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About ghilledhu

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  1. ghilledhu

    is mining worth it?

    I don't think mining is that great if it's just to make money. It's good if you need the materials for blacksmithing or engineering, and there are materials that sell, but other professions may suit your needs better.
  2. ghilledhu

    My warrior problems

    Warrior's pretty rough in vanilla. I'm working on a clone of my age-old retail character, and I'm up to the low-thirties in level so far. Unfortunately warriors are really dependent on the instant damage attacks that aren't available until level 40. Once you can learn MS/BT/SS things feel quite a bit better, so that's one thing to keep in mind. Also, some of the things like berserker stance intercept and fear-break are pretty crucial in PvP. The 40's bracket was when I first started really enjoying PvP as a warrior, although they do have some pretty hard counters. Vanilla warriors are one of those classes that is really weak at low levels and with poor gear, but at higher levels with investment can be really fun. But you have to be able to pay your dues and take some beatings while other classes are dancing around on easy street. Consider how much you like about the core defining aspect of the Warrior class, which is physical combat and tanking abilities. It seems like you might end up preferring shaman, since they're a little bit more versatile and self-sufficient, especially in PvP.
  3. ghilledhu


    FIrst, think about what kind of player you are and what you like/dont like to do. Are you a mob grinder? Quest chainer? Dungeon crawler? What gets you excited and what puts you to sleep? I like grinding mobs and dungeons, but I find questing to be somewhat tedious, so I usually only quest if there's a particular reward that I want, or if I need a little chunk of xp to get to a level (or if Ive just hit a fresh level), or if the quests are interesting, easy, or on the way. I mostly do dungeons for fun, but they can be a good source of xp and gear. Unfortunately it can sometimes take a long time to fill groups. Think about what kind of mobs are good for your character to grind. For example, if you're tailoring/enchanting you're probably best served with humanoids, or if you're a hunter who can skin you'll get the most out of beasts. Same goes for quests. If you're a healer you might want to focus on gathering quests, while a dpser might want to focus on kill-quota quests. Figure out what zones you like or don't like. You'll be able to spend more time there without getting bored. I prefer forest/jungle zones, pretty places, and places where it rains a lot. I sometimes avoid Duskwood because it puts me to sleep (I guess its the lighting, colors, and music, and that I'm not that into the Gothic horror themes). You've usually got 2-4 choices of zone for any particular level, so take advantage of that if you need a change of scenery. Find places where you feel good being, and try to get into a rhythm. Experiment with gear and rotation. Depending on your class, it pays to be conservative. Dying waste a lot of time and can be annoying/demoralizing. Its usually better to grind mobs on the lower end of your level range because you have less downtime, less consumables, and less risk. If you have a good gold-making scheme, keep an eye on the AH for cheap green gear. Often you can get really good deals on gear, and I find that having some greens waiting for you can help motivate you to keep grinding for that next level, and then you're a bit more powerful when you equip. If you're a melee/physical character, try to keep your weapons up-to-date. Keep searching the quest rewards on whatever database you use and be aware of potential upgrades. Set smaller goals that you can achieve and feel good about. Don't try to go out there and gain 3 levels at once, instead try to get, say, X stacks of cloth, or to fill up your bags a couple times. If you can grind/quest for 6 hours at a time that's great, but the expectation to do that can be daunting. It's better to try to grind for an hour and maybe stay longer, or take a break and then go again. I find it relaxing to grind for a bit when I get home from work, or right before bed. Bank alts are great, too. It helps to grind for a bit, fill up your bags, then take a little break to mail stuff to your banker and put up some auctions. Taking short breaks helps a lot.
  4. ghilledhu

