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Owltoid
08-29-2012, 07:32 PM
To those who have been playing in beta, it's business as usual. For those of us who have waited, share your favorite aspects.

AOE looting = amazing.

roddo
08-29-2012, 08:21 PM
Have yet to play it, due to work restraints, but other than the loss of HGWT and the totem changes I think its gonna be awesome. I did log in a few characters this morning to discover that each time I log a new one in the pets and mounts registered to my battlenet acct. Pretty stoked, and also surprised how many pets I actually had.

JohnGabriel
08-29-2012, 08:31 PM
I don't like it, yet. I will get used to it eventually, but just like every expansion so far I dislike the changes at first.

The only toon I have been playing so far is my PvP frost dk. I used to do very well, but now I am getting owned, completely. I cant get a good rotation going. :(

kate
08-29-2012, 08:52 PM
I like it - the new talent and glyph system lets you *actually* use different choices as you want to. Rather than basically just being a place you put points into certain required abilities with little wiggle room, the talents can be picked to match your playstyle. The glyphs also are wonderful because, again, you can pick the ones you want without feeling like you're gimping yourself by not taking the "best" ones. We have real choices now, rather than the illusion of choice we had before.

For example, I am lazy as hell so I took a lot of the passive abilities on my characters and glyphs that aim more towards letting me mindlessly spam my keys rather than focusing on a specific rotation etc. but when I solo-box my spec and glyphs are different since I want something more involved and can dedicate my attention to one character. Both ways work, which is awesome.

Also liking that they baked a lot of the old talents into the specs.

Lootarang+AOE looting.

heyaz
08-29-2012, 09:02 PM
I love it so far. The talent and glyph system frustrated me at first as I was wondering what the hell happened to all of the talents and specializations I'd normally get with points or glyphs, then I realize they were all built-in when you chose a spec. Switching out major talents without re-doing a tree of built in stuff is nice and I can switch out talents based on situation really quick, picking some gimmicky things for battlegrounds.

I'm playing my feral druid in pvp - power shifting out of everything is awesome, nature spells being cast in cat form is great, dash was buffed, list goes on. I've gone into a few instances and berzerk+swipe'd down the entire and looted in one click, I like that a lot.

Shaman are looking hot - talents are great, maxing out healing and survivability talents as elemental without giving up burst is promising, and ascendance looks crazy. I'm messing around with the old team a bit, which now all have the god like title "the Bloodthirsty" thanks to cumulative points on mega grind achievements like 250k honor kills (I think my entire bnet clocked a good 400k kills). Now, to fill in the last few gaps for the metas for battlemaster :)

Sam DeathWalker
08-29-2012, 11:44 PM
Account wide mounts ... lol 27 vial of sands for the price of 6.

Two instant 40 yards cast for arcane mage (arcane barrage and ice lance) my dps is going up through the roof. Just alternate chain them .... wow.

Loss of have guild will travel a big hit but I made 3 warlocks in anticipation so ...

Even demo warlocks have a 40 yard instant, hand of guldan; and an aoe (hellfire) and pets lol .... so not much dps lost there.

STILL writing macos for the new talents ....

Guild is getting a lot of new members with inactives returning.

Less exp needed to level to 85.

And I would imagine aoe looting is going to benifit me more then most....

I cant complain lol.

Owltoid
08-31-2012, 05:52 AM
Sticky quest providers is great. When you accept a quest they will go directly to the next quest if one is available (not talking about chain quests where this was already implemented)

cmeche
08-31-2012, 08:38 AM
Sticky quest providers is great. When you accept a quest they will go directly to the next quest if one is available (not talking about chain quests where this was already implemented)

This plus the looting change is a huge quality of life change. I think swtor had this auto-quest option, and it just makes so much more sense.

Shodokan
08-31-2012, 10:09 AM
This plus the looting change is a huge quality of life change. I think swtor had this auto-quest option, and it just makes so much more sense.

