by Arlos » Mon Aug 09, 2004 12:49 pm
Silv, you don't just have to quest right now, you know. You can hit instance dungeons for really excellent XP and loot from named. At about L20, lemme think, hrm. Well, there's Shadowfang Keep in Silverpine that should be about right, and there's definitely Deadmines in Westfall, though that's a little tougher for you to get to, for true. Probably your best bet would be to catch the boat from ratchet to booty bay, then swim up the coast to Grom'Gol, get that griff link, then swim on up to Westfall. Deadmines are in Moonbrook. Also, the newer of the Razorfens down in South Barrens is about right, or if not, you're close to it. That's the one that's on your left as you head down the road towards Thousand Needles. (to the right is the other Razorfen, the older one.) You may have outleveled Wailing Caverns in Barrens, but wouldn't hurt to check it out either. In a few more levels you can hit Gadgetzan, which is in Dun Morogh, dwarf starting area, so a bit of a pain for you, but not too bad.
About the only dungeon you don't have any access to at all is the Stockade, and that's cause it's inside Stormwind, but don't worry, it doesn't have named loot dropperrs anyway, it's mostly a location alliance people get sent to for quests. Plus they mentioned putting in a counterpart to it in Ogrimmar, I think it is. As you level up, once you hit about 30ish or so, you can head to the other Razorfen (the older one), and by 33-35 or so, you can head to Tirisfal and start doing runs on Scarlet Monestary, which has some really nice stuff for those level ranges. (Pope Hat, illusionary rod, etc.) Above SM is Uldaman, which you can do once you hit 40th-ish or so, though be warned, the end fight is kinda challenging until you get a full group of 43-45 or so. After that is Zul'Farrak in Tanaris, which runs from low-40s all the way up to 50, though by 50, only the pyramid/prisoner script is terribly challenging. The top instance in the game right now is the sunken temple, Atal'Hakkar, which has some really nice events to it, and the final fight is the first real dragon-model you encounter, so it's definitely a fun trip.
As for other random stuff: Warriors can be reasonably effective damage dealers, though once everything is in place, they won't do as much as mages or rogues, nor probably as much as warlock + succubus pet, though I'm not sure on that last one. However, as Taxx said, making a warrior and then not actually using him to tank at all is pretty silly. You can do it, but don't expect to find groups. Now, if you can go into offensive stances and still a) hold general aggro and b) get good snap aggro to pull stuff off healers or casters, then by all means go for it. If necessary, there are potions or items that with right-clicks can give you sometimes significant amounts of rage, so you could go offensive a lot, then when you need to taunt, switch stances, drink the rage potion, taunt til the mob's back on you, then swap stances again. Also, there's a warrior talent that lets you retain certain amounts of rage when you swap stances, though I'm not certain how much, since I don't play a warrior.
Priests should definitely have no trouble finding groups later on, especially as quests involve tougher mobs, making grouping more necessary. Same thing for once people starting hitting level ranges for the instance dungeons, they'll definitely want to have a priest in the group for hitting those. At early levels, sure, most everyone solos, cause it's not that hard to do so. The difficulty ramps up as you go along though, as I'm sure you'll see.
Tradeskills aren't too hard to get up through journeyman levels, it's once you start getting up to 200ish or so that they start to require more work. At the high end, more and more of the recipes are mob drops, so without a support network of guild or friends to pass on recipes you don't get yourself, or without buying them on the open market, you won't be as good as someone who does have that access. Also, once you start getting to that level the components become more and more challenging to acquire. Once you get into the 230-240 range, getting single point increases are happy events, simply because getting all the components to make something solo is not easy. For example, the 250 skill elemental leatherworking hat (Fireball helm) needs 40 thick leather (only reliably farmable off L45-46 mobs, below that you get heavy leather a lot), 12 hearts of fire (semi-rare drop off very high level elementals in Searing Gorge), 4 Cores of Earth (very rare drops off high-30s earth elementals, less rare the higher level the elemental), some thick hide (< 5% drop rate compared to thick leather), deeprock salt to cure the hide (uncommon drop off earth elementals/rock-bodied mobs), and not quite 1g in vendor-purchased stuff. Needless to say, farming for materials to make one of those solo can take a while. Smithing at the top end has the same sort of necessary conditions, just it needs ore that is mined from zones like hinterlands or searing gorge, plus gems, some of which are really damn rare, and only occasionally dropped from the high level ore veins. Top level herbs are located in similarly difficult zones and locales. As for me, my leatherworking is at 267 right now, and I can't see it going much above 270 until new patterns are in, if I even raise it at all.
Disabling eating/drinking in combat doesn't surprise me, really. Being able to do so makes a lot of encounters pretty trivial. Removing that ability will certainly increase the desireability of mana potions for sure, and will likely mean more groups bring more than just 1 healer along. That or paladins/shamen will be really sought after, if for no other reason than their mana-regen increasers, which help offset losing the ability to drink.
-Arlos