So, for those who haven't heard, the latest beta push has introduced a long-awaited schematic for our engineering friends -- Motorcycles. And from the looks of this screenshot (which I'm borrowing from WoW Insider, as I don't have beta access myself), it's going to be a pretty sweet ride. I had been considering dropping engineering on Kibler for some other profession, but now I'm pretty sure I want to stick with engineering so I can ride a Hog (Which begs the question of why hunters can't use their pet hog as a mount, but I digress).Something is missing, though. Motorcycles and Choppers are great and all, but while we now have no wheels and two wheels covered, it seems to me engineers need a four-wheeled mount. And with the new mechanic of taking riders, it seems to me the perfect addition to the engineer's reportoire would be a taxi cab!
I don't think the cab should work like other mounts. For one, I don't think it should go in your mount spellbook like other mounts will, especially since that gives engineers an unfair advantage when it comes to getting the mount-based achievements coming with the expansion. Instead, I think making the cab should culminate with a soulbound whistle that goes in your inventory.
Now, most mounts just kind of appear when you summon them. Not so with the engineer's taxi. When you whistle for your cab, your character should literally put two fingers up to their mouth and whistle for a couple seconds, after which the cab drives up from off-screen. Of course, the animation would need to only be visible to the person summoning it, or else other people would see cars randomly materializing on their heads, but I think that a custom summoning animation would be damn cool.
If you look at the picture above of the motorcycle, you can see that the license plate says "Pwn". A nice touch, to be sure, but I'm not so fond of just taking some random phrase out of gaming culture. Instead, I want to have a license plate that says something about the mount. I'm not 100% decided on what that should be just yet, but as this is a fresh new idea, how about "FRESH", at least for now.
I'd also like to steal an idea from the epic chopper. As I'm sure most of you know, one of the parts required for an engineer to make their epic flyer is a hula girl doll purchased from Griftah in Shattrath. And if you look at the actual mount, sure enough, there's a hula girl on the control panel. Now, a bobblehead doll would work for the cab, too, but I don't want to steal something quite that directly. So what else do you think of when you think of car ornaments? An air freshener would work, but frankly, this is a taxi cab, it's supposed to smell bad. What else? Why, Fuzzy Dice of course! A pair of dice hanging from the rear view mirror would be perfect! And as with the hula girl statue, you'd have to buy a couple to make the car. I'm thinking you could buy them from the guard at the cage in Gadgetzan, with the backstory that he's a compulsive gambler, and has been betting on dice and cage matches for years.
Oh, one other thing. I want to let even low-level characters build a taxi. I think it would be thematically appropriate, a low level character driving around in a taxi, just trying to make enough from tips to save up for the gear he needs to become a true adventurer at 80. Thus, I don't think this should be an epic mount. Frankly, I think the epic quality car should be some sexy sports car. So the cab will be a rare mount, only.
Whoops, I almost forgot to put the cut in today's entry . . . continued after the break.
So, to recap:
You whistle for your cab, and when it comes near
The license plate says "FRESH" and has a dice in the mirror.
If anything, I would say that this cab is rare.
On second thought, nah, forget it. Yo homes, you've been Bel-Air'd!
Continue reading 'The Next Engineering Mount'
Yep, again. This time, I'm moved to speak by a recent post by the guy who (indirectly) got me into blogging:
PSA: In case anyone was wondering, no, I have no plans whatsoever to discuss
So, you all may have noticed lately that not only have I not been posting much, but when I DO post, it hasn't been about druids. Lately, all I've been talking about are my paladin and other holy men (Well, technically I was married by a judge, but thats neither here nor there). And while I imagine most people who read this blog find other classes to be interesting, the general idea behind a druid-themed blog is, in fact, discussion of the druid class.
