Sapphire Hits 50 and Visits the Sunken Temple

21st September 2008

There was a proposed guild run to battle the trolls and dragons in the sunken Temple of Atal'Hakkar, and I was going to be the tank. Before I head in to the temple, I am keen to get the warrior class quest from my trainer, but he thinks I am not quite ready and wants me to gain a bit more experience. I have quite a few quests that I could finish quickly for people, and even though I fight my way through them quickly my experience seems to plod ever slowly onwards. It isn't too much longer before I am rewarded with the flash of light signifying I have reached my 50th level.

Reaching 50 lets me get the quest from my class trainer, and it also opens up a new talent ability. Having focussed my attention on protection talents, and borne the useful but uninteresting build up of vitality for the past five levels, I am now able to learn the devastate ability. Devastate duplicates and thus essentially replaces the sunder armour ability, which is great for building threat and increasing damage through reduced armour. But instead of simply reducing a target's armour with each attack devastate also damages the target, which makes an essential tanking attack more useful for solo adventuring. And as devastate damages with each hit it remains a useful attack even when the maximum number of sunder armour debuffs has been reached, unlike the sunder armour attack itself.

There are many people who shun the protection spec for solo adventuring or levelling, and I can see why. It is slow and methodical, taking a fair amount of time to drop a single opponent. I like it, though, and now that I've reached 50 all my attacks are coming together nicely. Following my warrior class quest I find the fallen hero of the Horde and head in to the Blasted Lands to prove my worth to him. The enemies I face there prevent me from charging up to any one of them without attracting others, and because I am pulling with my crossbow I find I am better suited waiting in defensive stance.

There is a lot of synergy to my attacks. My shield blocking allows me periodically to mitigate even more damage than normal, and every time I block an attack I gain rage through a talent. A blocked attack also procs the revenge ability, which only costs a tiny two rage to use and has a good chance of stunning the target for a couple of seconds, both thanks to talents. My shield slam hits the target for a nice damage boost, as well as removing a buff from the enemy, and is another protection talent ability. All the time, my devastate is damaging the opponent and sundering his armour, making him more susceptible to damage.

I may be hitting for less damage, and the huge amount of threat I generate is essentially meaningless with no one else to protect from harm, but my damage reduction and all my talents give me amazing resilience. A rogue or warlock can drop a foe far more quickly than I can, and it can be a little demoralising to see just how quickly this can be, but I simply don't need to rest as often. Combined with the gift of the naruu I become the ox of the fighting world, and this is my place.

The quests for the fallen hero are complete, and he sends me to collect voodoo feathers from the trolls in the sunken temple. My guild decides to take Knifey to Hellfire Citadel Ramparts instead, but that's okay. The next day I get a random invitation to join a pick-up group to the sunken temple. I have nervously avoided such groups before. Maybe it was the effort I put in to getting my class quest ready, or maybe it was finally getting devastate and feeling like a proper tanking warrior, but this time I accept the invitation. I head down to the Swamp of Sorrows.

On the journey the other warrior in the party, who had invited me, says that he can tank. That takes the pressure off me, but just to offer the option and to let him know my talents I mention that 'I can dual wield, but my damage may not be great as I am fully specced in protection talents.' The warrior does not blink at this, so I assume he too is a protection warrior, ready to hold all enemies from the rest of us. Having said this, two things become apparent when fighting through the zombies and snakes before entering the instance.

First, I have no idea how to be anything but a tank. I am in my beserker stance, two weapons drawn, and have abilities and rage to spare, but no real idea on what to do with any of it. Slam seems too slow, whirlwind attack requires multiple enemies, and heroic strike generates a high amount of threat. I am very likely missing something, but it is a good indicator that I am destined to be a tank. Nevertheless, I know how frustrating it is when a character decides independently to assume a role other than the one they are given, and I am to do damage here. I resolve to fulfil this role as best I can.

However, the second thing I notice is that the other warrior is far from being a tank himself. With a two-handed weapon in place of a shield, fighting in a balanced stance with arms talent abilities proccing, he is tanking through sheer damage alone. This method works well enough on a single foe but as soon as we are facing three or four a situation approaching havoc ensues. There is a lot of chasing enemies back and forth between the damage dealers and the healers, and it is more through sweat than skill that we remain victorious in battles.