If they indeed made questing for multiple people only need 1 mob to drop the item per person then with all these changes the QoL is so much better its almost a different game while leveling for boxers and allows you to level as fast if not faster than a single person.

Svpernova09
08-31-2012, 10:33 AM
If they indeed made questing for multiple people only need 1 mob to drop the item per person then with all these changes the QoL is so much better its almost a different game while leveling for boxers and allows you to level as fast if not faster than a single person.

Are you disputing the fact they made this change? I can assure you just about every quest I've done on a brand new group of toons (started after patch) leveled 1-25 (With some dungeons) where a quest item needed to be looted from a mob, everyone in the party was able to do so. There have only been 1 or 2 quests so far where this wasn't the case. Collection quests still suck terribly if it's an item you must pick up off the ground / collect items.

This is an example of a "loot item off a mob" collection quest that did NOT drop 1 item for each group member: http://www.wowhead.com/quest=26995 Possibly a bug. Who knows. This was only 1 of the maybe 2 or 3 that I can remember so far that didn't drop for everyone.

Peli
08-31-2012, 10:37 AM
At least boxers aren't the #1 ridiculous complaint on the official forums anymore! :lol:


If they indeed made questing for multiple people only need 1 mob to drop the item per person then with all these changes the QoL is so much better its almost a different game while leveling for boxers and allows you to level as fast if not faster than a single person.

That is in fact the case. I looted 4 Fel Orc Vials for each of my 4 boosted Paladins last night out of the first room of Orcs in Blood Furnace. There are only 6 or 8 orcs there, so the math doesn't work out even if there were a vial on each corpse. It is an awesome QoL improvement, especially when you take into account AoE looting (4 quest items picked up with one click!)

dancook
08-31-2012, 10:41 AM
I've started a new team, druid, warrior, paladin, shaman and priest! All different races :) loot quests are a doddle.. unless they are NODE loot quests. OH HOW I HATE THEEE

Narij
08-31-2012, 11:00 AM
If they indeed made questing for multiple people only need 1 mob to drop the item per person then with all these changes the QoL is so much better its almost a different game while leveling for boxers and allows you to level as fast if not faster than a single person.


Until you get an "interact with object" loot quest. I still have nightmares about the hyjal seed quest.

valkry
08-31-2012, 11:57 AM
Disc priests at lower lvls with attonement healing WTF OP!!! I made a new team of 4 just for run, RaF and BoAs baby!! :P

Shodokan
08-31-2012, 12:08 PM
Are you disputing the fact they made this change? I can assure you just about every quest I've done on a brand new group of toons (started after patch) leveled 1-25 (With some dungeons) where a quest item needed to be looted from a mob, everyone in the party was able to do so. There have only been 1 or 2 quests so far where this wasn't the case. Collection quests still suck terribly if it's an item you must pick up off the ground / collect items.

This is an example of a "loot item off a mob" collection quest that did NOT drop 1 item for each group member: http://www.wowhead.com/quest=26995 Possibly a bug. Who knows. This was only 1 of the maybe 2 or 3 that I can remember so far that didn't drop for everyone.

Nah, just not tested it myself yet.

Khatovar
08-31-2012, 01:15 PM
I'm loving that procs are far less of a PITA for my team. I went from 4 procs that I actively monitored and used down to 1 thanks to the changes with Art of War and how holy power works.

JohnGabriel
08-31-2012, 08:01 PM
I dont think the changes were to help boxers, they were to help friends that group together, they just helped us by accident.

I always wondered why they punished (or should I say discouraged) people from grouping together to quest.

I remember WotLK where I had to collect bear livers in Grizzly Hills. Man that quest sucked and the drop rate was terrible, and even sadder when there are other people on the same quests. Killing 20 bears to find 2 livers means you dont want to share the mobs with anyone else.

Now at least I can just invite them to a group and we can both complete it together. You'd think Blizzard would be in this mindset already, it is a very social game.

roddo
08-31-2012, 08:27 PM
Yup, social aspect is what makes this game awesome. Its why I'm glad my teams in a guild with others, so I have that green chat to keep me entertained even when i'm grinding levels.

