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On October 06 2014 17:26 Firebolt145 wrote: RL friends are trying to pull me back to WoW, mainly for PvP purposes. My Shaman is currently level 86. Is there any benefit to starting a month prior to WoD to hit 90 or should I just wait?
You have some cruel friends if they're telling you to play WoW for the PvP...
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Pandemona
Charlie Sheens House51449 Posts
Isn't PvP (at least on paper) going to be better in WoD? Less CC so you can like ACTUALLY play your character lol? I don't know i haven't checked it out yet or even watched any WoD beta 3s.
I do fancy world PvP though in that zone in WoD, seems fun that.
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Italy12246 Posts
Well it can't be worse than in mop, that's for sure
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On October 06 2014 20:33 Teoita wrote: Well it can't be worse than in mop, that's for sure
That's what people said at the end of Wrath.
Then they said it again at the end of Cata.
... and again at the end of Pandaland.
You have to remember that the item squish only took us back to the start of MoP, which means stats in WoD will mirror what we had this expansion. That being said...
Tanks are still OP. Melee is still OP. Druids are still OP. DKs are WoTLK-levels of OP. All casters are terrible.
I haven't played myself but this is coming from a few friends I spoke to who are Gladiator every season, so I'm going to take their word for it. They said it doesn't feel as bad as MoP, but doesn't feel good, either. Also keep in mind that if melee are broken at the start of expansion they're only going to snowball to ridiculous levels later since they scale far better with gear than casters do.
The skill cap for PvP was raised a fair amount so there's that.
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On October 06 2014 20:33 Teoita wrote: Well it can't be worse than in mop, that's for sure
Let's hope Blizz won't prove you wrong, cause I wouldn't be surprised if they did haha :D
I find it totally unfair that alliance garrison is in the middle of a forest, allowing you to mark trees for cutting with ease, meanwhile horde is stationed in the middle of a fuckin' frozen wasteland :D
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My experience so far:
Large Plot: Barracks and War Mill are great in the beginning Medium Plot: I recommend getting a barn so you can collect savage blood which is required for the item upgrades of your respective profession (as far as I know this is the only way to get it) Small Plot: Salvage Yard + whatever professions you want
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On October 06 2014 20:27 Pandemona wrote: Oh right i was just reading that post and it said that due to upgrading your followers. But yeah Barracks and Salvage Yard are a must, think im going for Lumber Mill on top of that if that is possible for more apexxis crystal farm :3 Your first Large plot is a Barrack (you build it during the garrison intro), Keep that. Build your main profession building on the small plot (also quest for it)
at the end of the first zone you get your level 2 garrison which opens up a medium and another small spot. Build a Lumber Mill and either a 2nd profession building if you have 2 crafting professions or else build the Enchanting hut to d/e any green/blue items you find (you only need enchanting skill to d/e epic items or pre-WoD items) You need the Lumber Mill to get even close to being able to afford upgrades and missions.
As you finish zones you get an item that lets you buy a level 2 blueprint. get the Lumbermill first so you can also cut down medium size trees.
Around 98 you get the Salvage Yard. Either replace one of your profession buildings or wait for 100, depends on how fast your leveling I guess.
Another thing about Followers and Missions. The level of missions you are offered seems to be based on the level of your followers. Now this has a downside in that if you rush to 100 and find/buy some of the max level followers you mission level go up quickly. This can lead you to having to many high level missions and will be pretty annoying since it makes it harder to level your guys. I had this problem myself and I will probably try to avoid picking up followers that are 2 or more levels above my main bunch of followers to ensure a smoother leveling path.
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Regarding the whole treecutting thing, how does it work exactly? Like getting ore/herbs/skins or some new mechanic that involves dismounting?
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Italy12246 Posts
Does anyone know if they are changing the soO amp trinkets at all in 6.0? If they aren't, i feel like those things might even be as good as t17 hc (or at least normal) trinkets...
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Pandemona
Charlie Sheens House51449 Posts
On October 06 2014 21:00 ViperPL wrote: Regarding the whole treecutting thing, how does it work exactly? Like getting ore/herbs/skins or some new mechanic that involves dismounting?
You mark them and your follower "commando jack" goes and cuts them down for you xD
Link (MMO)
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On October 06 2014 21:01 Teoita wrote: Does anyone know if they are changing the soO amp trinkets at all in 6.0? If they aren't, i feel like those things might even be as good as t17 hc (or at least normal) trinkets...
http://wod.wowhead.com/item=112426&bonus=0
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Italy12246 Posts
Alright that makes sense, thanks.
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Something i didn't pay attention but.. When i play my mage, i saw that it was almost vanilla. Do they plan on bringing back real totems for shaman ? I really loved using them like in vanilla . It was hard but fun.