I know I mentioned that assuming a different role can be frustrating, but I saw it as a better solution than continually wiping. I switch to a defensive stance and strap my shield to my arm again. All my familiar abilities are back and I feel more comfortable than ever before. The arms warrior engages the enemy first, then I pluck every other foe off him he is not attacking directly, and I keep them focussed on me. There is a shaky transition at first, particularly with no marking of the mobs to indicate any kill order, but I am soon holding every enemy's attention on me with ease. I surprise myself with how smoothly I hold aggro on three elite dragonkin, balancing my attacks on each to keep their attention, and how much I am enjoying being the tank.

Even though I adopt the role of tank stealthily, which I am not proud about, the rest of the party are quite happy not to be attacked and see the two warriors peforming well. It isn't too long before I am more brazen about being the tank. When approaching the dragon bosses I discuss and make the pull, and hold aggro through the whole fight. It's far more difficult to feign being the understudy when there is only one enemy to fight. It might also be why the other warrior steals a bind-on-pickup caster item from the final boss before logging out immediately. I honestly don't think we would have got far enough for him to do that if he had remained the tank, though.

It is a successful adventure in to the sunken temple. I retrieved the voodoo feathers for the fallen hero of the Horde, and picked up a nice new sword and cloak whilst doing so. We did not wipe once in the dungeon and faced some heavy opposition. And I found my feet as a tank, reawakening my joy of keeping other safe by taking all the hits.

Working as a Team

18th September 2008

'The new room is going to end up off the edge of my map, isn't it?'

'If it isn't, we've gone the wrong way.'

How to Look Good Mapping

18th September 2008

Our recent excursion to dispose of a kobold threat, along with some research by the prescient chap we met earlier, has led to the belief that our visit to the Old Keep will be more trouble than a simple cartography mission. Not only is the rumour of goblins true but now we understand that there is likely to be a gate to hell someone in its depths, a gate that is ever closer to being worked open by the goblins.

Not that we are necessarily strangers to gates to hell. Most of us have a vague recollection from a previous incarnation of opening a doorway to hell that created a bone church. But that was an accident and one we don't want to repeat.

We make our way to the Keep and the journey is uneventful. Arriving at the ruins the air becomes unnaturally quiet and the vegetation seems like it dares not to encroach upon the Keep's grounds, not exactly a good sign. Despite this, we have a job to do. It is quiet and uninhabited above ground and we wonder whether we should start mapping the Keep as we go, or whether we should deal with any unseen threat first.

Adran, our ranger, shares his thoughts. 'We know there are goblins in the area, so we don't want to be caught mapping with our pants down.'

'I don't want to catch you mapping with your pants down, goblins or otherwise. What perverts have had you map for them in the past?!' It's a question best left unanswered. 'Regardless of that, you have a point. With our indiscriminate method of combat the placement of pillars and doors could well be different on a map after a fight than before it. On top of that, if the hell mouth is opened, our map is going to be out of date before we have even finished it. Let's map on the way out, not the way in.'

It is a persuasive argument. As if to prove the point, down the first flight of stairs the warrior changes the layout of the Keep by falling in to a trap that reveals a pit in the middle of the room. As he lies in the pit being nibbled on by a swarm of rats we are all relieved that at least we're not wasting effort by trying to map a changing environment.

Sap Considered Harmful

16th September 2008

Knifey and friends head up to Caer Darrow to visit the Scholomance, worried that the occupants are probably going a little stir-crazy with no one coming to visit. If anything could enliven an otherwise normal day of summoning undead it would be a visit by armoured heroes with pointy weapons and freezing spells.

We have to move slowly through what has now become crypts, as only one or two of us have been here before, and a couple of members in the group only being strong enough for the Temple of Atal'Hakkar normally. With the rest of us returning from the Outlands for this adventure, having picked some enchanced gear whilst out there, we are confident we are strong enough to survive if we are careful.

It takes a bit of work to make our way from room to room, but we have a good tactic. Sending the warrior down the stairs as bait brings the attention of a few casters, who like an easy fight. The warrior runs back upstairs, pretending to be trying to escape the building, but instead turning around to fight when he is surrounded by the rest of us. By that point, the casters run in to our ambush and are too startled, or stun-locked, to call for help.

It's surprising how this tactic can be used to clear an entire room without arousing suspicion. At the very least, we expect the final group to wonder where everyone else has gone without them, but maybe they simply enjoy the peace of an empty room for a change. Let's hope they like the peace of the dead just as much.

I suppose ignoring an emptying room is not quite as peculiar when compared to each inhabitant simply not caring for the next. Our priest, Damacy, comes up with a neat solution to the problem the dark summoners pose, where they quickly call up a small legion of skeletons to fight for them. Instead, Damacy uses her mind control spell on the summoner and starts a fight with the summoner's companions, which the rest of us join in with. We then kill the summoner at the end.

