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Grinding for reputation is a part of the game.Think of it as leveling up with different factions.Last week we looked at the levels of reputation.This week we'll examine some of the reputations that you encounter in Azeroth.
Each of the major cities represent factions reputations that you can grind up with by completing quests and donating cloth.Increasing your reputation with the cities of your faction gives you the opportunity to purchase their racial mounts and tabards, in addition to discounts from vendors.For example if you play a Human, you can rep up to exalted with Darnasus in order to get a Nightsaber mount. Be warned, though because of scaling restrictions some models may not have access to all racial mounts.
I'm currently working through Zangarmarsh on my Hunter, and this weekend I spent a lot of time grinding two completely different kinds of mobs. The Withered Bog Lords in northern Zangarmarsh were cake for my Hunter -- they weren't exactly gentle with my pet, but he was able to eat the damage, and I could have grinded right away on them all day. At the exact opposite end of the grinding scale, however, were those stupid Umbrafen Eels -- not only were they under water (always annoying), but they've got this on-hit electrical damage thing that just drove me nuts. I stayed to play with the Bog Lords for a long time, racking up the XP, but as soon as I was done with the Eels, I got out of the water and stayed out.
Fighting these two back to back got me thinking: what's the easiest/hardest mob to grind on? Some mobs (like the tigers in Stranglethorn or the bears/spiders in Ashenvale) are super easy to grind -- they have no special abilities, they're spaced out, and they go down fast. But others -- most gnolls, in my experience, and lots of casters -- are just annoying as all get out; they run around, pull others, heal up when they're almost dead, and give you lots of headaches while taking them down. Those are the mobs you don't sit around and grind on -- they're the ones you avoid completely after you've done whatever quest requires you to kill them.
What are your favorite or least favorite mobs to just grind on in the game?
Lariana on Skywall has words of praise for "Heroic Countenance," a new NPC spell in patch 2.4 that unlocks you to the Heroic mode of MrT -- to get it cast on you, you have to complete the instance on Normal mode first by doing a quest to kill of Kael'thas once and for all. Basically, it replaces the Heroic reputation keys, which Lariana says were a much less interesting system than Heroic Countenance.
And Bornakk basically confirms that Blizzard agrees (well, all he says is that they'll talk about it on the next Blizzcast, but he adds a smiley, so odds are that Blizzard is down with the Heroic Countenance). They've been talking for a while, too, about making the reputation grind easier for alts and guilds, so maybe this type of spell is how they'll deal with that -- get it cast on one of your characters, and it will be cast on all of them.
The only question, then, is what to do with all those Heroic keys that we've picked up. The answer is probably nothing -- Blizzard doesn't really care, it seems, about updating old content, and my guess is that the instances in Outland won't be changing much from their current form. But in Wrath, it might be fun if the keys stayed, but opened up other, less consequential content. Instead of Heroic mode, what if a Revered rep key opened up the way to an additional optional boss, or an additional loot area per run? Not enough to make it necessary, but enough to reward those who went all the way with the reputation factions in the game.
Having leveled a Shaman, Paladin, Hunter, Priest, and Druid to level seventy myself I have to say that as a solo character, the Hunter was hands-down the easiest for me. Between my pet carrying agro for me and the glorious Feign Death ability, I was always good to go.
It's probably true that the best way to make money in the game is to farm primals, but sometimes you just can't stomach the idea of killing yet another elemental or -- given how busy most of the primal hot-spots are -- having to compete to kill them. It's in trying times like these that your thoughts turn to quieter pursuits like flower-picking, finishing some quests you left lying around, or at least taking your mindless slaughter act on the road.
For my money, nothing beats the manaforges in Netherstorm. The elves there are like hundreds of milling, unsuspecting piñatas, ripe for the clobbering. Over an hourlong grind session with not-terrible gear, and with occasional breaks to tell people that you will never set foot in Shattered Halls ever again even if it is the daily, you can get the following:
Daily quests have come a long way from when they first appeared. They first seemed to be the perfect solution for those stuck at level 70 with nothing to do, the casuals who really didn't feel like moving on to the 10 and 25-man game, or just didn't have the time to. They were a great way to break up the monotony of making money by grinding mobs with lucrative drops or mining and herbing. They also let you progress slowly and steadily towards that magical 5000 gold mark and your own epic mount. Sure, they're still good for all that, but they've also gotten to be so much more.
So really, what's the deal with dailies now? Let's look at it after the break.
