Entries in bastosa (11)

How To Spend Your Champion Seals

argent_charger_originalWith 3.2 once again the game has received a fresh coat of paint, and we have a whole list new things to do. Personally I have enjoyed getting back into heroics, trying new raid content, and earning some coin on the new dailies.

Clearly most of the new content involves the Argent Tournament, and all of the instances and quests surrounding it. So far one of my favorite activities has been collecting champion seals and saving up for all of the new toys they have introduced.

While in 3.1 there were plenty of gear and pets we could buy, with 3.2 Blizzard has dramatically increased the rate at which we can get the seals, as well and introduced some amazing rewards.

For me the first thing I bought as soon as I got that Crusader title was the Argent Crusade Tabard. Despite having the Tabard of the Achiever, I have never really been a big fan of tabards. That is, of course, unless they do something for me besides just looking stylish. Well, this one does, and it is amazing. Every 30 minutes you can teleport yourself directly to the Argent Tournament grounds. For me this is something infinitely useful, and something that I am doing several times a day.

Say I have a few extra minutes to knock out some quick dailies, I just port straight to the quest hub and get them down. Then say I am running late to a raid, I can port there again and be zoned in before summons even go out. The point is that the Argent Tournament Grounds are where EVERYTHING is going on in this patch, and getting there instantly is amazingly useful. I would suggest you guys pick this one up as soon as you can.

Beyond that, the Argent Pony Bridal is another game changer that should be at the top of any serious players priority list. This will transform your squire into more than a fun vanity pet. It will allow him to act as a banker, vendor, or mailbox once every 4 hours. You can only imagine the hundreds of scenarios where this will come in handy. Bags filling up while questing, forgetting your offset during a raid, or mailing yourself consumable from an alt. The list goes on.

Personally there are a few other rewards I have my eye on, although they do start to take a turn toward vanity items at this point. For me I am getting the Argent Charger very soon, for no other reason that I love the idea of a Paladin only mount, there are also tons of pets, mounts, tabards, and trinkets to collect.

Regardless of what you are after I think Blizzard has done a great job of giving us some carrots to go after that are not just standard gear. What do you guys think? Any new in-game items that you are chasing after?

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Making A Killing With The Argent Tournament

Better Get Used To This View...
So I’m sure you will be all calling me very late to the party on this one, but I made a personal discovery recently. This discovery is just how profitable the Argent Tournament dailies can be!

I have never been a big fan of doing dailies, they have always seemed a bit too much like work to me. In fact there has historically only been 3 dailies I will ever do, those are the fishing, cooking, and jewelcrafting dailies. Beyond that, I would rather drum up my repair gold elsewhere.

Well with the recent news that Paladins would be getting an exclusive mount for obtaining the “Crusader” title, I had to give the tournament a try; after all I am a sucker for mounts!

Once I grinded myself up to champion with my home faction, the Exodar, my eyes were opened to the huge amount of gold you could acquire just but making the Argent Tournament part of your daily routine.

It doesn’t take long to realize that many of the quests offered by both the champion quest givers and the valiant quest givers overlap. If you are killing 15 scourge for the champions you are likely to kill 10 scourge for the valiant’s at the same time. In addition to the cash you get for the quest rewards, if you are exalted with all factions like I am, you can pick up the champions purse for more gold and a chance at an additional champions seal.

While I am on the topic of champions seals, collecting these is a great way to pad your bank account as well, as they can be turned in for BoE pets that can catch a hefty sum on the AH or in trade. On my server these pets are averaging 1000g gold a piece. Figure 40 champions seals equals one pet, and simple math would value these seals at 25 gold each. Add that to the cash from two quest rewards (20g) and the purse (10g) and a few of these dailies will net you between 55-80g per quest!

I know the Argent Tournament has been covered on Project Lore before, but I really want to stress the money making potential of these quests! For a more complete guide on the Argent Tournament, but sure to check out iTZKooPA’s awesome guide on all of the quests!

If you have been oblivious to this whole racket, like myself, get out there and fund your repairs! There is gold to be made!