Shania
08-31-2012, 09:38 PM
changes are nice, just need a little tinkering and tweaking to adjust.

The talent changes are great in my opinion, not just a standard cookie cutter must have and glyphs, can mix n match and have some fun stuff, its really good, I like it anyway alot.

AOE looting is brilliant

Range removed for hunters is beyond long overdue, some raid boss mechanics required stacking and we were alwasy outter, causing healers to focus us more.
And in pvp it will help, especially when we had mages in our faces or melee.

Account wide mounts, well.... im just smiling, mounting all my boxers on all same mounts, especially rare ones.

And they removed daily quest cap, woot on that :)

and etc etc. changes this time are really well thought through and beneficial and worth while.

JohnGabriel
09-01-2012, 03:58 AM
I just finished running my pali/shaman team through a couple heroics, and everything seems fine. I had a little more trouble on the trash and a little less trouble on the bosses. I still have to work out some macros for dropping stormlash totems and the other cooldowns and whatnot so I'm sure I will even get better.

So far all the changes seem like an improvement or sideways, nothing really bad (unless you count HGWT).

Kojii
09-01-2012, 04:00 AM
oh getting rid of HGWT. Miss that so much, just have to have a warlock in ur party. I guess

kate
09-01-2012, 11:11 AM
It's really weird to me, the HGWT change... They say they took it out because they want to encourage world PvP, which I guess is a good thing, but by removing it they basically eliminated one of the key ways it was used to facilitate PvP: "Hey, guildmates, I'm being attacked by such and such, join me and I will summon you!" and the like. Now if someone in my guild announces they need help it's like, check the map, see that they're on the other continent far from any convenient portal, and then any attempt to get to them would be well after the horse has left the stable, the stable has been turned into condos, the horse went on to a long racing career and died of old age by the time one gets there to offer now completely unnecessary support.

kate
09-01-2012, 11:59 AM
Another thing I love:

Because quests are now extremely boxable, I am questing a team through Cataclysm zones. My guild, which was level 2 about an hour ago has now gotten level 4, and it seems likely I'll hit level 5 very quick. The XP cap for guild XP from quests seems to have been removed, and every time I turn in a quest with my team I'm getting 500k to 1 million guild XP!

Fat Tire
09-01-2012, 12:11 PM
Another thing I love:

Because quests are now extremely boxable, I am questing a team through Cataclysm zones. My guild, which was level 2 about an hour ago has now gotten level 4, and it seems likely I'll hit level 5 very quick. The XP cap for guild XP from quests seems to have been removed, and every time I turn in a quest with my team I'm getting 500k to 1 million guild XP!

Yup, anyone or a boxer especially could lvl a brand new guild to 25 in a couple of days now.

Owltoid
09-01-2012, 01:11 PM
Wow, I wasn't sure if what you guys were saying was true, but holy boxer love! To reiterate, if the quest calls for a drop off a mob, then it drops for everyone in the group!! Wow, that's better than AoE looting for us! Now the only bad quests are the pure collect off the ground, but that wasn't ever that terrible in the first place. It was the random mob drops that took forever because you'd clear the whole zone and not have enough

kate
09-01-2012, 02:00 PM
Throw on your guild rep tabard also and you'll wind up getting exalted with the guild extremely fast, too.

heyaz
09-01-2012, 04:04 PM
Wow, I wasn't sure if what you guys were saying was true, but holy boxer love! To reiterate, if the quest calls for a drop off a mob, then it drops for everyone in the group!! Wow, that's better than AoE looting for us! Now the only bad quests are the pure collect off the ground, but that wasn't ever that terrible in the first place. It was the random mob drops that took forever because you'd clear the whole zone and not have enough

I can verify that it works up through Cata too, every collection quest I've done so far in Hyjal, etc. has dropped the quest item for every toon.

kate
09-01-2012, 05:40 PM
One more useful tip if people don't know it: For some quests where you need to do something to a dead body after you kill a mob, you can have everyone target the corpse and then simultaneously use the item/do what they are supposed to and everyone gets credit. I just did the "drain blood from scorpions" thing in Uldum and only had to kill 10 scorpions rather than 40 to finish it off.

