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Death Knight Proffessions?Follow

#27 Jun 03 2008 at 11:34 PM Rating: Decent
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90 posts
What i'm worried about is weapon/defense skill, do you start at max? Do you have to train for weapons you don't start out with? I think they start out with a 2h sword but i've also heard they can use maces, and i'd hate to sit on my death knight for an hour leveling his wep skill.
#28 Jun 04 2008 at 3:50 PM Rating: Decent
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2,183 posts
Micros, your links don't work either :( (like the one in my previous post).

Anyway, here's where I found the screeny. Going to the site now, the link to the gear is not working, whereas at the time I made my post it was =/ The rest seem to be ok though.
#29 Jun 04 2008 at 4:04 PM Rating: Good
As an experienced player, I do not think this idea of changing the rules so Death Knights start their professions higher than 1 makes sense.

Levelling a new profession from level 1, on a high level toon, is a very normal and common part of the game. I've done it at least 8 times. It is mentioned frequently in my guild's chat, and never considered unusual.

A starting Death Knight is just an "alt" of a player who already has one or more level 55 toons. It isn't that unusual for such an alt to not have any trained professions yet.

Also it is MUCH EASIER for a high-level toon to level a profession. At level 55, going from 1 to 300 in a gathering profession can take a few hours, but it's still small work compared with levelling the character even a single level from 55 to 56. Anyone who's complaining about this small amount of work is never going to level their character to 70.

Weapon training is just the same. You get a new weapon, you have to go kill some level 8's for 10 minutes, then some level 20s for 10 minutes, then level 35s for 5 minutes...check your /played and tell me if 20 or 30 minutes is a big deal.









Edited, Jun 4th 2008 8:06pm by afirbolg

Edited, Jun 4th 2008 8:08pm by afirbolg
#30 Jun 04 2008 at 8:34 PM Rating: Decent
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2,183 posts
That kind of thinking is fine, but you have to look at the flip side as well: the balance so to speak. When you start your first Death Knight the first thing you want to do is go to Elwynn Forest and level your mining, right? Of course not! You will want to do the new DK only quests, see the new gear, get immersed into the storyline, and play with the new abilities to see what all they do! I know at least for me skilling professions up from the bare minimum is going to be the farthest thing from my mind, regardless of availability of mats and/or money to buy them up from the AH. I'm going to be leveling my DK, finding out spell rotations, stuff like that, and hopefully skilling professions as I go like any other brand new toon.

Higher level toons that either neglected their professions or are dropping a profession for a new one of course have to back track to get their professions higher, but those toons did not start at that higher level: it was a player choice that set those professions back. This is Blizzard's decision to start the DK at higher level, so it makes perfect sense to give a 1-time skill boost to professions.

Same with weapon skill: it should start out at a skill level = to the DK's starting level. I believe this for a couple reasons. First is from a lore and RP standpoint: the DK is a fallen combatant, risen up as a servant of the Lich King. Through death, does the person suddenly forget all their previous weapon training? Or are they still as proficient in the use of weaponry as they were before their death? I think the second.

The second point is from a more practical perspective: you realize how difficult it is to kill something at level 55 with a weapon you never bothered to skill up? Parry, miss, miss, dodge, block, 3 damage, miss, miss, parry. Yea, that doesn't seem like a smart move in the slightest to me. At the very least, the DK should start with a 2H sword skill = to its level, and the rest of the weapons can be unskilled, simulating a character who has only used one type of weapon throughout their leveling (2H sword because the DK starts with a 2H sword as their weapon, just in case anyone didn't get it).
#31 Jun 04 2008 at 11:47 PM Rating: Decent
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947 posts
I think it is quite clear that DKs will start at a profession and weapon skill level appropriate to their starting level. I entirely agree with Maulgak, there is no practical way for it to be otherwise.

A DK will most likely start at max weapon skill (for lvl55) whenever they train that skill. I would personally predict there being many weapons trainers throughout the DK starting zone, and these trainers will charge a one-time gold fee for a high-level training option. You will start with 2H Swords skill, and probably have to train the others for gold. I do NOT anticipate DKs being fully skilled in ALL weapons, that would be a bit too generous from Blizzard.

Professions I am less certain about; obviously they will need to skip much of the early linen/scraps/copper 1-150 profession grind, but really they should start at Artisan level (225) and I am terrified Blizzard will veto this in favour of the 150 start... if that is the case, materials for powerlevelling professions are going to be insanely valuable once WotLK comes out.

