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About Zaroua

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  1. Raid bosses have had the amount of loot dropped per kill increased per kill during vanilla and once again during TBC: will Crestfall emulate the changes to the amount of drops as vanilla/TBC progresses through the patches or will bosses use their final settings for drops per kill right from the start?
  2. To expand on Darkrasp's post above: one of the main reasons raiders didn't want to bother going crazy with buffs on farm content is because of the absurd amount of time and effort it took to do. Better to play alts, do PvP or not log on as to not burn yourself out than to farm day in and day out. I can't speak for every person who raided in vanilla, but the ones I know all felt this way: raiding was fun because progress was hard and raiding was fun because farm status was the time to chill out and relax with your guild. You'd spend all that time, effort, concentration, energy and consumables on progress and you just decompressed for a few months while waiting for the next raid. I was one of the two tanks in my guild and I probably used less than 10 flasks from MC up to C'thun. Hell, a random DPS in the raid using a flask would be called crazy if we weren't really close to a server first, end boss kill. Personally, I don't want raids to be tuned around being fully buffed up. Mostly because "fully buffed up" in vanilla is very different than what it was after the changes during early TBC. Being *able* to do so is all fine and dandy, but being *required* to do so to beat the content is a whole different thing. Hell, if the Crestfall team intends to make raids that hard, implementing the TBC flask/elixir changes for vanilla could be a valid path to go down on. On the other hand, I don't want it to be impossible to go crazy on buffs/consumables to get a first kill since that was a huge part of vanilla. After all, we're actually doing pretty good this attempt so I'll start using Major Mana Potions. The absolute madman!
  3. If you're looking to save money on getting an Arcanite Reaper made, be an alchemist or an enchanter and become buddies with an axesmith. If you want to make money by crafting Arcanite Reapers, become an herbalist/miner instead. If you want to help your guild by being a weaponsmith, be an alchemist and make more arcane crystals instead. Weaponsmithing is god awful in vanilla and armorsmithing only slightly less so and ONLY if your a raiding guild's sole armorsmith who gets fed patterns. It's a humongous money sink that, unless you get fed rare patterns and peddle your stuff all day long, will lose you a lot of money for little to no return. I've done the weapon/armorsmith thing many times in vanilla, don't do it unless you have a guild backing you up. As far as crafting recipes go, like someone already posted above, the only relevant one is Arcanite Reaper.
  4. I hate that 1% statistic for Naxx with a burning passion. 4H's set bonus requirement on tanks turned the fight into a guild killer. Not only that, most of the "difficulty" in vanilla came from the logistics involved in running a 40 man guild and from general ignorance of game mechanics. Even those "1%" guilds were carrying around idiots who struggled to make the Thaddius jump and didn't know how to use health pots. A lot of idiots. With that being said, difficulty tuning is an EXTREMELY difficult thing to do well when you're aiming to balance it for an environment with as many moving parts as raids. What happens if you increase outgoing AoE damage? Well Fury Warriors become the uncontested top dogs for damage and Horde gets more attractive because Shamans are way better at handling AoE damage than Paladins are. What happens if you prolong fights? Mages will struggle a lot more and become less wanted and Alliance gets a massive advantage because of Judgement of Wisdom. What happens if you increase the damage the tanks take? Guilds with bad tank drop RNG won't be able to progress, causing a ton of frustration and you get far more TPS output. Every major change made towards increasing difficulty will bring about a shift to how players and guilds approach raiding. Players are smarter now than they were back in vanilla. What happens if difficulty goes up? First, class stacking to the extreme. The tighter the DPS/healing checks on the fight, the more guilds will stack whichever class performs the best. What if Mages end up being worthless because every fight is 15 minute slugfest where they just can't keep up with mana? What happens to players who rolled Mages on Crestfall expecting a vanilla or vanilla-like experience only to get told that nobody wants Mages in raids outside of the token AI/water bitch? Sorry Mage dude, we'll just bring more Rogues since they do good damage without needing mana. The second and far worse approach to difficulty in vanilla is buff stacking. World buffs, potions, random consumables, DPS potions, flasks, etc. There are few things that make raiding painful as much as having to spend 30 minutes between pulls getting world buffs. I've been there, it's not fun and no person who's sane of mind will enjoy spending 5 minutes on a pull followed by 30 minutes getting some god damn world buff and waiting on Soulstone and battle rez cooldowns. But if that's what you gotta do, that's what you're gonna do and you're going to hate every moment of it. These are just a portion of the ramifications that come with messing with difficulty without understanding how it will change how the game is played. Properly balancing difficulty is a hell of a challenge and few people can pull it off. Hell, the Blizzard raid designers and the class/item devs sure can't do it right most of the time. And my experience with game mods over the years has taught me that modders generally aren't much better. When the tuning is just right, the experience is glorious and memorable. When the tuning's off, the experience is frustrating, discouraging or worst of all: boring. While I do agree that the vanilla raids need help, tuning needs not only be done with caution, but it also needs to be done right or not at all. And for the love of all that's fun in raiding: when you do test your changes, make sure the fight isn't tuned around a fully flasked raid in BiS gear with a perfect composition.