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On October 06 2014 21:00 ViperPL wrote: Regarding the whole treecutting thing, how does it work exactly? Like getting ore/herbs/skins or some new mechanic that involves dismounting? The mostly work like Ore/Herbs with a few exceptions
Their spawn locations are fixed, not random. When harvested they leave behind a tree stomp with an axe stuck in them.
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Pandemona
Charlie Sheens House51449 Posts
On October 06 2014 21:14 FFW_Rude wrote: Something i didn't pay attention but.. When i play my mage, i saw that it was almost vanilla. Do they plan on bringing back real totems for shaman ? I really loved using them like in vanilla . It was hard but fun.
There is a glyph i think that shows your totems again. You can do that on live too with the glyph. But other than that i don't think they will ever be like they were no, in terms of visual effects and a totem bar.
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Are the trees phased for each player or will we see loads of people camping a sea of stumps? :D
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On October 06 2014 20:43 Serejai wrote: You have to remember that the item squish only took us back to the start of MoP, which means stats in WoD will mirror what we had this expansion.
Not only do you have no evidence for this bare assertion, but it makes little logical sense. The stat squish affects future items as well, meaning new tiers will not scale as much as past tiers have. There's no way the end of this expansion is going to look the same way it is now, even if it brings us back to early MoP levels.
Plus, the way PvP damage is calculated is changing (again), so it's still not going to be the same as current anyway.
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On October 06 2014 20:43 Serejai wrote:Show nested quote +On October 06 2014 20:33 Teoita wrote: Well it can't be worse than in mop, that's for sure That's what people said at the end of Wrath. Then they said it again at the end of Cata. ... and again at the end of Pandaland. You have to remember that the item squish only took us back to the start of MoP, which means stats in WoD will mirror what we had this expansion. That being said... Tanks are still OP. Melee is still OP. Druids are still OP. DKs are WoTLK-levels of OP. All casters are terrible. I haven't played myself but this is coming from a few friends I spoke to who are Gladiator every season, so I'm going to take their word for it. They said it doesn't feel as bad as MoP, but doesn't feel good, either. Also keep in mind that if melee are broken at the start of expansion they're only going to snowball to ridiculous levels later since they scale far better with gear than casters do. The skill cap for PvP was raised a fair amount so there's that.
Tanks are still OP: (also they never have been OP aside from 2v2 which isn't balanced at all anyway): http://blue.mmo-champion.com/topic/336651-upcoming-tank-squish/
Melee is still OP.: Isn't almost every team which qualified for Blizzcon a wizard team?
All casters are terrible: I played 100+ skirmishes on beta with shadow and its fine, same is mage, elemental shaman seems terrible, don't know about the other classes
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On October 06 2014 20:43 Serejai wrote:Show nested quote +On October 06 2014 20:33 Teoita wrote: Well it can't be worse than in mop, that's for sure That's what people said at the end of Wrath. Then they said it again at the end of Cata. ... and again at the end of Pandaland. You have to remember that the item squish only took us back to the start of MoP, which means stats in WoD will mirror what we had this expansion. That being said... Tanks are still OP. Melee is still OP. Druids are still OP. DKs are WoTLK-levels of OP. All casters are terrible. I haven't played myself but this is coming from a few friends I spoke to who are Gladiator every season, so I'm going to take their word for it. They said it doesn't feel as bad as MoP, but doesn't feel good, either. Also keep in mind that if melee are broken at the start of expansion they're only going to snowball to ridiculous levels later since they scale far better with gear than casters do. The skill cap for PvP was raised a fair amount so there's that.
Well I don't know having arenad every expansion I think the improvements look good on paper concept wise. No comments on potential class balance for expansion. I also think MoP was vastly better throughout the first season than any time of cata. Personal opinion of course.
Just want to point out though, that one of your points is complete and utterly wrong. In practice melee scale like ass with gear compared to casters in WoW pvp. There is a reason why in literally EVERY single expansion it gets more and more caster heavy in later seasons and by the end its always a wizard fest. However, the reason for this is not neccesarily individual scaling, because sure a higher iLvL weapon means more to a melee etc, the thing is that at least in every expansion to date gear scaling increases damage reduction and in particular healers ability to heal through steady damage to a great degree. This translate to teams that turtle and go for kills with extended cc chains being MUCH stronger. That is why melee cleave are rampant and strong early on in expansions and non-existent at the end. Current Blizzcon quals perfect example of this. There are not even any "balanced" (melee caster healer) teams to speak of.
No comment on "bg" balance or scaling implied or intended here. Although my experience is that most high level rbgs are a fairly melee unfriendly environment all the time.
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