2010-05-14

Today I’d like to go over a very strange topic, the WoW playerbase and the troubles that generalization has brought us to. Many players are very pervicacious to this topic and there is no real line in the dirt. There are two major buy wow gold schools of thought: we should treat all players with the upmost respect no matter what they’re doing or we should all be elitist jerks and shun every player. Yet, that’s just a generalization of people who are generalizing the WoW population.

Those who are a bit more optimistic have varying opinions, but they usually see every player differently and apply a different school of thought for each type. Some may believe in turning the other cheek, not allowing anything to bother them while others may separate newbies and jerks into two categories. The pessimistic side sees everyone as a liability and the entire playerbase as nothing more than idiots. The latter is what a lot of players are quickly becoming.

Of course, some may be quick to blame them and their ideals as nothing more than elitist jerkery, which is exactly what it is. Yet this opinion can be formed easily when you find yourself meeting a lot of very ignorant and apathetic players who join raids masquerading as a talented player which can drag everyone else down. Their selfish agenda is what breeds a sullen playerbase that can quickly turn bitter.

Whose fault is this though? Many point fingers to the existence of GearScore, saying that without it there would be a lot less trouble for everyone. I disagree very strongly. GearScore is the result of the playerbase looking for a way to avoid a big problem. That problem is the number of bad apples out there who cause people to lock themselves to failed raids. People who try to join with terrible gear (where even skill can’t compensate for it) or ignorant people with no skill just trying to coast their way into some gear.

I don’t see GearScore as inherently evil nor do I lambast those who use it to filter out people without a certain score. If there are those who disagree with its use then they can either make their own raids with their own rules or join a guild with a likeminded attitude in order to raid. The latter being the most preferable course of action because trying to PUG anything is nothing but a headache for anyone. I personally have never used it in one of my raids but I do often check the armory of someone with low health. Back to my main point, GearScore is nothing but the result of people in bad gear getting into raids and bringing everyone down. So naturally people want insurance against that or some kind of defense.

So back to the main question, whose fault is it that the cheap wow gold playerbase is souring so much against itself? I blame Blizzard and the need for the daily dungeon. It is a broken game mechanic that does nothing but makes us repeat content we’ve done over and over with players we probably don’t want to be playing with. The random dungeon finder only compounds the problem by making us play with players we don’t want to play with from other servers.

With a raid you can easily say meet up at 8 p.m. Tuesday night and we will delve into the dungeon and begin clearing it of all of its evil. A daily dungeon though requires just five people, less than a raid, and needs to be done daily. So it creates a scenario where it’s hard to meet up your friends each day at the same time to do the daily dungeon. So you have to rely on PUGing it in order to do it.

Yes, you were cool the first time, but I would be happy not to see you for awhile.
In a perfect world we’d all play with people who know their class, know what they are doing, and have absolutely no malice in their heart. This is not a perfect world and we are often grouped with players who are too apathetic to learn to play their class or players who don’t want to do anything and coast while everyone else does the work. Too often have I seen a selfish player level their weapon skills or a Hunter feign at the start then talk about what they’re about to go cook for dinner.

We do meet a lot of awesome people in the daily dungeon, but it’s a lot easier for us to remember the frustrating and bad encounters. We remember these encounters so vividly that we begin to generalize with everyone else about how bad the player population is. Then we grow elitist attitudes and begin to close ourselves to the world. We begin to, dare I say, hate everyone but ourselves and our friends. It doesn’t help that the number of malicious mods that rotate through the raid icons get released and makes everyone really mad.

Of course, it also doesn’t help that we have such a poor mindset when we go to do the daily. It’s not like we haven’t helped Brann Bronzebeard over 30 to 40 times already. It’s only fun the first few times so we’re usually in a bad mood to begin with. I know I am. Sure, I love WoW, but I don’t love doing the daily dungeon and I don’t like how it’s required for me to get my gear.