My question is; will Death Knights have gold in their pockets when they are created? One would expect a guy who murders thousands in top-level armour and a rare two-handed sword would be able to scrape a few pennies together during his campaign of slaughter and ruin... however, people would just create and delete DKs over and over to farm them for gold (quicker than killing mobs after all) so they will, ridiculously, be penniless.

Oh, and the starting gear will be unsellable; "Merchant doesnt want that item" :\

~sins
#32 Jun 05 2008 at 5:22 AM Rating: Default
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3,114 posts
Maulgak wrote:
Micros, your links don't work either :( (like the one in my previous post).


As I said...

Micros wrote:
Note though you'll have to
    right click, copy the link and paste in a new window.



Sinstralis wrote:
My question is; will Death Knights have gold in their pockets when they are created? One would expect a guy who murders thousands in top-level armour and a rare two-handed sword would be able to scrape a few pennies together during his campaign of slaughter and ruin... however, people would just create and delete DKs over and over to farm them for gold (quicker than killing mobs after all) so they will, ridiculously, be penniless.

Oh, and the starting gear will be unsellable; "Merchant doesnt want that item" :\


I didn't think of that, but considering that after they leave the DK area (assuming they're still level 55) after three levels, they're off doing outland quests, and we know that there's no shortage of cash in Outlands.
#33 Jun 05 2008 at 9:07 AM Rating: Decent
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2,183 posts
I did that, and it still didn't work, so ... ?
#34 Jun 05 2008 at 9:01 PM Rating: Decent
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3,114 posts
You're right clicking the links, going 'copy image location' for Firefox or 'Copy Location' on IE, then opening a new window and pasting the link, correct? I've used those links on multiple computers with different net connections in different browsers and they definetly work.
#35 Jun 05 2008 at 9:36 PM Rating: Decent
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2,183 posts
Right click on the link, choose "Copy Link Location" (I use FireFox btw), open a new window, paste the link and go, right?

When I do that I get a little box that says:

Quote:
The page/domain banned b/c ****, warez, or topsite. If you own this site *blah blah blah*


Same thing for every link :(

EDIT: is this just happening to me? Or is anyone else getting the same thing? That link I put in my own post a ways up brought up the same box, even when I tried linking from the wikidot site, but none of the other links from that site brought up the little "page banned" box: all the rest worked fine.

Edited, Jun 5th 2008 10:42pm by Maulgak
#36 Jun 05 2008 at 11:19 PM Rating: Decent
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3,114 posts
That means you clicked the links first. Reset your cookies and it'll work.
#37 Jun 07 2008 at 4:06 PM Rating: Decent
well having it start at lvl 1 for your proffesiosn would suck so badly and would cost alot and as micros said **** people off when u grind for mats
#38 Jun 10 2008 at 3:20 AM Rating: Default
IMO deathkights shouldn't start with cash OR should be a toon that is tied to the account and when/if deleted has to use the limited recovery system to restore. Thats one way to make sure it doesn't help the gold sellers.

As for professions and skills, well at lv55 you can pretty much solo up to Uldaman at least. Just a bit of time spent to gather raw mats and whatnot and/or hit the AH and see just how much everything has jumpped. That or stockpile everything you can on your other toons lol.

I know I did that with gems before Burning Crusade came out :o)
#39 Jun 10 2008 at 4:48 AM Rating: Decent
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3,114 posts
Flashgit wrote:
IMO deathkights shouldn't start with cash OR should be a toon that is tied to the account and when/if deleted has to use the limited recovery system to restore. Thats one way to make sure it doesn't help the gold sellers.


I doubt they'll start with any cash, but making them tied to an account and have to be recovered is a horrible idea. I made a new hunter today and took me about 5 creations to get the perfect body makeup and name.
#40 Jun 10 2008 at 5:12 AM Rating: Good
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1,599 posts
Why would they start with cash? Many players are broke when they hit lvl 55....lol. Seriuosly though, I would hope that they start with 0 cash to prevent the gold farmers.

But - do they start with a mount? Since you usually get one at lvl 40... Maybe you'll at least have the base riding skill so that you only have to buy a mount (or make it a quest reward).

Edited, Jun 10th 2008 9:12am by YJMark
#41 Jun 10 2008 at 5:36 AM Rating: Decent
I'd think they start us out with a littile bit gold only once tho, if you delete the death knight and make a new one you dont have that money anymore.
#42 Jun 10 2008 at 5:59 AM Rating: Decent
I also would like to know about a mount. Blizzard??
#43 Jun 10 2008 at 6:00 AM Rating: Decent
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947 posts
The mount is a summon spell available to all Death Knights, the same as Paladins. It is, therefore, free.

