Don’t tell me how to play my class…

“Level your own warrior/mage/death knight/paladin/warlock/druid/shaman/hunter first, then talk!”

Such a common refrain from the legions of 300 dps hunters, 1000 dps mages, and paladins with spirit gems and enchants.

I don’t quite get why this is so popular. Why should it matter who is giving you advice? Shouldn’t you be arguing based on the actual content of their advice, rather than which character it is coming from?

I don’t need to have a level 80 mage (well, I do) to know that mages shouldn’t be dpsing using frost if they intend to outdps the tank. I don’t need to have a pally (ok, once again I do) to know that equipping a spirit trinket does absolutely nothing because pallies are never outside the 5-second rule and have no “mana regen while casting talents”, and as such have practically 0 spirit regen in combat. I also don’t need to have a warrior (ok, they got me there) to know that enchanting your tanking gloves with Attack Power (cos tanks have such great threat problems nowadays, right???) and not taking 5% dodge talents isn’t a good idea when you’re dropping dead to spike damage.

I’ve even seen commenters on blogs who I assume aren’t complete and total noobs, since very rarely do complete and total noobs even read blogs, say the same thing. “Don’t talk about class X unless you’re raiding Ulduar with one”.

Why? I don’t need to have a level 80 druid to know exactly what a level 80 druid does when healing. This is the age of the Internet, you can access a vast font of information quickly and easily. If I want to know how heavy an elephant is, I can just Google it. I don’t need to fly to Africa, hunt down the elephant and pump tranquilizer darts into it and load it onto my bathroom scale before saying “wow it really does weigh 2 tons”.

Whenever someone says that, I just get a mental picture of a kid throwing a tantrum with his fingers in his ears going “naa naa naa I’m not listening”. Am I the only one who thinks it’s a damn stupid phrase?

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Ulduar-10 continued

This week, we managed to get in a couple more nights of attempts in Ulduar-10 after my first fresh attempt. We managed to make fairly good progress, and hopefully next week we’ll get to explore more.

Iron Council
We wiped quite a bit to these guys in our previous foray into Ulduar, but with everyone fresh and experienced now as to their abilities, they didn’t pose too much trouble. We went with the standard strategy of killing Steelbreaker first, followed by Runemaster Molgeim and Stormcaller Brundir in that order.

It is quite a healing intensive fight in terms of mana due to there being a lot of raid damage and very spiky damage on the tanks. The mechanics require people to spread out a bit as well, making it a bit hard to land AoE heals effectively.

Steelbreaker was tanked where he was, with the other two mobs being offtanked near the entrance (far enough that Stormcaller Brundir’s Overload doesn’t hit anyone). He does a Fusion Punch which hits fairly hard and tanks need to be topped off with big heals after that. The dot portion can be dispelled/cleansed immediately to save some damage. This phase is just tank and spank with some random aoe damage, but tanks have to move their targets out of the blue spotlights which buffs their damage (they also buff dps that stand in them, no buff for healers though).

After Steelbreaker dies, Runemaster Molgeim was dragged to the front. This is the critical part of the fight as he gains an ability known as Giant Green Glowing Rune of Immediate Death (GGGRID). He randomly targets a player and puts a huge GGGRID underneath them, which causes everyone in the area to take mucho damage. There is no way to know where it is going to be and no way to survive it unless affected players move fast out of it (and pray your healers save you). I’d recommend the Tuskarr’s Vitality for those without any great boot enchants for almost all fights throughout Ulduar, as they hinge on “get out of the bad stuff”. We popped heroism during this phase and had all dps spread out to avoid too many people getting hit at the same time.

