Violet's Master Plan for Virtual World Domination
Posted 09-05-2009 at 05:38 AM by Violetreaper
Here is my grand scheme for a modular WoW empire. This setup gives you complete flexiblily to play any combination of classes.
To implement such a project would require at least a year of hard work, but it would totally be worthwhile.
Interviewing sponsors now! 8-]
ENGINEERING THE ULTIMATE BOXING TEAM - A MASTERPIECE OF PWNAGE
1. Create 5 chained RAF accounts. There will be 7 accounts altogether, 5 will be for the modular team.
The other 2 should belong to a boxing partner who would cast the first referral and receive the final referral. This way all 5 mod accounts receive level-up bonuses.
2. Roll 100 toons.
3. One toon of each class and faction per account, so 20 toons on each account. If you only favor one faction, you "only" need 50, but we are aiming for total domination here, so we're doing the full 100. I will refrain from the urge to have every possible race and gender combination as well, but one day....
There is space on the accounts to do a second full modular team on a second server, and an additional single-faction team on a third server,
(50-toon limit per account) but the raf time may have run out by then, so you wouldn't get the leveling bonus.
4. Naming convention: With so many characters we will need an easy memory key to keep up with who's who. Be sure to create the toons in order so all paladins are in position one, all Hunters in positon 2, or whatever.
Choose 2 categories to select the names from. Each name will be a code for that class and account. You can use simple, military names like oneA, oneB, oneC etc., which would be the first 3 toons on your first account. Then twoA, twoB for the second account.
If you're more of a funloving person, use the codes. Colors, animals, gems, metals, elements, any categories that will yield 50 unique words under 12 letters (or 11 letters for a small server). So if Blue=Hunter and Dragon=Account One, you know that Bluedragon is you hunter on account one.
Your 5-box of hunters might be Bluedragon, Bluephoenix, Bluemermaid, Bluegryphon and Bluesatyr. Your convention in this case is color/fantasy animal.
Now you might want to sub in two of your paladins to run an instance. So you bring in your Prot Pally from acct 1 and your Holy Pally from acct 5, and now your team is Whitedragon, Bluephoenix, Bluemermaid, Bluegryphon and Whitesatyr.
Rinse and repeat for any awesome dreamteam you care to assemble. Many instances require certain classes, so you can customize the team you need to farm that particular dungeon. If you're just out questing or doing dailies, you may just want to bring you 5 dps to make quick work of it.
PART 2: The Details
Now for the fun stuff, speccing and professions. All toons on Account 1 should be either tanks, or the closest thing to a tank for that class. This is your main lead for any given team, so prot warrior, prot pally, survival hunter with stam stacked, disc priest, frost DK, and so on. Account 5 will be healers or the third spec for the dps class, so holy priest, resto druid, BM hunter, Unholy DK, etc.
Accounts 2 and 3 are flat-out top DPS spec, shadow priest, ret pally, blood DK. Account 4 has specialized speccing to take advantage of any team enhancement talents offered for that class. this would be your enhancement shammy, the boomkin druid, or any interesting hybrid spec that offers team support.
In the same vein, team 4 has all the professional skills that are an asset to a group. They cook buff foods, go fishin', have the best healthstones, and all the goodies your leet team deserves. This brings us to the modular concept for professions. With this system, you always have an enchanter in the group to DE bop blues and purples that drop in your raids. You have a skinner, miner and herber on board to take full advantage of farming opportunities that come your way. In other words, you will be rich...very, very rich.
This is accomplished by simply training each skill for every character on a specific account.
Account 1: Mining - Engineering
Account 2: Blacksmith - JC
Account 3: Herbs - Alchemy/Inscription
Account 4: Skinning - LW
Account 5: Tailoring - Enchanting
You will need a guild bank to store all the mats you farm as you are leveling in order to level the professions. The team is completely self-reliant, and can do all their own gear-crafting, gathering and enchanting.
Racials are also a consideration when engineering your team. Decide if you want all one race for aesthetics, or prefer to mix it up for a greater variety of racial talents available to the group.
Modular Key Bindings:
The system I use to manage multiple class teams is actually quite simple. It just takes some time and thought to set it up properly. I lay out a grid for all my bars and assign generic words for spells and abilities. So button 1 would always be a Taunt, no matter what the name of the class spell is. I would leave this key unbound for all but the tank, unless there is something I want them to do while he is taunting, like cast a quick hot or whatever.
Buttons 2 and 3 are instant casts, and 4 is a longer cast. The names of the spells are less important than the effect, and that you want them all cast at that stage of the fight.
In the same way, there are buttons for CC's, AoE's, defensive moves, and "oh noes". (think Shadowmeld, Feign Death, or whatever that character has to save himself) just as a Last Stand, Lay on Hands, or Heroism might all make sense together. This way, no matter what team you put together, you can feel confident they will perform the appropriate function when you hit the button.
Your boxing buddy,
Violet 8-]
To implement such a project would require at least a year of hard work, but it would totally be worthwhile.