Shodokan
09-01-2012, 07:13 PM
One more useful tip if people don't know it: For some quests where you need to do something to a dead body after you kill a mob, you can have everyone target the corpse and then simultaneously use the item/do what they are supposed to and everyone gets credit. I just did the "drain blood from scorpions" thing in Uldum and only had to kill 10 scorpions rather than 40 to finish it off.

If your toons have different variables for haste (it effects the use of the vial) then they will ultimately do it faster or slower and some will and will not get credit. So if you are using hpal + 4 dks... your hpal gets 9% haste on top of the DK haste buff so he will get it and the 4 dks wont. Had to turn it in on pally and then kill a second set of 10 for that or click the buff off before looting.

Same thing with the knife quest in deepholm for skinning basilisks.

kate
09-01-2012, 07:48 PM
If your toons have different variables for haste (it effects the use of the vial) then they will ultimately do it faster or slower and some will and will not get credit. So if you are using hpal + 4 dks... your hpal gets 9% haste on top of the DK haste buff so he will get it and the 4 dks wont. Had to turn it in on pally and then kill a second set of 10 for that or click the buff off before looting.

Same thing with the knife quest in deepholm for skinning basilisks.

Interesting - I have a paladin and 4xshaman (who all have different haste) and got credit every time, except when some hadn't been set to target the mob properly.

I just loot the thing, target, spam IWT a few times and then have everyone use the ability and it works fine.

Edit: gonna guess the difference is due to the large (9%) difference. My shaman probably all fall within some kind of latency window.

Shodokan
09-01-2012, 08:20 PM
I misread what you originally said. Sorry.

JohnGabriel
09-01-2012, 10:46 PM
I just leveled four blood elf palis to 15, and in their starting area the quest drops are not lootable by every toon. I had to do each collection quest 4 times.

Shodokan
09-01-2012, 11:02 PM
I just leveled four blood elf palis to 15, and in their starting area the quest drops are not lootable by every toon. I had to do each collection quest 4 times.

I just did the human one, and I only had to kill 10 mobs to finish fargo deep mine quests opposed to like 100. So it might just be the BE starting area that wasn't changed.

Multibocks
09-02-2012, 02:16 AM
Omg omg, they buffed howling blast to 80% from 50%... Maybe HB spam is back!

valkry
09-02-2012, 08:35 AM
I just did the human one, and I only had to kill 10 mobs to finish fargo deep mine quests opposed to like 100. So it might just be the BE starting area that wasn't changed.
Can confirm this about the human starting zone, and many more quests up to northrend as well. I'd say about 95% items drop for everyone

Shodokan
09-02-2012, 11:30 AM
Omg omg, they buffed howling blast to 80% from 50%... Maybe HB spam is back!

Obliterate crits for 90-120k on people in MoP
Howling blast crits for about what it crits for now... about 30k.

So its doubtful. One healing stream > damage from howling blast on multi targets

Narij
09-02-2012, 03:51 PM
I just leveled four blood elf palis to 15, and in their starting area the quest drops are not lootable by every toon. I had to do each collection quest 4 times.


I had the same experience, almost as though Blizzard is trying to tell us something :)

heyaz
09-02-2012, 03:58 PM
I just leveled four blood elf palis to 15, and in their starting area the quest drops are not lootable by every toon. I had to do each collection quest 4 times.

That doesn't make sense... just that zone. You're probably right, but just in case:
- AoE looting has nothing to do with quest drops for each toon, it only loots everything into the main's bags
- When quest items drop I have to loot on every toon, but it's there each time. I made an IWT macro to spam loot the dead mob until all toons get it (takes a second because the item becomes busy, etc.)

JohnGabriel
09-02-2012, 10:22 PM
It does make some sense, you still cant fly in that zone.

