Showing posts with label death knight. Show all posts
Showing posts with label death knight. Show all posts

Saturday, August 1, 2015

Ding! 90

Looks like I missed another Ding! somewhere. Maybe I'm only catching even numbered Dings now. (EDIT: Found the pic & posted it.)

So I sort of fell off the wagon again. Blizzard sent me another free seven day, won't you please come home, Bill Bailey emails, so I bit last week. I popped out in the wall tower with Shado-Master Chong, and he told me to go the the Townlong Steppes. I checked the map, noticed that the quickest way was to take a cat-fall down the wall, did that, mounted up, discovered the Upper Sumprushes, and...


Bam, I'm 90. That was exciting.

The worst part? There's not much else to do. Jal's 90, so the starting quest rewards from Warlords are probably going to be stronger than anything I'd quest my way to in Mists. So I guess Jal's done.

I'll post later about changes to the druid (I did play through a few more quests just to see what was up) and the game in general, but I was surprised how much stuff having an active "Mists"/warchest level account lets you do now in free-to-play. Two biggies:
  1. You can play up to 20th level characters for free on any account now, so I could've been playing my low level alts on my main account all this time
  2. You can play as a monk on free to play accounts
I think the only thing the free seven days really buys me is the ability to play as a death knight (or any other character over 20, obviously, but that's the only class that's blocked in free-to-play now). So, um, all right then.

Monday, April 25, 2011

Revamping the Hero class: A better alternative than free max level characters

Spinks recently covered the interesting topic of providing veteran MMORPG players max level characters. On its face, this seems to make a lot of sense. There are certainly two games, at least in WoW, 1.) level grind and 2.) max level, instance-based gear chases. You might separate a third, guild-based, end-game raiding. I, like many who live in 2), would like to be able to play the second with characters I haven't been forced to take through the first.

But *POOF* max level chars seem an ill-thought out money-grab (see UO's advanced characters). Hero classes, or even just plain heroes (high level chars from the start) in conventional classes with their own quick intro quest lines -- combined with alternative and/or class-specific, sped-up quest progressions through old content -- is a better way to go.

So, for instance, our guild needs another tank, and I started a Death Knight this month because I can't stand the thought of leveling from scratch. The DK intro zone was great. Good lore, questionable morals, admittedly, but a decent intro to DK specific talents and abilities.

But what if we had needed a healer? Right now, it's, "Hello, level 1." Imagine starting zones for "hero" druids, pallies, warlocks, etc that are like the DK zone. Give folks just enough time to learn some additional lore and basic class playstyles. It's not a bad compromise.

That said, though the DK was an interesting, mostly successful compromise for Wrath, now running a DK through Cat, I can clearly see that the class has obviously lost some of its prime positioning. A DK starting at a level somewhere between 65 and 75 makes more sense now, and to do it, you're only making minor revamps the starting gear and area. Beautious.

As a DK in Outland, however, it's current the same ole same old. I really don't want to run Zangramash again. That's not compelling. At least in Cat I can run the quest chains I skipped while leveling my main. I took him through Hyjal and Therazane and quickly ended up at 85. There's lots of Vashj'ir and the Egyptian-styled zones I never touched, and I'd like to take a look.

These clearly parallel quest chains in Cat were obviously by design. You could leap from one to another, or you could run them twice. Similar is the literal cataclysm's changes to level 1-60 progressions. Both the parallel quests and remade zones are pretty obvious "New Game+" fixes. I've found myself thinking that Cat's forked quest progression approach to New Game+ might be better handled by one that allows DKs (and other classes) a *class-specific* (or even race-specific) alternative route through Outland and other once-and-done content.

And there's a lot of waste in these "New Games". If I've run both forks in Cat, now what? Also, if I just started WoW, I get exactly zero from the cat-impacted starting zones. Are these progressions better? No, not really, my re-experience of levels 1-14 tells me, it's just new. In a sense, the Cat paradigm for remaking 1-60 is wasted time. You give old players a partial excuse to run 1-60 again, once, but new players are still stuck. Overlaying progressions, Choose Your Own Adventure style, make more sense. Putting the 1-60 revamp work into new 70-80 hero quest lines cut by class and/or race would have been a better use of time.

The heirlooms (and access to gear via shared account gold) sorta provide a Rich Man's alternate to the old grinds, but only in that they make the progressions shorter and share the same logic as instant max level chars. That is, a max level char would skirt the issue completely/take heirlooms to their obvious endpoint. Spinks' comment that, "it's certainly easier than revamping the entire lower level game," is a heck of an understatement, and lets games off too easily. There are better solutions than giving max levels to everyone that allows them to completely skip the often single-player, PvE learning experience.

Sunday, April 10, 2011

Heirloom enchants

WowWiki has an excellent list of enchantments that work on heirlooms:

Heirlooms can be enchanted only with enhancements that will not bind the item to the character. The items are treated as item level 1, and as such can not use most Burning Crusade or higher enhancements, which included Death Knight runes until 4.0.1. Also worth considering is the fact that some of the enhancements that can be used will not actually take effect unless the character using them is of the appropriate level. [Chart that lists enchants follows]


We recently tried a guild heroic run, and it was capital F fail, largely because we didn't have quite the dps we needed, but also largely because we only have four 85s and none are tanks. If we had a tank in-guild, I'm betting they'd be patient enough as we learned how to bring down each boss.

(Probably didn't help that we had three boomkin. Not the most varied set of buffs.)

Anyhow, I've been considering going death knight. There's no way I'm leveling from scratch to 85. I'm almost too lazy to go 55 to 85. But with the right heirlooms, things will go 20% more quickly. I recently heirloomed an alt that I let a friend play as we did recruit-a-friend, and the one +INT enchanted hammer on their druid made it seem like we were cheating.

I know what you're thinking -- just regear Jal to bear for off-spec. I'm considering it, but I haven't heard much bear love recently, and haven't run an instance with a bear tank yet in Cat. I'm betting there's a reason.