    Is elysium blizzlike

    It's close enough to keep me happy. Anecdotally, it seems like the GM's tend to act differently, and there's some things with spawnrates that are probably different. The large chunks of the population separated by language is problematic in some ways. In a weird way, although there are bugs and differences from the original experience, the overall quirkiness of it feels similar, even if some of the specific quirks differ. Pretty sure this is a bug. Just makes sure that you have free bagspace before you d/e, because I'm pretty sure you lose the material. I'm not going to put in a ticket for my [Strange Dust] or whatever it was, but be careful when you d/e.
  5. It's funny, but I kinda love the 1-10ish part of starting out totally fresh on a new (to me) server. No gold, no gear, everything that drops feels significant. Random mob drops a +1 Spirit [Codpiece of the Wombat] and you jump out of your chair. 60 levels of hope and possibility ahead, before any hint of fatigue or frustration. Getting to know your new character, proffessions, etc. 10-18ish as Alliance is not so great, as the levels start to take a bit longer and there's the anticipation of trying to get big enough to go into Deadmines/Wailing Caverns. Westfall is chock-full of quests and xp, but most of the momentum comes from wanderlust and the need to get on to bigger, better things. 18-25 is great, grinding Deadmines with all the wackiness that goes along with that. That's when it really starts to feel like WoW for me, and the classes start to diverge a bit as they gain some core abilities. Lengthy but fun trips abroad to far-away dungeons if you can get the groups together. Going across the sea and completing an obscure dungeon feels great. 25-30 is pretty good, Stockades and plenty of quests to do, but it starts to slow down towards 30 and getting ready for Gnomer. 30-35 is a bit rough, as it starts taking longer to level and it gets harder to get dungeon PuGs together sometimes. Focusing on gold for mounts while the cost of new skills and consumables keeps going up. Some long grinds to be had, but it's good sometimes and you really get smooth at your rotations. If you're a dungeoneer, you're going to have a couple face-palming 3-hour Gnomer nightmare runs and swear you'll never set foot in there again. This is around where a lot of toons get left on the shelf. 35-45 is great, rolling SM over and over (the quintessential WoW dungeon), getting the mount, unlocking important class talents, and the character starts to really gain some depth. Towards the end of that the levels start to get slow. 45-55 is like the dark part, leveling takes forever, dungeons are obscure, far away, and often hard to fill groups for. You've seen almost every zone by now, and everything starts to look the same. 55-59 is long, but you're close enough that you can see that light at the end of the tunnel. You've got most of your abilities and a variety of dungeons and other options to grind. Your character is starting to feel powerful and grown-up, and you've got a pretty good idea of what things are gonna look like for you end-game. Those geared 60's standing around in IF/ORG start to seem not so far off. Fresh 60 feels great when you finally ding, but it's followed by the immediate realization that all your gear is shit and wondering how to get groups to invite such a superscrub. In the overworld there's always some geared T2 guy with nothing to do and no reason not to two-shot you. If you're a BG PvP'er, it's time to pay your dues. But you've made it. Now it's time to grind out a whole new gear-set, a whole bunch of honor/rep, and of course, a whole lot of gold. That sliver of time when you're at the level cap, your gearset is pretty much finished, you've perfected your talent build and rotation, but before you're bored and burnt-out, that's the sweet-spot.
  6. Play what you want, but be prepared to deal with negative reactions from other players. Deserved or not, retadins and dps warriors both have pretty strong stigmas. It's hard to find a spot in PuG raids and 5mans, even if you're very good. The key to your endeavor is making friends in-game and finding a guild that fits your playstyle. Honestly, don't expect to find a spot in a high-end super-serial raiding guild. However, you can find a more casual and open-minded guild to run with, provided that you're dedicated, do you homework, perform well, are likable, etc. My guild in vanilla was not very good (we just did ZG and MC), but we had a guy who always played Retribution and was usually top or near top in damage. If you're available, helpful, and perform well in your roll, you should be able to find a home. Warrior's are probably a better class for dps, but they're also more likely to be expected to off-tank.
  7. ghilledhu

    Which Class?