Believe it or not, there is actually someone out there who wants Blizzard to bring back the old honor system. You remember: the system where you had to slave away for hours and hours (and hours) day after day (after day) in order to get anything epic -- especially the "Grand Marshal" or "High Warlord" epic weapons. Apparently, Pahs thinks that the time sink the old honor system required proved a deeper dedication on the part of the players who went for it. Nowadays, anybody -- even people with jobs(!) -- can just earn up their honor points and spend them like money, when, according to Pahs, such folks should be content to "talk to a few friends and maybe do a BG or two." He says, and I quote: "Why people with real life responsibility's want the same treatment as people who can input more time into the game is beyond me."
Yet a surprising number of posters in his thread agree with him, citing the number one problem with the current system: the appearance of AFKers in all the battlegrounds. Naturally, it offends our sense of justice that AFKers can get honor gear for free by having their characters sitting in the battlegrund leeching off of their teammates, while they themselves don't have to put in any effort at all. In the previous system, players would have had to actually kill the enemy and win in order to progress past rank 5 or so. Likewise, the old system's ranks and titles were fun -- people always like to be able to distinguish themselves from others, though whether for a genuine feeling of achievement or some kind of "Better than thou" badge, depends on the individual.
But going back to the old honor grind in order to get rid of AFKers would be ridiculous. As Tyren says, the newer system, with arenas and objective-based world PvP in addition to battlegrounds, is a vast improvement. It provides more access and variety to more players, and exchanges time for rewards at a far more reasonable pace. What we see in this case is a classic example of people reminiscing about the "good old days," which were never really that good to begin with, simply because frustrating problems have appeared along with the improvements. As much as we all may hate AFKers and other new problems, it's much better to go forward and find new ways to solve such problems than to go back to such an unbalanced system with far more serious flaws of its own.
With healers getting some soloing love in patch 2.3, Migol asked on the forums if something similar was going to happen for Warriors and Paladins who are speced Protection. Eyonix responded that they are in fact planning to make soloing easier for all non-DPS specs, including Prot Pallies and Warriors. Eyonix went on to say that they don't want Protection speced players to have to carry around a second set of DPS gear in order to grind mobs more effectively. He says that while a high level DPS set may give the player an edge, the Prot specs should be able to solo in the gear they tank in.
It sounds like they are leaning toward doing something similar to what 2.3 introduces for healers. Since healers are getting free spell damage on all healing gear, will tanks get free attack power on all tanking gear?
Presumably, Druid tanks won't be sharing in this love since the Feral spec is a very powerful solo spec. So, if the changes are going to affect tanking gear, it will probably only apply to plate.
Eyonix does not give a time frame for Protection improvements other than "the future" and since it doesn't sound like they have a concrete plan yet, it probably won't be in patch 2.4.
What kind of improvements would you like to see for Protection soloing?
Testers are reporting on the official PTR forums that the gains for Wintersaber Trainers reputation have been drastically increased. This Alliance-only grind has long been the worst in the game, with quests originally rewarding 50 reputation points at a time.
Considering the fact that players start at neutral with the faction and receive their one and only reward at exalted reputation, that's about 42,000 points to earn (or about 840 quests to complete) without any motivational incentives gained along the way. It retained this infamous status even when the reputation gain was raised to 75 points in patch 2.0.1, but now it has reportedly been raised even further to 250 points for each quest completed.
Befitting the grueling nature of the grind, there has been a lot of solidarity between those undertaking it, inspiring "Wintersaber Support Group" threads on the WoW forums for as long as I can remember. Understandably, a lot of the players that have already earned their "stripes" are concerned that their dearly won Winterspring Frostsaber mount will become more common, thus lowering its uniqueness and invalidating their hard work. On the other hand, many players, like myself, are relieved that this grind has finally become realistically achievable. Where do your opinions lie on this issue?
First we grind the levels. Then we grind the faction. Then we grind the gold. Then we grind the instances for high end loot drops. We also grind out Arena points, crafting levels, bandages for the war (remember those!), potions for the raid, ogres for the Talbulk mount and the daily quests for the flying space ray manta aether thingie from space.
Where does one draw the line? I usually don't run an instance more than 2 or 3 times. Nor do I kill the same thing continuously for faction. I was enjoying daily quests, but they really are just the same thing every day.
A little grind is ok, but too much makes the game not fun and are we not here to be entertained? Where do you draw the line in the grind that is the base mechanic of most MMORPGs out there?
I've never cared for grinding, myself. I just can't do it. I'm easily distracted and I quickly get bored of repetitive tasks. (Don't ask me how I ever managed to kill enough Furbolg to pick up that +15 agiity enchant from the Timbermaw way back when -- I'm really not sure how I managed to kill that many of the same creature in a row without starting to tear out my hair.) However, some people relish in the grinding game, like our own BigRedKitty's friend TJ. BRK seems to have an ongoing challenge with TJ to complete some of the toughest grinds in the game. After conquoring the firefly pet they've moved on to the Wintersaber mount. I've got to say -- I tried that grind for about a day before moving on with my life. However, I have no doubt that TJ will rise to the challenge, because after picking up that firefly, this is nuthin'. What about all of you? Are you grinders who would find these challenges no problem -- or more like me, who wouldn't last seconds?
