Monday, September 24, 2012
Once things get really going, and I actually get back into the gold making game I will resume writing about that subject. I also plan on providing Resto Shaman specific short guides on every raid boss. Nothing too deep, rather mostly focused on talent choices, glyph choices, and certain mechanics that one should be especially aware of as a Shaman.
Other than that, I am just anxiously waiting for the expansion to drop, ready to log into Orgrimmar, pick up the quest, and get questing in Pandaria!
Thursday, September 13, 2012
Monk healing, on the other hand, can be done a few different ways. First, there are the core heals of Soothing Mist(a channeled equivalent of the cheap, efficient heal), Enveloping Mist(the equivalent to Greater Healing Wave, although this is HoT), and Surging Mist(the equivalent to Healing Surge, fast but expensive). Taking them alone, they seem unimpressive, but it is in their synergy that they shine. While casting Soothing Mist, both Enveloping Mist and Surging Mist become instant cast on the player you are currently channeling your Soothing Mist on. This can make for some great tank healing, as you can channel a constant heal on them, and then get great instant burst when you need it. Additionally, with your Jade Serpent Statue out, your channeled heal will be duplicated to a group member that needs it!
But wait... there's more! In addition to those core heals, there is a HoT, Renewing Mist, which initially is just like any other basic HoT(Renew, Rejuvenation), but then becomes a sort of "smart HoT" that duplicates itself on up to 3 other party/raid members. With renewing Mist having a 8 sec CD, there is a cap(although I do not know what that cap is at the moment) to how many people you can have the HoT on at once, but the fact is, the HoT will be smart, and a set-it-and-leave-it one at that, so it will be amazing to use as a raid healer. Just like before with the core heals, there is a synergy that this spell has with another: Uplift. Using Uplift gives a nice heal to everyone who has Renewing Mist on them, and if you use Thunder Focus Tea to augment your Uplift, it also renews the duration of the Renewing Mists you have out.
If you thought that was all, you'd be wrong. In addition to the great tank and raid healing methods I have shown above, there is another way to heal: by doing damage. Think of it like Priest's Atonement, except on steroids. With your Jade Serpent Statue out(which should always be out on boss fights at least), your non-auto attacks heal others for 50% of the damage they do(within 20 yds, which can be a pain on some fights I suppose). Additionally, your special attacks will augment this kind of healing, first with Blackout Kick making your auto-attack damage also heal for 25% of the damage it does(50% at two stacks), second with Tiger Palm decreasing the cast time and mana cost of Surging Mist(your flash heal) by 20% every time you hit with it, stacking to 5, making it a free, instant heal. Combine that with the Glyph of Surging Mist, and you will be able to fire one of those off "smartly" without having to be distracted from your current target. Third, there is Spinning Crane Kick, which will do AOE healing to everyone within range. Depending on how the numbers balance out, this can be an equally viable, or even superior way of healing compared to the ways I have described above.
In addition to having some amazing and varied ways of healing in almost any setting, Monks also have some pretty interesting raid cooldowns. First is Life Cocoon, which will shield the target for a decent amount, and then increase all periodic healing by 50% for 12 sec. Second is Revival, which heals everyone in sight for a decent amount, and also dispels harmful things off of all of them. Third is Zen Meditation, which redirects up to 5 spells cast on group members onto yourself, while decreasing your damage taken by 90%. Now, weighing them up against the Shaman raid cooldowns, I don't think that they really fare that well. Granted, Shamans do not have an absorb shield, but what they do have is a Divine Hymn/Tranquility equivalent in Healing Tide Totem(the best talent on that tier, in my opinion), a group-wide(if they are in range) damage reduction and health equalizer(to minimize spike damage) in Spirit Link Totem, strong group healing in Ascendance, on-demand haste if they choose to take the talent, and 10% increased healing/20% reduced damage taken for 1 minute(every 5 minutes) with the improved Earth Elemental. The Shaman cooldowns, in my opinion, just seem much more impressive.
So, now to weigh them up.
- Gear Competition: Shaman
- Flavor/Lore: Monk
- General healing Style: Monks are much more interesting and varied
- Raid Cooldowns: Shamans have better ones
Sunday, September 2, 2012
Tuesday, August 28, 2012
Well, not so quick. As it is, sure, there won't be the crazy low supply of herbs that makes glyphmas great, but there will at least be a lot of demand, which will still mean more glyphs sold, and higher prices most likely. That stock of glyphs/ink that you have? Well, it will almost certainly come in handy whenever they fix the issue(it is listed as a bug, although it may be intended. Who knows?), or in the first few weeks or so after Mists launches. All is not lost, but I can definitely understand the frustration that some of you must feel.
Myself, I am just glad that I didn't go all out and get like 20k ink stocked up. Only about 10k-ish on me :P I will be just going about business as usual, and keeping the inks stocked up for when Mists launches.
EDIT: I forgot to credit my source, @msherretz on twitter, aka Michael Sherretz, probably best known from the amazing Auction House Junkies Podcast. Sorry about that :P
Let's face it, although WoW has been going on a long time, and is likely to continue to plow on for years hence, there will come a time when either we get bored or just plain tired of the game, or the servers will go offline, for good. Either way, all the hours filled with frustration, elation, sweat or just boredom will, in the end, amount to nothing but memories, and even those will fade. What are we to say, then? Are we to conclude that this game is a waste, and we should get out while we are ahead?
This sort of existential crisis, realizing the finite-ness of things, then grappling with how to proceed, what meaning to discover or to add, what reasons to keep going, has long been a topic of philosophy. Of course, when they(the philosophers) talk about this they are referring to the finite nature of our lives, of the human species, of the universe itself, but I think we can bring this same process of thought, and perhaps their conclusions, to the game we love.
So, faced with the ultimate end of this in-game experience, what reason can we find to keep playing it? I won't pretend to know the answer to this question, but I have an answer that works for me, and it is the same answer that I apply to the same problem in context of my finite life. I believe that meaning, purpose are not derived from some final tally at the end, some final scorecard. Rather, I believe that we can find reason enough for what we do in the now, in the immediate experience of things. In other words, I am motivated to grind for the awesome Cloud Serpents because I will be able to ride them in the next expansion. There is no consideration of ultimate meanings here, no attempt to tally the final score. I will be content having the mount then, regardless of the fact that I will not be able to have it forever.
Meaning can simply be in a simple enjoyment of the present, of being content in the moment. It can also be in making a name for yourself, as it were, a memory that will go on further than the life of the game. This can be as simple as forming a close-knit group of friends in-game, who you play with in other games after WoW ends, or as complex as running a successful competitive raiding guild. Or, you can make your name blogging, as, obviously, I am attempting to do here, in addition to the hangouts.
This reminds me of Talia Joy Castellano, a very young girl who is dying of cancer. She knows that she is dying, that she will almost certainly never reach her 18th birthday, let alone her 15th. Yet, she does not despair, at least outwardly. She has become a whiz at makeup, and makes amazing YouTube videos. Facing the short time that she has left, instead of cashing out as it were, she has decided to make herself immortal, in a way. She is making sure she will live on in the people she inspires. Her courage alone in the face of her impending death(as a freaking 12 year old!) is enough to inspire myself to find meaning in my life, now, regardless of the length of it.
Now, obviously, the short lifespan of some pixels in a game is not comparable to the very short life of a courageous little girl, but I do think that there is a lesson that even us MMO gamers can learn from her. We can still find satisfaction in striving for those things that we want, even if we know that they will be short-lived. We can realize the very short time we have in this game and make the most of it, or even try to create connections, an identity that will transcend it, and will perhaps incarnate itself in other games. The eventual end of this game is not the end of the meaning, the fun that we can find in it.
Thursday, August 23, 2012
Tuesday, August 21, 2012
Beside that, I am currently taking a look at every class' glyphs, and trying to decide what will be the ones most in demand so I can hopefully present a nice little list to you before the patch hits. I am thinking that the nice little aesthetic glyphs will be the most in demand, like the Priest one that transforms their shadow orbs into ravens(ala the raven priests in Northrend), or the one that gives Paladins 4 wings rather than just 2. But again, I will have a more precise list coming to you soon-ish.
On a non-gold-making-note, I am currently preparing for my upcoming Monk. I already have all the heirlooms that I need(beside the ring, that I would love to get, but have never won the tourney), so all that remains is getting the scrolls of agility figured out, and the weightstones made. Yeah, I am that particular about my new Monk :P
So, what are you doing right now, now that Patch 5.0.4 is right around the corner? Let me know in the comments!