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Doing The "Impossible"

1_07_07_09_10_13_44Being someone who likes to keep tabs on what the major raiding guilds are doing, I must say the last several weeks have been among the most interesting I have seen in a long time. If you are not familiar with the recent news I am talking about the whole ordeal surrounding the "Heroic: Alone In The Darkness" achievement, which is the hardest of the Yogg-Saron hard modes. Killing Yogg with the help of zero keepers means giving up a lot of help. There is no one to save you should you nearly die, the tentacles are much nastier than usual, there are no sanity wells, and most importantly you cannot kill the immortal guardians in phase three. Winning this encounter is considered the peak of the current raiding content; it is more difficult than taking down Algalon himself. What is interesting to me is when people first started trying this encounter not only did they think it was hard, many thought it was impossible. That's right many theorycrafters at sites like Elitist Jerks thought it was literally and mathematically impossible. This belief was so commonly held that many top guilds, including guilds like Ensidia, seemed to give up on it, waiting for a nerf before they continued working on this encounter. It is this belief that made so many people cry foul when Exodus first got the achievement by exploiting the encounter. The point I am getting to is just how utterly impressed I am that despite all this; a few guilds, most notably Stars, continued to grind away at this night after night until they came up with a strategy that was able to beat what they are calling the most difficult encounter in the history of WoW. Being the raid leader of a guild who has spent nights wiping on much tamer hard modes, I can imagine the type of dedication and endurance that doing something like this would take. Since Stars' world first we have seen two other guilds, one EU the other US, win this fight. It is impressive all around, but I think special recognition needs to go to those that strived to do something that was deemed unobtainable. I have to hand it to Blizzard for not caving in and nerfing this before guilds like Stars could prove everyone wrong. For the rest of us, maybe it proves that nothing is impossible after all.

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Too Soon for a New Tier?

Tier GearAs more and more information comes out of the PTR, its pretty hard to not pay attention to it. I am personally getting pumped for all the great new content Blizzard is getting ready for us. As I'm pretty sure most of you have noticed, the new loot we will be able to earn is amazing. Tons of great drops, crafted gear, and most importantly the new tier pieces. While it all exciting, with 3.2 seeming near it makes me wonder if it all is coming a bit soon. I know this may sound a bit odd coming from the guy who complained about how long we were stuck in Naxx, but I don't think we have had enough time in Ulduar. Most of my shiny new T8 epics still have that new car smell, and there is plenty of hard-mode loot I haven't even had a chance to farm. Perhaps I am just concerned that the new loot showing up on the PTR is a bit too good. With all of this new stuff available I will see little reason to go back to Ulduar. This would be a shame because I think Ulduar is an amazing instance! Blizzard managed to create a challenging instance that is full of story and has tons of replayability with the hard modes. I am not ready to leave! While I'm sure people will still be running it, finding motivated groups will be difficult with all of the best stuff somewhere else. At the very least it would be nice to still make the hard mode loot relevant. Yes, I know there will still be best-in-slot items sprinkled around in old content, but by and large we are progressing past it. While I feel most people have had a fair shot at Ulduar itself, I know many people want time to go deeper and try those hard modes. Of course you can never make everyone happy, people progress at different paces, so while some are farming Algalon, many are still in Naxx. None the less for me, this seems fast. How do you guys feel about it? Want more time, or are you ready for something new already?

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Patch 3.2 is Sending Us Back Into Heroics

HeroicsLike you guys and gals, I have been poring over all the exciting info coming out of the PTR right now. New gear, dungeons, and battlegrounds are so much fun and what keep this game exciting. But I can't help feel that the most significant change in this patch is something we found out about a while ago, and will change the way we play this game more than you might realize. The change I am referring to is the changes that Blizzard is making to the emblem system. In case you missed the blue post, here is the section I am referring to.

  • Emblem System Changes
  • Both the 10 and 25-player instances of the Crusaders' Coliseum drop a new Emblem of Triumph.
  • Any dungeons that previously dropped Emblems of Heroism or Valor, such as Naxxramas or Heroic Halls of Stone, will now drop Emblems of Conquest instead. Emblems of Conquest can still be converted to Valor or Heroism.
  • The Heroic dungeon daily quest will now reward 2 Emblems of Triumph and the normal daily dungeon quest will reward 1 Emblem of Triumph.
  • The existing achievements to collect 1, 25, 50, etc. Emblems of Heroism, Valor, and Conquest have been converted to Feats of Strength since Heroism and Valor Emblems are no longer attainable.
  • New achievements have been added to collect various amounts of any combination of emblems.
So what does this mean for our daily play style? Simply that we now have lots of reason to run heroics. Currently there is virtually no reason for me to step into a heroic. I don't need heroism emblems, gear, or rep. I, like many others, have progressed past this. But now things are different. With every boss dropping Conquest Badges the first few weeks of 3.2 are going to be full of heroic runs. This will let us get all the T8 tier gear, runed orbs, and deadly gear that we could possibly want in a very short period of time. Eventually we will all get all the conquest gear we can handle, but for a short time heroics will be very important. What is even more exciting is the details regarding daily quest rewards. Both the daily and heroic dailies will no give us Emblems of Triumph, which will purchase the next highest level of gear and, presumably, T9 tokens. To me this means I will be doing both of those dungeons every day that I can. It will certainly be an adjustment, but I must say I am sort of looking forward to it. I have always been a big fan of 5-mans, something about that groups size lends itself to a fun relaxed atmosphere. It is something I have missed. With this news I know I have lots of heroic dungeons ahead of me, and more importantly heroic dungeons worth doing! How do you feel about this change? Looking forward to getting back in those 5-mans? Or would you just as well leave them behind?