Its so sparsely populated it is probably far down on their list to update.

Lyonheart
09-03-2012, 08:19 AM
if you want to play BEs, port them to one of the other starting areas. I think once you hit lvl 6 or so you can get the quests in any of the other noob areas. I did gnomes yesterday and every kill a mob and collect item type quests dropped the item for everyone. Remember the stupid quest for beer battered ribs ( i think that's what it's called ) it used to take FOREVER to finish. Now the little piggies drop the meat every time, and for everyone in the group!

Longshot17
09-03-2012, 11:57 AM
I've done all of Mount Hyjal and first 3rd of Stonecore, and the collection quests all drop one for each character now. It's really nice. Leveled guild from 4-6 in that same period of time. And all my toons are lvl 84 now (started at 80). I wonder if Hunter range limits being removed will change group setups. They could really add to a melee group now, couldn't they?

I'll have to try, but the BElf starter zone didn't get updated, but I'm thinking the Draenei would have?

kate
09-03-2012, 02:24 PM
I wanted to throw in a confirmation about low level quests counting for guild XP. Basically any level appropriate quest you complete on any character of any level will yield 60,000 guild XP. So your level 1 character completing a level 1 quest is just as contributory as your level 70 character completing a level 70 quest.

Also, yeah, it seems like the blood elf and draeni starting areas don't work with the "everything drops one for every character" but every other zone I've been able to try does seem to in Azeroth and Cataclysm. Someone mentioned that the drops work in Outland, and I assume it's the same as Northrend, so we should be good!

Shodokan
09-03-2012, 11:50 PM
I wanted to throw in a confirmation about low level quests counting for guild XP. Basically any level appropriate quest you complete on any character of any level will yield 60,000 guild XP. So your level 1 character completing a level 1 quest is just as contributory as your level 70 character completing a level 70 quest.

Also, yeah, it seems like the blood elf and draeni starting areas don't work with the "everything drops one for every character" but every other zone I've been able to try does seem to in Azeroth and Cataclysm. Someone mentioned that the drops work in Outland, and I assume it's the same as Northrend, so we should be good!

Anyone happen to know how much EXP you need to get from 1-25?

Like how many quests.

hannibal
09-04-2012, 04:19 AM
1 to 25 takes 845,670k
each turn in gives 60k

need about 14,095 quest turn in.



Info is from mmo champ forums

Kojii
09-04-2012, 08:39 AM
So are u suggesting, doing all quests to 1 to 25 for guild xp? and then just deleting the toons and start again?

So whats the best zone for horde to do that? Goblins?

kate
09-04-2012, 11:31 AM
I don't particularly think that the rate of quest turn in 1-25 is faster than the rate of quest turn in at higher levels, so I don't think it would make sense to delete. Probably the best strategy, now that dailies are unlimited and looting quests work for boxers would be to do a lot of dailies. You get gold, you get rep (ha!), you can do them extremely fast, etc.

The only benefit of the low level questing being so good now is that when you start a new team you aren't slowing down your guild progress, which is always something I had to balance in my head when deciding what group to level.

kate
09-04-2012, 12:28 PM
Also, I think any repeatable quest - reputation turn-ins for Aldor/Scryer would be very fast, though I have yet to test that since I don't have a character at that level right now to test it with.

Shodokan
09-04-2012, 12:53 PM
Also, I think any repeatable quest - reputation turn-ins for Aldor/Scryer would be very fast, though I have yet to test that since I don't have a character at that level right now to test it with.

So this is

2819 single quest done

So if you do 60 quests an hour its about 50 hours to get to max guild level

MiRai
09-04-2012, 01:01 PM
Hannibal is talking about guild levels not character levels. Shodokan asked how many quests it takes to get a guild to level 25 (unless I'm completely misreading that).