Once Runemaster Molgeim is down, its pretty much smooth sailing. Stormcaller Brundir is a caster mob, and the majority of his damage can be interrupted. As a shaman healer, I could keep him almost perpetually locked down by wind shocking his chain lighting and lightning whirlwind abilities. As the last mob standing, he gains Lightning Tendrils where he flies in the air and chases after random players, doing AoE damage along his path. He is untauntable in this form, so players just have to get out of his way. But in 10-man, the damage is pretty insignificant and is easily healed through. You still have to watch out for his Overload ability (somehow our hunter died to it… it’s a mystery what he was doing so close to the boss) but dps isn’t a real issue at this stage. DBM kept warning of an impending enrage, but we never ever saw it. It seems perfectly possible for a healer/tank to duo him as long as you can interrupt his casts consistently. In fact, the fight lasted so long that I managed to heroism twice. This means that it took more than 10 minutes from starting on Runemaster Molgeim to killing Stormcaller Brundir, and I ended with full mana because I was mostly just shocking Stormcaller Brundir and didn’t need to heal.

Auriaya

Again her trash was really harder than the boss herself. The two giant constructs must be tanked about 30 yards apart, and periodically they will send a lightning orb towards the other. The orb is targetable and must be killed before it reaches the other construct, otherwise it grants a huge damage buff and crazy AoE damage. The constructs also have to be killed together (Blizzard loves this mechanic now) so they are brought down to about 10% then brought together and AoE’d.

The hardest part about Auriaya is the pull, since she comes with 2 panther type mobs. Our first pull had 4 deaths within 2 seconds, as the panthers pounce a random target once they are engaged and 1-shot any non-tanks. We then took more care for the second pull, and made sure we all stacked up really close behind a corner such that the moment she is pulled, we are all in melee range and within the minimum distance for the pounce.

Once the pull is done, we all stacked up in front of Auriaya and AoE’d her panthers down first. I put a tremor totem to deal with her Horrifying Screech, which despite saying that it’s a Horror effect… is actually still just plain old fear. She periodically summons a panther add which turns into a big void zone when it is killed. Our original plan was to just flat out dps Auriaya and offtank the add, but somehow during the fight the add kept dying. But it wasn’t really a big deal as we just moved Auriaya away and continued zerging her down. We killed her on the 2nd try with only a hunter dying by being feared through a void zone before tremor totem pulsed.

Freya

Nice change of scenery here, with lush greenery. It’s also a paradise for Herbers, since most of the trash mobs can be herbed for Northrend herbs. There’s a lot of poison debuffs, which my spanky Disease/Poison cleansing totem took care of easily. We killed off her Watchers first, which were easy sources of Valor badges since they are mostly tank and spank with “get out of bad stuff”. However, you have to be careful of Freya herself since she patrols around the middle of the room and gets pretty close to some of the Watchers.

Once her buddies were downed, it was time for Freya herself. This is basically an add swarm fight, where every minute one of three types of adds spawn. One type is 10 small lashers that explode when they die and are untankable. The second type is a set of 3 mobs that must all be killed within 12 seconds, and includes a water elemental that charges and causes knockback. Both of these types were tanked with the whole raid stacked up on the offtank (main tank is on Freya off to the side). The small lashers were just AoE’d and their explosions healed through, whereas the sets of 3 were single target dpsed down and then AoE’d.

The last type of add is a single big Guardian treant. He has a raidwide debuff called Constructor’s Grip that prevents you from using your abilities. However, this debuff can be removed by standing near one of the mushrooms that spawn throughout the place. The mushrooms grow up and then disappear, so the raid is basically hopping from mushroom to mushroom while killing the Guardian. An additional complication is an explosion-type debuff called Nature’s Fury which damages everyone around the target, so the target has to go find another mushroom by themselves while they explode furiously. But its not critical and can be healed through (about 3k damage).

Once 6 waves have spawned and been dealt with, it’s pretty much smooth sailing. The adds stop spawning and the raid can concentrate on a weakened Freya, with some periodic killing of some glowing green trees that shoot up from the ground. If left alone, the trees heal Freya, so just kill them. There are also small mushrooms that sprout up all over that explode after a while, causing knockback. These can easily be avoided. Again, popped heroism (that seems to be my main purpose…) and burned her down quick.