Apparently, even this ruckus, as well as the inevitable looting of the corpses, is not enough to call attention to ourselves from the other groups of summoners and apprentices in the room, some only a few feet away. I swear I see one of them look over afterwards, tut, and mumble something like, 'They got Frank. I always knew he was an amateur.'

The lack of compassion is a little unsettling, but nothing I haven't seen before from the evil hordes of Azeroth and beyond. What disturbs me more is the effect of my sap on a fellow gnome. Whilst being sapped normally results in severe disorientation, and perhaps a mild concussion at worst, the sapped victim generally recovers to the point of quickly spotting and trying to beat the crap out of me. I have come to expect this. But we gnomes have a head the size of a pumpkin, it takes a hefty swing to get through that huge skull.

To make a fight easier I mark the gnome in a group of three enemies to be sapped—his head is easiest to reach of the bunch, after all. We kill his colleagues first, whilst a passing nerubian overseer smirks at the fate of the puny humanoids before returning to its patrol route. The corpses are pulled out of sight and we wait for the gnome to recover from his sapping, hiding behind a doorway to disguise our numbers.

I must have really whacked the gnome hard, though, as when his dazed condition wears off he has a really strange, cross-eyed stare and rather than running to attack he stays where he is. I could be convinced he is under the impression his colleagues have gone for a coffee break if it weren't for the fact that he is continuing his previous conversation with them, to thin air, hand gestures and all.

Poor little fellow, we see it as a kindness to end his state of agonising oblivion by stabbing him repeatedly in the spleen. From now on I will only be sapping creatures whose heads are smaller than a Tauren's arse. No more gnomes.

Failure to Communicate

4th September 2008

Bravely inching our way through a waterfall in to what we believe is a den of kobolds, after fighting a bunch of kobolds outside the waterfall, no one is terribly surprised when kobolds and adventurers end up standing face-to-face.

Moving swiftly in to action, the ranger adopts the Arnold Rimmer approach to combat by attempting a diplomatic solution that would require a bluff big enough to rival the white cliffs of Dover. Requiring a huge bluff check doesn't make it Rimmeresque by itself, but confidently stating that she is a 'waterfall inspector come for the annual visit, and yours seems to have sprung a leak' quite clearly does.

Enraged either by the thought that they would be fooled by such a silly plan or from the unexpected cost of repairing their waterfall, the kobolds strike back, scurrying to attacking positions, the small cavern echoing with their chatter.

'What are they all saying?'

'Do you speak Draconic?'

'Yes.'

'Then you don't understand what they are saying.'

The logical paradox causes our warlock to go on a rampage. He showers nearby kobolds with blue starlight before shooting rainbows from his chest at others, all the time cursing his pocket Draconic phrasebook. It is not long before we stand, beaten and bloodied, before a cavern full of dead kobolds.

Having defeated the kobold threat, we head back to Winterhaven to report our success to the town's leader.

Sapphire Skills Up

27th August 2008

Having spent so much time trying to make the Night Elf faction happy I became fatigued with all that Azeroth had to offer. I had heard many tales from both Faust and Tiger about their adventures, and then young Knifey headed out in to the world to stab anything in sight. By the time I was ready to become a warrior it seemed like I had seen it all before, enough to make it less interesting. I found a second wind, perhaps prompted by Knifey heading through the Dark Portal to the Outlands, and his enthusiasm for the all the new sights, sounds and beasts to slay. Azeroth seemed exciting again, and the promise the Outlands more so.

Adventuring in southern Stranglethorn Vale, Dustwallow Marsh, and Feralas and the surrounding regions gained me plenty of experience and I soon was feeling quite positive about continuing. One aspect of my training that had been neglected, however, was my professions. I had tried to keep my training current when I was previously active, but it wasn't straightforward, which is partly why I had let them lapse since my break. After all, being a jewelcrafter and enchanter is not an easy combination, and it is only through the kindness of Knifey and his obsession with women with tails that I have a source cheap ore. Luckily, most of the jewellery that I create is magically embued, which can be disenchanted to feed my enchanting profession.