Monday, August 20, 2012
If you have questions you want answered live, or comments, or a tip you want to share, feel free to include them here, or join in on the discussion that will be going on on the YouTube page!
Friday, August 10, 2012
Why am I saying this? Well, essentially I want to preempt any sort of controversy or confusion that may come due to any of my posts. Because I do not take the time to see if ideas that I am writing have been written about elsewhere, it is possible that I will end up doing exactly that. Due to the limited amount of subjects there are to write about(because it is a game, no matter how large of one it is), it is almost certain that if I write enough posts I will end up inadvertently copying one of you.
If I do end up copying one of your ideas, first, I want to apologize. Second, please feel free to comment on the post in question, or message me privately, and I will link to your previous post on the subject. I am not looking to take any one's ideas, profit off of them or anything like that. I just like writing and being read. That's all really. Just wanted to let y'all know :)
In my case(as a resto shammy), as I actually still raid Heroic content(have cleared a few times, but still doing it to get a drake for everyone, just got mine last night!), it means that I will have to reforge everything once it goes live. This is because the change to Telluric Currents, from being an amazing mana regen tool, to being just free LBs. Currently, my gear is almost completely reforged out of spirit into mastery, then haste to the soft cap. After the patch, I will have to go back into spirit. Thank god I just got my heroic spine healing trinket :)
Anyway, I am really really excited for the patch, and really looking forward to seeing how raiding the current content goes, whether it will be significantly easier, or maybe even more difficult. What do you think?
Wednesday, August 8, 2012
As WoW gold makers, we must be flexible and adapt our posting, pricing, and relisting strategies based on the individual markets. Every server is different, yet within the same server, each market can be completely different as well. For the August Gold Blogging Carnival Topic, let's illustrate some of the ways we post differently based on the different profession markets.
Compare & Contrast 2 Different AH Markets and How Your Gold Making Strategy Varies In Each Market
My post will be about how I handle glyph selling, and transmog. Now, to be honest, I have taken a bit of time off of glyph selling, since I have been engrossed with the beta lately, but I still find time to sell some transmog items. So, this post will mostly be reflecting on how I was selling things a couple months ago.
First off, how I sold glyphs can be summarized pretty simply:
- I took the shotgun approach. Just posted 2 of EVERY glyph that was even marginally profitable(as in, at least 5 gold above crafting price, and due to the super low cost of Whiptail, the crafting cost was super low, about 15g a glyph max).
- I posted for 24 hours
- I checked in with them every couple hours, or after a major competitor logged on. I had all of them(if they post more than 5 glyphs) on my friend list on every toon I play. I also know the posting cycles of the major ones, through the amazing TUJ.
- I aggressively undercut and try to shut out certain people, namely my chief competitors. I used to be kinda nice to them, but they weren't to me, so it's WAR. Got one to leave the market for like a week, then I left for a couple days to see if he was watching, and lo and behold, he was, and came back immediately. So, I came back too, and demoralized him further, made sure to log on IMMEDIATELY after he logged off, no matter what I was doing(except raiding, of course!). Got my bank toon to be on my other account, and literally camped the AH all day some days, just to demoralize him further. It worked, and he stopped competing, or did so not as aggressively.
- I did minimal flipping, although I did reset some markets which were prices very low but had very little stock, especially if they were Northrend glyphs.
- I carefully examined and priced all of the pieces I was selling, or buying to flip
- I posted for 48 hours
- I never checked in. Frankly, I had no competition, and I don't price based on it anyway. Fixed prices all the way
- I did an auctionator search almost every day for items to flip, plus farmed for them in Blasted Lands all the time
Spoken like a true raider but hey each to their own, I have never been a fan of gating content as in my view it just tends to bore players to death and two months into an expansion you wonder why there are so few players left already. To be honest so many of Blizzard's decisions affecting gold making issues vex me these day I don't know what to do but as I'm not quitting I'll just have to grin and bear it.
