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I’ve always liked the Warhammer universe, and when I played Descent last weekend before I went to training, our gracious host indicated that he’d been playing Warhammer Online for a while.  Well, I haven’t tried it aside from my brief dalliance with the game on the Mac right after they released that client.  Man, it was bad.  That, I think, was a product of my system and not the game, though.

So, I downloaded the streaming client and started into the unlimited trial.  I played through the things I had already done, but I noticed something interesting this go around.  I didn’t feel like I was playing a game from 1994.  The animations were smooth, the textures fit the world, and the game was generally pretty good.  I’m going to have to get a little further into the game before I make a decision on this one, but it’s not a complete washout like I thought it was.

I rolled up a Chaos Zealot.  Like the Rune Keeper in LOTRO, it seems to be a versatile class.  You get healing and direct damage.  You toggle which you want to do.  When the skill is toggled on, your direct damage stats are increased.  If it’s off, then it assumes you want to heal.  The effects aren’t as good as LOTROs, though.  The world seems a little more flat and drab… and the textures don’t pop at all.

I’m willing to try it a little more when the Skaven come out in patch 1.4.  I think that would be a lot of fun.


Rune Keeper – Wait, that’s not a WoW Class!

So, when I got my new computer, one of the things I did was download Lord of the Rings Online.  They went free to play in September, and I wanted to see what a “graphics” intense game would look like.  I logged in once to just see what it was like, then I promptly forgot to log back in.  Well, I hit level cap a week or two ago, and then went out to training.  That immediately killed whatever momentum I had built up, and now I’m just kind of floundering.  I do a few dailies, do a random with a buddy, and then just kind of piddle around.  Well, everyone should remember that phrase, “idle hands are the devil’s tools.”

Anyway, I couldn’t remember what server that Naithin and I had fooled around on last April, so I just picked the first server I saw (Darrowdelf), and promptly rolled a Rune Keeper.  Not an elf one, that’d be stupid.  A dwarf one.  From the Lonely Mountain.  How bad ass is that?  I’m a fucking rune keeper that came from the area that Thorin Oakenshield returned to the dwarf folk.  Anyway, I’ve got to say one thing:  WoW is doing the introductory stuff right.  Guh, there’s too much shit going on to begin to make sense of what I should be doing.

Aside from that, the game is beautiful.  I mean, just… absolutely amazing.  I was in the character creation screen, and I was clicking through faces and options just mesmerized.  One had age lines… there were several facial scars that made a huge difference… the hair textures were just amazing… and so were the beard ones!  Well, I finally logged in, and tooled my way through the introductory zone.  The animations for all of the rune keeper attacks were mindblowing.  Dwarven runes flying out of your hands and at the monsters with smoke and flame and lightning!  Then I dropped a healing stone next to me, and I swear I could see the runes inscribed on the surface of the rock.  I may have to go back and look tonight.

Well, the interesting thing about this class is that you have a meter that fills when you use one type of spell vs another type.  If you do too much healing, then you can’t cast damaging spells.  If you cast damaging spells, then you can’t cast many healing spells.  I did a little bit of reading, and what I expected I could do (pre-cast the healing stone, drop some HoTs on myself, and then go to town) was what a lot of people suggested.  Herp dee derp.  Makes sense.

If I keep playing, then I think I’m going to try to write up some more about the game.  However, with the looming Rift beta 6 event, I don’t know how likely that’s going to be.

What did we do last night?

Stayed up too late, that’s what.  However, that’s not what I’m here to talk about.  I’m here to talk about doing things as a group.

Last night, we (the three currently 80+ members of our guild) decided to do a random.  Well, that was a smashing idea of course, but we hit a snag with the Stonecore.  That snag is laziness.  I know that there’s an idea floating around right now that you need to chew through random dungeons as quickly as possible.  That’s all well and good, but I must ask:  if you know that there’s a chance that something could pull mid-fight?  Do two pulls.  Don’t risk a fear, a pat, a whatever.  Just take your time, pull the groups away from each other, and clear a little more of the instance.  It prevents deaths.  Needless ones.  So, thank you for listening.