Being stuck for materials to practice jewelcrafting I ask Knifey if he'd kindly send me some mithril and perhaps thorium, and after wiggling my tail a little his little eyes bulged almost out of their sockets as he rushed off to find some ore for me. He ran around Tanaris, Searing Gorge and Burning Steppes mining all the mithril and thorium he could, and then found that he had a small stock of thorium ore left over in his bank after not needing it for his engineering schemes. Some time spent smelting later, but leaving some ore in its natural form for me to use my prospecting skill on to find gems in it, Knifey sent me two bulging post sacks of minerals and stone!

I get the ore delivered to the Exodar, where the jewelcrafter trainer resides, and start working on what I already know. With so much ore, and some gems horded in my own bank vault, I am quick to progress, and am sure to keep asking the trainer for new designs when I think I have the hang of the current ones. Each time I create something it is with a little regret that I disenchant it to retrieve the magical essence within, destroying the trinket in the process, but I know it will make me a more powerful enchanter, and I keep any pieces of jewellery that are outstanding or useful to me. After a bit of time I run out of enough ore and gems to continue usefully, keeping a few bits and pieces around for future sessions.

Enchanting is a little more difficult to advance, as the materials cannot be found reliably in the world. None of the dusts and essences occur naturally and instead need to be extracted from magical items, so enchanters generally have a secondary profession that feeds this destructive need. Disenchanting most of the jewellery that I make presents me with some excellent raw materials with which I can enchant quite a few items, and it enables me to learn even more formulae. The amount of raw enchanting materials I am able to extract doesn't quite match the effort I put in to making the jewellery, and even though I train my enchanting skill significantly I don't feel as expert in its use as I do with jewelcrafting.

In the session I was able to boost my jewelcrafting from around 225 skill up to 281, which is a good leap. It looks like I'll need to tease Knifey to get his mining pick out again before I can improve much further. My enchanting was raised over a couple of sessions, from around 220 up to 245 skill. The current formulae for enchanting require dream dust as a reagent, and I believe dream dust can be extracted from disenchanted items of level 50 or so. As Sapphire is still only level 45 I am happy with my progression with the tradeskills, keeping current with enchanting and now nicely advanced with jewelcrafting. I even sent Knifey a ring loaded with +agility to thank him for all his mining.

Knifey Enters the Battlegrounds

25th August 2008

Sapphire told me of her recent attempts to push back the Horde in Arathi Basin, picking up a tabard commemorating the Spirit of Competition for her efforts. With her being a protection-based warrior and me a blade-wielding stealthy rogue, I thought I'd be better able to do my bit against the Horde threat in battlegrounds. It has been generally accepted by myself that the Alliance is rather more pacifist than the Horde when it comes to inter-faction rivalries, which translates to losing most battleground fights. I thought I'd try all of the battlegrounds at least once to see what the current state of affairs is like. I coat my blades in poison and speak to the battlemasters.

In Warsong Gulch the aim is to capture the opponent's flag whilst protecting one's own, which generally means slaughtering anyone holding your flag. The Alliance is still lousy at this, not scoring even a single capture of the flag during any of the Horde's victories, but at least there are people putting in a good effort. Some people even have a good idea of what they are doing, which makes for a good battle, even if ultimately doomed to failure.

Moving on to Arathi Basin and I couldn't be more disappointed. Whilst the Alliance's chances of victory are as good as in Warsong Gulch the participants are depressingly fatalistic. Even though the Horde move quickly and capture efficiently, there is still a battle to be fought. Yet there were some who don't even want to put up a fight, arguing that the Horde were clearly going to win so there is no point in trying. I am even told not to try to recapture a base because it would slow down the Horde's inevitable victory and our gaining a booby prize of a single mark of honour. I don't listen, I am there for the battle, not to get something for nothing.

I could perhaps understand if it was a person's limited experience of Arathi Basin and wanted to leave without receiving any penalty, but in my experience that day of hopping around the battlegrounds the same whiny paladin was still going in to Arathi Basin hours later, still telling people to lay down arms and let the Horde walk all over us. There was no interest in the fight in this chap, and I would suggest he just wanted to lose over and over again as quickly as possible to build up his marks of 'honour' in as short a time as possible. Frankly, he is a disgrace to the Alliance and to all those who want to prove themselves in a battleground.

The situation is a little different in Alterac Valley. Apart from an attempt a long time ago, aborted after hours of waiting owing to an unfortunate disconnect right as the battle started, I had not ventured in to the valley before. I had heard the Alliance has some luck with their battles, so I was looking forward to joining the fray. When the gates open I run forwards and hop on my swift ram, following everyone else, hoping they know what they are doing.