Now, although the commenter is clearly conflating two separate things, the gating of content, and that of markets, I do want to tackle the latter. I am a big fan of gated markets, being, those markets which one has to spend time to get into. I am a fan of them for two big reasons:
- It makes that market more valuable, by making it more scarce. It's simple economics: the less there is of something on the market, and granting that there is enough demand for the item, the more valuable the item will be. Valuable, in this sense, meaning that you can demand a higher price for the item, because people will pay a higher price. The value of something is simply how much you can sell it for, not the material cost+time, or whatever other metric. Gating a market naturally limits the amount of competitors you will have in that market, and thus, the value will go up, and stay up longer. The perfect example of that, at least on my server, is Pack of Endless Pockets. I still see them up for anywhere between 500-1000g a piece, long after they were introduced. This is because the gate for that market is really good at discouraging people from passing it.
- It makes the market somewhat more fair. To use an analogy, Free-to-play(FTP) games. I am really really against some FTP games, because they clearly give an advantage to people who can throw enough money at the game. To contrast, in WoW, there is no amount of money you can throw at the game to get an advantage, or at least, one that actually gives you an edge against other players in PVP, or in clearing PVE faster. Now, I understand that you can pay more money in WoW to level faster(scroll, or RAF), but that does nothing to affect the endgame, only gets you there faster, which I could care less about. The same goes for gated markets. No matter how much gold you have to throw at the problem, unless you spend however long it takes to get the pattern for the Pack of Endless Pockets, you will not get it. There is no amount of gold you can spend to pass that gate. This makes it more fair for those who don't have millions of gold, but who have time to play. This also helps spread more gold to more people(people who aren't big gold makers, but love grinding faction rep), which is a good thing, because more gold for everyone means more people who can afford what you are selling, which means faster selling, which means more demand for goods, which means higher value of them.
Tuesday, August 7, 2012
Anyway, why am I happy about Spirit of Harmony? A few reasons, which I will put in a tidy bullet list:
- First, it will make certain items more scarce, namely Darkmoon Cards, Crafted Gear, things like that. Yes, I know that Darkmoon cards will also be able to be made with the Scroll of Wisdom, but that is limited to one scroll per day(which are also used for other things). Point is, because of the fact that Spirits will not be tradeable, and many people will not be paying other people for their spirits(if they even have the recipe needed in the first place, which will come into play with the recipes given by factions), there will almost definitely be less of these items flooding the AH, which of course means higher values for the ones YOU craft.
- Because the Spirits will no longer be tradeable, the prospect of just sitting in a city and camping the AH will no longer be really that viable, at least for certain markets. Of course it will still work for others, but that is beside the point. If you want Spirits, you will have to go out and get them in the world, or in dungeons. This makes me happy, because certain lazy, trade-spamming gold makers on my server will be at a clear disadvantage, because I will have more Spirits, more rep with the factions, etc. In other words, there will be a better gating system to certain markets: time and effort, not just how much gold you can throw at it. High gating is a good thing for those who put in the effort to get past them(like me).
- The design of spirits will help spread the wealth around somewhat. It will probably become somewhat common for people to ask to use the Spirits that other people have. Depending on the ease of getting Spirits, this may mean that they will have a high value. So, for people who are not that into the gold-making game but who love to grind rep with factions and get lots of Spirits, this can be a boon, and create a sort of symbiotic relationship between the strict gold-makers(who don't really play the game) and the people who DO play the game. More gold all-around is actually a good thing. It means more people to buy the other things you are selling.
Monday, August 6, 2012
What are these, you ask? Well, simply put, when planted, and then harvested on the next day after 12AM server, each plant gives at least one Mote of Harmony. I say, "at least" because I have not tested this extensively, so for all I know(and will know through more research) it could give more. But even at 1 per plant, that means at Revered with the Tillers(when you can get 12 plots), you can get a guaranteed 10 motes, or in other words, 1 Spirit of harmony, per day, without having to go kill tons of enemies. This can be especially useful for those alts you don't want to spend a lot of time on,
Since the Motes of Harmony are soulbound, it could be a real pain in-you-know-where to have to go out into the wild and kill mobs until you get your 10 motes, on every alt you wish to do it on. But with a little initial time investment, you can have the whole thing running practically on autopilot. My advice? Once you get your main to 90, make sure to take some time to get your alts there as well, and start running multiple farms. Free mats for only a little initial time investment, and practically none afterward.
