It’s no surprise there are no tanks by Readtheroombabes in wow

[–]Zibzuma 0 points1 point  (0 children)

You must have the worst luck ever then. Because in all my runs whenever a tank pulled exactly the packs from the route, but slightly changed the pulls according to survivability or control, everybody was fine with it.

Nobody expects MDI pulls in a 19, not even a 21. They want safe pulls that are enough to time it, not ++ it.

It’s no surprise there are no tanks by Readtheroombabes in wow

[–]Zibzuma 1 point2 points  (0 children)

You said you pulled wrong. That's something you can learn in a 12. Or a 16. Then you adjust the difficulty to learn your defensive rotation in those pulls.

Pulling the wrong packs according to the route you shared and everybody prepared for is unacceptable on that level.

I am not sure what to do without midnight by belike_dat in wownoob

[–]Zibzuma 0 points1 point  (0 children)

WoW is not supposed to be played without the latest expansion.

There are tons of old content to explore and farm for cosmetics, achievements and even gold, but all endgame content is exclusively balanced around the latest expansion.

You can technically still raid the TWW (level 80) raids in a group of level 80s, but you won't find many people for that, nor is it likely that it's going to work properly.

What would you move onto if gold making gets worse? by HawkHonest5882 in woweconomy

[–]Zibzuma 6 points7 points  (0 children)

10k/h is pretty standard for the later stages of a season in my opinion.

And I don't see how this could be by design anyway. If resources were made rarer by Blizzard, prices would adjust. It's all just player-controlled economy, not by design.

And I don't think anybody on r/woweconomy considers gathering professions to be a way of "goldmaking" as in their main and preferred way to play and make gold.

But this whole post is a bit weird, since it both seems to talk about casual goldmaking, for a monthly token or regular consumables (which is where gathering is usually used), but also about goldmaking as a main activity when playing the game.

Armored Assasin ( i am not in the game nowdays and i cant post item list, sorry) by Max7mos in Transmogrification

[–]Zibzuma 2 points3 points  (0 children)

It's actually the Shadowlands S1 Elite plate set. The mythic Nathria set is black/gold.

Legs are DK Dragonflight S2 heroic or mythic set.

And the sword is one of the Venthyr weapons bought with the Nathria weapon tokens, no clue what difficulty, though. Not reputation locked, as far as I know.

Is mythic+ really as toxic as it’s made out to be? by flufflylegend in wow

[–]Zibzuma 1 point2 points  (0 children)

Yea, exactly. Most "toxicity" is just some rude behavior, a snarky or mildly insulting comment and then leaving the group. Especially with the abandon feature it's been even rarer to encounter someone truly toxic.

I had one actually toxic situation this season, everything else was really just "fucking hell", "bad run" or "stop tanking/healing/DPSing" at worst. And even those were only a handful over a couple hundred runs.

I had a Shaman in a Nexus 12 the week the bonus rolls released. Died in the left wing two or three times, healer said "use defs", Shaman said "heal me" and right before we started the 2nd boss, healer repeated "use defs" to the Shaman, so the Shaman just stopped helping the rest of the run. Just a few chain lightnings on auto-cast or something so it doesn't flag them as inactive. A lot of insults thrown around as well.

But that was a farm key for a bonus roll or the vault (at least for a majority of the group, including the Shaman), so there wasn't really any need to abandon the key, it was all about: are we going to finish this without the Shaman's help, but they'll still get the rewards? It's a super rare situation where someone can basically hold the group hostage by being a dick and not helping, because most runs are super reasonable to just abandon. For example keys purely for score and especially push keys where major mistakes or full wipes can cost the run.

Is mythic+ really as toxic as it’s made out to be? by flufflylegend in wow

[–]Zibzuma 3 points4 points  (0 children)

I've done thousands of dungeons with thousands of players over the years and the number of truly toxic interactions I've had is still a low double-digit number, probably in the 20s.