Alterac Valley is a large zone and despite the largely north-to-south aspect it is possible to lose your way. I can't say I understand where I am going or why, and am not keen to start asking questions, so I follow and hope to pick things up as I go along. I am killed at some point and when the spirit healer raises me I find I am right back at the top of the map, where we started, so I jog down to where a battle seems to be happening and help out there. After a while, to my surprise, the Alliance is victorious! That makes a pleasant change.

Feeling flush after the victory I enter Alterac Valley again, and again I have little idea of what's going on and again we win. On the third battle I get a better idea of the Alliance team's goals, and I join in as best as I can with a little more focus. Overall, four journeys in to Alterac Valley are made, and the Alliance is victorious in them all. With my feeling useful too this looks like a good place to fight the Horde effectively.

Finally, I also try the Eye of the Storm, a battleground that is completely new to me. Both the Alliance and Horde put up a good battle, and despite superficial similarities to Arathi Basin the Horde don't dominate quite as definitively in the Eye of the Storm. The battlefield is the most open of all the battlegrounds, offering a good overview of both the objectives and the faction's progression. I initially wonder how the bases are captured, and only work out that it requires characters of the faction to be present within the base for a certain time once I drop my stealthy facade. Being under the veil of stealth not only doesn't contribute to the capture of bases but it also prevents the meter showing capture progression from showing.

The Eye of the Storm battleground provides some exciting battles, and in one of them the Alliance even manages to win! It involves an excellent display of teamwork and communication, and was a well-deserved victory. I was happy that I had Damacy, a priest friend of mine, by my side for that fight too.

I entered the battlegrounds at a mere level 61, and I heard someone complain about people entering at the minimum level requirements. It didn't seem to make too much of a difference, from my point of view. Whilst the higher-level players resisted some of my abilities a little more often, it was certainly nowhere near as tough a challenge as defeating a PvE creature of that higher level. And although I lacked a bit of damage that a higher level would bring through improved equipment I was able to contribute my class skills and enough damage to make a difference. If nothing else, I kept a more powerful character occupied in killing me whilst others achieved an objective.

Involving myself in some battleground PvP turned out to be a lot of fun, even if there were more defeats than victories and some traitors to the faction. I probably didn't gain as much honour as I would have had I been higher level, so there is a motivation to continue my questing in Outlands, and honour is still gained so I can enter the battlegrounds as an engaging diversion. On top of that, I entered in to the Spirit of Competition on its final day, earning myself a tabard simply for entering as well as a gold medal, which summons my very own spirit, for the victories I contributed to!

Rolling for 'play

21st August 2008

If dealing with a sarcastic prescient isn't bad enough, the elf in our party, Adran, tries to hit on every other elf in the inn. Thankfully, for all our sakes, there are only two of them, but it is still painful.

'You want to hit on her? What are you going to say?'

'Shall I make a roll? Hmm, my Diplomacy isn't very good.'

'But neither is your roleplaying.'

'Yeah, I'll make a roll.'

Prescience is not Intelligence

21st August 2008

With our mission to map an Old Keep for a gentleman scholar back in a distant town, reach the nearest town, that of Winterhaven. After settling in we ask the locals, of which there are around 900 packed in to a couple of dozen houses apparently, about any information that may have about the Old Keep. The barmaid in the inn kindly lets us know that Valthrun the Prescient, who lives in ageing tower in town, is the best person to ask about that, as he knows all. We invite him to share dinner with us in the inn, which he accepts, and in return he politely answers our questions.

We find out where the Old Keep is situated, a little of its history, and some of the rumours of goblin activity around the Old Keep's area. Our questions have piqued the man's interest, and although he has no more information to share currently he explains that 'I will do some more studying in my library, as I'm sure some books will have more information on the Keep'.

'Is it easy to find?'

'Oh yes, quite easy. If I go up my spiral staircase and turn left, it's the room full of books. I won't have any trouble finding it, I've been there before you see.'

I can't believe we let him order the lobster.

Sapphire Becomes Exalted With Darnassus

19th August 2008

Although there is something regal about riding atop an elephant, it didn't appeal to me, particularly when compared to a ram or big cat. With my friend Knifey getting himself a pony and a ram, I decided to go for the big cat, which meant raising my reputation with Darnassus until I was exalted. This goal seemed possible and the best plan, with the lands of the Night Elf a short sail away, compared to having to travel to a different continent and brave many hazards before I was likely to meet many dwarfs or humans. And so I left the Exodar for Auberdine, the centre of peace in Darkshore, and introduced my self to the elves.

