Class Mount Quests!

After how long we’ve had to wait for them to unlock, I was half expecting the quests for the new class mounts in WoW to be epic and complicated and time-consuming. This was not the case, and honestly I’m glad. Leveling up all the alts and finishing all of the broken shore quests to unlock the class mount quest was enough of a challenge. And for those who are dedicated to one class, there are a few extra goodies like spec-specific mounts and bonus pets for unlocking concordance. For me as someone who merely dabbles in all the classes for completion’s sake, I’m happy I get to see this little extra flavor content, and increase my mount stable a bit in the process!

For all classes, you need to complete the “Breaching the Tomb” achievement in order for the mount quest to unlock. It has been a lot of painful busywork doing those quests over the past few weeks, waiting for each new one to open up with the weekly reset. Now that they’re all available you can motor through them on new alts with no waiting. The main things that will slow you down are having to wait for an invasion for one of the early quests, collecting nether shards (I wait to spend any on new alts until after I finish this quest), and completing the broken shore order hall missions (if your champions aren’t leveled and geared yet). That last one was my biggest sticking point on many alts, but now that the requirement has been nerfed from 3 missions down to 1 I can finally move forward.

I haven’t done all of them yet, but much like the initial class hall quests, the mount quests are quite variable. Spoilers and opinions about the specific quests follow.


The monk quest was the first one I did, since that is theoretically still my main. Also because I can use the mount on my baby monk for our level-locked silliness. I was all ready to have more fun times with beer because that was pretty much the entirety of the monk hall quest line, but sadly after buying beer for one Master in exchange for a story there was no brew to be had. The quest has you running back to the peak of serenity to look for the tiger spirit who traditionally serves as mount for the grandmaster. It seems he’s been in mourning since the guy you replaced was killed in the demon invasion, which is why you didn’t know anything about his existence until now. It definitely has a very strong monk flavor even without much beer in it, and the mount is extra cool because he is a sentient being and will occasionally talk to you. Since this is my main I will also be attempting to get concordance eventually so I can unlock the matching tiger pet as well.

Next I did the pally quest. Sadly, one of the first things you have to do is buy a gem from some elf in Suramar. Did I mention I almost entirely skipped Suramar on all my alts? Before I could do the mount quest, I had to do Suramar far enough to unlock the mask so the vendors would even talk to me, and then I discovered I needed 500 ancient mana. My current cap was 300 so I had to first run and find 2 of the items that increase your  cap, and then go pick a few flowers in the vineyard until I had enough to buy the gem. After this inauspicious start, the rest of the mount quest was amazing. It is a huge callback to the original paladin mount quest from vanilla. You get to go back to Stratholme and kill a bunch of undead with a NPC all-pally party, and eventually purify Rivendare’s mount to turn it into your sweet new holy steed. I’m not entirely sure how I brought that undead horse back to life but I still enjoyed this quest a lot!

The next class on the list for me was priest. As someone who used to main a disc priest, I have not been happy with the direction of the “class fantasy” or the feel of priest healing in this expansion. This makes everything I do on my priest bittersweet these days. Anyhow, the priest quest premise was intriguing: Magni Bronzebeard, the dwarf who turned into a diamond and now speaks for the spirit of the planet itself, had a vision and sent me off on my quest. After my own heart, the quest sent me deep under the ocean in a submarine to a lost titan vault. Once there I got to see some banter between the Bronzebeard brothers and relive one of the most annoying Wrath-era dungeon fights with snarky dwarven commentary. It could have been obnoxious but I found it really charming. It didn’t feel especially “priest flavored” but it was an amazing quest and definitely one of my favorites. It also helps that I like the look of the priest mount a lot.

After priest, I tackled the mage quest. For that one you chase down a magic flying disc that Antonidas had been working on. It involved tracking down a couple archmages in various places around the world, and then a trial in the Eye of Eternity. I was hoping for some clever puzzles or something here but it was mostly a matter of tracking down the right mage and asking nicely if I could have their priceless artifact, please. The mage quest wasn’t as exciting or nostalgic as some of the other ones, but the trial was fun enough. You get to murder elementals of fire, frost, and arcane, which somehow bleeds off the excess energy from the disc parts and lets you combine them together into something that works. Sure, Antonidas never figured out how to do this and it was part of his life’s work and you knocked it out in 20 minutes. You’ll forget all about that once you’re riding around on your cool new mage frisbee.

That’s as far as I’ve gotten in the past 2 days, but Druid, Warlock, and Rogue are all ready to go and Demon Hunter is not far behind. I’ll have my comments on those quests up as soon as I get through them!


Class Mount Quests!