Interestingly, Freya drops a Alchemist’s Bag that can only be opened by Alchemists. It contains a whole crapload of potions and flasks. Guess those will drop even further in price once more people farm Freya.

Thorim

Usual wiping on trash ensued. The Vrykul mobs come in pairs, with 1 having a sunder-type debuff. Tanks need to switch before the debuff stacks too high, and dps has to burn down the sundering mob fast.

Thorim himself was interesting. He didn’t look the same as when he was jumping around Storm Peaks during the Sons of Hodir questline, but he vaguely remembers you before the illusion of Sif starts nagging at him to kill you.

The raid has to split into 2 groups, 1 to go through a hallway “backstage” to pull Thorim and the other to stand in the middle of the arena and…. er… I guess amuse Thorim enough to not realise he’s getting commando-raided? We split into 4-6 for the hallway and the arena groups respectively. I was with the arena group, so I don’t know what went on in the hallway. We wiped a few times to the waves of mobs spawning, until we once again figured out that the best tanking strategy was to all stack up right in the middle of the circle on the floor while the pally tank pumps out consecrate. Some of the mobs whirlwind, but it was easily healable compared to spreading out and risking healers getting swarmed before the tank can pick up the mobs. You also can’t get too close to the sides due to some lightning orbs, so standing in the middle is really the best option. The evokers have a damage shield that can be purged/dispelled to increase dps on them.

Once the hallway group pulls Thorim, it’s a dps race to kill him before enrage. This is pretty much tank-and-spank with some moving to avoid some lightning streams. Basically shiny stuff is bad. If something looks shiny, move away. Grey, goooood. Red/green/blue/purple/pink, baaaaad. Popped heroism, yadda yadda he died. There’s even an achievement that seems to be just for killing him.

Hodir

I actually missed out on this since I couldn’t raid that night, but from the sounds of it he wasn’t too difficult since he only took 2 tries. It boiled down to, as our friend put it, “Indian dancing” around icicles and just constantly moving. I’ll probably update this once I get to experience it myself.

More next week

Hopefully we’ll be able to clear out the earlier bosses quickly next reset, and try some of the new bosses. We still haven’t killed Ignis, and Mimiron sounds… interesting…. Memories of Vashj make me shudder >.<

Argent Tournament Jousting 101

Patch 3.1 introduced many new things, mostly a multitude of bugs. Raiders got Ulduar, and casuals got the Argent Tournament.

The Tournament is located in north-east Icecrown, just north of Sindragosa’s fall. It is basically a daily grind to rep up with them and eventually obtain Champion’s Seals when you become a Champion of a capital city faction. You start off with some tutorials, eventually becoming as Aspirant, then Valiant (after obtaining 15 Aspirant’s marks), and finally Champion (after 25 Valiant’s marks). The marks are all obtained through dailies.

One of the dailies is a jousting competition, where you have to defeat some NPCs in mounted combat to obtain a specific number of tokens. I’m seeing a lot of people having trouble with the jousting, and hopefully this will help them.

First things first. THE TUTORIALS LIED. You might think that the key to jousting is to break down the opponent’s shield charges using Shield-breaker, then charge them. This is how you are taught in the tutorial quests, reinforced by the fact that the melee training dummy does a lot of damage to you when you hit it, making you think that meleeing is dumb and useless. The reality is that meleeing is the fool-proof way to beating your opponents.