Math for multiboxers:
14,095 / 5 = 2,819 Quests
14,095 / 4 = 3,524 Quests
14,095 / 3 = 4,698 Quests
14,095 / 2 = 7,048 Quests

kate
09-04-2012, 01:48 PM
Yeah, we're all talking about guild xp and levels, not sure where the idea of character levels came in.

roddo
09-04-2012, 04:37 PM
2819 quests means its still gonna take some time to get to 25, but at least its alot more viable now than it was. Last night i took a brand new horde team in a guild that had 27k total xp, and went from level 1-7 and had almost 4m guild xp. Pretty sweet in my opinion, once I can devote more time to that team I can start making some real headway on the guild leveling. FYI the 27k guild xp was all pre-patch, so not sure where that was from. Does anyone know what the guild xp rates are for boss kills and battlegrounds now?

Ughmahedhurtz
09-04-2012, 05:28 PM
I always wondered why they punished (or should I say discouraged) people from grouping together to quest.I suspect the simplest answer was that it wasn't high enough on the priority list until they got major new features done. Lately (i.e. Cataclysm forward), the shift has been towards retention efforts with subs dropping, so they're adding focus to make the game more fun a.k.a. less tedious all around. Some of these efforts are working great (group loot of quest items, etc.) and some not so much (dumbed-down talent options).


So if you do 60 quests an hour its about 50 hours to get to max guild level1 quest per minute? Seems optimistic. Still, it's a hell of a lot more achievable than pre-patch for small guilds.

heyaz
09-04-2012, 05:36 PM
Last night i took a brand new horde team in a guild that had 27k total xp, and went from level 1-7 and had almost 4m guild xp.

How did you manage 1-7 guild level in one night, with one team? I did 83-85 on 4 toons and didn't even hit level 3. Granted the toons were fully rested and it went quickly, but it was still hundreds of quest turn-ins.

There's a 5 man team I want to level for fun, no RAF (just all heirlooms), I wonder if that would boost guild rep quicker. That, or get that add-on that invites every unguilded person on my server and get those idiots to level it for me :)

roddo
09-04-2012, 06:33 PM
was 1-7 character level in about a half hour, got 4m guild xp in that time.

Thinking of getting that add-on also.

Khatovar
09-04-2012, 10:41 PM
Does anyone know what the guild xp rates are for boss kills and battlegrounds now?

Looks like 46500 for heroics and 31000 for non-heroic.

Mokoi
09-05-2012, 11:04 AM
Less exp needed to level to 85.

Has this been confirmed? I can't find this in patch notes, or anywhere online to verify if this is true.

Shodokan
09-05-2012, 11:27 AM
Has this been confirmed? I can't find this in patch notes, or anywhere online to verify if this is true.

-33% for 82-83
-33% for 83-84
-50% 84-50

roddo
09-05-2012, 05:23 PM
Looks like 46500 for heroics and 31000 for non-heroic.
looks like questing is the way to go, with more xp per shot and usually you do quests faster than you kill bosses.

Mokoi
09-06-2012, 06:56 AM
-33% for 82-83
-33% for 83-84
-50% 84-50

Can you show me where they say this? is it live now? or just when MoP comes out

Blubber
09-06-2012, 07:31 AM
Can you show me where they say this? is it live now? or just when MoP comes out

I'm not sure about the exact numbers, but my 83 shammies required ~4M XP to level to 84 before 5.0.4 hits, and now they only require ~2M, so that seems about right. Also, it seems that, instead of maintaining the same % XP they opted to let people keep their current XP. My shammies where at about 70% before the patch, now they are 1 XP away from dinging, although I'm not quite sure my memory is serving me right. But the reduced XP thing I'm 100% sure about, I wrote the XP down before the patch, and checked it afterwards.

Mokoi
09-06-2012, 07:45 AM
news, thanks man. time to log in! haha

heyaz
09-06-2012, 06:55 PM
I did 80-85 just last week and it was about 2 hours a level, 3 for 84-85 with the new collection quest looting system. You still have to pick up items off the ground separately, but they seem to spawn more if you are in a group, I had no problem doing the quest 4x in 10 minutes.