As for professions, it is quite clear that Engineering is going to be a wonderful synergy for Death Knights. DKs are lacking a couple of combat options, which are fulfilled by the engineering trinkets available. Goblin Rocket Launcher is a damn nice piece of kit as it dismounts people and stuns them from afar, and the Poultryizer is another CC option for an already powerful control class.

That, and since the addition of T5-grade helmet items has really brought Engineering out of the cold I would expect there to be a really nice piece of Plate gear coming up for engineers later in the game.
#44 Jun 10 2008 at 8:43 AM Rating: Good
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1,599 posts
Quote:
I'd think they start us out with a littile bit gold only once tho, if you delete the death knight and make a new one you dont have that money anymore.


What makes your first DK so special that you get money? If you create a second one on another server, does that make it less deserving?

Either way, it's completely un-necessary.

If a lvl 1 toon can get by with 0g, so can a lvl 55. It is so easy to make money, that there is absolutely no reason to start off with any. Plus, the DK will be an alt, so your main can easily supply initial funds.



Edited, Jun 10th 2008 12:50pm by YJMark
#45 Jun 10 2008 at 10:32 AM Rating: Good
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155 posts
I highly doubt and hope the Death Knight will not start out with any money.
The starting gear seems decent enough to get you by the next few levels.
I am pretty sure the starting Death Knight quests will give you a good amount of money.
I'm assuming that the Death Knight quests will probably last until level 60, and not at 58.
#46 Jun 10 2008 at 7:06 PM Rating: Decent
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947 posts
Guys it wasnt intended as a comment of that nature, I just think it's stupid that a guy carrying a big magical sword in lovely armour who has wrought the slaughter and torment of thousands doesn't have a dime. I mean, what, the second before you created the character did he blow his last few coppers into the Coke machine?
#47 Jun 10 2008 at 7:12 PM Rating: Good
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155 posts
Well, if we assumed that Death Knights were under the control of the Lich King until level 55 then it would make even more sense.
Since Dk's are slaves to the Lich, then I would highly doubt he would allow any of his minions to keep money/treasures to themselves.
If I were the Lich with thousands of minions under me, I would take every penny they had and earned.
I would be a filthy rich ruler.
So, if you think of it that way, then Death Knights would still start out with nothing except their gear.
#48 Jun 10 2008 at 9:00 PM Rating: Decent
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2,183 posts
Ryugan wrote:
Well, if we assumed that Death Knights were under the control of the Lich King until level 55 then it would make even more sense.
Since Dk's are slaves to the Lich, then I would highly doubt he would allow any of his minions to keep money/treasures to themselves.
If I were the Lich with thousands of minions under me, I would take every penny they had and earned.
I would be a filthy rich ruler.
So, if you think of it that way, then Death Knights would still start out with nothing except their gear.


I have to agree here. Besides, what would a servant of the Lich King NEED money for anyway? Makes sense they start out with nothing and would get a decent amount out of their initial quest line(s). Also as mentioned, the DK will be an alt, so you could funnel money to it from your main/other alt(s) as needed.
#49 Jun 10 2008 at 9:15 PM Rating: Decent
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3,114 posts
Sinstralis wrote:
Guys it wasnt intended as a comment of that nature, I just think it's stupid that a guy carrying a big magical sword in lovely armour who has wrought the slaughter and torment of thousands doesn't have a dime. I mean, what, the second before you created the character did he blow his last few coppers into the Coke machine?


I think it's more far fetched that the Lich King pays his servants.
#50 Jun 10 2008 at 9:34 PM Rating: Decent
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947 posts
Well from the meagre descriptions currently available, it seems that the Death Knights wrested themselves free of the Lich King's control en masse due to whatever's happening in Northrend lately. Therefore they are within proximity of the giant treasure pile they've been accumulating, since I don't think they've been spending it doing body shots off hookers in Tijuana. The only way in which there would be zero spoils of war remaining is if they got together to discuss their new independence in committee and decided all the money should be sent to help all the staving orphans they created...
#51 Jun 11 2008 at 1:19 AM Rating: Decent
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3,114 posts
Sinstralis wrote:
Well from the meagre descriptions currently available, it seems that the Death Knights wrested themselves free of the Lich King's control en masse due to whatever's happening in Northrend lately. Therefore they are within proximity of the giant treasure pile they've been accumulating


Uh, we break free in the Eastern Plaguelands. There isn't any huge hoarde of treasure there.
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