What’s the solution? Well, that’s a great question but I honestly doubt there is anything that Blizzard will do to get rid of the daily dungeon unless it’s changed in Cataclysm. In the meantime, the best thing we as a community can do is to come to an understanding that generalizing people is bad. The playerbase is full of bad players, ignorant players, newbies, great players, and more. It’s important to see things from everyone’s point of view.

Don’t shut yourself away from the community because you have a few bad experiences. Don’t join the hate train when it departs wow gold because people want to smack talk. I know there are a lot of bad players out there. Legitimately bad players who have been in the game long enough to know better. Remember that there is often buy wow gold nothing you can do. You can take some time out to help educate newbies or even players who may not know better, but they have to be willing to listen and if they’re on another server then you can only help so much before you and them part ways. Do try to help though, as much as possible, because if you educate one he may in turn educate others.

Interaction is a great thing. Just ignoring everyone keeps you from making new friends and new connections. The game is big, with a lot of players, and a lot of awesome people. Someone may not be able to use their skills quickly and efficiently but they may be awesome roleplayers or great at making gold. Everyone is different.

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Combat in World of Warcraft is something that starts off very simple and slowly works its way up to being a bit buy wow gold complicated by the end of your leveling adventures. This is advantageous to you because it gives you a lot of time to learn the ropes and puts no pressure at all on your shoulders until you’re ready for a challenge. With this in mind it’s important not to stress too much about battling your enemies. You’ll be slaying enough foes that you’ll find yourself an expert in no time.

So let’s get started with learning the ropes before we move on to advanced techniques.

The Basics of Combat

Combat is very simple. If you’re new to roleplaying games then it might be a bit confusing, but I promise you its very simple. You have a ‘pool’ of ‘hit points’ or HP. This is your life force and determines if you’re alive or dead. If your HP ever reaches 0 then you’ll die (don’t worry, it’s not that bad) while if you lower your enemy’s HP to 0 then you win the battle and will collect your spoils from them.

HP can be lost in combat but it can also be recovered by heals from many different classes along with some class-specific self heals along with potions. It can be recovered outside of battle with food or bandages (from the First Aid profession). You’ll also slowly regenerate any health lost from battle whenever you’re not in combat. So don’t fret if you take a bit of a beating from a battle.

Actual fighting is pretty simple. You’ll be pitting your skills vs. the skills of your enemy. You’ll find that you have a set of skills on your action bar when you first start the game (see our Interface guide for more information on its default location). You’ll want to target an enemy and then use these skills in order to defeat them. Be careful, skills do use up your resources (Mana/Rage/Energy/Runic Power dependent on the class) so you’ll want to be conservative. However, auto attack doesn’t use anything (unless you’re a Hunter in which case it’ll consume arrows in order to use your Bow/Gun/Crossbow).

To find out more about how your class fights you’ll want to read the appropriate class guide for your class. Click here to see a listing of all of our available class guides.

If you’re having trouble grasping buy wow gold the basics then be sure to read the tutorial blurbs that first popup when you start the game. They’ll give you a ton of information about all of this.

Not All Enemies Are Created Equally

Not every enemy is the same nor can you take on any enemy that you see and be successful. You can only take on enemies that are near your level (see our Interface section of our Beginners Guide to find out where your level and your enemy’s level is represented). Your success against an enemy can be entirely dependent on how close you are to your enemy’s level.

Remember some enemies are elites, in which case you may need friends to take them down.

If you are below their level (and their level shows red) then you’ll likely lose. That’s because the enemy is way more powerful than you. If they’re a little bit above your level (orange) then you’re going to have some trouble and probably be exhausted after a fight. If they’re at your level (yellow) then you’ll have an easy time taking them out, but you’ll probably need to rest after a few battles. If they’re below your level (green) then they’re going to be a cake walk. If they’re way below your level (gray) then you can take them on without breaking a sweat, but you won’t gain experience from killing them.