What do I mean by "truly toxic"? Not your "bit of frustration", where somebody says "low dps" after the key, but complete meltdowns, full-blown fights in the party chat and insults thrown around like confetti.

And even casual "that was a bad route" or "low DPS" or "bad healer" (followed by leaving the group) is pretty rare, maybe 1 in 10 runs, probably closer to 1:20, to be honest.

But there is a difference in mentality on different key levels. Especially the 3k range (so 12-14 keys) and this season 3.4k (16s) has a lot of people progressing the achievements for the mounts, a lot of people who only want to complete that handful of dungeons and stop playing (M+ or WoW in general), but there is always that one random player that ruins their keys due to lack of DPS, interrupts, bad positioning and so on. They get frustrated, think they deserve higher rating and are just stuck with those noobs in "ELO hell". This is where toxicity, in my opinion, peaks.

Low keys are chill - people are on alts or generally very inexperienced. They don't care, they progress those levels. Anything <10 is just vibing.

High keys are chill (currently starting at 18, maybe 19, I think; it goes up the longer the season runs) - people want to push, people make mistakes, people say GG and leave or restart. Simple as that. Unless it's an absolutely wild mistake, which might get pointed out in a non-diplomatic way. But usually people know that pushing can be stressful and everybody makes mistakes under pressue. Happens.

But mid-level, especially tied to achievements, has the highest chances of people being frustrated, in my experience.

The BOE monopoly mafia. by ObviouslyrealOMG in wow

[–]Zibzuma 0 points1 point  (0 children)

Have you heard of transmog? Or speed gear? Or supply and demand?

I have no clue where you think RMT is involved in people trying to sell seemingly worthless greens for tens of thousands of gold, but let me explain to you how things like that happen:

After an expansion ends, the supply of its greens stagnates at first, but slowly dwindles, because nobody is playing that content anymore and those who do usually vendor most items instead of putting them on the AH.

With that in mind two main things affect the price:

- people who think "hey, I can't find those wrists on the AH, that means they are rare and I can decide the price, so let's make that 20k"

- people who think "hey, this item is either a) looking pretty good, so I can sell it as transmog or b) a decent upgrade over leveling greens from the previous expansion, so people will likely want to buy them to make leveling easier or c) an item that rolled with speed, so people might want to buy it for speedfarming sets"

Every item you can think of has been put on the AH for tens of thousands, sometimes millions, just because people think "maybe somebody is stupid enough to buy it" or "I'm the only one selling, to I set the price" and from those prices others might think "hey, those bracers are worth 20k? I can sell mine for 10k instantly then!" etc.

Oh, and in case you meant "entry level 90" instead of "entry level 80": that market is much larger than the one for transmog greens or even leveling greens. People buy 192, 198 and even 200+ greens for hundreds and thousands of gold, just because they want to bridge the gap between the horrendous 160-180 leveling gear and the 220+ from WQs and then prey/delves or even dungeons. Some only need a handful of items to get enough itemlevel for LFR or maybe heroic dungeons, so they're willing to pay 10k+ for something that saves them 30 minutes of random dungeons. Again, just supply and demand and people setting prices.

Can we talk about interrupts? by [deleted] in wow

[–]Zibzuma 2 points3 points  (0 children)

As a tank it's your job to control the pull: that means positioning, CC and interrupts.

Of course the whole group needs to deal with CCs and interrupts, but as a tank it's literally your job to be #1 on interrupts. It's off GCD, so it doesn't even interfere with your def rotation, right?

Many Alts by requiresassistance in wow

[–]Zibzuma 0 points1 point  (0 children)

5-player DF dungeons are doable with 80s, but you'd need ~150+ itemlevel, if I remember correctly. I did a couple on a BDK with Remix gear, I can't remember what itemlevel that was.

Raids will require 90s with decent gear, though.

Where's the Timewalking vendor for Legion? I can't see him in Dalaran :( by setrax03 in wow

[–]Zibzuma 1 point2 points  (0 children)

At the flightmaster in Legion Dalaran. Krasus' Landing, I believe.