Mixed Results

Mixed Results

Yesterday I spoke about an idea we had of trying to level lock and run dungeons “legitimately” and as a result slowly work our way through the content as a trio.  I personally went with a Brewmaster Monk, a class I have never really devoted much time to playing.  Grace similarly fell into a familiar role of healing, rolling a Mistweaver Monk.  That left Mor with rolling an Assassination Rogue to be our damage dealer.  We went into this experiment quite honestly expecting to largely face roll Ragefire Chasm.  What happened instead was absolutely not anything even vaguely close to facerolling.  From the first pull we knew we were in for some work, given that firstly…  we were in an assemblage of whatever gear we happened to scrape together making our way to 15.  Secondly we were going in as a trio instead of a full five player group.  All in all given how much we underestimated the content…  I feel largely okay about the evening.  We struggled our way through the dungeon, boss after boss until we sat stalled at the final encounter.  Lava Guard Gordoth has this ability called Seismic Slam, that deals damage to all players within 25 yards of the boss.  There is no cast bar or from what I can tell any real way to mitigate this.  The challenge simply put is the fact that this ability was a oneshot, and we could see no real way of avoiding it.

The problem here is that we are quickly realizing that the content is seemingly scaled for players in Heirlooms… and not necessarily gear that you happen to get organically.  When I am in my full heirloom set of gear like pictured above I am sitting somewhere in the vicinity of 1600 health.  When wearing completely legit questing gear…  I am sitting somewhere around 500 health.  Quite simply put we were running into a hard gear wall that we need to scale somehow.  Because we are insane however…  we are planning on attempting to throw a rope over the ramparts and scale that wall anyways.  The first challenge is to decide what the actual firm guidelines are for this project.  Right now we have a handful of rules written in a spreadsheet where we are attempting to keep track of the item levels for each dungeon.  The rules to date look a little something like this.

  • Level lock at the minimum level for each dungeon
  • Use whatever means necessary during the in-between levels
  • Must complete all dungeons at level before moving on
  • No heirlooms in dungeons
  • Must get to the dungeon naturally and zone in
  • Attempt all raids even if we super fail

What we failed to address however is what exactly is fair game for gearing ourselves to be able to complete the content.  There are a bunch of options that I see and they all sorta have their own pluses and minuses.

Continue Questing While Level Locked

This one is pretty straight forward.  Stay level locked and just keep working on quests, with the thought process that eventually you would get good enough gear to be able to complete the content.  The positive here is that it is entirely organic… at least in a fashion, the the negative is you are functionally making the next level grind a bit harder given that you will need to do more grinding and have fewer quests to rely on.  That said we have already agreed that leveling between dungeon locks in heirlooms is completely fair game.

Auction House

Another thing we need to identify is if we are willing to allow purchasing items from the Auction House.  My gut feeling here is no, especially given that we are currently in the twink PVP bracket and some of the decent options are going for as much as 300,000 gold.  It always just feels wrong to buy our way to success in the dungeons.

Pre-Farming Gear

Another option is to simply run our alts through the dungeon and farm up a bunch of greens then trade them around.  If I remember correctly Deadmines drops greens like candy and they should in theory be in the appropriate level range.  I am mostly torn on this one because this is my gut reaction on how to solve a gearing problem… just throw a bunch of greens at it.  However this also maybe tarnishes the legitimacy of the runs.  Similarly we could simply take turns running each others characters through a zone… but that actually feels significantly worse to me given that you are able to pick up boss loot as well as an assortment of random greens that could have dropped anywhere in that level range.

Battlegrounds

Grace and I actually tested this one out and in the grand scheme of things this seems like a reasonable option to get an assortment of greens.  The one match we played we both got really nice at level cap greens that were sizable upgrades over our questing look.  The negative is that for Grace at least it did not seem to respect her loot spec choice and she continued to get agility gear instead of intellect gear.  Additionally as stated this is the twink bracket which means it isn’t exactly the fairest fights in the world.  However wearing heirlooms seemed to put us on a fairly even footing with the twinklords.

Crafted Gear

The potentially best option is to get a bunch of gear crafted that the characters can wear and start with that as a baseline.  The challenge and frustration here is that Blizzard is generally lousy at crafted gear.  It is nearly impossible to create a full set of gear at any given level, so you still wind up wearing a mishmash of items level 5 to 15 in order to finish enough pieces to get a reasonable set of anything.

Random Dungeon Bags

We have all but agreed this one is out of the picture because the gear that comes from the random bags you get at the end of dungeon finder dungeons…  is scaled pretty similar to heirlooms.  That means we will once again gear way past what our ultimately target goal is.  We are looking to make the dungeons a challenge, but somehow find a happy medium where they are also not impossible like Ragefire appeared to be tonight.  We’ve just reached the point where we need to hash out these ideas and potentially come up with others, and lay down some additional ground rules on how we want to gear these characters.  Best to decide it now because we are going to have a lot of gearing in our future.  The awesome thing about this however is that it is making us appreciate greens that we have been thoughtlessly vendoring for years.