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Lessons Learned In Ulduar

UlduarOne thing I love about raiding is comparing the different raids to each other and seeing how boss fights and dungeons evolve from patch to patch. While leading raids I often catch myself comparing boss strategies to other bosses we have defeated in the past. When explaining Thaddius in Naxx the comparison is always made to Mechano-Lord Capacitus in the Mechanar, and when talking about Elder Ironbranch's root ability Illhoof's demon chain ability comes to mind. With all these similarities going on it is always refreshing to see new abilities we are not used to. It seems like as you progress through raid content each dungeon has a few key lessons that the raiders must master, and when they do they will be stronger players for the rest of their WoW career. In BC I always had the impression that Magtheridon was designed to teach us how to coordinate raid members and get everyone clicking at the same time, Tempest Keep was there to teach us how to CC trash and deal with adds during boss fights, and Hyjal seemed to teach us how to deal with trash and bosses when you couldn't control the pace. In more modern times Sartherion (with drakes especially) seemed to teach us how to avoid standing in things that would kill us, Malygos taught us how to use vehicles to defeat a boss, and Naxx taught us how to mindlessly AOE trash and zerg bosses (JK!). So this all brings us to the question. What is Ulduar trying to teach us? Besides being a bit of an introduction back into the world of real raiding, it seems to me the key lesson from Blizzard is this: DPS control. This means not only high DPS, but know when and where to apply it, and more importantly when to stop. We see it as early as fights like Razorscale and Deconstructor. For Razor you only have a short window in which to DPS the boss, and you need to make sure you hit her hard when you can. Deconstructor takes it up a notch with controlled DPS on his heart. Too little and the boss doesn't die fast enough, too much and you are looking at a double heart phase and too many adds. Down the road we see bosses like Mimiron and Freya when killing things at the same time are essential to winning the fight, so it is really important to not kill the head or that stormlasher too early. This entire lesson culminates with the big man himself, with controlled DPS needed in all phases of Yogg Saron. Making sure the guardians all die in the pool, and not when they are ferried over, then killing the right tentacles at the right times, while saving lots of burst DPS for the brain just seems to drive the lesson home. DPS is not about pure numbers but applying the right amount of damage to the right targets at the right time. Understanding this is what will separate the best raiders from the rest. With Ulduar Blizzard is making sure we are learning our lesson. How do you guys feel, what lessons have you learned in Uldaur, or even other raids?

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Predictions About The Crusaders Colosseum

screenshot_061109_182339So by now we have all heard about the great stuff coming in patch 3.2. While mount changes, battlegrounds, and dailies are fun and all… I wanted to take a second to talk about what, to me, is the most exciting thing about any content patch. The new raid!

As many of you have figured out by now, raiding is really what I play this game for so naturally I want as many details on the new Crusaders Colosseum as possible. Unfortunately at this point, details are a bit lacking. So that just leaves me to do one thing: make wild assumptions based on too little information and discuss possibilities that may have no basis in fact!

So let me first say this. I am a bit skeptical about this whole “ring of blood, but more epic” thing. When we first heard about Ulduar the possibilities seemed limitless. It was a huge dungeon with a great story 14 bosses tons of hard modes. Sounded great! This on the other hand sounds like it could very well be a hole in the wall that bosses come out of.

Perhaps that is what some people want. No trash, no dungeons to walk through, just one room where bosses come and drop their loot. I honestly hope this isn’t the case. To me raiding a new dungeon is more about the experience than just the bosses. It’s no wonder some of my favorite raids of all time are the ones with story and tons of design like Karazhan, Black Temple, and even Ulduar.

In my mind the only basis for comparison I can even think for the new Colloseum would maybe be Violet Hold, or perhaps on a bigger scale Mount Hyjal. Those were both dungeons when the mobs and bosses came to you. But if Blizzard is comparing this to Ring of Blood (which we have already done 3 times by the way), then it makes me question if trash will even be in the equation. Seems a bit lazy from a design perspective.

I guess we can only hope for some really interesting boss fights to hold us over until Icecrown. While I’m not totally discouraged just yet, let me say I can only hope that Blizzard has some good tricks up their sleeve.

Until we get more details all we can do is wonder. So what do you guys think?