Reputation grinding is something of a mixed bag in the World of Warcraft-- some factions have many options for the player who wants to gain rep. Most of the new factions in Burning Crusade have quests, turn-ins, and various instances that all award rep. Others (especially those that existed pre-BC) are more difficult, requiring hours upon hours of grinding away on specific mobs that provide little return, as anyone who's ever gotten exalted with the Wintersaber Trainers will tell you.
Not all factions provide rewards that everyone will need-- if you're anything like me (and, I think, most players), you'll pick and choose which factions you want to grind. For at least one person, however, the goal was to hit Exalted with all available factions.
Tombom, from Cho'gall, is exalted with 36 different factions (37 if you count switching from Scryer to Aldor), including Darkmoon Faire. I'd be lying if I said that this didn't make me feel bad about neglecting some of my own reputation goals, but it does inspire me - if a Disc / Holy priest can do it, why not me?
Mania's Arcania, which is the new home of the Petopia blog, has a really interesting look at a frustrating problem for hunters-- leveling a lowbie pet with a high level character. Say you're 70 and you want a Ghost Saber. Because the Ghost Saber spawns at only 19 or 20, the only way to currently level it is to basically let the hunter tank (or kite, more likely), and simply bring the pet along for the ride.
So how could we fix this? One of Mania's commenters has an interesting idea-- whenever a pet is tamed, it is automatically brought within a few levels of the hunter taming it. If you're 70 and taming a level 20, then when the little green ding flare rises up after taming, the pet suddenly becomes level 65, which is good enough to make the pet not so useless. It doesn't quite make sense (why would a pet be so much more powerful just because you tame it?), but it does take out the unnecessary pet grinding. Mania has other ideas that work well, too-- either make the pet experience relative to the pet (not the hunter, as it is now), or reduce the amount of experience needed anyway. Another idea mentioned is to make the latest rank of Growl open to any tamed pet of any level, but I don't see that working-- even if a level 20 could hold aggro against a level 60+ mob, it's not going to last very long.
The only other suggestion I'd have is just to implement a different way to level pets-- maybe a turnin or a special quest at pet trainers that cuts down on the grinding time and method. But no matter how you do it, there's no reason hunters should be forced to go through all this just to get the pet that has the look they want.
I know, I know... today's breakfast topic comic seems a bit dark and gloomy -- but don't worry! Things are not what they seem! The girl's grandma is actually a professional hunter of evil grandmavores. The girl-grandma team tricks the beasts into their doom: first, little Red lures the beasts close to the cottage, and then Granny springs a woodsman-shaped target dummy on them and mutilates them from behind with her epic daggers disguised as knitting needles.
Annnywaaaay, the topic for today is these scary creatures known as nether rays! Now we can ride them! But... the question is, does anyone want to? I know the nether ray in this picture looks pretty spooky, and I'll admit that there are some screenshots in which they look okay at first. But over all, aren't they really rather ugly, pudgy and too much like a fish with serious dental problems?
I was over there questing in Skettis with a friend of mine today, just earning some money in a few spare minutes I had to play, when we stopped to gawk at the Sha'tari Skyguard dwarf just swooshing along on his nether ray mount, looking as pudgy and as awkward as can be. I realized, this thing doesn't look like it should be a mount at all. Your legs kind of sink through the creature's tendril hood or whatever it is, and some races apparently have their hands hanging out in thin air, holding on to reins that should be there on any normal mount, but not on this one.
Do you agree that this thing is an ugly waste of your reputation grinding time? or am I totally missing the aesthetic genius of this?
I don't often look to the Hollywood Reporter for, well, anything.So when I read an article talking about MMOs, I was a little skeptical. But as it turns out they have some interesting things to say about WoW and the MMO market.
Most of the article is a large advertisement for Mesa Studios' latest endeavor, Stargate Worlds, but being that WoW is the top dog in MMOs today, they spend a lot of time talking about what makes WoW successful.They say that the grinding element is, in part, one of the reasons that players keep playing World of Warcraft.Now, Mr. Ybarra, the gentleman from Stargate Worlds sounds as if he doesn't have much experience with WoW as an actual game when he says this:
The paradigm for customer retention at 'WoW' and most of the other MMOGs is to build a game that takes the player 2,000 hours to reach Level 500...