Anyway, aside from that, I managed to get my brand new relic from a guildie :D.  That was awesome.  Then we did something foolish.  We tried Archavon.  Three of us.  And we had him at 1%.  Ugh.  We got really close, and if I’d actually bothered to snag a potion or two, it would have been considerably easier.  The fight isn’t hard, and the mechanics are simple… I just need a little healing.  Sub-optimal set ups are sub-optimal.

Oh well, live and learn.

Experiencing Content: I Know it’s old, but not everyone has seen it

So, last night a friend and I had just finished our random of the night, and I was on my way to Dalaran to do their cooking daily as I was short two recipes for the 75 recipe achievement.  Well, I finished the quest, and I wandered over to see what the weekly raid was for Wrath content.  Lo and behold, it was the Flame Leviathan.

I immediately asked my friend if he wanted to do the quest, and he expressed a bit of confusion, “Wait, what is it?”  It didn’t occur to me that someone didn’t know that there were weekly raid quests or that they may not know the encounter.  I replied, “It’s an easy way for us to makes 130 JP with very little effort.”  He said, “Oh, ok” and off we went to Ulduar.

After zoning in, he asked, “So, what do I need to do?”  Well, I’d previously done this with a minimum of folks, but never just two.  I said, “Ok, well don’t use the pyrite ability, but we generally just want to take out the things that spawn iron dwarves and kill the ones that attack us… Just shoot at what I shoot at.”  “Oh, ok.”  So, we get through and clear the area before the boss.  “So, how do we kill him?”  “That ability you weren’t using, when he’s not chasing you, just keep using it on him until you run out.”  “Wait, he chases someone?”  “Yeah, we’ll alternate who gets chased, but it shouldn’t last very long since it scales with our gear.”  “And if we run out of pyrite?”  “Well, just use your normal attack.  It should be fine.”

And of course it was.  I know it’s a little nerve wracking for folks that haven’t been inside a particular encounter, but what’s a little more nerve wracking is trying to figure out how to explain something quickly and concisely without leaving surprises.  The thing that makes it a little more difficult is leaving out the mechanics that we’d be unable to handle.  I could have said, “Well, normally, this is what would happen, but since it’s just the two of us, ignore everything I just said and do this instead.”  So, we finished, got our 100g a piece for doing it, and then got our easy JP.

Just when I thought my retro tour of raids was over, someone said in trade, “OS 3d zerg, lfm.”  I knew that in order for this to be successful, we’d only need 5 or 6 folks that had been through the first zone or two of cataclysm.  I’d done it previously in tier 9, and that wasn’t a problem.  We made it a point to do it to farm drakes for the core raid team.  Well, they needed heals… so I switched specs and marked myself as a healer.  Thank goodness Naithin was on.  Guh, I wanted to practice healing, but not on something like that.  He explained a few abilities, and told me what to look for in the event someone’s health hit the floor quickly.  Nothing like that happened, but it was nice to get some pointers from a pro.  In fact, no one died during the encounter, only after Sarth died and the flame adds didn’t get rounded up did we see a death.  I didn’t get the drake, but I got my title.

I wanted to get my friend to go with me to this one, just so he could see one of the more fun Wrath encounters turned on it’s head.  I know the value is a little diminished, but he’s been complaining that many of the encounters he’s seen so far are just Tank and Spank.  I know that OS 3D at this point is the same thing, but it would be a good baseline for me to say, “Well, this is what it was like, now that you’ve seen what it is now.”

My new goal for our small group is to figure out which encounters we can do with few people.  I saw someone two manned 80 Onyxia and her mechanics permit that, but it may take some research to figure out what we can do with just three or four people.  I think that we’ll be able to do a fair amount of stuff.  Between getting the guild achieves for heroic runs of TBC and WotLK content, old raids (We’ve already done MC), and then gearing people up for heroics then raids, we’ll be covered for a while.