It wasn't long before the elves had me cleaning up the wildlife of natural threats and sickly animals, as well as from more unnatural threats. It wasn't easy. Many of the beasts ran in fear when death was close, and with their four-pawed escapes I could not keep up, leading to annoying and frustrating chases that only either led me in to the maws of other animals or drew more angry animals to the aid of the one fleeing. The undulating landscape didn't help matters, as it often obscured a teddy bears' picnic of beasts from view, and gave me a continued crick in my neck as I had to constantly change from looking up to looking down.

That the region was long and thin also made travelling tedious, with many journeys taking me the distance of the map, not like in other regions where there is a more central hub that lends itself to shorter, more frequent trips back to town. Working for the Night Elves was a slog, there's no doubt about it.

My adventures took me through Darkshore and down to Ashenvale, before I headed back to help those in the tree of life, Darnassus itself, although I was careful not to do so at the same time as young adventurers were starting out and needed guidance more than myself. Venturing south from Ashenvale to Stonetalon Mountains gained me further favour with the elves, but still it wasn't enough and my patience for sparsely populated areas with few quests far apart was wearing thin. I decided to settle for riding an Elekk after all.

I took an extended rest after adventuring for the elves, as it had taken its toll on me. By the time I was ready to return, the riding trainer at the Exodar had changed his policy and was happy to start giving riding lessons to younger adventurers than normal. Perhaps he realised how unlikely it is for someone who has roamed the land for months and faced many dangers to fall off a hulking Elekk that is trained to have a rider. Still short of being exalted with the elves I took him up on his offer and rode away on a purple Elekk, happy to save my aching feet from a lot of running.

With a new mount and some rest behind me I was reinvigorated, and quickly rose in rank after questing in Stranglethorn Vale and Dustwallow Marsh. It was as I was getting more powerful that I remembered the Night Elf sanctuary of Feathermoon Stronghold, supposedly off the coast of Feralas. I had yet to travel there, but had been too lowly to get there safely. Now was the time to explore further.

Indeed, the elves had a stronghold on the island, and there were emissaries requiring aid. I had matured enough to help them. I set off to find a missing courier, which took me to the coast where I avoided elementals that were stupidly powerful for the task in hand, before investigating some gnoll camps, and finally locating the courier in a disturbing insectoid hive. Whilst in the wilds I took care of an ogre problem and provided a leatherworker with some yeti hides. Although the leatherworker was from Stormwind he had a deal with the elves and his work rewarded me with Darnassus reputation.

So it came to be that after a short while I was granted the wonderful sight of being bathed in a glowing green light with the approval of the elves, as I had finally become exalted with their faction. I thanked the elves of Feathermoon before rushing to the flight master to catch a hippogryph to Darnassus. Once there, my only concern was which big cat would choose me for a mount. I was soon the proud rider of a white tiger.

Sapphire rides a white tiger

This was a good moment. The Elekk is a good enough mount, but it doesn't fit in to many buildings, including banks, repair shops, and the Stormwind auction house, and even though it's not possible to ride in the buildings at least you could get in the door and then be forced to auto-dismount. With the Elekk I found myself constantly bumping in to the doorway and having to dismount manually, which got frustrating. A smaller mount doesn't have this problem. I also prefer the look of the saber mounts.

An interesting aspect of getting a second mount is the cost. Quite a while back now, a second mount would have been quite the extravagance at 40th level or so, costing around 90 gold to buy with a faction discount. However, changes have been made that make far less of an obstacle. First, the cost of being able to ride has been shifted from the cost of the mount to the cost of the training. Once you can ride one mount you have the training to ride them all, so this was not a factor for a second mount. Second, the discounts offered by faction vendors have been increased. It used to be that becoming revered gained a 10% discount on goods, but now the discount starts at the honoured reputation level and continues up to a 20% discount at exalted. With the cost of the mount reduced this did not matter as much, but it is still nice. Third, as mounts are now available at 30th level the cost has been decreased accordingly, so they are now only 10 gold to buy. With my faction discount, and having already learnt the riding skill, my second mount only cost a bargain 8 gold!

The big cat mount is fabulous, and almost worth the effort. I am not sure if I ever want to grind Darnassus reputation again though. Stormwind certainly seems to be the easiest faction to grind, and Ironforge isn't too bad, apart from having to visit Uldaman, but Darnassus seemed to be hard work. Maybe suffering from a little burnout with World of Warcraft made it that little bit harder. At least I finally have my kitty to show for my effort.


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