Experience and Loot

When you kill an enemy you’ll be given experience (as long as they are close to your level) and loot. You can gain this loot by right click the enemy’s corpse. Not every enemy gives loot, so don’t be alarmed if you don’t see loot from certain enemies. You can find the loot you’ve collected in your bags.

You collect experience in order to level up. Every time you level up you’ll become more powerful, are able to take on higher level enemies, and can purchase new skills.

Using and Gaining Skills

You’ll be introduced to your skill trainer as you level up in the starting area. Skill trainers are also available in every capital city (just ask a guard for directions). You can buy skills from the skill trainer to use in combat. You’ll find these wow gold skills in your spellbook (see our Interface section of the Beginners Guide to find the spellbook and your action bar). Just simply drag them to your action bar and you’ll be able to use them. It’s important to use the right skills in battle which is why you should read our class guides for more information.

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Welcome new and returning readers alike to the second edition of Casually Casual. For those just joining us, Casually Casual is my own personal niche right here at Ten Ton Hammer where yours truly gets the chance to give you cheap wow gold the readers an intimate view of my thoughts on all things casual. Last week I had the pleasure of sharing my own personal story of transformation from a hardcore raider, to more casual player.

The first time I read this I did a very distinctly Scooby-Doo confused sound, complete with head tilt. The difference between these two play styles is very distinct and real to me. Hardcore players to me are those players who spend every moment possible pushing to be the best of the best at some aspect of the game. Casual players in my view are those who play when they can, and get what they can accomplished in that time, if they fall short of a goal no sleep will be lost because the game is just that, a game, and one that will be enjoyed at their leisure. Using those basic definitions I think it’s clear that there is a difference between casual and hardcore players, and it can cause strife and ill feelings between the two. I personally have been on the giving and receiving end of such conflict.

Uninspired Questing

Questing to me is an unavoidable evil. A penance (not the Priest spell) I must pay in order to play an otherwise amazing game.  I might be coming off as a little overly dramatic here, and before the die hard questing fans break out the torches and pitch forks, let me say that I do not inertly hate questing. In fact given the right circumstances I could even find it downright enjoyable. These conditions are not often met, and for the most part I find questing in World of Warcraft to be sorely lacking.
 
Mind numbing, repetitive, and obnoxious, are just a few of the words that come to mind when thinking about questing. It wasn’t always so, my first time questing, making that seemingly impossible climb from 1 to 60, is still a fond memory. Even with the extra levels added with the expansion packs, exploring the new zones and immersing myself in the quest lines was not overly traumatic. I will admit I was disappointed that while the zones were new, and so were the NPCs, the quests were basically the same with a few gems thrown in here and there. I mean you can only collect useless objects with an abysmally low drop rate for an apparently helpless Quest-Giver for so long before it starts to get to you (think Jack Nicholson in The Shining) .

Overall though, leveling up with my first toon was relatively pain free. The problem arises when you consider that almost every cheap wow gold single player in the World of Warcraft has at least one alt. Logic says that if you wish to do anything useful, at some point you are going to have to begin the quest grind over again in order to gain a respectable level. Do this enough times (or perhaps just once) and you will find that you are able to complete the quests in your sleep. Questing is in my opinion one of the most neglected aspects of the game.

Blizzard has made some strides to remedy this problem. In the Burning Crusade new types of quests were introduced, and really who didn’t enjoy flying around Hellfire Peninsula bombing everything in sight? In Wrath of the Lich King questing came even further, with Blizzard introducing zones that changed as you did
This comic created by Syaovera and featured on the official WoW site makes light of the frustrations of questing.quests. This change of course has it’s pitfalls, including not being able to see players who have not progressed as far in the quest line as you have, but it’s a great idea, and make the questing experience that much more interesting. I think though that Blizzard needs to take questing even further.

Fewer Repetitive Quests - I know it’s hard coming up with original quest ideas, and I certainly don’t want to do it, buuutttBUT could we please cut out quests that take forever and make players want to gouge out their eyeballs with spoons?