Step-by-step guide to Jousting!
1) Equip your lance, mount up, and stack your shield charges to 3
2) Talk to your opponent
3) When they ride out to the middle of the ring, immediately hit them with a melee attack (hey, it’s free damage)
4) As they move further out, immediately charge them. At this point, they have a full 3 shields up, but charge them anyway. This will remove one of their shield charges, leaving them with 2.
5) As you charge past, try to turn in a circle to come up behind them and hit 2 to fire a shield-breaker. Don’t sweat it if you don’t manage to hit them with it, the key thing is the charge and the wheeling back to close into melee range again. It helps to use the mouse to turn fast.
6) Refresh shield if not at max, and spam melee attack.
7) When the NPC tries to move away to gain range, charge them again (basically repeat step 4)

By maintaining melee range, your opponent is unable to reduce your shield count, whereas you are constantly able to take down their shield count by charging. If you master the shield-breaker after the charge, you are able to take down 2 shields every time they try to gain distance, meaning your melee attacks start hitting very hard as they cannot keep their shields up. In the meantime they can only damage you with melee strikes against your full 3 shields, which does very little damage.

Some people suggest shield-breaker BEFORE the charge when they try to run away, which can be done but I’ve found that sometimes latency results in them charging you first (a global cooldown starts when you fire off shield-breaker). By charging first you ensure that you use your highest damage attack and the global cooldown is used up during the travel time of the charge, meaning you can easily shield-break them provided you wheel correctly to face them.

Using this technique can let you defeat champions easily without going below 40k hp. Good luck!

Impressions of Ulduar-10

So, first of all I moved my shaman over to another guild that was a bit more active. The casual guild run by our friend had been quite inactive recently, due to boredom and real life issues. As I was logging in most nights with nothing really interesting to do except dailies and pugging heroics, it was getting boring for me as well. This new guild was founded by players from our casual guild who were more interested in raiding, but still on a more casual basis. So it was worth a try.

Note to other guild leaders: When “interviewing” a candidate, its best not to ask questions like “Are you comfortable with complicated fights?” because no one in their right mind would say “No, I can only spam heal on my focus target using my healing macro”. Even if it’s the truth for most people apparently…

So I actually joined them in Ulduar-10 on Sunday night and participated in guild first kills of XT-002 and Kologarn. Wednesday night saw us back in there again with a fresh instance, so here are my impressions of the fights.

Flame Leviathan

This encounter is quite entertaining. I personally don’t see why people are annoyed with it, it’s a refreshing change from the usual gather-everything-up-and-aoe trash clearing. I was assigned a motorbike since I wasn’t able to connect to ventrilo (the 3.04 client throws a wonderful Fatal Error and then closes itself when installing, without any explanation about said error… good job, whoever coded that…).

I don’t think its actually possible to fail on the trash, and we just zoomed around with me honking my horn at everything. Eventually we reached the repair portal and we got ready for the last pull. Even if you die along the way, you can just zone in and hop in a vehicle and drive back.

Once the last pull is down, Flame Leviathan busts through the door and starts attacking. Ok, granted that we did it without any towers up, but again it seems almost impossible to NOT down him. We did not launch any passengers onto him to stun him, and just “kited” him around with siege engines and demolishers. “Kited” because most of the time he caught up and hit them a few times anyway. I just honked him and spread tar in front whenever the cooldown was available, and other siege engines/demolishers interrupted his flame jet ability whenever he used it.

He went down quickly and we got an achievement for killing him without causing shutdown. Yay?

Razorscale

Next stop was Razorscale. I was a bit worried here as the description of the fight seemed to involve a lot of movement, with avoiding fireballs and fire on the ground.

We spread out around the harpoons and started the encounter. It was quite a chaotic fight, with adds spawning all over, but our tanks did a fairly good job picking them up.

However, I can see why people are saying that 10-man Ulduar is much easier than 25-man. In the 10-man version, the fireballs and blue fire on the ground, while not insignificant, are not damaging enough to make immediate healing critical. Even with the movement required, it wasn’t difficult to toss a riptide or a lesser healing wave here and there. Furthermore, non-tanks can actually survive a couple of hits from the adds that randomly spawn, giving the tanks some leeway in picking them up. The room layout is also the same in terms of size, whereas the raid is much smaller with 10 people instead of 25, leaving much more space for people to spread out and lessening the raid damage.

