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.
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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.
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.
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. :(
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.
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 :)
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.
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)
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.
At least boxers aren't the #1 ridiculous complaint on the official forums anymore! :lol:
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!)
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
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
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.
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.
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.
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.
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).
oh getting rid of HGWT. Miss that so much, just have to have a warlock in ur party. I guess
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.
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!
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
Throw on your guild rep tabard also and you'll wind up getting exalted with the guild extremely fast, too.
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.
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.
I misread what you originally said. Sorry.
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.
Omg omg, they buffed howling blast to 80% from 50%... Maybe HB spam is back!
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.)
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.
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!