More Zone Changing Quests - This is a great idea, and I want to see more of it. Having the incentive to actually see the zone changes because of quests I have done gives me great incentive to want to push and complete them.

Different Quest Paths - This is the idea that I would like to most see implemented. I want to be able to choose different quest paths, and be able to have a different quest experience depending on what path I would choose. Blizzard has already done this in a smallish scale with faction quests (Aldor/Scryer) and I would love to see this done on a grander scale. It would take a ton of work, but I think it would help keep the questing experience fresh.

Faction Betrayal - We have faction changes, but I want to take it a little further and introduce faction betrayal. How awesome would it be to decide that instead of taking the normal route your character will instead be working for the enemy?. I’m undecided if the character should be able to complete the opposite faction’s quests, or be offered a whole difference set of quest opportunities, either would be acceptable to me. I can see many kinks that would need to be worked out if this idea was implemented but I think it is an option that many players would like to see added.

A few of these ideas will probably be seen in the upcoming Cataclysm expansion. Others we may never see at all, but one can dream. Even if none of these (or other) changes are made to the questing experience Cataclysm wow gold does at least offer a short respite from the mundane. More zones will be added, and new quests will come with them. This does end up being a double edged sword in the end though. The new zones will offer a plethora of new quests, but the new expansion will also attract hordes of people, making what might have been an amazing questing experience nothing short of frustrating.

Cataclysm will also irrevocably change the face of the old world as we know it, ushering in a new era of quests that will offer a new and exciting experience for those leveling up, at least the first time. Obviously there cannot be unlimited quests, or questing options in the game, but I do feel that much more could be done to help keep the mundane at bay. Hopefully in Cataclysm and beyond we see such changes made, so that the questing fire can be re ignited. If you have ideas of how the questing experience could be improved, please share it on our forums, and until next time I wish you happy gaming.

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Тип: вторичный навык

Другие названия: бинты

Название специалиста: доктор

Навык первой помощи позволяет делать бинты и лечить ими персонажа. Главным отличием этого способа лечения от buy wow gold других является возможность использования бинтов в бою.

Бинты делаются из тканей, которые падают с многочисленных человекообразных существ по всему миру. Чем выше уровень мастерства, тем качественнее ткани для производства и тем лучше лечащий эффект.

Повязывание бинтов по сути представляет собой поддерживаемое заклинание, то есть любая атака (не только по тому, кто лечит, но и по тому, кого лечат!) прервет действие. Сразу же, как только вы начнете бинтоваться, на персонаже появится дебафф Recently Bandaged, в течение минуты не позволяющий снова применить бинты.

Обучение

Если до уровня навыка 150 вы можете выучиться у обычных тренеров, то после этого придется читать специальные книги и делать квесты.

Чтобы поднять навык выше 150 (уровень навыка Expert), нужно купить специальную книгу Expert First Aid - Under Wraps. Альянс может приобрести эту книгу у Deneb Walker в Arathi Highlands, а Орда — у Balai Lok’Wein в wow gold Dustwallow Marsh. У этих же торговцев можно приобрести книги для обучения следующим видам бинтов: Manual: Heavy Silk Bandage и Manual: Mageweave Bandage.

Достигнув уровня навыка 225, нужно сделать специальный квест Triage, чтобы получить возможность прокачать навык до 300 (уровень навыка Artisan). Квест для Альянса дает Doctor Gustaf VanHowzen в Dustwallow Marsh, а для Орды — Doctor Gregory Victor в Arathi Highlands. Задание: успеть спасти 15 больных в комнате, перебинтовав их специальным бинтом, до того, как 6 из них скончаются от ран. Названия больных будут подсказывать вам, насколько плохо их состояние, и кого стоит бинтовать в первую очередь. Возможно, квест не удастся выполнить с первого раза…

Полный список рецептов первой помощи.