EDIT: it has been pointed out to me that the inscription daily DOES NOT require a Spirit of Harmony. For some reason I thought it did. Either way, you will definitely still want a lot of them :P
Specifically, here are a few things that have me excited, mostly from a resto perspective:
- No buff totems. I always thought that they felt clunky, and it was pretty annoying to have to refresh them if one got hit, or expired, or I went out of range, etc. I know some people enjoy it, as a sort of unique, shaman mini-game of sorts, but I just feel they are distracting.
- An abundance of cooldowns of many types(survival, utility, throughput). In live as a resto shammy, I have only a few real cooldowns: Spirit Link Totem, Mana Tide Totem, Spiritwalker's Grace(which I really mainly use for the haste, not the main benefit, being able to cast while moving), and Nature's Swiftness. Oh, and bloodlust/heroism, let's not forget that. In Mists, I will be getting ascendance form, which will basically be a green buff from ultraxion for 15 sec, Healing Tide Totem(my preferred talent on that tier), which will be a sit it and leave it strong group healing cd, and improved elementals--which can channel a buff on me which increases my healing(and in the case of the Earth Elemental, also prevents 20% damage taken). I will also be getting an aoe stun, either an aoe root, a single root, or a group movement impairment remover, and some great damage reduction cooldowns(probably going to take Astral Shift). In other words, I will be getting tons of utility and group healing from these abilities.
- Cool glyphs. Being able to remove the cooldown on Riptide(not sure if it's worth losing the initial heal over. Will probably be very strong near end of expansion, or even mandatory. In the beginning it may just not be feasible to take advantage of it, mana- wise). Chain heal getting range buff, with short cd kind of seems weak, and not a good trade-off. Will only really be used in 10m raiding, or be fight dependent otherwise. Being able to make your chain heal look watery is a plus too.
- Let's see, ghost wolf becoming instant across the board is amazing. For pvp, the talent which lets you relocate your totems will probably be amazing(beside that, that talent tier is totally boring).
Friday, August 3, 2012
535-551(you go to 551 because the next set of recipes give you 2 points each):
16x Giant Mantis Shrimp
16x Jade Lungfish
32x Juicycrunch Carrot
16x Raw Tiger Steak
16x Wildfowl Breast
12x Raw Turtle Meat + 60x Juicycrunch Carrot
12x Emperor Salmon + 60x Scallions
12x Reef Octopus + 12x Wildfowl Breast
12x Jade Lungfish + 60x Striped Melon
24x Karasang Paddlefish
50x Witchberries + 50x Jade Squash
5x Soy Sauce + 50x Giant Mantis Shrimp + 50x Raw Crocolisk Belly + 250x Red Blossom Leek
5x Soy Sauce + 50x Emperor Salmon + 50x Wildfowl Breast + 250x Jade Squash
5x Soy Sauce + 50x Reef Octopus + 50x Mushan Ribs + 250x Juicycrunch Carrot
5x Soy Sauce + 50x Redbelly Mandarin + 50x Raw Crab Meat + 250x White Turnip
5x Soy Sauce + 50x Karasang Paddlefish + 50x Raw Turtle Meat + 250x Mogu Pumpkin
5x Soy Sauce + 250x Green Cabbage + 250x Witchberries
1x Black Pepper + 50 Pink Turnip
1x Rice Flour + 5x Tiger Gourami + 5x Raw Turtle Meat + 25x Scallions
1x Rice Flour + 5x Jewel Danio + 5x Raw Crab meat + 25x White Turnip
1x Black Pepper + 5x Emperor Salmon + 5x Raw Crocolisk Belly + 25x Mogu Pumpkin
1x Black Pepper + 5x Giant Mantis Shrimp + 5x Mushan ribs + 25x Green Cabbage
1x Rice Flour + 5x Redbelly Mandarin + 5x Raw Tiger Steak + 25x Red Blossom Leek
There are a couple big things to pay attention to here. First, and most importantly, is that you will need a total of at least 36 Ironpaw Tokens, the new cooking tokens which are used to buy the 100 Year Soy Sauce, Black Pepper, and Rice Flour. You only get about 6-7 of them in the beginning, with the introductory cooking quests, and then either can get them through the one(as of right now) daily, and through Bundles of Groceries, which you can only do once you get at least one Way to 600. The Bundles of Groceries take either 100 of a single vegetable, or 20 of a meat or fish to make, and only give you one token in return. Let's just say that it will be very counter-productive to use the meats and veggies that you need to cook with to buy tokens.