    If you wanted to go opposite direction from mage/lock, warrior/paladin/druid are the first things that come to mind. Warrior can be pretty rough sometimes leveling slowly, and you're probably the most vulnerable class overall (no heals, no escapes). Especially early on, it just feels like you have fewer tools to work with than other classes, mainly just taking it on the chin. More than any other class, you'll find yourself in situations where you've pulled too many mobs and there's nothing you can really do, so warriors probably suffer the most deaths on average. However, on the plus side, warriors are unquestionably the best tanks in the game. By the time you get through VC/WC you'll have pretty much all the tanking abilities that you need (although AoE threat will always be a bit problematic). Once you get to level 40 you can do good damage with the 31pt dps talents, but it's hard not to get pigeon-holed into tanking at high level, since you'll have no CC or threat reduction. But the stance system is pretty cool, and there's a lot of class quests with some pretty cool rewards. Paladins feel somewhat similar to warriors; they're more flexible in what they can do, but less dynamic and exciting in gameplay. Paladins can heal really well once they get their 1.5 sec flash heal (I think level 20), which is one of the most mana-efficient heals in the game. In groups you'll spend a lot of time buffing and rebuffing, which can be annoying, but its also kind of cool to make other players stronger in a variety of ways (probably more buffs and debuffs total than any other class). By the time they get to lvl 40, Holy Paladins get a pretty cool system where you get a mana refund from your critical heals, and you can also force a holy spell to crit every 2mins, and also get Holy Shock, which is an instant-cast holy spell that either heals or does holy damage (unmitigated by resistance). Paladin tanking is usually a pipe dream, although it can be done well with good gear and skill (and grenades). Ret can do damage, but its not that great. Paladin class has a really strong "class fantasy" with some cool quests also. Questing/grinding is pretty slow and boring at times, theres a lot of autoswing-and-wait-for-procs. Druids are the most flexible class in the game and can do almost anything. Very good choice for independent players, probably the safest, least vulnerable class overall. Usually healers at high-level, but you can also be an effective poor-man's rogue or warrior tank. I agree that their healing is underrated, probably because it works differently than other healers so some players are not that good at it. The main drawback for druid healers is the lack of a no-cooldown resurrection. Druids are also excellent for gathering professions, soloing, exploring, and anything outdoors. At level 10 you get a port to Moonglade, which can be handy. You'll probably be carrying around a lot of different gearsets, and the flexibility gives you a lot of choices when it comes to talents and how you approach situations. Like paladins, they have a strong class rp fantasy. Good class for leveling due to a variety of abilities, healing, stealth, speed, different types of damage, etc. The first 10-20 levels you can pretty much just chain-wrath spam everything and never be in much danger.
  8. TBC was probably my favorite and most active xpac, but If a BC server came out now I probably wouldn't roll on it for a while, until I'm done with vanilla (again). So maybe in a year or so. PvE/PvP wouldn't matter to me. The thing is that most of that stuff from TBC is still there in retail, Outland having been largely unaffected by the Cataclysm. For me the main appeal to vanilla servers is to go back and experience again things that no longer exist on retail, or things that I was too nub to appreciate at the time.
  9. ghilledhu

    A newcomer with questions!

    Class balance seems to me as it was at the time. Much of that relates to what your focus is (pvp, dungeons, raids, endgame, gold) Most of the changes on these servers seem to be fixes to bugs/glitches such as walljumping (unfortunately), or to address population issues like spawnrates. Healers in general are slow to level solo, and tanks as well, due to lower damage output compared to DPS classes. Hunters are probably the fastest and easiest due to good damage, utility, and pets. Warriors are probably the toughest (especially at lower levels) because of the inherent limitations of the strict melee/non-magic role, but if you're down to tank you can get dungeon groups going (although that gets tougher when you're needing the more obscure/distant midlevel dungeons). For example on my hunter I can comfortably grind mobs of equal-level or higher, but on my warrior I usually stick to mobs that are a few levels lower. I don't grind much on my holy paladin (usually just do dungeons or quest) because it's pretty slow and monotonous, though I would rarely die. The main thing though is how much you enjoy the playstyle (and "fantasy" as they say now) of the class or spec, and how much you invest in researching and improving your gear/spec/rotation/etc. WoW players are notoriously inflexible and nit-picky about a lot of things when grouping, so you'll encounter people who will staunchly refuse to group with characters of certain specs because they don't believe in their viability. Also, you'll find that players tend to conflate viability with optimality. Some players will only do a dungeon with a warrior, priest, and 3 mages. Others are willing to give almost anything a shot. So find out where you fall on that spectrum and look for like-minded players. Also try to find a leveling guild or a handful of players you enjoy playing with. If you're willing to help someone out with some quests or perform well in a dungeon run, they'll usually friend you. I don't often ask for help with things, but on the rare occasions that I have, I've had good responses. For example I hit 30 on my warrior and soloed all of the Whirlwind quest except for the final part, and I was easily able to find a few strangers to help me kill the elite. One guy even got on his high-level of the opposite faction to help. Most players while leveling are on the lookout for compatible people to group with, and they'll remember you if you're decent.
  10. ghilledhu

    This community is absolute cancer

    Well, that's a pretty "toxic" and "cancerous" post. Sounds like the he may be "angry at society in general." Kinda hard to take the high road when you're lashing out and "spewing out hateful insults" and condemning hundreds or thousands of people you've never encountered. "Lower income level"? c'mon, man...How many of us do you really think are only playing here because they can't afford retail? Everyone I've talked to either never tried it, used to play and quit from burnout/changes, or still hold an active retail account. In my short time here (almost all on Anathema) I've encountered some pretty cool people, some insufferable assholes, and everything on the spectrum in-between. In other words, pretty much like original vanilla, retail, or real life. Of course the "toxic" or "cancerous" ones stand out, that's obvious and also part of why they act that way. Of course they're statistically over-represented, as they would be in any online environment. To me, there's not a noticeable difference from old vanilla or retail, but if there is you might also want to take into consideration the differences in ToS/community policing, and the fact that the whole unsanctioned private vanilla server scene is by its very definition shady and illicit. Also, none of these communities exist in a vacuum. Many of these issues exist (and are growing) in real world society as well, its just more explicit in online environments, especially those that are not really moderated. Is the Elysium "community" really that much worse than Anathema's? Or from 2005 retail for that matter?
  11. ghilledhu

    Tanking Pet Preferences

    Once I unlock the third stable slot I want to have a dps pet, a tanking pet, and an empty slot for temporary skill-tames. Right now I'm using a wolf for the howl buff because I like how it works with Aimed/Multishot, but since I'm a Nelf on a PvP server, I'll probably switch to a cat once I can learn Prowl. What are some preferences for tanking pet types based on stats and abilities in terms of aggro and mitigation? I recall threat being more of a problem overall, but survivability is obviously important as well. Thinking mainly for soloing lower-level dungeons when I'm higher level, outdoor solo stuff, or spot replacement/offtank in dungeons. I'm interested in a gorilla for the AoE thunderstomp, but it will be a while before I'm high enough level to tame one. Turtles have the shell-shield, but as I recall it's a longish cooldown and my recollection of their threat-generation was uninspiring. Boars seem to have a good mix, but I'm prejudiced against their ugliness. What pair of pets do you keep and why?
  12. ghilledhu

    New to WoW and the Hunter Class

    Pretty much everything in Vanilla is more time-consuming and dangerous than in retail (and probably other more recent MMOs) so don't feel bad about that. Caves on these servers are particularly dangerous because of the respawns, so it pays to be somewhat conservative. Open space is your friend as a hunter. Find some wide-open places and practice kiting and the jump-shot. With kiting you can kill mobs higher level than you otherwise could, and it mainly becomes a matter of space and time, keeping it from resetting, and staying out of its range. Getting a new pet happy and loyal takes a lot of food, so expect to be feeding it constantly. Once you get him happier, it will take much less food to keep them happy. It feels crazy, but just keep feeding it and try not to let it die or take a lot of damage. The higher level the food, the more happiness your pet will gain (ranging from 8-17-35 per tic). Anecdotally, for a lot of pet stuff (learning skills, leveling, happiness) it seems to help to stand near the pet and melee the target together when you can. It's really rough at first, but once he starts gaining loyalty it gets exponentially easier to keep him happy. You can buy player-edible food or farm for raw food items (cooking ingredients). For example, the boars in Westfall are a really good food source because they're neutral, abundant, and almost always drop something meaty. A good pet resource that I've been using is http://web.archive.org/web/20070408161247/http://petopia.brashendeavors.net/index.shtml. This is the old version of the Petopia website, which has been in use forever. For rotation, at level 10 I don't remember if you get Hunters Mark yet, but put that up before the pull if you have it, then send in your pet first with growl and whatever offensive ability (bite, claw, etc) flashing on auto-cast. An early concussive shot will help make sure your pet locks on, and buys you some time if it doesn't. Get serpent sting up asap, and use arcane and multi on cd when you have them. Make use the 'pet attack' keybind (think its shift-T by default), and you'll be able to send your pet after adds quickly if they attack you. Once you get Disengage you'll be able to attempt to drop aggro, but it seems to work like a melee ability based on your weapon skill and the target's defenseive stats. I wouldn't recommend buying pots from the AH, but I suppose its good to have some on hand. Personally I tend to waste them if I have them, though, and buying new talents will take up a large portion of your cashflow on your first character. But if you've got a main and lots of gold, that's an option. Only use addons that you really like. The more automation you have, the less control.