Советы

Навык первой помощи полезен всем без исключения, даже если вы выбрали лечащий класс. В игре часто возникают ситуации, когда спасают именно бинты, поэтому иногда наличие хотя бы одной пачки самых лучших buy wow gold бинтов является обязательным условием попадания в рейд.

Навык, необходимый для использования бинта, обычно значительно ниже навыка, нужного для его производства. То есть, достигнув определенного уровня мастерства, вы можете пользоваться бинтами, по качеству значительно лучше тех, которые можете делать сами.

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Varías veces he raideado con mi paladín sagrado y muchas personas al observar mi equipamiento pueden pensar que llevo ropa de chamán. ¿Por qué cojo equipo diseñado para chamán? Pues… antes de entrar en el por qué, compartiré mis pensamientos sobre el equipo desde el punto de vista de un Raid Líder.

Los propios Sanadores
Desde el punto de vista de un Raid Líder, equipar a un tanque o a un DPS es más importante para la progresión de la banda que equipar a un sanador con lo mejor. Tu tanque debe ser capaz de mitigar unos 200 puntos de daño adicional, puesto que produce menos dolores de cabeza que el que un sanador trate de conseguir wow gold un poquito más de poder de hechizo. Además, que haya más DPS significa que un encuentro terminará más rápido. Mucho daño por segundo es muy importante en Ciudadela Corona de Hielo, como en el encuentro heroico contra el Libramorte Colmillosaurio.

No todo es el brujo que permanece en zonas donde recibe daño en área y el paladín retribución que lleva puesta la furia recta, sino que la gente necesita ser recompensada por un Raid Líder de la mejor manera posible.

Sobre esto, un gran sanador sabe cómo ceder equipo a un tanque sorprendido o a un dps. Gran parte del juego en banda consiste en construir una banda más fuerte.

Entonces nos preguntamos ¿hay algún momento en el que el equipo del sanador limite el desarrollo de su máximo potencial? Un ejemplo de lucha en el que los sanadores bien equipados benefician a la banda es el encuentro con el Rey Exánime. Cuando estamos bajo el efecto de Infección, es bueno llevar un bien equipado sacerdote disciplina con muchísimo poder de hechizo. Con algunas semanas de intentos en el cuerpo, la diferencia es el día y la noche.

¿Dónde debemos estar?
El punto base de equipo es el equipo 232 y 245 de las chapas de triunfo, que se pueden conseguir en encuentros normales sin mucha dificultad. Una vez has conseguido algo de 251 – 264, ya tienes suficiente equipo como para acabar cualquier cosa en la zona.

Todo lo que tengas por debajo del 264 te permitirá cometer menos errores con las rotaciones de regeneración de maná (o sanar en condiciones en Caminasueños algunos segundos más). Estos objetos “inferiores” no te causarán problemas si tienes habilidad.

Para el futuro, una vez tengas una mezclabuy wow gold entre las piezas de equipo superiores y algunas del tier anterior (lo que has ido farmeando mientras esperabas el parche) y algo del tier en curso, deberías ser capaz de derrotar al jefe final de la zona en la que se está sin demasiadas complicaciones.

El equipo es una de las cosas más debatidas desde el lanzamiento del juego. Inicialmente las placas,  y casi todas las armaduras, tenían el espíritu por algún motivo. ¿Esto significa que la gente debe desencantar el equipo? No. Necesitamos llevarlo aunque parezca cuestionable, porque en términos de potencia adquirida funciona. Cinco años después lo que estamos perdiendo son sólo puntos de armadura.

Bien, vamos al meollo del asunto…

Pero puedo usar placas
¿Qué obtienes como beneficio de llevar más armadura? Ninguno. ¿Qué pierdes cuando te vistes como el equipo de Blizzard quiere que lo hagas? Pues a lo que optas por raid. De acuerdo, no del todo. Pero si fuera tu raid líder, no estaría de acuerdo con la elección de equipo que haces.

El Crítico y el MP5 es lo que más aparece en las placas de poder de hechizo en Ciudadela… incluyendo 3/5 de las piezas del tier.