Second, christ, have you looked at just how much you will need!? Almost 300 of many kinds of veggies, and hundreds of fish and meats. If you are looking to get the best feasts for your raiding group in the beginning of your progression, the numbers speak for themselves. Simply, you will not be able to level your cooking alone, quickly, and keep your sanity.
Working together, though, it should be quite doable. Here is the plan I propose:
- First, make sure everyone in the guild(or at least the raiding group) deposits all of the cooking materials they get through questing into the guild bank, or some other central deposit.
- Second, make sure everyone in the guild(or, again, at least in the raiding group) starts a farm as early as they can(at 86), and plants what Jogu says to plant(because you will get more), then deposit all harvested crops to the guild bank.
- Third, designate a person in the guild to be the cook. This person will be boosted to get the feasts quickly. I have not yet been able to find out if the feasts are soulbound, but if they are, MAKE SURE the person you choose is able to attend all raids. Just saying, no use wasting the mats.
- Fourth, when people get to 90(leveling to max level should be the priority, of course, and it should take no more than a week to get to 90, if that. I have done it twice and it's not long), schedule times throughout the week to go fishing or farming meats as a guild. I know it isn't the most glamorous thing to do, but you want to progress, right? Gotta do what you gotta do. If every member participates, in, say, fishing, then each person only has to catch about 36 fish each, easily done in about an hour. Additionally, all of the fish can be caught in pools, which can be fished at level 1 skill, so there is no skill barrier, and thus, no excuse.
- Fifth, people will also have to give up their tokens, initially, to back the cook. I suggest taking all the tokens in the beginning(which should be about 60?) and turning them into mostly Soy Sauces, and 3 of Black Pepper and Rice Flour. They shouldn't have to give up any more of the tokens for a while, at least until the good feasts will have to be made.
Thursday, August 2, 2012
To preface, this is all speculation, and pretty uneducated speculation at that, as I am no expert by any means, so I encourage you to think about this yourself, and perhaps prove me wrong if need be. So, that said, here are some market predictions!
Pink Turnip: Remember when I pointed out that my guild is going to need A LOT of these things every week? Well, this is going to be the case with every guild who decides to use the main feast for raiding. As I doubt many of them will have the foresight or coordination to produce these in-guild, at least in the first few months of the expansion, I expect this vegetable to become relatively scarce and high-priced during that period. Don't expect to be selling many until about a week or two into the expansion though, as it takes a week for the first raid to open up, and it also takes a lot of cooking(and thus, a lot of other materials) to get to the point where you can even buy the recipe for the feast. Here, to illustrate what I think will happen, a highly scientific analysis made with Paint:
Tuesday, July 31, 2012
Before I get into the meat of this subject, I want to clarify something. You may have noticed that for being a blog which kind of has a gold-making feel and name, I have not written much about the subject. To be honest, part of the reason is because I have felt pretty hesitant to tread on already covered ground, just posting to put words out there and get page views. I want to be as original as I can. In this series that I am starting, Preparing for Mists, I hope to do just that.
If you have done any cooking on the Mists beta, or read about it, you will know that Blizzard is changing the way that buff food is handled. Cooking will have (insert number here) "Ways", or specializations, which focus on making food which benefits a particular stat, with the exception of the Way of the Brew. Each Way will also have its own feast, which gives everyone 250 extra in their primary stat, and a little extra to people who have the primary stat that is associated with that Way. For example, the Banquet of the Pot will benefit Mages more than they will Death Knights, as the Way of the Pot specialization is about intellect.
Additionally, each feast now comes in two sizes, 10 and 25, with a higher material cost to make the 25-person version. Also, feasts are produced in batches of five. As an aside, I originally thought that they were made singly, and when I took a look at what the mats were to make one of them(as I thought) I literally thought that Blizzard was playing some sort of joke. having those same mats produce five makes much more sense, although it is still going to be a higher cost than what we have been used to in Cataclysm. What are the mats, you ask?