Ah, heroic dungeons. Every time I level up a new character nowadays, one of the things I look forward to is getting them into heroic runs, both because the loot is better, and the challenge is. . . well, existant. Honestly, whenever I run a nonheroic instance, even on a character who isn't decked out in blues and purples yet, I look forward to one of two equally unappealing outcomes: The group is good, and the instance is a snorefest, or the group is BAD, and the instance run makes me want to tear my hair out.
So, for those of us who have been feral druids since long before the Burning Crusade, the expansion brought us a great number of new concepts. Before Survival of the Fittest, crit immunity was something only the ignorant ferals strove for. Raid viability was when your healing set was good enough to overcome the fact that your spec sucked (for healing). And, while it didn't set in for a while, those of us who are fortunate enough to at least be killing Prince Malchezaar on a regular basis got one more system shock: Feral Set Bonuses. Well, ok, so some folks may have had 3-piece
So, as promised (albeit a bit late), today I want to show the kind of thought process I use when considering gear upgrades. In particular, I want to look at two items: Upgrading my Heavy Clefthoof Chest to T4, and swapping in the new Alchemist's Stone upgrade for my Pocketwatch. In order to facilitate multi-swapping, note that I've added space to put in up to 5 new items and 5 old items in the spreadsheet, instead of having to calculate the total changes yourself. There are also new tabs for talent spec, but those are a work in progress. Lets start with the chest, since I already have some numbers prepared from the other day. . .



Here we have the stat conversions table. Simply multiply a stat by the conversion value for the effect you're looking at to see how much that stat is really helping you. The overall multiplier column currently takes into consideration Survival of the Fittest, Heart of the Wild, Thick Hide, and if applicable Tauren health bonus and Blessing of Kings. The base multiplier, in turn, only considers what form you're in, and assumes you're unbuffed.
And here we have the gear comparison tool. Simply plug in the differences between the base stats of any two pieces, and see how changing between those two items will change your overall stats in the appropriate form. The comparison used for the example here is going from the Heavy Clefthoof Chest (Socketed with 12 stam and 6 stam, 4 defense gems) to T4 (Socketed with a 12 stam, a 6 stam/4 agi, and a 4 defense/6 stam). It tells me that I lose about 153 health and .47% crit reduction, but get over 1.75% additional avoidance, nearly 1,000 more armor, and a bunch of threat stats (including over 1/4% hit, which I forgot to factor in in this shot).
Ok, first of all, I feel I should apologize for not posting anything yesterday. While technically I am not bound to any schedule at all, I made it a personal goal to post every weekday. Alas, yesterday I was in a particularly foul mood, and decided it was better to fall short of my goal than subject you to whatever I might have come up with while in that mindset.
So, information is starting to come out regarding the 2.4 patch. We already knew about the new 5- and 25-man instances we were getting. We had heard there was going to be a new legendary bow (Seriously though, blizzard, whats with the utter lack of legendaries in Outland?). And now, the floodgates are opening, and we're getting all sorts of information on specifics, Sunwell opening quests, class changes, 8-piece extensions on T6, Tier 6 quality badge rewards. . .
So, a couple of days ago, I was surprised to find a druid tanking question. . . in my e-mail inbox. And with yesterday's post basically talking about how plate tanks deflate my E-*rhymeswithbean*, on top of the fact that I got nailed with a hefty speeding ticket on my way to work right now (60 in a 35, got pulled over like 5 feet short of the 55 zone sign) what better way to reinflate myself a bit than to brag. . . er, I mean answer my first reader mail. So, on to the question:


A good bit more information here, but we have THREE different ways to look at armor, and I want to give all of them their due. For now, ignore the HP and DPSwing boxes, those will come in later. The columns are, in order, your armor, the Percent Damage Reduction (as per the above formula for level 73 mobs), your Percent Damage Taken (Remember, its not the damage that doesn't come in that matters, its the damage that does), the change in the damage reduction number per thousand armor, the percent reduction in damage taken per thousand armor, and then the last column, which takes those two values at the top and tells you how many hits you can survive given those parameters.