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So Much Raiding, So Little Time

UlduarWhile I've always considered myself a strong raider, I've always done my best to keep a handle on the amount of time I dedicate to the game. It is after all, just a game, and it is very important to not spend too much time playing. That being said I am a total completionist, and I'll admit, a bit of an addict when it comes to this game we all know and love. This is why I am beginning to struggle with the new content patch. I know in a matter of months I will likely be QQing about the lack of content available... but for right now, I am overwhelmed! A big part of my problem is I can't decide if I would rather do 10-man progression or 25-man progression. So I do what any good WoW fanatic would do, and try and do both, which in my guild equals out to about 6 nights a week of raiding. That is a pretty large jump up from what I am used to, and the first few weeks I tried to make that happen it started taking a toll on me. Now don't get me wrong, I am not some helpless junkie that can't get a grip on his time... I can quit anytime I want to :) ! But the fact is I want to see both versions of Yogg go down, and there are plenty of loot upgrades for me in both versions on the instance. Fact is I am just stuck in that rare window of new content where 10-mans are still important to farm, and 25-mans still need work to progress. Eventually I know that I will completely outgear 10-mans and have no reason to go back, but I fear the hard modes will extend that window further than it usually gets extended. At this point it is clear to me I am going to have to start making some choices. What is important now, and furthermore where am I having the most fun? 10s or 25s? I realize I can't do it all no matter how bad I want to! How are you other raiders doing in this department? Are you accomplishing everything you want to? Or do you find yourself in the same place where there are not enough hours in the day (or at least enough gaming hours)? I'd be curious to know your choice, because it is time for me to make mine!

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Algalon Goes Down!

AlgalonWhen Ulduar first hit I made a post asking when we all thought Algalon the Observer (the true final boss of Ulduar) would go down. Well it appears that Ensidia has answered my questions, well, at least for 10 mans.

The super guild announced on their web site that one of their 10-man teams had finally downed him (and also buried a note that another had completed world first Alone In The Darkness).

While I know it will be quite a while before I get to wear the Starcaller title, it is very exciting to hear their impressions of the fight. They of course comment on the added challenge of the one hour timer, but they also claim it is “not quite as hard as Blizzard made it out to be.” I’m taking that with a grain of salt because I imagine their idea of difficult is quite a bit different than mine!

For those that are interested they also provide a link for the loot they obtained as well as some screenshots of the quest chain. They promise video is on the way in short order.

It is encouraging to me to see it took them as long as it did, because in Ensidia time, this took a while! After all they certainly didn’t waste anytime getting world first Yogg, or any other world first for that matter!

So now the only question is how long until we see Algalon-25 go down? Or how about some of the Algalon hard modes? It pretty clear Blizzard intends to keep us all busy for a while.

If you want to keep track of the world first Algalon-25 progress for yourself I recommend you keep an eye on Ensidia’s site… I have a feeling that the news will break there!

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Are Dual-Specs Working Out?

TalentsNow that 3.1 has been out for a while, and the dust is at least starting to settle, I think its time to take a step back and discuss how much impact the patch has really made on the game.

While the introduction of the Ulduar raid was obviously a big deal, I want to take a moment to examine how dual-specs has changed the way that we play. This feature, after all, changes the basic mechanics of how we play and will affect the game well past Ulduar and into future expansions.

At this point, I feel many of us have seen both the advantages and the pitfalls of this is action.

First the good, the increase is raid utility is undeniable. Instead of needing to sub people out for encounters because we need more heals, DPS, tanks or whatever we now just need to ask people to switch specs. I have found this to be particularly useful in 10 mans, where we can balance for 2 or 3 healers depending on the encounter.

Beyond that there are some unexpected advantages. For example the shaman who dual spec’d enhancement/elemental. While initially I thought this was the worst idea ever (great you can be DPS or DPS), it has turned out to be incredibly useful on several occasions. Sometimes having DPS at range vs melee, or having an extra buff can make all the difference in a close encounter.

There have been drawbacks too. As I think we all expected loot has been an issue. There are some players that are legitimately splitting their time between two specs. But does that mean they have a right to accumulate two sets of tier pieces while everyone else is working on their first? I certainly don’t think so, but they can make some convincing arguments. Additionally this added flexibility leaves some of the “bubble” players out of raids. Players that are used to being number 1 on the standby list are getting used less and less, as more people can fill more roles.

Personally I find myself changing specs much less often than I expected. While I can now go ret at anytime, I still find I am a tank 99% of the time, and often forget I can switch if need be. Although, being able to PvP whenever I want is certainly nice.

What do you guys think? Have dual specs been working out they way you imagined? Or are you using them much less or more than you expected?

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