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Check list for a new lvl 60 druid?Follow

#1 Jan 28 2008 at 11:56 AM Rating: Decent
My first character (druid) just made 60.
I mainly soloed although I did get in some dungeon trips to finish off quests.
I am looking for a check list of what should I be doing/gathering at this point.
In other games like DAoC there are Epic armor suits and Champion weapons you work towards through quests and Master Trial special abilities.
What is there here I should be working on?
Any special spells, abilities, armor, weapons or just a special mount?
Where should I start? What should I collect?

If you have a consolidated list or just list some key words for me to research I would appreciate it.

Thanks
#2 Jan 28 2008 at 12:11 PM Rating: Good
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4,074 posts
I would highly recommend reading Kagenite's post about Outland rep before you get too far in. It came too late for me and I already pretty much screwed myself out of Earthwarden. If you start at WoW Wiki's Reputation page, you can check out all the Outland factions' rewards and decide which you want to go for, then use that guide to plan your strategy for getting the necessary rep.

Other than that, it's really just a matter of your goals. If you're going to craft something you need primals for, anytime you're just going to mindlessly grind do it someplace you can get them. Ditto for things like clefthoof leather. If you want to PVP, maybe take a break around 68-69 and farm honor so you aren't hopelessly outgeared when you get in to the battlegrounds at 70. If you want to do more instances and eventually raid, decide whether you're going to tank, DPS, or heal (I'm told DPS slots for druids are more rare at end game), and start collecting gear appropriately. For example, if you plan on speccing to heal, maybe start prioritizing healing gear now when it comes to choosing quest rewards, even if you're currently feral.

Edited, Jan 28th 2008 3:14pm by teacake
#3 Jan 28 2008 at 2:06 PM Rating: Good
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817 posts
QFT on CE rep for Earthwarden. Read that post teacake linked and follow it.

Other than that, a few thoughts come to mind. This is by no means an exhaustive list, just what popped into my head.

When you get to Hellfire Peninsula, do the quests to get Jerkin of the Untamed Sprit and Agamaggan's Quill, then run Hellfire Ramparts for Sure Step Boots quest reward. If you have time/patience for multiple runs keep running it for shots at Ursol's Claw and Mok'nathal Clan Ring.

When you hit 64 buy Braxxis Staff of Slumber in the AH (40g) and slap +35 agility (150-200g but worth every penny) on it right away, as it will be your dire bear's best friend for many a moon. (especially if you ***** up CE rep like teacake and I!)

When you hit 65 rally a group of higher-level buds or guildies to carry you through the Ring of Blood questline in Nagrand to get Staff of Beasts. Don't slap +35 agility on this one, though, as you can upgrade it in a few levels via a Netherstorm quest reward called Fleshling Simulation Staff or with more difficulty/patience by farming Botanica for Dreamer's Dragonstaff.

In your late 60s buy property in Shadowmoon Valley because it should be your home for a while, with complicated quest chains that will net you a bunch of pieces that will last you to and through 70: Stealther's Helmet of Second Sight for DPS hat, and three awesome tanking pieces: Umberhowl's Collar, Manimal's Cinch, and Verdant Gloves.

When you hit 70 if you're made of gold and value combat over flying fast you can/should head to the AH to buy two things: Staff of Natural Fury (usually around 1800g) and Badge of Tenacity (around 1000g on most servers from waht I've heard, I paid 900)




Edited, Jan 28th 2008 2:12pm by JeeBar
#4 Jan 28 2008 at 3:00 PM Rating: Decent
Good info - looks even more complicated end-game with Reputations.

A guildie gave me this item as a reward for hitting 60
http://wow.allakhazam.com/db/item.html?witem=31184;source=live
Although the version is the Nature's Wrath with 183 armor and +70 Nature Damage

So ... does that mean an extra 70 points on each Nature spell?
How does it effect DoT's like Nature Swarm?

I am mainly Balance so items that help with the spells appreciated :)

Thanks

Edited, Jan 28th 2008 6:01pm by OleandarAlunagus
#5 Jan 28 2008 at 3:38 PM Rating: Decent
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101 posts
Oleandar, usually spell dmg increases what your spells do by a percentage. I forget how much for things such as insect swarm and other abilities, but I'm pretty sure they have it on wowwiki. BTW, thanks teacake for those links! Gonna start saving up my unidentified plant parts right now =P
#6 Jan 28 2008 at 4:08 PM Rating: Good
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817 posts
OleandarAlunagus wrote:
A guildie gave me this item as a reward for hitting 60
http://wow.allakhazam.com/db/item.html?witem=31184;source=live
Although the version is the Nature's Wrath with 183 armor and +70 Nature Damage

So ... does that mean an extra 70 points on each Nature spell?
How does it effect DoT's like Nature Swarm?

The +damage applied is contingent on casting time. 3.5 seconds = 100% of stated benefit, less = less and more = more.
For DoTs +damage applied is contingent on duration. 15 seconds = 100% of stated benefit, less = less, more = more.

For info on spell damage, as with most things, it's wowwiki FTW. (I'd say 80% of the "straight up facts" questions that get discussed here are answerable with a quick wowwiki search.)

Quote:
I am mainly Balance so items that help with the spells appreciated :)

Oh yeah...I'm a full-on feral so ALL the gear I threw out there is feral, sorry. It's still good stuff for the reverse logic of grabbing feral pieces when there's no balance option. : ) Maybe a Balancer will have a similar of "things that come to mind."
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