on how much time you have to bang your ahead against the wall rather than ensure you have people that know how to "go around the wall." In other words, have good players that adapt quickly and learn well so you don't spend so much time wiping to stupid stuff. I do know what you mean about the casual players though... it's hard to find people that want to raid a small amount but are still quite capable. Server transfer costs can inhibit their willingness to transfer as well.
 
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rh71

No Lifer
Aug 28, 2001
52,844
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Going back to a previous point about the Mage reacting and cc'ing quickly... I find that those who are experienced in pvp are much quicker on their feet. I mean you can tell which hunters pvp and know how to move and what to use when. Last night we breezed thru Beauty cause the hunter cc'd 2 easily and the last BRC boss adds too.

Most of my guild doesn't pvp but we arena'd for points and my fellow rogue was impressed by a simple vanish cheap shot to finish a guy off. Things like this aren't needed in pve but when you need quick cc, some moves are handy. Playing with those mages, hunters and rogues make it a much easier experience.
 
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Aikouka

Lifer
Nov 27, 2001
30,383
912
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Most of my guild doesn't pvp but we arena'd for points and my fellow rogue was impressed by a simple vanish cheap shot to finish a guy off. Things like this aren't needed in pve but when you need quick cc, some moves are handy. Playing with those mages, hunters and rogues make it a much easier experience.

Back in TBC, I recall doing things like getting off quick Blinds on mobs going after healers and stuff like that... and that's with me clicking Blind. I rarely ever use it in PVE, so I don't care to bind it :p. But, it's not terribly hard to do things like that... it's just not thinking, "Oh... someone else will get it" or not trying to over-evaluate something... just do it!
 

bonkers325

Lifer
Mar 9, 2000
13,076
1
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I'm kind of veering away from 3 nights a week simply to not try and devote too much time to raiding. I think people honestly put too much emphasis on how much time you have to bang your ahead against the wall rather than ensure you have people that know how to "go around the wall." In other words, have good players that adapt quickly and learn well so you don't spend so much time wiping to stupid stuff. I do know what you mean about the casual players though... it's hard to find people that want to raid a small amount but are still quite capable. Server transfer costs can inhibit their willingness to transfer as well.

you ever land in a server where you find a *good* guild that raids twice a week for 6-8 hours tops that actually progresses... you let me know because i'll transfer right then and there. :p
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
you ever land in a server where you find a *good* guild that raids twice a week for 6-8 hours tops that actually progresses... you let me know because i'll transfer right then and there. :p

Haha, I know... it definitely isn't something you'll find everywhere (unfortunately) :\. There are just so many bads and the goods are all taken or want crazy 4-5 day a week raid schedules.
 

zokudu

Diamond Member
Nov 11, 2009
4,364
1
81
I'm surprised how many people are looking for similar raid times and amounts. Hmmm.
 

randomrogue

Diamond Member
Jan 15, 2011
5,449
0
0
Anything less than 3 days a week though and you better be really pro or be prepared to not clear the content for a while. 12 bosses in 3 instances is time consuming.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Anything less than 3 days a week though and you better be really pro or be prepared to not clear the content for a while. 12 bosses in 3 instances is time consuming.

The guild I was with in Wrath literally had a month between each keeper on Ulduar 25... that was mostly because of how bad some people were at simple mechanics. Hodir was such a pain because of how some people just couldn't grasp the concepts to keep them alive and do the proper amount of DPS.
 

RatboyX

Senior member
Oct 12, 2010
233
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Back in TBC, I recall doing things like getting off quick Blinds on mobs going after healers and stuff like that... and that's with me clicking Blind. I rarely ever use it in PVE, so I don't care to bind it :p. But, it's not terribly hard to do things like that... it's just not thinking, "Oh... someone else will get it" or not trying to over-evaluate something... just do it!

Well I for one am ecstatic with how well hunter CC works these days for PvE. In battlegrounds Hunter CC is more or less useless against anyone that knows what they are doing. Biggest problem with most CC these days is other people breaking them with AOE. WotLK made people just AOE CRAZY. I asked a Loc to single target off the tanks target on a pull and you would have thought I just told him his mother was a Camel. I wasn’t even being a butt head about it… go figure.
 

rivan

Diamond Member
Jul 8, 2003
9,677
3
81
The guild I was with in Wrath literally had a month between each keeper on Ulduar 25... that was mostly because of how bad some people were at simple mechanics. Hodir was such a pain because of how some people just couldn't grasp the concepts to keep them alive and do the proper amount of DPS.

Hodir can suck it. F'ing hate that fight, to this day. I never could get the swing of it - how bad I am at that fight is still a running joke in my guild.

Even when we were clearing the place weekly, I'd regularly die to Hodir and watch the rest of my 10-man finish him from the floor. No deaths anywhere else, just on Hodir.

F You, Hodir.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
don't stand in fire?

in hodirs case its ice

hodir was fun on 10 man, we actually killed it when it had a 2 min timer. 1 healer 8 DPS 1 tank. i really wish i had frapsed that insanity
 
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RatboyX

Senior member
Oct 12, 2010
233
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Okay so I’ve been working on a Paly Alt who is now 84 and I’m bringing her up as a Prot Pally. I’m doing this manly because there are times on non guild run nights when our guild members want to run some five man content and we don’t have a tank around.

I’m going to go to Elitist Jerks and start reading up on the subtle things that I might miss otherwise but I have a general question for those of you that might run a Pally Tank.

The agro mechanics are fairly easy to understand however much of the agro depends on spells this brings me to the question. As I’m gearing up along the way I’m trying to figure out what the best stats on gear is for a Pally Tank. Should I be looking for gear with Int to help on the agro spells or should I go for the same type of gear a Warrior tank would want with Dodge, Block, ect.
 

Cookie

Golden Member
Jul 3, 2001
1,759
2
81
you ever land in a server where you find a *good* guild that raids twice a week for 6-8 hours tops that actually progresses... you let me know because i'll transfer right then and there. :p

What is your definition of a *good* guild?

Strictly progression based? 5/12? 12/12? Heroic raids?
Guild atmosphere and community?

I love my guild. We're far from to 100, or even top 1000, but I think it is a *good* guild, but we progress at our own steady pace, currently 2/12 raiding Tues/Wed 8-11 EST for the past 3 weeks. Right now we have too many people ready for raids for one group, and not enough for two groups. We've been rotating players each week to get more people familiar with the bosses so when the second group is ready they aren't far behind. The downside, of course, is that there is currently a different raid composition each week.

We have lots of capable people, and a few less capable members who are currently not invited to raids, but we are also not in a hurry to get to the end, and are enjoying the time it takes to get there.

Also, in my mind, a good guild also requires a social atmosphere where people can get to know each other and get along with each other... and avoid all drama.
 

Scotteq

Diamond Member
Apr 10, 2008
5,276
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Hodir can suck it. F'ing hate that fight, to this day. I never could get the swing of it - how bad I am at that fight is still a running joke in my guild.

Even when we were clearing the place weekly, I'd regularly die to Hodir and watch the rest of my 10-man finish him from the floor. No deaths anywhere else, just on Hodir.

F You, Hodir.



Not that Hodir is relevant content any more: But in a general sense, one thing I've found helpful for fights I've had trouble grasping is playing with camera angles. It sounds silly, on the face of it. But being able to see what's going on around you makes a big difference: Especially on movement fights. Being a Tank: I normally zoom way out, and use a steep~ish top down angle. But there are times that other views are better.
 
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