12-22-2006, 03:17 AM
I hit the two-thirds mark last night at 14,000/21,000 on the road to Exalted. I've noticed a couple things along the way...
1. As time has gone on, I'm running into others who seem to be turning in items for rep as well. They're basically following the same pattern as I am in terms of item turnins, resulting in a need to beat them to the punch on the crystals and badges. Before the hotfix to the Hard Packed Snowballs, I had one hunter go as far as to throw them at me to knock me off the gryphon masters so he wouldn't have competition as I ran around.
2. Long games can be a blessing in disguise. If a game goes long enough that the Druids (or Shaman, on Horde) actually have time to respawn - and I know, that's a rarity - you can turn in all the Storm Crystals or Blood you need right away and cash in on some big bonus rep. This works out being a bit faster than finishing the battleground and requeuing for Alliance.
3. Horde have an advantage here. The queues are way shorter and as such they don't have the downtime in between AV rounds.
4. Playing defensively seems to not only facilitate the turnins, but nets more honor in the processs. Speaking with others who had gone offensive, I was coming out ahead due to the number of kills I was scoring and the smaller number of teammates in proximity. Granted, an entire team turtling means way less honor gained than a good win.
5. "Flavor of the Month" Felguard Warlocks who are new to 60 have absolutely no idea how to handle Force of Nature. I've seen them turn and run. I've seen them take the time to cast Banish on one of them while the other two keep beating on them. I think more than anything, this spell works as a psychological weapon against those who are inexperienced handling their characters under pressure. I love it.
1. As time has gone on, I'm running into others who seem to be turning in items for rep as well. They're basically following the same pattern as I am in terms of item turnins, resulting in a need to beat them to the punch on the crystals and badges. Before the hotfix to the Hard Packed Snowballs, I had one hunter go as far as to throw them at me to knock me off the gryphon masters so he wouldn't have competition as I ran around.
2. Long games can be a blessing in disguise. If a game goes long enough that the Druids (or Shaman, on Horde) actually have time to respawn - and I know, that's a rarity - you can turn in all the Storm Crystals or Blood you need right away and cash in on some big bonus rep. This works out being a bit faster than finishing the battleground and requeuing for Alliance.
3. Horde have an advantage here. The queues are way shorter and as such they don't have the downtime in between AV rounds.
4. Playing defensively seems to not only facilitate the turnins, but nets more honor in the processs. Speaking with others who had gone offensive, I was coming out ahead due to the number of kills I was scoring and the smaller number of teammates in proximity. Granted, an entire team turtling means way less honor gained than a good win.
5. "Flavor of the Month" Felguard Warlocks who are new to 60 have absolutely no idea how to handle Force of Nature. I've seen them turn and run. I've seen them take the time to cast Banish on one of them while the other two keep beating on them. I think more than anything, this spell works as a psychological weapon against those who are inexperienced handling their characters under pressure. I love it.
See you in Town,
-Z
-Z