El crítico ya no da la regeneración que dio una vez.

Una Luz Sagrada crítica (que es lo que hacemos en PvE) lo que da en la mayor parte de los casos una gran cantidad de la sanación como overheal. El overheal está bien, pero es mal negocio tener más crítico si se lanzan hechizos con lentitud.

Usando un hechizo como destello de luz, cuyo crítico es mejor, se te considerará un novato en la comunidad de PvE.

En base a esto ¿cómo podemos hacer a la acumulación de críticos algo más atractiva?

Bueno, ahora dime ¿por qué malla?
La celeridad y el mp5 están presentes en el equipo de malla de poder de hechizos de Ciudadela.

Celeridad extra nos permite lanzar nuestras sanaciones antes. En el gran esquema de las cosas, nos permitirá lanzar muchas más luces sagradas.

La celeridad es una ayuda en la mayoría de los casos. Nos ayuda contra el daño insano que los jefes le hacen a los tanques. Si tu hermandad está trabajando en Corona de Hielo con un tanque mal equipado, o en encuentros wow gold heróicos que hacen aplastamiento en los tanques, deberías estar agradecido de poder lanzar una luz sagrada en 1.3 segundos.

Más celeridad en el equipo implica que te quedarás antes sin maná y sobre esto hemos hablado en otras ocasiones, tendrás mucho maná para trabajar con él si estás haciendo bien las cosas.

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2010-05-07

We are going to take the opportunity in Cataclysm to try and fix some of the problems with the Rage mechanic for wow gold both warriors and druids. Some of these problems include:

Warriors/druids in the lowest levels of gear can be Rage-starved.

Warriors/druids in the highest levels of gear no longer have to manage their Rage when it becomes infinite.

Warrior/druid tanks lose Rage income as they improve their gear and take less damage.

The gameplay of warrior and druid tanks loses a lot of depth when massive boss hits means never having to manage Rage.

Heroic Strike and Maul are effective, but tedious abilities for using up extra Rage.

In general, warriors and druids don’t have enough control over their Rage.

To resolve these issues, Rage will be normalized in Cataclysm. This will make the Rage gained by characters more consistent and avoid drastic differences between low-end and high-end gear.

The concept of normalized Rage may leave a negative impression on some veteran players, as we tried it once before in The Burning Crusade and it wasn’t successful, resulting in them feeling weakened. However, we think that the concept is still sound — it was just that the previous implementation didn’t balance cheap wow gold the values correctly, leading to players being Rage-starved. That is not the goal. As part of the change,led lights, we want to give warriors and druids a lot of ways to control their rage, so even in the worst-case scenarios they won’t feel like they lack the resource to do their job.

We understand this change may be scary for many players, but keep in mind that the constants in the formulas for gaining Rage will give us the ability to make quick adjustments if we feel Rage generation is too low. Our goal is for each character’s Rage to not be always high or always low, but rather a resource that needs to be managed properly by the player.
Ever since the days of Vanilla WoW Rage has been one of the most original, and least balanced class dynamics. Rage generation has always been highly dependent on the weapon being used. Slow,cheap dvds, heavy hitting weapons and preferably a fair bit of critical strike rating can make the rage bar an essentially unlimited resource.

This has led to the rollercoaster that is Warrior balance,wedding dresses; Warriors are typically weak at the beginning of an expansion and are starved for rage. As the higher end gear is released, rage becomes abundant and Warrior damage explodes. This is not fun for anyone.

I think that doing rage normalization right out of the gate in Cataclysm is the right move. This will let Blizzard release Warriors in a state that is balanced fully around the normalized rage generation rather than trying to slap it in after the fact without it going through the rigorous testing process that the Cataclysm Beta will provide.

I doubt the Warrior buy wow gold community are going to be huge fans of this change, but it’ll be a nice quality of life improvement for the casual, lesser geared Warriors who wonder what everyone is talking about when they hear that their class is overpowered.

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