Retrospective: Leveling in a Post 4.0.3 Azeroth

I started my druid pretty shortly after 4.0.3 launched on the live servers. It was a class that I hadn’t played since the olden days of closed beta of Classic, and I hadn’t given it a fair shake since starting into Darkshore back in the dark ages. So, with a little trepidation, I created my character and began to level him. I did some battlegrounds, and a fair amount of questing to get him started, but when the Cataclysm struck, I took a break to do one of the other classes that I had an interest in – a hunter.

As more people began playing and the prospect of doing some guild stuff took off, I recognized the need for a tank… so back to the druid I went. I think he was languishing somewhere before Outland content, and I have to tell you, that was a push. Outland and Northrend feel so out of touch with the unified design that the rest of the game displays. I’ll come back to that though.

This post should probably be two, but I’m wanting to get both sets of thoughts out at once. The following are the things I liked and disliked while leveling to 85.

Five Things I Liked

  1. Coherent Plots in the New Content
    When Naithin said that someone over at Blizzard had read a book recently, I laughed. However, I think it’s definitely true. Someone over at Blizzard said, “We need plots to tie things together into a coherent experience.” Well, the new zones really handle that well. From Darkshore – where you’re trying to stop an old god from being brought back to life – to the Blasted Lands – where you’re trying to prevent a demon from re-entering Azeroth – there are some involved plot lines that you, as a player, get to take a prominent place. It’s a huge change from the days of, “Go collect 15 wolf pelts. No, there’s no reason, just get them pelts!”
  2. Well Itemized Gear
    This is something that was a terrible thing to work through while leveling an alt. The rise of Heirloom gear seemed to address the need that became apparent somewhere in the middle of TBC. There were specific items that specializations needed, but the items themselves didn’t seem to be present in Quest rewards or Dungeon loot tables. Ever look at a piece of cloth gear from Classic and think, “Why does it have strength and spirit on it?” When you’re leveling another character and you have trouble picking quest rewards because none of them really help you, you feel like you’re not improving. Heirlooms really were there to reduce the amount of gear that you’re picking up while leveling through old content (and yes, make it faster, but that’s not up for contention here… leveling is silly fast now), and to ensure that you had a few pieces of gear that were appropriately itemized no matter your leveling preference. Well, now, you don’t really “need” the heirlooms, aside from the 20% experience boost if you have the chest piece and the shoulders. The quest rewards are all very well itemized, and I didn’t really see anything that left me scratching my head.
  3. Logical Progression Between Quest Hubs
    Thank goodness for plot coherency. In order to advance a plot, sometimes a character has to embark upon a journey. Quest hubs are the plot points that tie together your character’s journey through Azeroth. With the added emphasis on story telling, Blizzard tightened up on telling you exactly when to progress. I’m really appreciative of this, as it pretty much eliminated the guess work of going into a new zone (I know I have my favorite leveling zones, so when I venture out of them I get lost). This not only reduced the confusion that new players may experience, but it helped keep the pacing that more experienced players would like.
  4. Flying in Azeroth
    I’m spoiled as a druid player. I press a button and take off. When working on gathering up a bunch of herbs, this makes life awesome. When I needed to go back and gather a bunch of Sungrass to level Alchemy, I flew around Arathi Highlands. If I had been riding around, it would have taken easily double the amount of time I needed to do my circuits. Throw in the ability to hop over hostile groups of monsters? Yeah, that’s really, really, really nice.
  5. Dungeon Aesthetics
    This is more about the newer dungeons. I really like the diversity in them this go around. In Classic, there were a few standout dungeons (Dire Maul and Zul’gurub) that seemed to break the mold on aesthetics. They weren’t dimly lit miasma’s of packs of baddies is what I’m trying to say. In The Burning Crusade, the aesthetics changed to suit the new areas, and some of them were really good (Underbog and the stuff around the Arcatraz… oh, and Magister’s Terrace). Wrath didn’t have all that many that were aesthetically pleasing, but in Cataclysm we have Vortex Pinnacle, Throne of Tides, and… well, those are the ones I’ve seen that I like. I’m going to try to do Grim Batol, Halls of Origination, and the Lost City this week, but if the dungeon aesthetics match the zone aesthetics, I’m going to be pleased.