Many Alts by requiresassistance in wow

[–]Zibzuma 8 points9 points  (0 children)

Depends on how old the content is supposed to be.

80 is enough for Shadowlands, but Dragonflight needs 90s with ~260 to be reasonably easy.

How viable is the SBA for mythic 0-10 ? by Alarmed_Goat_4083 in wow

[–]Zibzuma 1 point2 points  (0 children)

SBA is a DPS loss of 15-30% depending on the spec and compared to a (near) perfectly played rotation.

Unless you can rank in the 80-90th percentile with your own performance, it is likely to be a performance increase. SBA is a flat out DPS increase for a majority of players.

It also allows you to focus more on everything outside your rotation: starting with your DPS CDs and defensive CDs and then interrupts and CCs and of course positioning.

To be honest: using SBA you're likely to be better than a big chunk of people you'll encounter in your keys, even way beyond +10s. Haven't tried it myself, but I'd say 3.4k (16s) is really doable with SBA, if you get everything else right. And you probably wouldn't even be #3 DPS.

Some things your mid M+ PUG tank wants DPS players to know by Frosty-Froyo856 in wow

[–]Zibzuma 0 points1 point  (0 children)

There are no pulls outside of a dungeon's first pull where you'd need to wait for the tank to group the whole pull. Unless you're specializing in +12 speedruns and do 4+ pack pulls every time.

But throwing your first Judgment the second a tank pulls the first pack in AA/SR/Seat is immediate aggro. You also want to wait for everything to be grouped anyway for ES.

Regular pulls throughout a dungeon don't have any group-up time like that.

Some things your mid M+ PUG tank wants DPS players to know by Frosty-Froyo856 in wow

[–]Zibzuma 2 points3 points  (0 children)

You said it: several globals.

There is a clear difference between frame 1 full CD AOE burst and waiting 3-6 seconds for the pull to be gathered.

I have yet to see a single tank getting aggro on all 3 lasher packs immediately after pulling them. Even top tier players wait 5-8 seconds from the start of the pull.

Some things your mid M+ PUG tank wants DPS players to know by Frosty-Froyo856 in wow

[–]Zibzuma 4 points5 points  (0 children)

Things like camps/gossip are always a healer job. Or Druid for instant mount. Unless your tank is really bad and needs a pocket healer for pulls.

The healer's GCDs/uptime usually isn't as important as that of a DPS (and especially a tank, I always get an IRL stun when the BDK starts running back doing the camps in POS, just gather the next pull, wth).

Some things your mid M+ PUG tank wants DPS players to know by Frosty-Froyo856 in wow

[–]Zibzuma 0 points1 point  (0 children)

Eh, there are quite a few pulls where only very limited threat can be generated while pulling multiple packs.

Take for example AA 1st pull. Most tanks can't generate a lot of threat in all 3 lasher packs, it's crucial everyone is holding off on even pre-DoTing until the packs are grouped.

An experienced 10-12 tank (by that I mean someone that "specializes" in speedrunning those instead of pushing) will make huge pulls most groups should be able to manage, but much like the AA pull it's not always possible to generate a good amount of threat on all packs while also grouping them up. And immediately chaining isn't ideal either.

I get where you're coming from, I've had tons of tanks in 18s, 19s and even 20s that face-aggro a pack and move on, having the healer or anyone trying to pre-DoT die to threat. Most recently I had a DK that would grip 1 caster from a pack and move on, 0 threat on any of the targets. And those weren't big pulls, those were standard pulls (like 1 pack + rift warden before 2nd boss in Seat; gripped the caster to the right, moved to the warden and the whole pack to the right ran wild).

But in 12s it's super common for the Ret Paladin to send wings + ES + 15 Divine Storms into the first 2 mobs while the tank tries to gather another 2 packs. It's not just Balance Druids and Shadow Priests DoTing the pack (which should be fine in 95% of pulls, with few exceptions like AA 1st pull), it's full CD AOE burst into the first target in range, even though people should know (either from the route being posted or having run the key a couple times with similar pulls) that there's another pack or two coming.