Pandaren Banquet (serves 10)
1x 100 Year Soy Sauce
10x Jewel Danio
10x Raw Tiger Steak
50x Pink Turnip
Great Pandaren Banquet (serves 25)
1x 100 Year soy Sauce
20x Jewel Danio
20x Raw Tiger Steak
100x Pink Turnip
As you can see, the 25-person version is simply twice the material cost, save the Soy Sauce, which is purchased with an Ironpaw Token. An interesting thing about the mats here is that they are of four different types. I already mentioned the Soy Sauce. The Jewel Danio is a fish that, from what I can tell so far, is only fished in the level 90 zone(in pools and open water). The Raw Tiger Steaks are looted form tigers you kill, and the Pink Turnips can be looted from Yaungol that you kill, but seems to be much more reliably gained through farming, which I will get into in a bit.
Now, to prepare for your raid's feasting needs, you will have to consider a few variables. First and most obvious, is the raid size. This will set the base cost of mats per feast. Second, you want to determine the amount of feasts that you will need per week, which is a little more involved, but not too much. After these two steps, you will come out with a material requirement that you will have to fill every week. Let me walk you through the process, using my raiding group as an example.
First, my guild raids 10-mans. That part's easy enough.
Second, to determine the amount of feasts we will need per week, I can either spitball it(as in, just guess) and add a little more on top to be safe, or I can attempt at a more educated guess. Let's try the latter. First, I will want to figure out the amount of raiding time spent per week. For our guild, we do four hour sessions, three days a week, which means we raid for 12 hours a week. Now, given that we are not the most hardcore type of guild(although we are pretty good in my opinion), and factoring in that this calculation will be for the first few weeks of content, which means it will be new for us and we will be relatively undergeared for the content, I estimate that we will be wiping a lot. That said, because it will be so new for us, there will probably be some amount of time spent in-between pulls to figure out our strategy. In other words, we probably won't be wiping and running back in to pull in 2 minutes. I would put the in-between fight time at probably an average of 6-10 minutes. The fight time average I would put at about 4-5 minutes, because I am sure we will be wiping a bit on the first couple minutes of a fight, which will balance out the longer times.
Total time for pull+wipe+run back in, buff up and pull again = ~10-15 minutes. As I am a believer in preparing for more than you will need, I will go with the low part of the estimate, 10 minutes.
12 hours/10 minutes=72. As, in, at worst we will need about 72 feasts per week. Now, as I don't trust my estimation skills too much, I like to add a bit more, and so will go with 80 feasts per week needed. If we prepare for that, and end up needing less(or even far less) than it's not like the feasts will go wasted, and we can adjust our estimates accordingly.
Remembering that each feast recipe produced actually makes five, I determine that we will need to make 16 feasts. That comes to a material cost of:
16x 100 Year Soy Sauce
160x Jewel Danio
160x Raw Tiger Steak
800x Pink Turnip
Which, in my opinion, isn't really all that bad, if we make the acquiring of materials a team effort. The fishing and killing part of the equation is easy enough, but the part that I want to get into is the turnips. 800 Pink Turnips a week may seem like a high cost, but it actually shouldn't be too much if people pitch in. My idea is requiring every raid member to take the minimum of time to start their own farm, which takes less than a half hour to do, and require them to grow a certain amount of turnips per week. How many turnips, you ask?
Well, turnip plants, when planted and harvested, provide(from what I have seen in my limited experience, so correct me if I am wrong) 5-8 turnips per plant. If we multiply that number by 10(the number of raiders), we get 50-80, as in, if everyone plants one. This means that to get 800 turnips reliably(as in, only taking the low number, 50, into account), each raider on average will have to produce 16 plants worth of turnips. That means four days of planting for the people who only get 4 plots(the starting amount). Additionally, as you can start farming at level 86, so anyone with a current alt at 85 can take the tiny bit needed to level it to 86 to start farming if they don't want to have to plant turnips on their main. Either way, it is super easy to plant and harvest the turnips, they cost next to nothing for the seeds, and it takes just about the same amount of time as any other daily, so there is no excuse for not taking advantage of it.
Again, the gold that your guild does not have to spend on the hundreds of turnips necessary to produce feasts is gold that you effectively earned. Additionally, it will mean more turnips on the AH, which will mean lower prices for when you do need to buy some. In fact, and here's a trivia section for you, this idea of growing your own crops affecting the larger market has even been the focal point of a famous US Supreme Court decision, Wickard v. Filburn, which helped define the powers that Congress had under the commerce clause. What can I say, I am a politics nerd :P
I hope you actually made it though the long-winded post, and actually gleaned something informative and/or interesting from it(other than my overuse of parenthetical statements, or my irony at doing one now, or my obviousness for pointing out the irony, or the long-windedness of this parenthetical statement). Either way, you can expect another post in the same vein soon, although I haven't quite determined the topic yet. Thanks!