  5. http://db.vanillagaming.org/?talent#LVMxzZmZEbzse0zio Overpower conflicts with Revenge to some extent. Overpower with a 1h tickles, same with Deep Wounds. Impale isn't all that great without a decent crit rate to support it. The extra rage from Imp Charge is great for soloing. 5/5 TM is huge for tanking, soloing and PvP. Imp Sunder is one of the better talents in the prot tree for 5 mans, also useful for soloing.
  6. The main ways to become a main tank in vanilla are to either have friends in high places or be really good at tanking 5 mans. Hell, tanking raids is easier than tanking 5 mans in vanilla and TBC, significantly so at that. This means that a tank that performs well in 5 man content won't have issues transitioning towards raid tanking in terms of skill. To add on to what others have already said: you need to have a thick skin and be able to hold your ground. Warlocks will blame you for dying when they crit 6 times in a row on the pull, Druids will blame you for dying when they've been healing a totem for the past 30 seconds, etc, etc. This may sound strange, but a tank that lets his raid/guildies walk over him will have a harder doing his job as a leader, and make no mistake here: if you're the main tank you're in a leader position, even if you're not the raid leader/guild officer/class leader or whatever else. If the people you're with don't respect you, your job as a leader will be significantly harder to do. That doesn't mean you need to be an ass, act snide, yell, get angry or worst of all, be passive-aggressive. As for myself, I leveled a Warrior on a new realm in early 2005 after I quit my Paladin (no one would invite me to raids/dungeons because "Paladins were supposed to be DPS, not healer; also stop rolling on cloth healing gear"). I had a firm grasp on the game by then, so I leveled quickly and ran a ton of dungeons with random people to gear up. Random people coagulated into raids for UBRS, which eventually grew to a raiding guild. I got invited to tank because I was awesome at 5 man content. In late TBC, the guy who used to be the other tank in my vanilla guild (now a Holy Paladin) reached out to me and told me his guild needed a tank for BT farm and whatever the next raid would be. I rolled on his server and was more or less handed out the MT position because the guy doing the job before I joined up wasn't too big on how much pressure the role had.
  7. guide

    Patchwerk not triggering parry haste is a well known and established fact, same with Brutallus not being able to parry haste or crush.
  8. I'd like to see some of the MC bosses tuned up a wee bit. A lot of the difficulty came from the game being new and fresh (aka logistics, people not knowing how to gear/spec) instead of actual mechanic and number tuning. Readily available guides, both written and video cover every last bit of detail about the encounters, how to gear for them how to spec for them and how to play your role for them. Private servers usually makes available gear that wasn't present on release (DM loot) or puts in the buffed items that came out in the later stages of vanilla Private servers have the updated talent trees that make pretty much every spec significantly more powerful than they were at release All of these are compounding issues which contribute to making MC feel way, way too easy and boring. While I'd like to see Molten Core bosses buffed to compensate for how much easier the game is on private servers compared to how MC was at release, I have no faith in these buffs being done in a non obtrusive manner. I've seen a lot, and I mean a LOT of people do content and balance mods for games over the years and the overwhelming majority of those creations were abominations in terms of gameplay. Hell, even professional encounter designers working for MMOs (including retail WoW) are really bad at their jobs. To me this feels like if you can't do it right, you shouldn't try in the first place. I don't want to see Lucifron adds have 400k HP and the encounter have a 4 minute, instant wipe berserk timer, but the adds having 5-10% more health and Impending Doom hitting for 2100 or 2200 would be decent changes.
  9. Strath, BRD and BRS. While people run parts of Strath/BRS as different instances, they're still the one dungeon. All 3 of these dungeons felt like actual dungeons and not some place you zone into in order to get loot. I was actually going to a dungeon, a place where creepy crawlies crawled about or a place where villains dwelled. I experienced these dungeons, I didn't just run them. They just don't make'em like they used to.
  10. Threat was *almost* never an issue on vanilla with good group composition to support a good tank. Either Horde or Alliance. Alliance has Salv, Horde has WF Totem + SoE. Salv does beat WF Totem + SoE in infinite rage scenarios, but those rarely happened in vanilla outside of Vael. WF Totem + SoE absolutely crushes Salv for off-tanking and is roughly equal for low rage environments.
  11. Regarding linking content we've created: would highly relevant forum posts be something to be worth including? I'm guessing most of it would need to be done through the way back machine though.
