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5punkcraft - It's not normal

Posted: April 15th, 2008, 20:57
by Dog Pants
Well it's not. 5punkers don't play this game, and now that we do, we don't play like normal people. New people can take heart - there's plenty of scope for 5punky play regardless of levels. Most 5punkers are happy to do instances regardless of level, as long as they haven't done it a lot recently, just for kicks and goodies. Lowbies are always welcome to tag along on higher level instances and gather experience.

Starting out:
We play Horde on the Emerald Dream server.
Add a few (or all) 5punkers to your friends list. There's a sticky with the names.
There's a 5punky chat channel called 5punkchat. Add it by typing /join 5punkchat into the chat box.
From there you can spam people until someone sends you a guild invite. Welcome to the 'I Love Horses' guild.
You can now use guild chat. Type /guild into the chat box to set it as the channel. Remember that this gets reset to local every time you log out. Roman still forgets.
Go forth and kill wildlife for their various body parts.

Levels 1-15:
These levels, or thereabouts, will mostly be spent in your starting area. While it is possible to run to the other places we're likely to be found (mainly Ogrimmar, also known as Dog Rimmer, and Undercity, known as UnderShitty), it's probably worth doing the starting quests until at least level 10. Most of 10-15 will be spent soloing, as the quests aren't too difficult and they're pretty race-specific. Don't worry though, they go pretty quickly. This should take you to your nearest (racial) city, and the good stuff that comes with it. From the cities you can access the auction houses to get some half decent cash together, and the guild bank to raid the junk we've collected.

Levels 15-30:
Now you should be wandering around a large part of the world. Instances will start happening (Ragefire Caverns being the first), which you can do with other 5punkers. Most will be too high level for it, but instances are good to run no matter what your level because of the cash and drops they provide so there should be help available. If need be schedule it, and they will come.


I'll be hopefully adding to this as we progress, in order to coax new players and potential new players who might be thinking they've been left behind. I think most of us also have an alt or two who are lower levels. People feel free (please do in fact) post things I can add to help flesh out the experience.

Posted: April 15th, 2008, 21:01
by Joose
Ooh, good idea, Mr Pants.

btw, you dont actually have to type /guild, /g does the same thing.

Posted: April 15th, 2008, 21:09
by Dog Pants
Bah. You'll have me saying 'lol' and 'u' next.

Posted: April 15th, 2008, 21:20
by Craig
You've tempted me... you have forced me to buy subscription using your 5punky powers. I guess i'll have to buy subscription within a few weeks although i have a character on killrog, i may get bored after a week or so, but ... that's only because i didn't have 5punk on killrog server :)

Posted: April 16th, 2008, 17:01
by Roman Totale
You forgot about the awesome power of /train

Posted: April 16th, 2008, 19:29
by spoodie
[media]http://www.youtube.com/watch?v=DOPk7pdnBdw[/media]
I think I prefer running in circles though, it makes less sense.

Posted: April 30th, 2008, 12:07
by Guybrush
I'm slowly levelling myself a mage on ya server - though don't really get a lot of time as my main still needs gear from Kara.

Next time I on will say hallo!

:D

Posted: April 30th, 2008, 13:18
by friznit
I've got most people on my friends list, but if I don't say hello it's probably cos you're not in the spunkchat channel. For reason of guild raidiness I can't switch corps and currently need to dedicate what little time I have online to gearing up my main for Tempest Keep. But if you need any help with any group quests and/or instance boosting gimme a shout.

(Also do blacksmithing if you need any weapons or armour)

Posted: April 30th, 2008, 14:14
by spoodie
I've had to stop for a while as I was dreaming about it and that made me feel odd.

Posted: April 30th, 2008, 14:32
by Guybrush
Heh cheers will do - char is only about level 7 now so will be wandering around eversong woods for a while yet :)

Though feels weird having an alt that I can't just send loads of cash and gear to, lol!

Posted: May 7th, 2008, 13:23
by Nicketal
I think I might just join! :shock:

Posted: May 7th, 2008, 13:42
by Nicketal
Infact I have!

I am now a cowman warrior called Nicketal.

I tried joining 5punkchat but it didnt work though. Invalid name apparently?

Posted: May 7th, 2008, 13:56
by HereComesPete
It's spunkchat, I've never played but I guess it doesn't like numbers in the title of the channel.

Posted: May 7th, 2008, 14:08
by Dog Pants
Something like that. Probably the best thing to do though is add a few of us to your friends list and poke us for a guild invite.