We killed adds until Razorscale was brought down, popped heroism and burned him to about 70%. I helped dps as well with puny lightning bolts and lava bursts since there wasn’t anything to heal. I was actually standing right in front of him dpsing, but after a while I realised there was no one standing with me and it might not be a good idea so I moved to his side, which turned out to be fortunate as he unleashes a big breath before flying up again.

Repeat killing adds, and after pulling him down and dpsing him to 50% he stays grounded for good. The tanks kited him around the room to avoid the blue fire and swapped to let the slowing debuff run out. I just ran along behind plopping riptides and lesser healing waves and refreshed earth shield when tanks switched, and Razorscale dropped soon thereafter.

XT-002

Everyone loves this whiny boss. We had quite a few wipes on him on Sunday but 1-shot him easily this time. Again, 10-man seems much easier than 25-man as there is much more room to spread out. Not only that, gravity bomb essentially does nothing in 10-man unless it happens to pull people who also have light bomb together, which is trivially easy to avoid. Light bomb just means tossing the announced target a riptide or a couple of lesser healing waves. Only tympanic tantrum, where he does a aoe and everyone needs heals, poses a slight challenge, but we collapsed together and plopped some aoe heals (chain heal + riptide) and went back to dpsing. I popped heroism at the first heart phase and helped dps to try to bring his health down quickly past 50%. The adds in 10-man aren’t much of an issue again and were quickly picked up by an off-tank. The bombbots were killed by ranged dps and the scrapbots aoe’d before they could reach XT-002 so that he doesn’t heal, while pummelers are simply tanked until the XT-002 is deconstructed. Got another achievement for not letting him consume any scrapbots as well.

Kologarn

The trash to him consists of huge bouncing giants, which were interesting until we figured out to spread the healers out so not everyone got stunned at the same time.

Kologarn himself took us a few attempts last week, but we 1-shot him this time round. The mechanics again favour small raid groups, which makes it easier to avoid his eye-beam. We focused dps on his right arm every time it was up, which meant his grab ability was used very rarely and the person grabbed was freed quickly. An off-tank picked up the earth elementals every time the arm was destroyed, and they were aoe’d down fast. The left arm sweep ability is pretty trivial in 10-man and easily taken care of by a couple of aoe heals.

Iron Council

With about 30 minutes left to midnight, we put in quite a few attempts in on Iron Council. This is the first fight where my mana was actually tested, as there is a massive amount of damage on the Steelbreaker tank due to Fusion Punch as well as a lot of raid damage. We were facing problems with people running out of the big green rune of death fast enough, and the late hour meant people were starting to do stupid stuff like unload on a boss during the pull before the tank is even in range. So we called it, with our best effort being 1.5 mobs down. Tonight we’ll probably be trying them again.

So far, Ulduar-10, while certainly more challenging and interesting than Naxx, isn’t really all that difficult compared to TBC raids. It seems to centre around avoiding bad stuff on the ground, which is easier to do on 10-man due to more space and the abilities generally hurting less such that a few seconds of inattentiveness isn’t fatal.

Free Wintergrasp Epics

I didn’t really pay much attention to patch notes, so I was kinda surprised to hear that they added new stuff to Wintergrasp. I popped over on my pally to check them out… and my jaw dropped.

Wintergrasp is an obscene source of amazing epics now. Previously, I always made sure to get 55 marks on all my alts while levelling so that they could easily pick up an epic helm and boots at 80. They come in different flavours, including Dominance which gives an amazing amount of hit rating. The helm also comes with a meta slot, which normal quest blues don’t give.

With 3.1, new epic ilevel 213 chestpieces and belts have also been added, in the same flavours of hit rating or haste rating. The chestpieces can be had for 40 Wintergrasp marks, and the belts for only 15 marks. Even with the wasted stats on resilience, they completely blow all heroic blues out of the water and are comparable to naxx-10 epics. It also helps that chestpieces tend to be harder to find in my experience, with the crafted pieces being more expensive.

But the real killers… are the trinkets. Here is a list of the new trinkets available for 25 marks each:
95 Hit rating
95 Haste rating
111 Spell Power OMG
95 Crit rating
190 Attack Power WTF

The on-use ability is the same as the PvP trinkets, on a 2 minute cooldown. They are not fantastic for PvE, but can come in useful, e.g. escaping Prince Keleseth’s Ice Tomb, or King Ymiron’s stun ability, Web-wrap from the Watchers in AN. But the on-equip bonuses are so amazingly high for a single slot that I can well imagine them beating out all other heroic trinkets in dps. For comparison, a spellpower trinket that gives 346 spellpower for 20 secs every 2 minutes would only work out to be 20/120 * 346 = 58 spellpower, just half of what the spellpower trinket provides.

There are other trinkets for 25 marks also with on-equip resilience and on-use dps stats as well, but I don’t think they are as good in PvE:
Attack power
Spell power
Haste rating

A lot of people may not like to do Wintergrasp, especially on PvE servers. But with rewards like these, it really seems a shame not to pick up the free epics. Every Wintergrasp rewards between 1-3 Marks depending on your rank, and you can rank up to the max rank by killing fast respawning NPCs. You don’t even need honor, just Marks. You don’t even need to know what Wintergrasp is about, just go in, kill NPCs or follow the zerg around until you get max rank, then pray your side wins so you get 3 Marks.

We heard there were free epics here...

We heard there were free epics here...

WoW is hard again

Well, I’m sure everyone knows by now that 3.1 has arrived, earlier than most people expected. Not that many people have had time to play due to the mammoth-sized patch that downloaded so slowly (I downloaded a 4.4 gigabyte torent faster than 1.3 gigabytes of the patch). But one thing is for sure.

“We’re not in Kansas anymore…”

Ulduar, from all that I’m reading, is hard. Most guilds seem to be able to down Flame Leviathan fairly quickly, but then run into a wall with Ignis and Razorscale. Of course, the definition of “wall” in WotLK was previously “a boss that takes more than 1 try” so I’m sure these bosses will die within a week for most guilds, but it’s actually quite heartening that some effort actually has to be put in now.

I actually brought my ret pally, together with a friend’s mage, to try out the new VoA boss, Emalon, in heroic mode. Let’s just say this guy is frankly not puggable for the foreseeable future. We wiped on every trash pull leading up to him, and never managed to down his add in time before the explosion. For those who haven’t tried him yet, the trash/adds will gain a stacking charge. When the charge reaches 20, they explode and basically wipe the raid. The only solution is to kill the add before it charges up (20 seconds). This puts the spotlight squarely on dps, since it’s not a tanking issue and the explosion can’t be healed. No more 300 dps hunters in VoA, it will become abundantly clear that they are the cause of failure.

While I think it’s a good thing that Blizzard got their act together and improved on the snooze-fest called Naxx, I also wonder if Pandora’s box, once opened, can be closed again. Put simply, I anticipate a huge wave of guild drama and complaints about “unreasonable difficulty”.

WoTLK has given birth to a huge number of casual raiders. While this can be said to be a good thing in that it probably dispelled a lot of pre-conceived notions that raiding takes 8 hours a day 7 days a week, that you needed to farm mats for 4 hours everyday before the raid etc etc (god knows where all this came from in the first place)… I wonder what most casual guilds will do when presented with a truly difficult encounter. Nibuca wrote about her guild’s first try at Flame Leviathan, and wonders about the possibility of guild drama arising from the increased difficulty. I have a feeling there is going to be an explosion of such drama among some of the players and guilds who have gotten used to ez-mode raiding.

Quite a few players, Tobold included, felt that Karazhan was too difficult as an entry level raid. Wouldn’t they feel the same about Ulduar? After raiding in Naxx where its possible to down Kel’Thuzad in 1 hour of tries with no enchants and no flasks, would casual raiders be able to stomach wiping for weeks on the last boss ala Vashj/Kael? I have to admit that in our current casual guild, the answer is that players would likely just stop raiding. Naxx being easy probably did not do anything to teach players how to play better, which is what was lacking in the first place (and definitely not gear, despite being the favourite excuse) and the real purpose of an entry-level raid.

The raiding paradigm has been changed. Instead of expecting raiding to involve a lot of effort, many people now expect to raid 2-3 times a week and walk out with free epics with minimal thought and preparation. Will these people accept the new (old) style of raiding, where they are forced to admit that they simply are not able to perform at the standards necessary to down a boss?

Or are they more likely to complain that Blizzard made Ulduar too hard? After all, they have raided before. They cleared Naxx. If they can’t get past the 2nd boss of Ulduar, it’s obviously because Blizzard made it too hard, not that they “aren’t raiders”… Only time will tell, but I predict a deluge of tears in about a month’s time, followed by Blizzard “tuning” Ulduar down after most of the hardcore guilds have cleared everything.

It’s only 200 gold

I was on my auction house mule a couple of days ago, checking my auctions and selling stuff in an effort to clear space from our overcrowded guild bank. Prices have climbed recently in the pre-patch rush from many investors stocking up on materials that are thought to sell well. Our experience has shown that often the pre-patch rush is a better time to sell stuff than after the patch itself, as the sudden huge dump of goods causes prices to spike and then crash spectacularly.

Anyway, while I was checking the AH I saw the following message in Trade chat:
PoorMoron: Anyone knows of a server with a balanced economy? The prices here are outrageous I can’t afford anything!!!

Out of curiosity I checked him and found PoorMoron (not his actual name… that would require superhuman honesty on his part) to be a level 15 warrior standing in Ironforge. So, despite my better judgement, I decided to try to help him.
Me: What do you need to buy? Normally you don’t need to buy anything on the AH at level 15 since you outlevel everything you buy in 1 hour.
PoorMoron: Weapons, enchants, gems??? Recipes for my crafting???
Me: The recipes on the AH are rare drops, that’s why they are expensive. But they are also useless because they are low level. As for gear, you can normally get pretty good gear just from levelling and questing.
PoorMoron: I’ve done 50 quests and never gotten anything but crap. Its impossible as a new player to get any gear because the prices are crazy!!!

Ok… so I checked for green 2-handed weapons, level 10-15. Bingo, there’s a level 10 2-handed mace of the Wolf for 14 silver.

Me: You can buy a adequate 2-hander for 14 silver on the AH. That should be quite affordable at level 15.

A few minutes later, enter the Scourge of Humanity called “friendly helpful people”.

PoorMoron: Thanks very much to CharityMoron, he just gave me 200 gold. It’s great to know that there are still helpful people who want to give a hand to new players.

I sent a tell to CharityMoron asking him why he did that, since all he did was teach this new guy that standing around Ironforge incessantly whining gets free gold rather than using his professions, being self-reliant and playing the game. The inevitable response?

CharityMoron: who cares. it’s only 200 gold

Yup, it’s only 200 gold. It’s nothing to a level 80. It made CharityMoron feel warm and fuzzy. Now SlightlyLessPoorMoron can go buy a twink BoE blue level 19 weapon for 190g, and kill mobs in 3 swings rather than 4 (OMG!!!!! he’ll be 80 in no time thanks to this!!!), and then continue to whine in Ironforge about how expensive things are at level 20-29… and level 30-39…. At 70 he’ll whine about 6000g for a epic flyer, at 80 he’ll whine about the cost of a Titansteel Destroyer…

Why listen to real advice when “friendly helpful people” are around? Why learn when whining gives you 200 gold in 5 seconds?