Silly Inspiration

Sometimes you get a weird bit of nonsense stuck in your head and there’s nothing for it but to see where it takes you. Such was the seed that started with a conversation lamenting that WoW doesn’t have level scaling in its dungeons like FFXIV does. This led to a discussion about the Herald of the Titans achievement (for killing Algalon at level and at the proper ilvl), and guilds that level lock themselves to do old content.

Suddenly this seed started taking root in my brain. I would love to do all those old dungeons and raids in a way that still felt meaningful, and let me have fun with my friends. Unfortunately I have no desire to try to find a guild that is already doing this, and I was doubtful that we could wrangle enough interest amongst our circle of friends to make it work. But. With three interested co-conspirators, we could still potentially do something silly and fun with the idea.

Thus a new guild was born. We three buddies would roll a new tank, healer, and dps and try to do all the dungeons in the game at level. Maybe even throw ourselves at the raids too, and laugh as we die horribly without a raid group. I think this will nicely scratch the itch to do something silly and fun with my friends for a little while, and should keep us entertained at least until FFXIV Stormblood gets here later this month.

Since Belghast beat me to the punch blogging about this, make sure to wander over there for his take on this nonsense. Maybe we’ll even stream our adventures!


Silly Inspiration

RoboSquid Armada

RoboSquid Armada

Myself and a few friends may be deciding to engage in some madness.  The idea spawned out of a discussion about how World of Warcraft would be a more enjoyable leveling experience if it featured the same style of instance level scaling that Final Fantasy XIV does.  For those not familiar, in FFXIV you have a set of levels for a given dungeon much the same as you do in World of Warcraft.  For example Deadmines is generally thought of as a level 15-16 dungeon…  so in this case if it were FFXIV you would zone in and be downscaled to the level of the zone regardless if you are level 25 or level 60.  The other feature of the level scaling is that you are limited to using abilities that exist within that level range… which in itself can be slightly annoying because you might need to do some hotbar swapping.  The experience feels good however and you get to run the dungeons with your friends without necessarily feeling like you are powering them through the content.  For years I have beat the drum of the need for “mentoring” in World of Warcraft, where you can voluntarily drop your level to that of a friend.  While we absolutely know that the level scaling tech could do this… thanks to the Legion zones and Invasion event…  it seems like the Blizz crew simply doesn’t want to add this feature.  So we decided to take things into our own hands.

Years ago they put in a functionality of being able to lock your level and effectively turn off experience gain.  For the most part this was entirely intended to be used by the thriving “twink” PVP scene that flourished during Vanilla and the Burning Crusade expansions.  However some time ago we also used this for the purpose of raiding and I was a tank in a guild called “Years Behind” that attempted to raid all of the vanilla content with level locked 60s.  That derailed a small bit because there was a significant amount of gear that you could equip at 60…  but effectively came from the BC expansion, meaning some of those greens straight up wrecked hard fought purples from the raid content.  Regardless it was a lot of fun to experience the raid content the way it was meant to be experienced, rather than steamrolling it with a bunch of wildly overleveled characters.  The only negative with level locking is that it is a bit cost prohibitive… in that it costs 10 gold every time you want to lock your level… and another 10 gold every time you want to unlock it.  As a result in order to complete this project we decided that we would need a benefactor…  namely the already well geared characters of myself and Grace.  With all of this in mind…  last night we set forth to create a brand new set of low level horde characters.  I myself am playing Belgwyb… a Female Orc Monk with the bluish skintone…  in a slantwise honorific of the best Grand Company leader ever… Meylwyb Bloefhiswyn.  Grace created another Monk but I believe she is going healy, whereas I am of course intending to go tanky.  Finally Mor rolled an undead rogue, which gives us some semblance of proper dps.

The idea is a simple but also probably a slightly insane one.  We level to 15… then lock our level and attempt to run Ragefire Chasm and Deadmines.  If we cannot for some reason complete a dungeon during a fixed level range… we unlock and begin leveling again only to lock later and try again.  The goal being to get through all of the dungeons in the game… especially the vanilla era ones with appropriately leveled and geared characters.  The catch is that we are not using heirlooms at all.  That is for a few reasons… firstly the xp gain boost would make like madness in trying to control our levels and secondly…  using heirlooms is the equivalent of using blue or purple gear all of the time while leveling greatly reducing the difficulty of all encounters.  The other constraint we are placing upon ourselves is that we must run to the dungeon and be able to zone in naturally.  This means for Deadmines we are in fact going to have to do the Gromgol run up to Westfall through a bunch of really nasty stuff that can and probably will straight up wreck us.  I am going to try and convince my companions to let me stream these adventures because I have a feeling they are going to be memorable.  The fact that we are trying things at the right level is increased in difficulty by the fact that there are just three of us doing this, and not a full team of five.  Our first step is to hit 15 however we want… and then we begin the dungeon crawl.  I of course will be sharing our adventures…  good or bad here on the blog.  We formed a guild last night for this process… and named it the RoboSquid Armada because that is apparently what happens when you get the three of us together and tell us to name something.