Now, we’re on to the things I wasn’t as much a fan of. I’m going to include some thoughts on how to improve these aspects of the game with these. The aspects above can be improved, too, but I’d rather focus on tightening up things that are weaker.

Five Things I Didn’t Like

  1. Going Through Northrend and Outlands
    The transition between Azeroth and Outlands is a little wonky. The gear curve resets dramatically and so does the story telling. I know that Blizzard would like to go back and fix some of this, but until it happens, there really isn’t all that much that can be done. The thing that was a little staggering, though, was transitioning back to Northrend. I’ve done Northrend five times now, and I really have come to loathe it more and more. Some parts are handled really well, like the first zones. The Fjord and the Tundra feel really coherent and tight. However, as soon as you begin to transition out of them, things start tearing at the seams. 

    How can Blizzard improve this aspect of the game? There’s no quick fix here, and they’ve already acknowledged that these two parts of the world are now a lot weaker than they’d like. Outland is just… out there. That’s where I’d focus my time, if I had to pick one of the two to do. Northrend isn’t so bad, but it does feel like it takes a long time to chew through. As well, the experience curve seems to take a wonky turn around 78. Retune the experience rewards for Northrend, and I think it will be better. I know that they reduced the amount of experience required, but that’s not the same thing as making the quests line up with it a little better.

  2. Attitudes in the Dungeon Finder
    I’ve had some peaches over the course of leveling. Some DPS (when I was tanking) were just flailing about wildly when I was pacing the group at what I thought was reasonable. Some tanks just had no idea how to tank. Most of the healers I had were really good. Even when I wasn’t tanking (as I lost my patience [and I didn’t want my blood pressure to go up anymore] around Wrath dungeons), the DPS seem to just… I don’t know, not care? Trash talk? I didn’t encounter anyone as near as abusive as the person Anexxia encountered, but people out there will surprise you. 

    How can Blizzard improve this aspect of the game? I know this isn’t for Blizzard to fix, but they need to find some way for you to rate the people you’re playing with. I hate to say that X-box Live is doing something right, but they are. You can review players, and as you do, it refines the types of players you like to see and creates kind of an internal system to pair you with people that meet your criteria. If you give someone a negative review, it affects their status with you and gives the moderators someone to watch. If you give them a positive review, then it affects your likelihood to play with them again. It makes sense to do something similar on LFD.

  3. Phasing
    I’m actually a big fan of phasing… until it gets in the way of playing the game. We saw this in Icecrown in Wrath. We’re seeing it again in Uldum. I love flying around Uldum trying to gather some herbs, only to see the node disappear because it isn’t in the same phase I am. Totally awesome. I saw it in Icecrown and the Storm Peaks before. Now, it starts to rear its head in Cataclysm. 

    How can Blizzard improve this aspect of the game? The easiest fix I see is to make the areas affected by phasing smaller. Pieces and parts of the terrain are ok, but in Uldum, it feels like more than two thirds of the zone is affected in some way by phasing. Between the Ramakhen and Harrison Jones, there’s a lot that shapes the way that zone looks to a player. When used effectively, the technology is great. However, it seems like the technology can also hamper the player experience.

  4. Dungeon Redesign Spotiness
    Alright, some of these are great. The new Stockades? Yeah, totally awesome. Hogger is a boss. The new Shadowfang Keep? Oh goodness, yes. Blackrock Depths… not so much. Lower Blackrock Spire? Guh, I just can’t bring myself to go in there. All the instances that lower level players do, they seem to go really well (aside from the Wailing Caverns, but that place was always a shithole). It just feels like some of them are still rambling messes even with the quests directing you to specific parts of them. 