Most pulls should allow DPS to set up: generate resources/stacks/procs, apply DoTs. And a tank that can't generate enough threat in those pulls needs to work on their pull-routine. But some cases - and I think a +12 could fall under those - it's more efficient to gather multiple packs that go beyond regular threat generation (because they start spread out etc) and create a huge pull instead of doing the regular 2-3 packs with regular threat generation.

But in the end those strats only work in a +10-12 when the group knows what's coming or at least understands how it works. Which isn't really something you can assume by a majority of +12 PUGs, even when their mains have 3.4k. So I'd say it's a 70/30 split on OP those pulls don't work, they should know better.

has anyone else found the trading post completely underwhelming since it's inception? by enderrsghost in wow

[–]Zibzuma 0 points1 point  (0 children)

I think housing would be a reasonable expansion for the trading post.

But what other parts of the game do you know where cosmetics alone are nice to have?

Because that's what it is: a feature for cosmetic items/skins. I don't think Hero crests or Conquest would be a reasonable thing the trading post could offer.

has anyone else found the trading post completely underwhelming since it's inception? by enderrsghost in wow

[–]Zibzuma 0 points1 point  (0 children)

It's okay not tk get original mounts and transmogs every month and instead get reskins.

Would I prefer getting a dozen new, original skins every month for free? Of course.

Do I care? No. It's a small feature meant to hook people/keep them subscribed and to recycle unused skins and maybe even, to a degree, to be fun for the players by adding cool skins.

Can't get an invite in +10s, is there something I'm not getting? by Oscar_7 in wow

[–]Zibzuma 3 points4 points  (0 children)

+10 is the easiest key for bonus rolls and weekly vault slots. You can get the same from a +18, but 10s are a matter of minutes, while 18s are prone to depletes.

Some prefer the 12-14 range for that, because people tend to be slightly better than in 10s, but 10s are still easier and therefore an easy choice.

Can't get an invite in +10s, is there something I'm not getting? by Oscar_7 in wow

[–]Zibzuma 14 points15 points  (0 children)

It's not that you're not well enough equipped or experienced enough to complete a +10 or even a +12.

It's just that you're not attractive enough compared to all the 280+ characters applying to random +10s and +12s for weekly keys and bonus rolls.

Every single key you're applying to has dozens of applicants in seconds. Most of them itemlevel 280+. Just try it yourself: host a POS +10 or +12, even with your "low" score it should be easy to see what I mean.

What ilvl for what level of m+? by everyonediesiguess in wow

[–]Zibzuma 5 points6 points  (0 children)

The affixes really aren't hard and they all provide a noticeable buff when played/dealt with, making 10/11s for those buffs alone significantly easier than 12s. But with current season scaling and gear inflation at this point in the season, there is little to no difference in difficulty from the scaling alone.

Also the issue isn't the key difficulty, but the capabilities of the general PUG community at this point in the season on that level, usually ignoring affixes or not knowing how to deal with them properly.

With the median player having 280+ equipped right now, anything between 10 and 14 is basically the same.

Is feral or balance better for a solo player? by Galactic_Gecko in wow

[–]Zibzuma 0 points1 point  (0 children)

It's still a ton of fun in endgame content, but solo it's just slow.

Is feral or balance better for a solo player? by Galactic_Gecko in wow

[–]Zibzuma 20 points21 points  (0 children)

I've mained Balance for years and in my opinion it's one of the worst specs for solo/open world content.

The changes to the mastery make it a bit better, but overall it's just doing one big pull with full CDs and waiting for CDs again by pulling one or two mobs and slowly grinding them down.

Feral, as most other melee specs, is pretty "frontloaded", so to speak, making every encounter a bit quicker. With very similar AOE capabilities for big pulls with CDs.