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

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Chimley

Senior member
Jan 28, 2008
383
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I had been wondering the same. With alliance now bowing down I can't remember the last time horde lost WG, so between the daily pvp and one a day wg match, you can buy honor only gear at a rate of 1 piece every 4-5 days. If you could add more than the 25 arena points to it you could add even more as the honor cost part of those items go down dramatically. Although I do occasionally on the weekend see a couple groups looking for a couple peeps for point only matches, not sure I want to dive in with a dedicated scrub group.


You lost at 2am this morning :D

Maybe if some of you sluts would Faction xfer the other way, they're be more opportunities for Arena matches and PVP in general ;)
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Lol, must have been some poor schmucks if they lost. It's been soo bad lately, that at times unless you camp one of the siege depots and let our alliance friends take it and bring some vehicles out you could go the entire match and not finish that quest.


The even funnier thing is that some people think that with this condition of WG becoming more numerous that blizz will have a fix in cata for the new open pvp area that's also supposed to have substantial pve hubs ala the BC sunwell island. I have a feeling those thinking that will be extremely disappointed.
 

Chimley

Senior member
Jan 28, 2008
383
0
0
I agree, and it will be the total downfall of this server. If Bliz doesn't implement some controls, there's going to be more of a mass exodus of Alliance players faction transferring or just up and leaving like Gnomies did.

I'm sure it'll be more fun for you all when theres isn't any Alliance at all on SC to dick around with. In speaking with some buddies on the Cho'gall server.. not having any Alliance presence at all actually makes shit boring as hell (not to mention your faction is now overloaded with bads).
 

bonkers325

Lifer
Mar 9, 2000
13,076
1
0
WG is terrible. when you have three full horde/alli raids in the zone going on, any fight at the gates will result in 20 second lag, in which case it's impossible to stop the tanks :p
 

Scotteq

Diamond Member
Apr 10, 2008
5,276
5
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Well.. I would opine that Blizzard may do well by creating a DOTA~like spin off, and separating PVP and PVE environments entirely.

But then again, I'm also stupid enough to have leveled as a Protection Warrior on a PvP server... all the way since release. Tells you what a brilliant operator *I* am <laugh>

Of course, spending that much time as a walking Free Kill does tend to color your outlook somewhat ;) So take the idea with the giant grain of salt it's intended to be taken with.
 

jhbball

Platinum Member
Mar 20, 2002
2,917
23
81
Well.. I would opine that Blizzard may do well by creating a DOTA~like spin off, and separating PVP and PVE environments entirely.

But then again, I'm also stupid enough to have leveled as a Protection Warrior on a PvP server... all the way since release. Tells you what a brilliant operator *I* am <laugh>

Of course, spending that much time as a walking Free Kill does tend to color your outlook somewhat ;) So take the idea with the giant grain of salt it's intended to be taken with.

I'm a protection warrior. And I'm an unstoppable killing machine, and rank 1 in 3s on shadowburn.
 

Scotteq

Diamond Member
Apr 10, 2008
5,276
5
0
I'm a protection warrior. And I'm an unstoppable killing machine, and rank 1 in 3s on shadowburn.

Right - In the original game and right up until WoTLK, you would have been a walking corpse. Unless, of course, you had a raid backing you up. In which case, you were ignored and left for last.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
In the good ole days of WG, we'd have one raid group full and a second filling up with a couple minutes to go. A third would form just after the match started and if all those individuals and remaining small party groups had been forced to group, there would probably been a fourth full. The makority of matches went something like this; about 15 minute point last tower would go down. About a minute later last wall would go down. With around 2;30 left everyone gathered by keep inner door and went to aoe fears/damage cause the final ally push was coming and entire server would lag. You'd watch timer count down, hit zero, think you won and then see alliance won message and the inner door would magically disappear. Client to server lag may have hindered the attacker, but client to client lag murdered the defense.


As for fixing it in cata, I see only three options. Since I doubt they're going to sprinkel a heavy does of npc guards during the "pve phase", that kills one option. Next would be to have it set to only allow each side to have the same number of groups as the othe whether in pve or pvp mode. Since they have shown no desire to take current WG limitation this far, this is another option that is most likely doa. The third would be to begin tuning the servers by putting blocks in place for inbound transfers on the dominant sides and keeping a steady stream of free transfers from dominant factions to substaffed factions. Since this would eliminate a good portion of this cash cow money stream they're getting (particularly in post atari blizz) seriously doubt this would be implemented, at least without extreme neutering of the idea.




I haven't checked battlegroup wide pop stats, but the lack of alliance problem must be spreading for ruin. Been doing BGs much more over the last couple weeks, and what was once a struggle for the daily win quest is now a joke. Still seeing a 3/4 loss in WSG, but have never lost an isle or AV in that time, winning AB and eye about 4 of 5+ and strands minus ties are probably 2-1.

What makes that even more amazing is that while pve queue timer is general about 12 minutes, pvp rarely exceeds 5.



BTW, there was also a post that eyonix (spelling?) Was leaving blizz. The real shame there is that I'd still place that video with him as the pally rep as a top 5 of all time wow related production.
 

Liekos

Member
Sep 30, 2009
48
0
0
I've been doing WG on only one of my Alliance toons (on a PVE server). I must say I rather enjoy it. I've never experienced any lag even with what seems like every Horde and Alliance toon battling it out in the center courtyard.

I saw the damndest thing in WG this weekend. I usually like to play either the western tower defense or the south-western tower until a wall is breached, then I'll go defend the hole. While on the SW tower using the canon that has a view of the W tower, what looked like every Horde player came running up in one HUGE group to the area between the towers and proceeded to destroy the canons. I was stunned for a few seconds at what I was seeing before I relized I should have been firing on them. They were still coming when my canon was destroyed. Sooo, I ran down stairs and with a few of my comrades ended our lives in a futile attempt to disrupt them. By the time I rez'd and got back to the area, they were already through the wall. While I was waiting to rez, they had brought in siege engines. I have never seen this tactic ever! Great co-ordination on their part. Needless to say, it was the fasted WG I've ever seen.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
One tactic that sucked (mainly cause most others hordeis were bad or too lazy to get to WG prior to troop limits) was the alliance would paradrop on the keep walls at the start and knock out most of the cannons. Since they had close to max tenacity for the first minute or so, they'd mow through the guns with only a handful fighting them. If not for the limit to numbers in WG meaning a lot of people actually port to WG before match start, this tactic would probably still be working.


Also saw some interesting shadowmourne/rage/regen/healing notes in today's blues clues but they're a bit to much to c&p on this, so will have to wait till I get home unless someone else manages to do it first.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Mana regen in Cataclysm (Bye Bye 5-Second rule)
Two changes we're considering are combining all food and drink into food+drink and getting rid of the five-second rule in exchange for an out of combat rule. We're going to start talking a lot more about Cataclysm changes soon. The FSR provides some interesting gameplay (but at a pretty high complexity cost). We think we can engineer similar gameplay where choosing spell A over spell B is a mana-based decision rather than casting vs. standing still doing nothing is a (less fun) mana-based decision. (Source)

Cataclysm Healing and effects on PvP
Ideally you'd go into an Arena game and not know immediately whether it was going to be an outlast game or a fast game. We don't have a problem with either case, but we think the overall experience is less fun when it's always and predictably one or the other (and in LK too often it's the latter).
We're not really interested in over-emphasizing mana draining as a dominant strategy, but running someone out of mana by causing a lot of damage seems perfectly reasonable. If you can't run the healer OOM then really your only options are to blow someone up while the healer is controlled or blow someone up so fast the healer can't respond. Again, those need to be valid strategies. They just can't be the only strategy. (Source)

Hybrid Tax System
We'll continue to polish it, but we're not fundamentally changing the design. We think there is plenty of evidence to suggest that pure dps would die off if more flexible classes could do everything they could do and more. Again though, in most cases gear or skill will have a much bigger influence on your performance than the potential maximums we engineer into the classes. While the averages more or less follow our general design (with some exceptions that we need to address), you can find plenty of individual parses where a hybrid "wins" or a pure "loses." (Source)

Farming Frost Badges in Heroics is boring
Some players like having a reason to still visit older content and a reason to do something on nights other than raid night, while other players want to be able to log in, raid, and be done for the week. It's hard to provide an incentive structure compelling enough for the first guy without the second feeling like he has to grind. The emblem system has a natural tapering off period where you start to get everything you need and have less and less a reason to keep earning them. But it can feel pretty overwhelming when a new tier starts and you're counting up the hundreds of badges you're eventually going to need.The problem, and something for which we have a solution, is that the costs are balanced around the maximum badge income per week, which means doing both raids, the weekly raid quest, the weekly Icecrown raid quest, and a heroic run every night. That's a bit much for most players, but since the option is there, some feel like they have to do it. On the other hand, if you have more than one character you care about, then you could burn yourself out quick.There are alternatives though. As a simple example, if you could run all your Dungeon Finder groups in one or two nights for the week without having to log on every night, it might feel less grindy to you. (Again, for some players doing anything more than a few times is going to feel grindy, but it's impossible for us to develop content faster than players can consume it.) (Source)

Class Balance and FOTM Classes
Actually, the evidence suggests otherwise. Rogues for example have been in a pretty good spot for most of the expansion in PvE and PvP but are one of the least popular classes. If anything I suspect there aren't that many true FotM rerollers probably because they imagine after they've put in all that effort to reroll that we will have adjusted the status quo in the meantime. If players really swapped classes with reckless abandon, I further suspect you'd see a lot fewer "buff me plz" posts. I also suspect it's more likely that players play the classes they like and then get frustrated when they think we aren't holding up our end of the bargain (which is a pretty reasonable response when you think about it). If the motivation was just to go where the damage is, there would probably be fewer passionate pleas to get everything so close.I don't know if shameful is the word I'd use. That's a pretty heavy one. DPS across the board is pretty close, certainly relative to where it has been in the past. We can still probably do even better, but let's keep things in perspective. Every class has multiple viable specs in PvE and in most cases if they have a spec that is lagging behind it's because it's dominant in PvP so we don't have a lot of room to just tweak up the damage. That's small consolation if you just love the Arms playstyle, but it's better than Arms being a completely dead tree (as Subtlety was close to being). In the meantime, if dps really matters to you, the Fury tree doesn't require massive regearing or relearning. It's not as bad I'd argue as a Shadow priest who has no option but to heal if he's not competitive, or a Balance druid who has to start over with gearing up in order to go kitty.
I'd say it's close, but we can do better. (Source)

Healing and Mana Efficiency in Cataclysm
You should be able to use your efficient spell virtually forever (or at least much longer than the average encounter length). That efficient heal may be fine for earlier dungeons or raids. Eventually though you're going to hit points where someone is going to die in between casts of the efficient heal. In those cases you should switch to an inefficient but fast or big heal. Yet, if you focus on the inefficient heals too much, you will run out of mana.

As players gain more and more regen in later tiers of content, they'll need to rely on their inefficient heals more, but will also have the stats to be able to do so.Not every healer has enough spells to currently make the decisions between efficiency and other choices. In fact, we'll probably have to adjust the toolbox of everyone to some extent. (Source)

[...] Most healers spam one heal now. Druids for all of their spells can do very well with just Rejuv and Wild Growth. Disc priests spam PW:S and Holy priests spam CoH on cooldown. We want to carve off niches for other spells. Flash Heal can be awesome if it runs you out of mana to hit nothing but Flash Heal. (Source)

[...] Casting a couple of fast / expensive heals to save someone's life is exactly what you should be doing. Casting nothing but the fast / expensive heal because, hey why not, leads to pretty repetitive gameplay. (Source)

[...] We will have to change numbers for Cataclysm. It's probably a safe assumption that we'll adjust every number in the game in order to account for changes such as larger health pools, lower mana regen and all of the talent tree changes. (Source)

[...] I was talking in the context of raiding, but the entire discussion of infinite mana is generally within the context of raiding. The fights are generally shorter in the 5-player content to where mana likely won't be much of a problem. It might be on some of the more challenging heroic bosses, in the same way that Loken was pretty punishing to heal when LK first shipped. If you go to your Flash Heal too often you might run out of mana, but with a Divine Plea, Mana Tide, Shadow Fiend or Innervate you should be good to go and the fight will likely be over (one way or another) before you need them again. (Source)

[...] We want to shoot for a BC style model, except the choice will come from spell A vs. spell B instead of rank 3 of spell A vs. rank 9 of spell A. Downranking had some serious gameplay problems, most notably being an unintutive mechanic for new players and letting players in general cheese coefficients of lower ranked spells. The actual decision that downranking offered of efficient vs. big vs. fast is an interesting one though, and one we think is missing for too much of LK.

To get there, many healers will need a new spell B or A, except potentially druids, who just need the numbers tweaked on some existing spells so that they have more defined niches.

As someone who has spent a lot of time healing, I *think* it's going to be a pretty fun time for healers, though I'm sure it will take some tweaking before it feels exactly right. (Source)

Paladin (Forums / Talent Calculator)
Retribution
Yeah, while Ret and Enhancement generally work out okay as cooldown-limited specs, we think we need to juice up the gameplay of both just a little bit so there are more opportunities to screw up, so that when you don't, you feel really awesome. Removing the chance of failure doesn't really make for compelling gameplay. (Source)

Shaman (Forums / Talent Calculator)
Enh Shamans useless because of 3.3.3 Icy Talons?
My raid sat me, not because I didn't bring a useful chunk of raid synergy, but because some other guy brought it in a more convenient package. I'm sticking with the guild though. I love those guys, even though they don't let me play much, and I think they're going places with their penchant for min / maxxing.
Seriously though, we'd like to iron out some of the disparities where one buff requires more maintenance or RNG or talent points than another, but I have a hard time imagining that many players are really being negative impacted by the relative convenience of identical buffs.
Pushing for more awesome buffs isn't going to lead to more awesome buffs. It's going to lead to more homogenization and less group synergy overall. We'd be in a land where every raid buff or debuff just passively radiates a 1% bonus or whatever so that your group composition had an almost trivial contribution to your success. I'm not sure that would be as much fun though. We don't think the buffs have to be identical. They just have to be close enough that it isn't a major consideration for most reasonable guilds or pugs. (Source)

Enhancement
Yeah, while Ret and Enhancement generally work out okay as cooldown-limited specs, we think we need to juice up the gameplay of both just a little bit so there are more opportunities to screw up, so that when you don't, you feel really awesome. Removing the chance of failure doesn't really make for compelling gameplay. (Source)

Warrior (Forums / Talent Calculator)
Heroic Strike / Next Swing Attacks

We're not getting rid of Heroic Strike et al. We're just making them instant attacks instead of on next swings. The nice thing about on next swings is that they could consume rage without sacrificing a GCD. In reality though, I don't think that benefit is worth their downsides. A new player for instance hits Heroic Strike and doesn't really notice anything different happening. Not a great introduction to the warrior class. (Source)
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Shadowmourne Questline Extra Rewards
If you read this site regularly, and I'm sure that you do, you probably remember the Icecrown Citadel quests introduced with Patch 3.3.3. These quests have finally appeared on live servers and the rewards from this questline are actually Shadowmourne extra rewards. It looks like Blizzard decided to add a couple of flavor items to let you attract the attention even more! When you kill the Lich King with a player wearing Shadowmourne in the raid, you will get an additional item - Unsealed Chest. After bringing the chest to Darion he will open it up and let you bring the items back to their respective owners to get your rewards :

• Reins of the Crimson Deathcharger - A brand new mount that looks like the Death Knight's class mount.
• Muradin's Favor - A 10-minute Frost Dwarf transformation.
• Jaina's Locket - A portal to Dalaran on a 1-hour cooldown, you finally have your own pocket mage!
• Tabard of the Lightbringer - A tabard with a very shiny on-use effect.
• Sylvanas' Music Box - A music box that plays Lament of the Highborne.

I do realize that a couple of guilds with Shadowmourne already killed the Lich King in Patch 3.3.3, I will assume that the quest was bugged and only recently fixed. Thanks to Heist from EU-Genjuros for this info!

Fun fact, even the mount isn't bound on pickup. Time to buy all the Primordial Saronite at the AH.

Quest
- Quest: Personal Property
Reward - Unsealed Chest
Description
Bring the Sealed Chest to Highlord Darion Mograine in Icecrown Citadel.

You can detect no hinges or openings on this box. Were it not for the shifting of items inside, it could easily be mistaken for solid metal. If anyone could know the method of its opening, it would be Highlord Mograine.

Presumably, opening the box will contain five items, which the player will then return to their respective owners:
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Rage Normalization in Cataclysm
Quote from: Bornakk (Source)
We are going to take the opportunity in Cataclysm to try and fix some of the problems with the Rage mechanic for both warriors and druids.

Some of these problems include:
• Warriors/druids in the lowest levels of gear can be Rage-starved.
• Warriors/druids in the highest levels of gear no longer have to manage their Rage when it becomes infinite.
• Warrior/druid tanks lose Rage income as they improve their gear and take less damage.
• The gameplay of warrior and druid tanks loses a lot of depth when massive boss hits means never having to manage Rage.
• Heroic Strike and Maul are effective, but tedious abilities for using up extra Rage.
• In general, warriors and druids don’t have enough control over their Rage.

To resolve these issues, Rage will be normalized in Cataclysm. This will make the Rage gained by characters more consistent and avoid drastic differences between low-end and high-end gear.
The concept of normalized Rage may leave a negative impression on some veteran players, as we tried it once before in The Burning Crusade and it wasn't successful, resulting in them feeling weakened. However, we think that the concept is still sound -- it was just that the previous implementation didn't balance the values correctly, leading to players being Rage-starved. That is not the goal. As part of the change, we want to give warriors and druids a lot of ways to control their rage, so even in the worst-case scenarios they won’t feel like they lack the resource to do their job.

Here are some of the ways the Rage mechanic will change in Cataclysm:
1) Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon. This means the Rage gained should be averaged out between fast and slow weapons. The constant formula also gives us the ability to easily increase the rage gained if it feels too low (or reduce it if is too high).
We are also implementing the following mechanics, which will still allow rage to improve to some extent as you improve gear:
• If the attack is a critical strike, it will generate 200% Rage.
• Haste will accelerate swing times to generate Rage faster.

2) Rage from damage taken will no longer be based on a standard creature of the character’s level, but instead will based on the health of the warrior or druid. Again, there is a constant that is multiplied by the rage generated in order to allow for fine-tuning. This calculation ignores all damage reduction from armor, absorption, avoidance, block, or similar mechanics, so improving your gear will not reduce Rage gained.

3) We will provide warriors and druids with more instant sources of rage. For example, the warrior shouts are changing to work more like the death knight ability Horn of Winter. Instead of Battle Shout consuming Rage, it will generate Rage but have a short cooldown. Both classes will have additional methods to generate Rage in an emergency or bleed off Rage when they have too much.

4) All “on next swing” attacks in Cataclysm are being removed. Heroic Strike and Maul will be instant swings that cost a variable amount of Rage. For example, imagine Heroic Strike costs between 10 and 30 Rage. You must have at least 10 Rage to use the attack, but it will consume all available Rage up to a maximum of 30. Any Rage consumed above the minimum will cause the ability to hit harder, and in some cases much harder. We will tune the ability so that it’s generally not a good idea to hit it when you have low Rage (unless everything else is somehow on cooldown) but becomes a more attractive button the higher your Rage.

We understand this change may be scary for many players, but keep in mind that the constants in the formulas for gaining Rage will give us the ability to make quick adjustments if we feel Rage generation is too low. Our goal is for each character's Rage to not be always high or always low, but rather a resource that needs to be managed properly by the player.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Upcoming Cataclysm Dispel Mechanics
Quote from: Zarhym (Source)
We wanted to introduce some of the changes to dispel mechanics coming in Cataclysm. Our goals were to make dispelling a little less trivial to do in PvP, and to make sure there is more equity in dispel capabilities among healers in both PvP and PvE.
Within the system, there are currently five types of dispellable (or curable) buffs and debuffs: curse, disease, poison, defensive magic, and offensive magic. An example of defensive magic dispelling would be using a dispel to free a polymorphed ally, while offensive magic dispelling would be utilizing a dispel ability to strip away an enemy’s buff or heal-over-time (HoT) spell. The main distinction between these two types is in whether or not you can target an enemy with your dispel.

In Cataclysm each healing class will be getting three out of the five types of dispels, with one of these always being a defensive dispel magic. This design makes sure that finding a healer with the ability to remove magic isn’t restrictive in building teams for Arenas or rated Battlegrounds. It also allows the encounter designers to assume, when designing dungeon or raid fights, that every group can dispel magic.

In addition, we're making the opportunity cost (what the player could have accomplished with different actions) for dispelling a bit steeper. We think the cost is too low for three reasons:
1) The actual mana cost is low.
2) You never waste a dispel. If you try to dispel a debuff that isn’t there then the dispel just won’t go off.
3) We have spells that remove debuffs with minimal input on the part of the player.

In Cataclysm we are raising the mana costs, making it possible to waste mana by casting a dispel when there is nothing to dispel, and removing Cleansing Totem, Abolish Disease, and Abolish Poison from the game. With these changes in mind, we are working to plan dungeon and raid encounters where dispels aren’t in constant demand or spammed in order to be successful, though some need for dispels will still be a part of the design.

As previously mentioned, we are providing three dispel capabilities to all healing classes as follows:
• Druids will be able to dispel defensive magic, curses, and poison.
• Paladins will be able to dispel defensive magic, diseases, and poison.
• Priests will be able to dispel defensive magic, offensive magic, and disease.
• Shaman will be able to dispel defensive magic, offensive magic, and curses.

There is some trade-off that is being made in making these changes and we wanted to expand on this further.
• Protection and Retribution paladins will lose their current ability to dispel magic.
• All shaman will lose dispel disease and dispel poison in exchange for Restoration gaining dispel magic.
• Restoration shaman, Restoration druids, and Holy paladins will need to talent into their defensive magic dispels.
• Shadow priests won’t be able to remove disease in Shadowform.
• Mage, hunter, and warlock will retain their current dispel mechanics.
• Body and Soul remains the same, and basically any dispel mechanic not mentioned above is currently planned to remain as it is.
• When possible, we’d like to combine dispels into a single action. For example, the druid ability to dispel curses and poisons might be a single spell with a Restoration talent that also allows it to dispel magic. This part of the design isn’t finalized, however.

As with all of our Cataclysm previews, keep in mind that any of these decisions could change when we’re in beta.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Cataclysm Class Information Coming!
If I was optimistic, I would say that it's starting to look pretty good for people who expected the Alpha/Beta to start in April.
Quote from: Bashiok (Source)
Beginning Wednesday, April 7 we will begin releasing class previews containing an overview of some of the changes currently being planned for each of the 10 World of Warcraft classes. The type of information you can expect from these posts are a list of the new spells from 80-85, the new passive mastery bonuses for all talent trees, a brief outline of some of the talent changes we're currently planning, and in some cases new low level spells for select classes.These changes will by no means be comprehensive, and are subject to change between now and the launch of the expansion. It's also important to understand that some classes are currently further along in the development process than others, and as a result the amount of information will vary from class to class. Please do not let this frustrate you should your class be amongst those which are on the "lighter" side of things, as all classes will receive the same level of design attention before the expansion is released. Additionally we'll be providing more information for all classes, especially as we move into the beta phase.

Below is the schedule for each class:
• Shaman - April 7
• Priest - April 7
• Warlock - April 7
• Warrior - April 8
• Death Knight - April 8
• Rogue - April 8
• Hunter - April 9
• Druid - April 9
• Mage - April 9
• Paladin - April 16*

These posts are being coordinated internationally so they'll be posted at different times throughout the day and night on the given dates to give players around the world the ability to see posts made at a convenient time. This thread will be updated with links directly to each class preview as they're posted.

*The paladin is still deep in development. Instead of giving a preview that would be potentially less comprehensive than the other classes we made the decision to post it when it's ready, in order to properly honor the paladin class and those that play them. The wait isn't too long however as we're expecting to be able to post it on April 16.
 

guyver01

Lifer
Sep 25, 2000
22,135
5
61
Anyone want to be my "Recruit a friend" ?

http://www.wow.com/2010/04/06/new-recruit-a-friend-mount-coming-soon/

az2seatrocketmount-1268114277.jpg


Beginning in just a few days, players who participate in the Recruit-A-Friend program will receive a whole new reward for showing a friend the ropes in Azeroth: the X-53 Touring Rocket, a two-seater flying mount that automatically increases its speed as your mount skill improves (up to 310% speed if you already have a 310% mount). The X-53 will be replacing the current Zhevra mount reward, which is retiring from the Recruit-A-Friend business after a good run.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
New Recruit-A-Friend Mount Coming Soon
Quote from: Bashiok (Source)
Beginning in just a few days, players who participate in the Recruit-A-Friend program will receive a whole new reward for showing a friend the ropes in Azeroth: the X-53 Touring Rocket, a two-seater flying mount that automatically increases its speed as your mount skill improves (up to 310% speed if you already have a 310% mount). The X-53 will be replacing the current Zhevra mount reward, which is retiring from the Recruit-A-Friend business after a good run. If you've already claimed a Zhevra (or claim one prior to the change), you’ll be able to hang on to it, of course. We’ll have more details on the new Recruit-A-Friend mount once it becomes available.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Don't forget that it's only 310&#37; if you have a 310% mount already.

EDIT:

Looks like I'm going to be RAFing for a second time ... I don't even have any classes left to RAF :(. I have 2 Shamans, 2 Druids, 2 Paladins, and one of everything else =\.
 

cronos

Diamond Member
Nov 7, 2001
9,380
26
101
Gah! I just recruited myself this past Saturday :thumbsdown:


Edit: Just read one of the comments in that wow.com article

"If you have a reward waiting around you have not claimed it can be used to claim a Zhevra now, or you can wait and claim an X-53 after the change. --Bashiok"

It turns out to be a good news because I have not claimed my Zhevra! Now since I'm playing casually with three different toons (one more coming up on the main account after this RAF) the difficult part is deciding which one of them will get the rocket :D
 
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smackababy

Lifer
Oct 30, 2008
27,024
79
86
They should extend the RaF to 70 imo. You still have to complete Northrend to be able to really do anything, and the recruiting would have more incentive to purchase BC.
 

cronos

Diamond Member
Nov 7, 2001
9,380
26
101
They should extend the RaF to 70 imo. You still have to complete Northrend to be able to really do anything, and the recruiting would have more incentive to purchase BC.

I'd like to see this too. BC leveling is already very fast even without RAF though, so with RAF it's going to be super crazy.
 
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