    How can Blizzard improve this aspect of the game? Cut instances into pieces and make separate entrances for them. Remove some more of the trash packs. Make them conform to the design standards that we saw in Wrath and become cemented in Cataclysm. The Burning Crusade dungeons aren’t too bad. Maybe reduce a few of the trash packs in the Underbog and Slave Pens. There just needs to be someone to go through some of these a little more closely and get them to line up from top to bottom.

  5. Guild Leveling Focus
    The focus of guild leveling is clearly on folks that are at level cap. No ifs ands or buts about it. When we started into leveling in Cataclysm zones, the guild experience bar just flew up. I know that this is directly tied into quest experience, but doing dungeons as a group is really something that’s hard to do when your players are spread out. The option is to go back and do content that a few people can’t get any rewards from or not do anything. I’m really disappointed with how this is being handled. The low level players don’t get anything out of banding together, and that’s probably not what Blizzard is going for. 

    How can Blizzard improve this aspect of the game? Well, they’re reducing the number of people needed to form Guild Runs, so that should help. Three people doing dungeon runs won’t be enough to level the guild, but it will certainly help a little. My idea is to retune the quest rewards percentage going to guild experience, and for Blizzard to recalculate the amount of experience needed for each level. The cap idea is fine. Blizzard needs to find a way to tune it so the progression lines up for small guilds and large guilds without people take advantage of the system.

Starting Into Cataclysm Content – Yes, I Know I’m Weeks Behind

Well, my Night Elf Druid is finally approaching the level cap.  Well, I shouldn’t say finally.  I took a 50 level break for a Worgen Hunter, so it’s probably more of an “about time” sort of feeling.  I started the character in 4.0.3 so I could have something to work on before I started my hunter (which I did, and I enjoy… I just thought leveling a tank or healer was a good idea.) and I really enjoyed it.  I still do.  However, I really, really didn’t enjoy the Burning Crusade or even Wrath of the Lich King.

I was talking with Naithin about the Wrath content when I first hit the Fjord again.  Now, it isn’t like I’m a stranger to the content.  I’ve seen it several times now, and at one point I really enjoyed it.  This time, though, I hit a wall.  Each level was a grinding lurch of a step towards the top of mountain.  I knew I was leveling back towards new content, but it was excruciating.

So, I resolved to do something that I hadn’t done.  I picked a few zones that I knew I wanted to do (as there were several that I wanted to avoid this go around), and just did those.  For the most part, this worked.  I had never done (as an alliance character) the Howling Fjord from start to finish, or Dragonblight (though I am a little pissed that they took out the Wrathgate event [Cinematic still plays, but no fighting in UC]), or even Sholazar.  I knew that they were generally all the same, but it was something I wanted to do.

I stuck with my plan.  I did the Fjord, and it gave some great insight into where humans came from and what was going on in the Storm Peaks.  Afterwards, I went to Dragonblight.  That was an interesting place for the Alliance.  They just kind of muddle through all of these threats, and really seem involved on the periphery.  There are so many quests that you do for the dragons, it seems to really detract from the idea that there’s a cohesive front marching towards Arthas.  I did make the trip to Zul’drak for the Ampitheatre of Anguish.  It was fun doing those quests with an 81 Mage while I was 75.  I think I only actually managed to die once, but it was close a few times.  Then Sholazar is… well, it’s a Hemet Nesingwary-esque place.

However, I hit a snag at around level 78.  I was at the top end of the spectrum for Sholazar, but the quest density seemed to have dropped.  So, I diverged from my plan and went and did the Argent Crusade stuff and unlocked the Knights of the Ebon Blade quest hub.  Those chains got me to 80.  I felt a rush. I was back into content that I had never seen!

Thankfully, I had a piece of gear that my 80+ mage friend had snagged for me for level 80, and I bought a few BoE greens to help dull the blows of the starting quests.  So, off I went to Vashj’ir.  (Backstory:  I had done a fair amount of Hyjal in the beta, and I just didn’t care for it.  I started into Vashj’ir, but I stopped.  I was enjoying it, and I thought I would enjoy it more if I was doing it on a character I was leveling on Live.)

To get to Vashj’ir you go to Stormwind and the Hero’s Call! Board.  From there, you’ll get a quest to go to the docks.  Find the person with the quest, and you’ll trigger an event.  Walk to the end of the docks to get moving in the right direction.

There were several moments as I was riding around on my Abyssal Sea Horse that I just caught myself looking at the scenery.  It felt like I was questing in an aquarium.  Now, toss in the overall stories being told in those zones?  Holy lord, you’ve got a recipe for win.  My only regret was doing the Throne of Tides dungeon before completing the zone.  There was a spoiler there that I wasn’t expecting, but now that I have context, the whole place makes a lot more sense.  (I may do a full on write-up of the events in the zone, and how I think they’ll relate to later content, but I’m not sure about that.)

Doing a dungeon or two, a few cooking dailies, and the entire Vashj’ir story line got me to 82, with 10% short of 83.  Now, I also did a lot of Deepholm in the beta, but left Uldum for later.  Again, same logic follows here.  So, I did a handful of quests in Deepholm, and I found myself sitting on level 83.  Well, I started into Uldum.  Before the long flight from Darnassus, though, I reset my secondary Specialization.  As I was questing, when I wasn’t picking pieces for my primary melee dps spec, I was picking up resto pieces.  I decided to make my secondary spec resto, as I’m pretty sure my primary spec is going to get reset to a tanking spec at 85.  However, all things being equal, I’m more comfortable in the resto spot.

Anyway, I got through the first round of Harrison Jones quests (which are awesome), and I’m now making the rounds for the Ramakhen ruling council to vote on whether to join Deathwing or not.  The whole thing is very compelling.  Vortex Pinnacle is a very interesting place, too.  I don’t mind having done that one.  There weren’t any real encounters that were spoilers for the direction of the zone, and the place has some very neat encounters (even in the trash packs).

I’m really looking forward to the Twilight Highlands.  I don’t know how likely I am to see them before 85, though.  I still haven’t quite discerned what the pattern is like for leveling for completing zones.  If the goal is almost 3 complete levels per zone (when you start it at the appropriate level), then I’m not going to see anything inside the Highlands except for ~10% of a level.  I’m still genuinely excited about the content in general, and I keep getting surprised at some of the steps Blizzard has taken to make Azeroth more engaging.

Survival Works for Me: Opinions on 30 Levels

Arjac - Worgen Survival Hunter

Several levels have passed since the last time I blogged.  I’m not going to lie, I purchased a Dual Specialization at level 30 and tinkered around with the Marksman specialization.  You can check that out by looking at my Secondary Talent Specialization.  It’s, umm… kind of boring.  Marksman, I mean.  There’s a lot of standing around, and the rotation seems pretty bland.  It could be that I simply don’t have a lot of the talents that make it enjoyable, but I didn’t find it all that interesting.

On to the meat of the discussion!  Survival!  Leveling!

Individual Contributions to Guild Leveling

This is something I did a little bit of digging on yesterday.  I was confused at how this process actually worked – especially after I read through the blue posts on MMO- Champion.  There was a hotfix over the weekend to reduce the amount of quest experience that is converted to guild experience by 75%.  So, I did some math to try and figure that out.  I went out to Wowpedia in an attempt to figure out the amount of XP necessary to get one character to level 85.  The number I got from 1-80 was pretty easy to find, but they didn’t have the information that had 80-85.  Thankfully, the mmo-champion forums had the information.

