In my humble opinion the refreshment table is pretty neat idea. A Mage spend two Arcane Powders and starts casting the ritual, then two others join in.Viola!A buffet of yummy, health-and-mana-regenerating, Manna Biscuit goodness appears before your raid. The table sticks around for five minutes or however long it takes to deplete its fifty stacks of food. This is probably one of Blizzard's best additions.
In it's own way, the Ritual of Refreshment is also kind of a curse for Mages.True- the reagents cost a total seventeen silver at the vendor, that's not hard to swallow.Keylogger of Stormscale is annoyed by requests for tables.She pointed out that anyone with a friendly level of reputation with the Shattered Sun Offensive can purchase Naaru Rations, no badgering required.Other posters agreed that it's not the process of casting that's at issue, but the sense of entitlement from other folks about a table.
I had to look twice at the 2.4.3 patch notes before I could bring myself to believe that the developers are planning on reducing the level requirement for ponying up.It makes a lot of sense, as we ramp up toward Wrath of the Lich King, it will progressively longer to reach the endgame, especially for new characters and particularly new players.The change makes sense to me, and I'm looking forward to Desolace being a less crummy place to level alts.No, you won't get a refund on previously purchased mounts, but nobody got refunds when the cost of the level 60 riding skill decreased either.
The community seems to be having primarily positive reactions to the news that basic mounts will be purchasable by characters at level 30.Ithnnin of Scarlet Crusade (posting on a level 40) feels that this change is an added insult to the game.He feels that Blizzard has spent too much energy catering to a "small new audience."He feels that the changes to make leveling easier have a negative effect on the accomplishments of those who when through the process when it was more difficult.
PvP in its purest form is a beautiful thing. Amanda Dean, always obsessed with the thrill of victory and the agony of defeat brings you news you can use in the Arena. When last seen, former Blood Sport columnist V'Ming Chew had defeated a pack of angry Gnome Warlocks and had decided to take up retirement in a lovely chateau overlooking the Ring of Trials in Nagrand.
So thanks to the new point requirements for Battleground gear in Arena Season Four, many people who are not as familiar with the arena will be forced to queue up.When I first started playing arenas, I didn't see it as tremendously different from battlegrounds.After several hard-learned lessons I found that I had to be much more flexible.I've also picked up a few tricks along the way.
You have to count on all of your opponents using every tool available.If you're not already doing these things, give some of them a shot.
To function properly, all guilds must have rules for participation, gear, and general order.Since the ancient MMORPG days, many guilds have assigned Dragon Kill Points (DKP) to players for their participation in raids and events.The points are turned in for gear rewards from raids.Some guilds dock DKP for members that do not meet their standards.Aerte of Blackrock has questioned the wisdom of his guild's policy on this practice for a member that had regularly violated the rules.
The conundrum begins with the statement."Recently we had a member quit who during the course of his rather brief stay managed to have about 130 DKP docked for various infractions. Not showing up specced properly, gems unacceptable, enchants unacceptable or non-existent, bad attitude....etc..."The original poster expressed that this may not be the best way to keep players in line.
WoW Rookie is brought to our readers to help our newest players get acclimated to the game.Make sure you send a note to WoW Insider if you have suggestions for what new players need to know.
It's been brought to my attention that there are rookies of all levels.Recent columns have covered very basic topics such as instance play, group etiquette, and account security.Once you get to level 70, you'll have several options including solo play, PvP, and instance raiding.Raiding is a major part of the game, but can be somewhat overwhelming at first.
Raid instances vary from ten, twenty, twenty-five, and forty players.These instances are similar to five-person dungeons but require considerably more coordination.Ever player must work in concert to bring down challenging bosses, and they are typically rewarded with excellent gear for their efforts.
The biggest frustration in a MMORPG is probably getting ganked at most inopportune moments.The next biggest aggravation has got to be playing with pick-up-groups.Sometimes we get lucky in choosing random players to instance with, but we've all got horror stories of out worst experiences with PUGs.