Posted: May 7th, 2008, 16:47
by spoodie
I don't even think my current main is in spunkchat, I forgot about it. Guild is where it's at.

Posted: May 11th, 2008, 10:24
by Sheriff Fatman
I mentioned it in /guild yesterday, so I thought I'd expand upon it here for those that haven't read about it yet.

http://www.tentonhammer.com/node/32706

http://uk.pc.gamespy.com/pc/world-of.../872693p1.html

http://uk.pc.ign.com/articles/872/872841p1.html

http://www.1up.com/do/previewPage?cId=3167742&p=1

http://wow.curse.com/articles/details/9634
WotLK Preview - Info Summary

Kody of Curse made a nice summary of all new things they learned on Wrath of the Lich King during the presentation at Blizzard HQ. We will add several new tidbits of info to that summary and change the layout.

Raiding Changes

• Similar to World of Warcraft: The Burning Crusade, all 5-person dungeons will have a Heroic mode
• All raid dungeons in Wrath of the Lich King will have both 25-person and 10-person versions
- 25-person raiding progression is not dependent on 10-person raiding; players will not have to obtain keys or attunements in 10-person raids to participate in 25-person raids
- 10- and 25-person raids both have their own, independent progression paths
• Players will receive more, higher level rewards for completing the 25-person raid dungeons over the 10-person version

The Deathknight class

A quick description of some of the spells:

• Death Coil -- Depletes all Runic Power, dealing 600 damage to a non-Undead target, or healing 900 damage on a friendly target.
• Death Grip -- This is the Death Knight's "taunt" ability. It also pulls the target to the Death Knight, forcing them to attack the Death Knight for a short amount of time. Yes, I said pulls the target; Blizzard is going to allow players to move mobs in the expansion both with Death Grip, and other knockback/pull abilities. This works on players too, so PvP balance ahoy!
• Chains of Ice -- Roots the target in place. When the spell fades, it places a snare on the target that reduces in potency as the duration runs out.
• Raise Dead -- Raises a nearby corpse to fight for the Death Knight for 2 minutes. If used on a player corpse, the player has the option to play as the ghoul for the duration -- gaining access to the ghoul's abilities.
- The ghoul has the ability to do the following:
-- Leap to the target
-- Rend for decent damage-over-time
-- Stun target, and of course more
• Death Pact -- Sacrifices the raised ghouls to heal the Death Knight.
• Death and Decay -- Targeted, AoE Damage-over-time which pulses similar to the Paladin spell Consecration. Anyone affected by Death and Decay has a chance to be feared.
• Frost Presence -- Increases Armor by 45% and allows the Death Knight to generate 25% more threat. Only one presence can be active at any time.
• Unholy Presence -- Increases Attack Speed and Movement speed by 15%. Only one presence can be active at any time. This was described by Tom Chilton as the "PvP" presence.
• Anti-magic Shield -- Reduces the damage of the next magical spell cast on the Death Knight by 75%. It also converts the damage reduced into Runic Power.
• Strangulate -- Depletes all Runic Power, dealing minor damage and silencing the target for up to 5 seconds.
• Summon Deathcharger -- Allows the Death Knight to summon a Deathcharger mount. This mount is acquired through quests, similar to the Paladin and Warlock land mounts.

A quick recap of the information they were told about the Death Knight:

• Death knights will be available to all players with level 55 characters
• Players can create one death knight per realm, per account
• Death knights can be any of the races
• Once created, death knights can undertake a series of quests to introduce the player to the new class and its associated lore
• Death knights utilize a rune system as their resource mechanic
- Three different rune types are available: Unholy, Frost, and Blood
- These runes allow death knights to cast spells and abilities; spells can cost any combination of these runes
- Spent runes automatically refresh after a set period of time, similar to a rogue’s energy bar
- The death knight will have the ability to customize which array of six runes is currently available
• As rune abilities are used, the death knight also generates another resource called Runic Power
- The death knight will have several abilities that cost all available Runic Power, with varying levels of effectiveness based on total Runic Power spent
- Runic Power decays over time if it’s not spent, similar to a warrior’s rage bar
• The death knight has three different presences to use: Blood, Frost, and Unholy; each presence grants the death knight a unique buff that will allow him or her to fulfill different roles in combat
• The death knight can serve either as a tank or as a melee-based damage-dealing class
• Death knights are designed to be highly viable tanking, magic-using characters
• Death knights will have the ability to summon undead guardians to fight by their side
• Death knights will have the ability to summon a Deathcharger mount.

Posted: May 11th, 2008, 10:26
by Dr. kitteny berk
:thrust: