7/14/14

Hearthstone Interlude: Daily Quests

So today's daily quest popped up, and it's "Destroy them all" - you know, the destroy 40 minions quest.  And immediately I thought: mage quest.

I'm not great at Hearthstone - I hover around rank 19 or 20, occasionally flirting with 18, but I don't play enough to get that good at it.  I am starting to favor particular classes for particular quests, though.


Seven of the daily quests don't have a class requirement, so you can complete them with whichever deck you want to play.  Here are the ones I like for each; if the first class seems to be having bad luck that day, I'll switch to one of the ones down the list.

3 Victories!: Win 3 games with any class.
  1. Hunter
  2. Warrior
  3. Mage
Beat Down: Deal 100 damage to enemy heroes.
  1. Mage
  2. Warrior
Destroy them All: Destroy 40 minions.
  1. Mage
  2. Warlock
  3. Warrior
Only the Mighty: Play 20 minions that cost 5 or more.

  1. Priest (customized for high-cost minions)
Spell Master: Cast 40 spells.
  1. Druid
  2. Mage
  3. Warlock
The Meek Shall Inherit: Play 30 minions that cost 2 or less.
  1. Rogue (my murloc deck)
  2. Paladin
  3. Priest (customized for low-cost minions)
  4. Hunter
Total Dominance: Win 7 games in any mode.
  1. Hunter
  2. Warrior
  3. Mage 
For the "X or Y class wins" quests, I basically have a priority:
  1. Hunter
  2. Warrior
  3. Warlock
  4. Mage
  5. Rogue
  6. Priest
  7. Shaman
  8. Paladin
  9. Druid
The priority lists aren't necessarily which deck is the strongest, but a mix of how much I enjoy the class and how like the deck's playstyle and how likely I am to win with it.  It's not a perfect mirror of my WoW class preferences - my WoW #2 is priests, and mage is one of the three I don't have at 90 (yet).  Hearthstone Jaina plays like Jaina from the books, though, and I appreciate that quite a bit.

Do you have different deck preferences for the quests?

7/13/14

Beta Notes: Part 9

Another night, another round of beta notes!  Spoilers, of course.  Notes in bold, comments after.

7/11/14

Beta Notes 5-7 (Now With Screenshots!)

Here's parts 5-7 of my beta notes.  Spoilers abound!

7/1/14

Beta Notes, 2-4

Here's my notes parts 2 to 4.  Some of the lag-related bugs have been fixed since I made the notes.

Remember: There are spoilers!!


6/28/14

Beta Notes!

So Friday is the only one this summer I wasn't taking off work this summer, and while glancing through my email at the workshop I was attending, I saw a beta invite email.  I assumed it was spam.  Nope!  Got home and the beta (still labeled alpha) was in my launcher.  Apparently it's a stress test? Regardless, I'm in.

Friday it was quite disconnect-y, and it still was much of today, but today was more playable.  Here's my notes I made as I played (notes in bold, with commentary).

THIS IS PRETTY SPOILERY FOR TANAAN JUNGLE STUFF IF YOU WANT TO AVOID THEM.

6/5/14

On Role-Playing

So I named my death knight yesterday.  Granted, yeah, she's 87, and she technically has a name already, but I popped a less silly one into MRP for her.  She's not on an RP server, but most of my high-level toons aren't.

I'm not particularly good in role-playing in that I'm not good at interacting with other people on that level; at the same time, some of my characters do have backgrounds or whatnot in my head which, to some extent, influences how I play them.

So my death knight is, or rather, was Nalaya Stormhoof, who'd been a field medic prior to her unfortunate demise and new career as a death knight.



My warlock was a blood elf who went through a horrible transporter malfunction and is now a goblin.  (I apparently wrote this background for her when I did the race change years ago and forgot until I reloaded MRP on my main server.)  As a goblin, she's a compulsive salesperson, and she's the only character I'm comfortable doing public channel guild promotion in.  She's also a bit obsessed with fire, and as a goblin destro lock, the ancestor quest with Lorewalker Cho was a bit disturbingly spot-on.  Other than the whole, you know, transporter malfunction thing.

My original paladin is a refugee from Arathor, currently a resident of Stormwind.  (And this is why I no longer create back stories that might require grinding PVP reputation, because that's going to take forever.)

My gnome 'lock thinks her demons are her best friends and her imp (Geltip) is her assistant scribe.

One of my Forsaken hunters (I... I have 13 hunters, okay?) was a watchmaker in Andorhal before joining the war and becoming a marksman.

So it's mostly little things; the character I've got the most concept of background and relationships for is the unnamed human hunter I've used in the fan-fic stories... and I haven't actually a) decided on a name for her or b) made her as a character in-game.  I did name a chicken battle pet Ermintrude, though, so that's already set up for her.  Maybe one day (when I actually decide on a name)...

6/2/14

Tactics #3: Dispels

This tactics post will probably be shorter than the first two, since dispelling isn't something that's particularly difficult; it's more something to be aware is crucial on some fights, and what your character can (if anything) dispel.

Wowpedia has a good table for who can dispel what; if your class and/or specialization can dispel, and you aren't already running a healing addon that tells you about it, a nice non-healer-specific addon for tracking friendly/defensive dispels is Decursive.  An addon isn't necessary for dispelling if you're good at watching buffs/debuffs on health bars, but if you just can't seem to keep track of them, Decursive has its own little tiny health bars that you can plop somewhere you can keep an eye on them.  I switched over to Decursive during Cataclysm after three expansions of healing as a priest without an addon, simply because I got tired of juggling Dispel Magic targets.

So what's the deal with dispelling?  Some fights you'll run into have bosses or other monsters that will put a debuff on some or all of the characters in your group.  These debuffs may do massive damage to their targets, or if they may have a debilitating effect if left on too long.  Some debuffs can just be healed through, but if your group is dying repeatedly to them, focusing more on dispelling than keeping everyone's health topped off may prove to be more effective.

Dispelable debuffs come in four flavors: magic, poison, diseases, and curses.  Different classes can dispel different debuffs, but most healing classes can dispel at least two.  If you're not sure what you can dispel (if anything), check out that Wowpedia table or just browse through your spellbook.  If you're coming back to the game after a relatively long break, dispels underwent a major overhaul in Mists of Pandaria, so they may have changed since you last played.

Some points to remember:
  • Healers have the most dispel options, but caster classes in general often can do at least one, even if it's only to dispel offensively (for example, if the boss puts a heal-over-time spell on itself).  If your healers are getting overwhelmed, see what your options for spreading out the load are.
  • If you're in a group that has multiple healers, divide up the work.  Most dispel abilities have an 8-second cooldown, and frequently two or three targets will need dispelling at the same time.  All the healers should probably be watching for them.
  • Priests have a mass-dispel ability on a longer cooldown; this can be helpful when everyone is grouped up, but it doesn't work on all effects.  It's also mana-intensive when used repeatedly, so it's not really effective as a crutch in a large group if the other healers aren't helping.
  • Dispelling is similar to shield effects in that it frequently prevents damage rather than heals damage taken.  A healer with a lot of dispels in a dispel-heavy fight may have a lower healing throughput on a meter than the other healers in the group, but similar to shielding, they may be making up for that with the dispels.
  • Some fights may require a diverse healing roster due to the variety of debuffs involved; if you're missing a dispel type, it may be harder for your group to kill that particular boss.