Ihaveaplan of Altarac Mountains started a thread for players to list 200 things you don't want to hear from your DPS.The original poster's initial complaint was the Warlock who left the group because the tank was fighting multiple mobs.Some other gems from this thread include:
Bizzerk of Laughing Skull, "Does anyone have damage meters?"
Zazzi of Kirin Tor, "Do any of you have another weapon? My sword broke."
Groxikor of Daggerspine, "I'm pretty good with bandages, can I heal?"
Misada of Dark Iron, "Hey guys, can someone resummon me, had to hearth to repair my gear."
Ovelita of Ner'zhul, "We don't need a healer. We have a shadow priest."
Never go into battle unprepared. Before you queue up for a Battleground or Arena, make sure to repair your equipment so it doesn't break in the middle of an encounter. PvP takes its toll on your armor just like in PvE, albeit at a slower rate, so always be mindful of your repairs. While you don't receive durability damage when you die, your equipment still suffers every time you get hit. I once PvP'd for almost 15 hours straight without repairing and had my armor almost break on me. Though far from being as expensive, PvP is an endeavor that entails costs just like raiding or other instances.
Always have a mental checklist for buffs when entering an Arena or Battleground; before a match begins, players receive a buff called Arena Preparation or Preparation which reduces the cost of all spells and abilities by 100%. This period allows you to buff yourself and, ideally, your entire team as well. Note that although the spells are free, they still consume reagents in Battlegrounds (but not Arenas) so be mindful of your stocks. It's always good practice to have full stacks of reagents, so remember to replenish now and again between battles. If you're a Mage or Warlock, your teammates will be extremely grateful if you throw up a Ritual of Refreshment or Ritual of Souls. Extend courtesy to your fellow players and be sure not to take more than Conjured Manna Biscuits than you actually need!
In Battlegrounds, dying is a good opportunity to refresh oneself for the fight. When running low on health and/or mana, don't rule out the option of dying to top yourself up, specially if there's a nearby Graveyard under your faction's control. Right after you rezz, you receive a 6-second buff called Spirit Heal, which reduces the cost of all spells by 100%. Considering global cooldowns, you can cast maybe up to three buffs for free before heading back into the fray. Remember to cast your most expensive buff first, and stack as many self-buffs as you can to provide a buffer for dispel abilities. Preparation pays off, or in this case, costs nothing!
Battle Bites is a short feature that gives out weekly tips for PvP. Have fun storming the castle!
So yesterday on Build Shop, I mentioned that I'd gotten an email this past week from a Rogue who wanted to know about the viability of a 30/0/31 build for casual instances, raids and PvP. The short answer is OK, not very, and sure. The long answer is slightly more complex, so this week on Encrypted Text I'm examining exactly where a non-conventional hybrid build like could work, and why there are usually better specs available for both PvE and PvP.
First of all, I'm a big supporter of non-standard specs. I think that your own play experience should help determine where you spend your talent points. However, I do think that you should at least examine why certain specs are tried and true, and how certain talents outperform others. If you never play in any type of group (instance, raid, battleground, arena, etc), then how you spec only affects you. Once you start spending time with other players, though, the way you play and spec starts to directly impact your teammates. Raids especially are all about teamwork, and if you're not contributing 100% in all the ways that you could, you start to become a liability. You become less of a liability in dungeons where fights are generally shorter, but you're still not living up to your potential.
This week on Encrypted Text, I'm going to go over some upcoming changes to the Rogue class that everyone should be aware of. Rogues have some nice tweaks and some serious changes in the pipeline, so let's get to it.
As a long time fan of the Subtlety tree, I've been really enjoying the last couple changes Blizzard has made to Rogue abilities. In patch 2.3, Hemorrhage was buffed to deal 125% weapon damage, Shadowstep became usable out of stealth, Cheat Death became more reliable -- all great changes. Although the next patch will nerf Hemo down to 110% weapon damage, there's also a talent in the Subtlety tree to increase it's damage by 10%, so heavy Subtlety rogues won't feel the pinch quite as bad.
Another important change that we reported on indirectly a few days ago was a new tweak to Shadowstep -- once activated, it grants a 3 second, 70% speed increase. What does this mean for rogues? Read on and find out.