Sunday, July 29, 2012
- The default UI is ugly:
- Necessary information is displayed very poorly:
- the layout is not conducive to a fast-paced type of play:
Anyway, thank you for your patience, and things will be smoother in a tiny bit here.
Wednesday, July 25, 2012
Anyway, what are my plans? Well, I am going to be pre-ordering the digital standard edition, and hitting the servers immediately after they go live, trying to get my shammy up to 90 as fast as possible. Luckily, I have been playing the beta since the Annual Pass subscribers have been able to, and I pretty much have the route I want to take through the zones figured out.
What are your plans? What are you doing to prepare for the release? let me know in the comments below.
Tuesday, July 24, 2012
Friday, July 20, 2012
Thursday, July 19, 2012
In other news, the show idea is getting off the ground... most likely. The tentative date is this Sunday, some time in the afternoon PST. Details are still getting worked out, and I have yet to get everyone in the loop, but if things go smoothly, expect a firm date and time by Saturday afternoon here most likely. I won't divulge the names of the people who have signed on to the idea, as I don't want to put them on the spot or anything publicly, in case they don't find the idea appealing any more, or want to sit this one out. Suffice it to say, though, that I got some great minds to sign on.
Besides that, you can expect another UI post soon, and possibly a sort of tutorial on configuring your Weak Auras(I much prefer it over Power Auras) for raiding or PVP. Also, will make a post tonight or tomorrow detailing my pre-MoP preparation, mostly dealing with inscription.
Thanks for reading, those who have, and see you soon!
Tuesday, July 17, 2012
So, what is my little idea? I want to get some of the WoW gold bloggers out there, and moderate a panel-style show which would, if there is enough interest, happen on a regular basis. The advantages of doing a show in this way are:
- Questions could be fielded beforehand and answered during the show. This will allow some preparation, which will lead to better quality answers. It will also allow us to pick very interesting questions.
- Additionally, people watching could ask their questions live, and have them answered on the show. Possibly will include a time period for that open Q&A.
- A panel of known bloggers doing a live show isn't really that common, as in, it's not something we've seen a lot of(at least from what I have seen, please let me know if I am missing anything). In that way, it can be something really interesting and unique.
A more detailed description of what is going on will be past the break!
Today, I finally got the design of my blog figured out. The main picture took the longest by far, as I had to figure out a good spot to take a pic in-game, edit it through the built in windows app, then use paint(yes, I know!) to design the fake tool tip. All in all, I think it turned out great!
By the way, the pic was taken from the poolside at Gallywix's Pleasure Palace in Azshara. I think it's the perfect spot for the message I am trying to convey: luxury, Goblin style, earned Goblin style.
Later today I plan on writing a post on my Inscription setup through TSM, and possibly another going through my UI and addons.
Anyway, let me know what you think of the site so far, the looks, the content you'd like to see!
Monday, July 16, 2012
Hey there! My name is Brandon, but in this blog I will be going by my main's name, Goldshield.
I've been playing WoW since the end of TBC, when my fiancee(and soon to be wife) got me into the game. Through the whole of Wrath I wasn't really into making gold, and could barely pay for things like dual-spec, Northrend flying, and other pretty much necessary things. When Cataclysm came out, I decided to change this trend, and make enough gold to buy whatever I wanted and needed. After learning the basics of addons like TSM, Auctioneer, and Auctionator, and reading blogs like Power Word: Gold, I set out on what would become a very profitable venture: glyph selling.
Since then, I have expanded to shuffling, transmog farming and flipping, and just plain ole' flipping with the help of The Undermine Journal. I have made enough gold to easily finance all of my toons, my fiancee's toons, and even pay for things like 310% speed flying for all of my toons. Granted, I am nowhere near the gold cap yet, but I plan on hitting it fast in MoP.
Here I will share my various thoughts on gold-making strategy, and various other interesting things in the game. Thanks for stopping by, and I hope you come back!