Interviewing sponsors now! 8-]
ENGINEERING THE ULTIMATE BOXING TEAM - A MASTERPIECE OF PWNAGE
1. Create 5 chained RAF accounts. There will be 7 accounts altogether, 5 will be for the modular team.
The other 2 should belong to a boxing partner who would cast the first referral and receive the final referral. This way all 5 mod accounts receive level-up bonuses.
2. Roll 100 toons.
3. One toon of each class and faction per account, so 20 toons on each account. If you only favor one faction, you "only" need 50, but we are aiming for total domination here, so we're doing the full 100. I will refrain from the urge to have every possible race and gender combination as well, but one day....
There is space on the accounts to do a second full modular team on a second server, and an additional single-faction team on a third server,
(50-toon limit per account) but the raf time may have run out by then, so you wouldn't get the leveling bonus.
4. Naming convention: With so many characters we will need an easy memory key to keep up with who's who. Be sure to create the toons in order so all paladins are in position one, all Hunters in positon 2, or whatever.
Choose 2 categories to select the names from. Each name will be a code for that class and account. You can use simple, military names like oneA, oneB, oneC etc., which would be the first 3 toons on your first account. Then twoA, twoB for the second account.
If you're more of a funloving person, use the codes. Colors, animals, gems, metals, elements, any categories that will yield 50 unique words under 12 letters (or 11 letters for a small server). So if Blue=Hunter and Dragon=Account One, you know that Bluedragon is you hunter on account one.
Your 5-box of hunters might be Bluedragon, Bluephoenix, Bluemermaid, Bluegryphon and Bluesatyr. Your convention in this case is color/fantasy animal.
Now you might want to sub in two of your paladins to run an instance. So you bring in your Prot Pally from acct 1 and your Holy Pally from acct 5, and now your team is Whitedragon, Bluephoenix, Bluemermaid, Bluegryphon and Whitesatyr.
Rinse and repeat for any awesome dreamteam you care to assemble. Many instances require certain classes, so you can customize the team you need to farm that particular dungeon. If you're just out questing or doing dailies, you may just want to bring you 5 dps to make quick work of it.
PART 2: The Details
Now for the fun stuff, speccing and professions. All toons on Account 1 should be either tanks, or the closest thing to a tank for that class. This is your main lead for any given team, so prot warrior, prot pally, survival hunter with stam stacked, disc priest, frost DK, and so on. Account 5 will be healers or the third spec for the dps class, so holy priest, resto druid, BM hunter, Unholy DK, etc.
Accounts 2 and 3 are flat-out top DPS spec, shadow priest, ret pally, blood DK. Account 4 has specialized speccing to take advantage of any team enhancement talents offered for that class. this would be your enhancement shammy, the boomkin druid, or any interesting hybrid spec that offers team support.
In the same vein, team 4 has all the professional skills that are an asset to a group. They cook buff foods, go fishin', have the best healthstones, and all the goodies your leet team deserves. This brings us to the modular concept for professions. With this system, you always have an enchanter in the group to DE bop blues and purples that drop in your raids. You have a skinner, miner and herber on board to take full advantage of farming opportunities that come your way. In other words, you will be rich...very, very rich.
This is accomplished by simply training each skill for every character on a specific account.
Account 1: Mining - Engineering
Account 2: Blacksmith - JC
Account 3: Herbs - Alchemy/Inscription
Account 4: Skinning - LW
Account 5: Tailoring - Enchanting
You will need a guild bank to store all the mats you farm as you are leveling in order to level the professions. The team is completely self-reliant, and can do all their own gear-crafting, gathering and enchanting.
Racials are also a consideration when engineering your team. Decide if you want all one race for aesthetics, or prefer to mix it up for a greater variety of racial talents available to the group.
Modular Key Bindings:
The system I use to manage multiple class teams is actually quite simple. It just takes some time and thought to set it up properly. I lay out a grid for all my bars and assign generic words for spells and abilities. So button 1 would always be a Taunt, no matter what the name of the class spell is. I would leave this key unbound for all but the tank, unless there is something I want them to do while he is taunting, like cast a quick hot or whatever.
Buttons 2 and 3 are instant casts, and 4 is a longer cast. The names of the spells are less important than the effect, and that you want them all cast at that stage of the fight.
In the same way, there are buttons for CC's, AoE's, defensive moves, and "oh noes". (think Shadowmeld, Feign Death, or whatever that character has to save himself) just as a Last Stand, Lay on Hands, or Heroism might all make sense together. This way, no matter what team you put together, you can feel confident they will perform the appropriate function when you hit the button.
Your boxing buddy,
Violet 8-]
Total Comments 3
Comments
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Posted 09-05-2009 at 11:15 AM by Tim
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Posted 09-05-2009 at 12:59 PM by Violetreaper
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Your analysis is correct...
Yessir, that's exactly the plan. I want to make any 5-man team I want for a particular instance. Building a modular 10-man would be a whole new blog, but that's another story, with a different set of parameters.
Posted 09-08-2009 at 01:28 PM by Violetreaper

