If we take out experience gains from killing monsters, mining, herbalism, archaeology, battleground, and dungeons, that means that a character could contribute from questing, a maximum amount of 12,026,625 Experience.  The problem there is that alot of experience comes from the things I excluded.  So, what does that mean for making the most of the leveling process as a guild?

The nearest I could tell is that you should be doing quests, and if you want to do some dungeons, then you get a group of at least 4 and go.  The following is based on supposition from this article.  I’m going to lay out my math though, just to see it.

NOTE: The math contained below is speculation based on the article linked above.  They mention that the formula that they use are not confirmed.  I’m just guessing here, and it’s supposition without real testing.  I’m going to try to confirm it, but I don’t have a guild of all the same level folks and a dungeon to run without someone being above the level.

Start with the basic formula for computing MOB experience (If MOB is at your level): mXP = (lvl * 5) + 45 <-Classic level content

Make them dungeon elites:  dXP = mXP * 2.5 (This part is a best guess and assumes that you’re all the same level)

Then, hit it with the Group XP:  gXP = (dXP/no. of Members) * Modifier

1 person group = 1.0
2 person group = 1.0
3 person group = 1.166
4 person group = 1.3
5 person group = 1.4

Let’s assume we’re killing Darkmaster Gandling as a group then:

mXP = (43 * 5) + 45 = 260

dXP = 260 * 2.5 = 650

(We’re going to assume 4 people in the group)

gXP = (650/4) * 1.3 = 211

We have been told that the contribution of experience from killing dungeon bosses is 100%, so we take that end number and multiply it by 4.  So, that contributes 845 XP to the guild.  What I don’t know is if the MOB is gray to one of the members of the group if it still contributes as there’s no XP generated on the kill.  My guess is no, but hey, it’s worth testing out.

Continuing, though, there are 9 bosses in Scholomance that are level 43.  So, if you consider a guild run of level 43’s in that instance, you would get 7600 experience for your guild.  If one person was turning in a quest to get that much?  You would need a quest that rewarded around 30k experience (which are level 80 quests).  So, if you’re leveling a guild of low level characters:  Run dungeons.

Addendum: After consideration, I’m going to run through the same thing for Burning Crusade stuff.  Let’s say a level 68 boss.

First formula changes a little.  Higher added base experience.  mXP = (68 *5 ) + 245 = 585

dXP = 585 * 2.5 = 1463

gXP = (1462.5/4) * 1.3 = 475

guildXP = 475 * 4 = 1901

Assume 5 bosses, that’s 9500 experience in a Burning Crusade dungeon.  To equalize that with a single quest turn in:  38k or so.

Hunter Thoughts

So, I’ve been huntering for 50 levels or so now, and I think that’s enough time to get a grasp on how the class is supposed to play.  Survival has been my primary choice, even in dungeons.  It provides a lot of utility and gives me a lot of escape mechanisms.  I like being able to Wyvern Sting in battlegrounds now.  It’s cool to pick a healer out and lock them down.  Then throw a freezing trap on someone and ruin their day.  Just gives me the giggles.

The thing that’s most frustrating, though, is that Lock and Load seems to be bugged.  It will work sometimes, and when it does, its great.  Free of focus and cooldown requirements on a primary nuke?  Hell yeah!  It’s part of the reason that I’m learning to make excellent use of Trap Launcher.  That takes skill and practice.  You have to hit the trap launcher button, then the trap you want… and apparently the Macros that people came up with don’t always work right.  So, you can’t put the abilities together into a button easily.  It’s just a learning curve thing.

I’m looking forward to getting the Serpent Spread talent.  That will be fun.

My rotation is still pretty much the same:  Hunter’s Mark -> Serpent Sting while pet gets aggro -> Trap Launcher to get Frost Trap in there for Lock and Load Procs -> Explosive Shot x 3.  Most things die before getting through the second Explosive Shot, though.


From the official wow forums.  Pretty good proposals are being tossed around this discussion: