![]() Picked the smuggler's den on my main and brewery on alts. Very helpful for the wanted quests and rares. Artillery is instant and much easier to use, it's now the default choice. Picked the sanctum on my druid alt, but regretted it immediately after I used the ability. Have the arena on my DK, purely for getting the achievement (some day). I like the quests from the lumber yard more, it's as simple as that. So, what did you pick and why? Did you love or regret it? Did you learn about hidden benefits of it later? I don't recall there being any followers tied to the Nagrand outpost. I suppose if you're not playing a low dps character choosing it over the tank wouldn't matter much anyway. Seems like as a hunter (or other class/spec that does a lot of kiting) it might be nice. I've read that you cannot cast while moving, so that seems like a downside, and as melee I'm not sure what difference it makes. Not sure what it's like for other classes. My only experience with the Corral is as a feral druid, which is basically god mode, it's fantastic. The downsides are if it 'dies' you have to wait 10 minutes to resummon it and I think it doesn't move at epic mount speed. The attacks do massive damage (great when your character does not :P). >_< It goes surprisingly everywhere, even inside huts, caves, and narrow corridors. The tank is a lot of fun, especially if you were like me and chose to level an elemental shaman first. Much like Gorgrond, this choice seems situational based on class. I don't know if questing is any different as I've never chosen it. I have no need for the skinning trait follower it provides either. ![]() Whereas the Smugglers Run vendor sells a 28-slot bag, treasure tracking items, a nifty follower, a toy (if you don't already have it), etc.Īs much as I've wanted to try the Brewery for a different experience, it seems like a waste. Both benefits of the Brewery are extremely short lived (exp bonus & teleportation within the zone). This is another one that seems like there's not much choice to be had. The initial quests for whichever one you didn't pick are a bonus objective, so you don't seem to miss out on anything there either. Plus, the DPS of the artillery is so much more than the guardian orb. I always have an abundance of followers who can counter spells (sanctum), while I am usually in need of ones that counter massive strike (arsenal). This one, honestly, I don't see the benefit of having the sanctum at all. ![]() I think I've used the ones I got from the lumber yard far more than the one I got from the arena though. However, I've never done The Pit dailies, is the shredder something that makes a huge difference navigating there? I figured at level 100 I'd probably out-power the shredder and having a champion + buff would be more of a combat advantage. Plus, you can get away with not having the shredder if your class can comfortably solo elites (I'm at the point where I think getting the shredder on my casters is possibly mandatory) and some of the champion buffs you get (although too short lived) are really nice. ![]() The shredder is generally fantastic, but I thought the quests for the arena were more fun. This one has to be the biggest obstacle for me. I've read the guides, I know I can change it later (for no real benefit other than to waste 10k gold), doesn't change the fact that I sit there and mull over the architect table.Ī few of these choices seem obvious, but maybe they aren't? I've been wondering what people picked and why or if one choice has a benefit later on I haven't considered. Maybe each spec cant be exactly equal.So, without fail, I get paused every time I have to make an outpost choice. My resto challenge was something like 8 different phases, with a dps phase of all things that took an hour or more…while the enhancement challenge was a one shot. I sure hope they do nothing like that dreadful and horribly tuned Mage Tower.Īnd if they do, they must make every spec the same difficulty. Let the mission table spawn a rare mission and if completed successfully gives us a buff for an hour to avoid a deadly mechanic in the mage tower challenge.Allow us to craft consumables that make the challenge easier.Allow us to accumulate a currency each time we fail and let us buy the cosmetic reward at a vendor at the end of the expansion.Every time you fail, you get a determination boost increasing your stats by 1%.Let us outgear the challenge again, do not implement ilvl scaling.Allow us to select a difficulty that’s appropriate for us, just like in raids: casual, normal, heroic and mythic.When they inevitably implement it, how can they make it even better? Here’s some of my suggestions
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