  12. Got up to C'thun on vanilla before Naxx came out. Had to take an extended leave of absence and never got to set foot into Naxx, although my guild killed 7 or 8 bosses in there before disbanding.
  13. In regards to Redoubt: getting crit is fine in 5 and 10 man content since no tank is expected to be defense capped at that point. But once you get into ZG andAQ20, getting crit is a big nono. Redoubt doesn't prevent crits unless you've already gotten crit in the first place and getting crit usually means that you'll wind up dead, especially once you factor in the facts that Paladins take a lot more damage than Warriors do even when wearing full defense/mitigation gear. And if you don't have access to Thunder Clap or Demo Shout as a Paladin tank, the damage you take will make healers cry. And if a Paladin decides to pick up some spell power gear to achieve workable threat values, then their mitigation and defense values will be even worse than a Warrior's, making them even squishier. Long story short: Paladins are squishy, getting crit when you're squishy is bad, Redoubt helps prevent crits when paired with Holy Shield, but only if you do get crit in the first place. Expanding on my first point: Redoubt + Holy Shield aren't enough to push crits and crushes off of the table on their own unless the Paladin is either wearing really good raid gear or if the Paladin is using block% gear. If the Paladin wears block% gear, it means his defense is lower than what it should be (again, unless he's covered in raid gear), meaning that he'll get crit more often when Redoubt isn't up, which is a bad thing. And unless he wears block% gear, he won't be able to push crushing blows off of the table, which is also bad. The sad thing here is that as you progress towards crit immunity, you progressively open yourself up to more and more crushing blows. Which of course means you'll take not only more damage over time than Warriors do but the damage you'll take will be far more bursty. As for Seal of Wisdom: you're required to use it so you don't run out of mana. The problem is that you want to use SoR first for the extra initial threat so mobs stick to you. But once you've established aggro, you should at the very least be judging Wisdom and if you have a solid threat lead, you'll probably want to finish the pull with Seal of Wisdom to cut down on your downtime. As someone who's had extensive raiding experience as both a tank and a healer: please don't try to tank raid encounters without being crit immune. If a raid group decides to bring a Paladin to tank stuff, please don't make their lives even more miserable by getting crit every 3-4 minutes.
  14. The rare part is finding one that's willing to tank and somewhat decent at it. There's plenty of keyboard turning, Battle Stance tanking with a 1h+shield, skill clicking Warriors who are more than willing to tank.
  15. I'm not the most tech savvy person around, but I still know that trying to stop someone who REALLY wants something on the internet is pretty hard to accomplish, if not foolish. Sure, whitelists and blacklists and banning VPNs make a difference, but it's an uphill battle. I'm not certain prevention and repression are the correct approach to solving this issue, maybe a more civil approach would be best. As far as grievances of north american and european players against Chinese players: it's entirely justified and using words like "racism" or "bigot" to attempt to argue against those grievances is plain ignorant. Chinese gamers now are causing the same problems Brazillian gamers were back in 1998-2000. At the time there was an immense surge of Brazillians on the internet because of some sort of law or reform happening in Brazil at the time. All and good. The problem was that Brazillians were utterly unaccustomed to internet ethics and when looked at as a group, they behaved rather poorly to put it very mildly. It was incredibly aggravating to deal with Brazillians because the overwhelming majority didn't speak english, were generally disruptive through griefing or spamming, refused to integrate into the established communities and just went off and established their own subcommunities that didn't interact with other players, unless it was to grief: the "give gold or I report" meme was reflective of what many non-Brazillian players had to deal with back then. Do the things I describe resemble the grievances aimed at Chinese players? In any case, nowadays I don't see any real hate aimed at Brazillians other than the general shit-flinging that's prevalent when gamers of two different nationalities clash. Sure there's always a 12 years old edgelord that's going to spout racial slurs and generally be a racist prick, but for the majority of players there's no racism involved. It's just a growing frustration at having to deal with a situation they have little to no control over. When every meeting with a Chinese player is either a negative one or makes interaction impossible, it's not hard to see why so many players get... passionate about the subject. And to me it feels like a valid issue considering the subject matter at hand: a big part of what makes vanilla great is the community. And when a significant portion of the players on your realm aren't actually part of the community, it becomes an issue. Heads buried in the sand don't solve issues, they either just wait them out or wait for the inevitable kick in the ass. I'm not advocating either dumb protests or sitting around a fire and singing kumbaya, but some sort of moderate action would benefit all parties involved. Because let's be honest here: dishing out or being on the receiving end of hatred isn't enjoyable. I'm sure Chinese players would love to play without being harassed and I'm sure the rest of the world would like to play without having to use google translate to talk to a large portion of the server's population. PS: when I first started using the internet I could barely put two words of English together. And when I did manage to, the words usually were spelled so poorly as to make all the unemployed English majors of the world cry. Just thought I'd throw that out there before someone calls me out in a really dumb fashion.