Blainie

10 Things to Keep You Going Until WoW: Legion

Sign in to follow this  

1 post in this topic

14616-10-things-to-keep-you-going-until-

For those of us that are not part of the Alpha, Legion is still a long way away; here are 10 of our best ways to spend your time in-game until it comes out on live servers.

 

1. Experience the raids of Draenor

 

Whether you have just tuned in to the expansion or been here since the very beginning, it is likely that you have visited the various raids Draenor has to offer. Why not set yourself a personal raiding goal and try find a group to finish off a higher difficulty? Experience the Archimonde fight on Heroic and you may just find yourself the proud owner of the inv_moosemount.jpgReins of the Grove Warden, as seen below.

 

Fq0idTr.jpg

 

If you've already caught up on the Heroic content, why not try to jump into the cross-realm Mythic raiding that Patch 6.2.3 brought to the game? You can also head back into the older tiers and take a swing at those bosses you could never quite finish off in Highmaul and Blackrock Foundry.

 

2. Delve into the world of Challenge Modes

 

For many of us, the Challenge Mode dungeons were simply a means to grab a few pieces of extra gear while we waited for Highmaul to come out. Now that the gear reward is obsolete, it might be time to get yourself back into the dungeons to start trying for some better times. Head on over to the battle.net forums, or the OpenRaid forums, and make sure you grab a group before the rewards are removed for Legion.

 

If you manage to get yourself a Bronze rating, you'll find yourself with a new title, the Indomitable. 

 

A silver rating will award you with the fantastic mount, inv_misc_pet_pandaren_yeti.jpgChallenger's War Yeti.

 

If you find yourself with a great group, you could even find yourself holding one of the sparkling cosmetic weapons awarded by a gold rating, such as the inv_polearm_2h_draenorchallenge_d_01_02.Cloudsong Glaive found below.

 

dmpMnAz.jpg

 

3. Catch-up on the Achievements you may have missed 

 

Whether you started playing the game in Vanilla or Wrath, Burning Crusade or Cataclysm, you most likely have managed to acquire a few of of the Achievements throughout the game. In this down-time between content, why not take this opportunity to fill in the gaps you might have missed before? 

 

World of Warcraft has over 2400 achievements within the game, ranging from activities such as force-feeding yourself a certain number of cookies, taste-testing food from different expansions, raid achievements, dungeon achievements, professions-based achievements, PvP achievements. Regardless of what you like doing, there's always an achievement to be had somewhere in the game. 

 

Make sure to get hunting and you may just find yourself with some pretty fantastic rewards!

 

4. Start your pet and mount collection  

 

If you keep up with all of your achievement hunting, you might just find yourself with a few pets and mounts in your bags. The various instances and achievements of Azeroth have a huge number of rewards available and these two are no exception. With over 300 mounts currently available in the game and over 700 pets, your collections can be added to in a variety of ways. Whether you prefer farming instances, weekly mount runs, achievement runs or grinding it out in Archaeology, there are a huge number of wonderful rewards just waiting for you.

 

My personal recommendation? Get yourself to Icecrown Citadel and farm this bad boy:

 

6JOMZ4E.png

 

The mount of the Lich King, Invincible.

 

5. Make sure you utilise your Garrison until Legion 

 

I'm sure many of you are fed up of your Garrisons by now, but they can still be extremely helpful until the next expansion rolls around. Within the garrison, there are a number of things you can do that will help you out during Legion.

  1. The missions that reward gold can stack up nicely, making you a decent sum of money without you needing to really do anything. 
  2. You can pick up pieces of gear for the new transmogrification system via the Salvage Yard. 
  3. You can farm a number of mounts from the Stables. 
  4. You can enter Ashran, which will most likely become a lot less populated during Legion, and try to obtain one of the many PvP titles offered by the Gladiator's Sanctum. 
  5. You can grab Nat Pagle for your fishing shack and get the ability_mount_waterstridermount.jpgReins of the Crimson Water Strider.

 

6. Start stacking up gold for the new expansion 

 

The Garrison isn't the only way to make gold. There are hundreds and thousands of ways for players to make gold in the current game-state, whether by utilising professions, farming rare items, farming rare materials, selling their unique services, such as portals for mages.  

 

2uTVD7h.png

 

This could be you!

 

Today's tip from me for gold making:

 

Make sure you find yourself a solid profession that can make a sustainable amount of income from your own materials, such as Tailoring. Find a spot around the world that drops a large amount of cloth, such as Embersilk, and make items that are always in demand. The biggest player in this field is most likely bags for players, since everyone needs bags for their alts. The biggest driver for gold-making will always be demand. Look for those items that players will always need. 

 

A fantastic community user to check out for gold making would be the mage, Elvinelol, who can be found at his Twitch.tv channel here.

 

7. Participate in one of the levelling challenges

 

Around the world of Azeroth, there are a number of players that have found levelling to no longer be challenging. Hence, they have decided to level under a strict set of rules to make the game more difficult. 

 

There are currently three main challenges that are held: the Ironman, Bloodthirsty and the Pacifist.

 

Each one hinders you in some way, whether it is the inability to die or the inability to conduct certain activities, in an attempt to spice up the process. If you feel like taking part in one of these, head over to http://wowchallenges.com/index.php to find out the rules.

 

8. Experience the world of Player versus Player combat 

 

There are a huge number of arena and battleground playing fields that can be experienced both alone and with friends. Amazingly enough, there are a large number of players in the World of Warcraft that have managed to play the game for years without ever stepping foot into a battleground or arena.

 

8CA2oRvh.jpg

 

Players battle it out in the Tiger's Peak arena.

 

Do you enjoy charging towards the enemy faction surrounded by 39 other players? Why not try out Alterac Valley or the Isle of Conquest battlegrounds!

 

Do you prefer to stick close to a single comrade, putting your skills of teamwork to the test? Why not try out 2v2 arena!

 

Capture the flag? Warsong Gulch and the Twin Peaks!

 

Make sure to take the time to experience the world of PvP at least once. It's worth it.

 

9. Make sure you are ready to fight the Legion looking fabulous 

 

Every true raider knows that a good transmogrification look will double your damage, at least. Maybe even triple it. It's known far and wide that Method spend hours working on their appearance rather than practicing, since, well... Looks > Practice.

 

If this is true, then you need to make sure your characters are looking fantastic before the new expansion drops. Whether it is a new tier set, a new weapon, maybe something as simple as a new tabard. Make sure your character looks just as good as those Demon Hunters. (Cheaters! They get tattoos to help them look good!)

 

You can use our item model guides to help you find what you need here. Happy hunting!

 

DqvznEl.png

 

10. Catch up on the lore

 

Players will always have different reasons for wanting to experience the world of Azeroth; however, behind every quest and NPC is a story wanting to be told. While you run around doing different parts of this list, maybe take a second to simply pause and consider who you are killing.

 

Instead of simply farming those two random dragons at the end of Blackwing Descent for the inv_sword_50.jpgReclaimed Ashkandi, Greatsword of the Brotherhood, maybe stop and consider who Nefarian and Onyxia are.

 

There is a fantastic story behind this game and I would really recommend just taking things slow for a change and maybe looking into who it is you are killing, or why they should be dying by your hand. You might find you enjoy this game a great deal more once you know the story behind it.

  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym

       
      And here we have the official preview for the Drustvar zone in Kul Tiras, with the focus being on the lore aspects and geography of the zone itself. A misty land of witchcraft and rituals, let's take a look at what looms ahead.
      Drustvar (source)
      In the land of Drustvar, the stalwart protectors of House Waycrest hold fast along the western border, but recently all contact with them has been lost. Travel beyond the frontier to learn of their fate and battle the resurgence of an ancient and terrifying enemy.
      Drustvar is a region known for the tenacity of the soldiers who protect it. Long after the defeat of the mysterious Drust who once dwelled there, the descendants of Arom Waycrest and his people continue to eke out a living in this unyielding land. They are known throughout Kul Tiras as being a hearty, stoic, and deeply superstitious people, and would make keen allies in the fight against the Horde—but now it’s up to you to discover why they’ve gone silent.
      Welcome to Drustvar.
      When first arriving in Drustvar, you’ll be greeted by a dark and foreboding shoreline on the eastern border. Drustvar is a rugged land plagued by superstition, and signs of witchcraft are everywhere. The pathways through Glenbrook to Fallhaven are fraught with danger, so you’ll need to stay on your guard. Dark rumors swirl as to what may have befallen the Waycrest family—and if the Alliance has any hope of convincing the Kul Tirans to join them, you’ll need to untangle the mysteries that lay ahead.
      Verdigris roofs and awnings adorn buildings of brick and wood, their amber window panes alight from within. The sea’s intrinsic role in Kul Tiran culture is reflected in the architecture, and anchors and other symbols of the sea decorate doorways and awnings.
      A stygian pallor looms over the town of Fallhaven, reeking of mystical meddling. A large and ominous construct stands as sentinel in the center of town, and the townsfolk are . . . unresponsive. You’ll need to work diligently to break the curse on the town before you can make any progress toward getting to the heart of the troubles in Drustvar.
      Cobblestone paths wind through the region and in and out of the various villages and towns. History and culture are deeply woven into the fabric of Kul Tiras, but so too are the workings of dark witches. Cursed and hopelessly twisted townsfolk and creatures work in servitude to these mystics’ machinations, set to a task you’ll need to decipher and put an end to—if you have the stomach for it.
      Visitors to this region will need to rely on their wits, solve a few not-so-small issues the citizenry faces, and hopefully make some inroads with the people along the way.
      There are more mysteries to unravel, and an ancient enemy is stirring in the land, causing a tremendous slew of trouble.
      Take the Highroad
      Traveling westward will lead to a large chain of rugged snow-touched mountains running from the northern border of the region to the southern Iceveil Glacier, nearly bisecting the region in two. Along Highroad Pass, you’ll come across various wildlife and creatures, including Chillwind Yetis who find the cold of the mountains to their liking and food sources plentiful.
      The road is fraught with danger, but you’ll eventually arrive in the town of Arom’s Stand, which overlooks a valley to the west. A tribute to Arom Waycrest stands vigil even as the people here struggle against the darkness that has swept over the land.
      Did you Know? Arom Waycrest was the first Lord of Drustvar, who helped his people overcome great opposition from a powerful enemy: the Drust. On the southwestern coast you’ll cross into the Crimson Forest. Various shades of red assail your eyes and bear witness to the veracity of the name. The town of Falconhurst sits on the coast, and as in your previous travels through the region, you’ll find this settlement is under siege by dark forces.
      Tainted Rule
      North of the Crimson Forest, the Ashenwood Grove bears witness to creatures adorned with fungi and strange creatures known as Fungarians patrolling the pathways. Farms dot the area and mines can be found dug into the mountainsides, but what should be bustling enterprises have ground to a halt as the witches’ special brand of pestilent creatures wreak havoc.
      Each clue found and mystery solved only puts forth more questions as to what could be ultimately manipulating events in Drustvar. Perhaps you’ll find the source of the troubles within Waycrest Manor*—ancestral home of the Waycrest family who watches over Drustvar.
      *Waycrest Manor is a 5-player dungeon in Drustvar.
      A vast coastline surrounds Drustvar to the east, south, and west, where those brave enough can fish, boat, swim, and hunt for treasure. Inland, the mountains and forests provide a chance to hunt a variety of . . . interesting . . . creatures. To the north, the rolling hills and mountains of Stormsong Valley await, while eastward lies Tiragarde Sound—and even more opportunities to earn your way into the good graces of the Kul Tirans.
      You can also check out more zone previews and everything else about the upcoming expansion in our Battle for Azeroth hub!
    • By gregn6238
      Hey guys, I'm doing a small study looking into why players chose to play in PvP realms and why others chose RP. It would be much appreciated if you all could just post a quick reply with a few words regarding why you chose which and your age (if you feel comfortable). Thanks you!
       
    • By Starym

       
      There's more alt space coming with Battle for Azeroth, as the character limit per server will go up by two, leaving the paltry 16 slots in the dust.
      So thanks a lot to the new allied races and hopefully the number will grow as even more get added, especially the Zandalari and Kul Tirans (who unfortunately won't be coming immediately with BfA's release). For more info on all the upcoming allied races, check out one of these articles:
      Allied Races Official Page Update: May 4 Dark Iron Dwarves & Mag'har Orcs Overview Dark Iron Dwarves & Mag'har Orcs Official Preview Kul Tiran & Mag'har Orc Heritage Armor Kul Tiran Customization Options Kul Tiran Druid Bear Forms Kul Tiran Druid Cat Forms Kul Tiran Druid Travel Forms Zandalari Troll Druid Forms Zandalari Troll Druid Forms Animations Zandalari Troll Shaman Totems
    • By Blainie

      Enter now for your chance to win one of the 75 keys we are giving away!
      The time has come for our beta key giveaway for the upcoming expansion, Battle for Azeroth! This post will have everything you need to not only enter the giveaway, but make sure that your entry has the best chance of winning one of the 75 keys we are giving out.
      How to Enter
      With the information that has been spreading through datamining and now on the beta servers, it's obvious something big is brewing for the home city of the Night Elves, so our contest will be sending you to Darnassus! In order to enter, you will need to have a level 1 Night Elf and bring it to Darnassus - specifically, The Howling Oak.
      Once you have arrived, position yourself at the entrance on the first platform, as shown below:

      Once you have done so, you should click on the in-game clock and then click the "Show Stopwatch" button that appears in the Clock window. This will show you an in-game timer that you'll need to use for the contest.
      The objective is to follow a route through Darnassus and time yourself from start to finish, following the steps we have outlined in the instructions below. Once you have your time, you will then choose from one of five times in the poll at the top of this post; you should select whichever time is closest to the time you recorded while completing the run through Darnassus.
      Users that selected the "correct" time will then be placed into a pool of players that will be eligible to win a key. The winners will be chosen at random from those that have selected the correct option in the poll. As long as you follow the route, there should be no issues with your time being too far off the average we found while running the route.
      So, without further ado, let's get running!
      Instructions for Route
      Follow the steps below exactly as detailed in order to keep your time as close to ours as possible. There are a few things to note before starting your run:
      Read the full instructions before starting your run. It will make things much easier for you. Use the WoW in-game timer. It's likely more reliable than your years-old egg timer. Stick to the path as much as you can on the map's route. We stayed in the middle of the path for the whole route, so cutting corners too often might ruin your chances. The red route on the map below should be followed as precisely as possible until you reach the Temple of the Moon, at which point you should follow the instructions for where to go. We typed out each emote in order to give players a fair chance in case they did not want to use macros for the emotes. You should do the same. When you see an "or" between two emotes, you can choose which one to do. We felt we would give an option for the Alliance players that wanted to show respect to their comrades, but also leave the possibility for Horde players to show their disdain for the Alliance. Here is a map of the route you will follow:

      The steps for the route are as follows:
      Start your timer. Emote with /salute or /spit at one of the guards next to you (you can do this at either guard, it does not matter). Follow the route around Darnassus until you reach the entrance to the Temple of the Moon. Enter the Temple, then turn left immediately and follow the path with lamps on either side that leads to a ramp guarded by two Sentinels. Once you reach the top of the ramp, turn right and follow the path until you reach Tyrande and Malfurion. Stop just before them. Emote with /bow or /laugh at Tyrande. Emote with /salute or /spit at Malfurion. Run through them and jump off the balcony into the water below. As soon as you land next to the statue of the fountain, stop your timer. Once you've got your first time, you can either try again and average your times, in case you felt you made a mistake, or you can enter with your first time. Come back to this page and select the option in the poll that you think was closest to your time for the route. Your entry will be your poll selection, so choose wisely and good luck!
      Rules and Information
      As for every contest, we have a set of rules that will apply for the duration of the contest:
      The contest will finish as soon as the poll closes on Friday, May 25th, 2018. Users will be selected at random from the pool of players that choose the "correct" poll option. This will be done by a random number generator and we will not change the choices unless a user has broken one of the rules. You may only enter the competition once; if you attempt to enter with multiple accounts from the same IP, your entries will be void. Do not use any speed enhancement buffs, gear or mounts. You should complete the route at the running speed of a Level 1 Night Elf (any class) in their starter gear. Do not use any race other than Night Elf for the challenge; they have a passive increase to their movement speed that other races do not have. Good luck to all that enter and we hope you can come to appreciate the beauty of the city while completing the challenge (or scout out a few weak points for future battles if you will be returning as a Horde player)!
      EDIT: The poll results that are displayed after voting should all be at 0 votes. Your vote is still counted, but we have done this to remove the possibility of users simply checking the results for an easy method of entering, rather than actually participating.
    • By Starym

       
      Balance Druids have been in a pretty bad place on the beta for a while now and were almost memed out of existence, but there's finally some good news as CM Seph responded to some detailed feedback on the class with a lengthy post explaining plans for the spec. New baseline passives, empowerments that are more significant to gameplay, new and changed talents and a lot of specific skill improvements all add up to make boomkins interesting to play again, so check out the detailed plans for the spec below and check out the recent talent changes.
      Seph (source)
      05/01/2018 12:19 AMPosted by Cyouskin
      Solar Empowerment and Lunar Empowerment do not provide rewarding gameplay.
      Single-target rotation can be optimized by a CastSequence macro.
      This is two-parts and our two most important goals for the spec’s changelist going into BfA (and they tie in with each other):
      First is to add something interesting to the base rotation. As many have pointed out, Balance Druid’s baseline rotation is pretty predictable, and doesn’t offer much in the way of procs or reactionary gameplay. New baseline passive: Solar Wrath has a 20% chance to grant Lunar Empowerment. Lunar Strike has a 20% chance to grant Solar Empowerment. The goal here is to break up the monotony of chain-casting of only one generator with procs that incentivize you to use the other generator.
      Second is to make Solar/Lunar Empowerments more meaningful. The damage bonus they provide on live isn’t negligible, but they don’t provide anything interesting other than damage. It’s hard to make a damage bonus with no created gameplay feel like a bonus psychologically, when you know in the back of your mind that everyone’s damage is tuned to be similar at the end of the day. We’re trying two changes here:
      Solar Empowerment is changing into: Causes your next Solar Wrath to explode for an additional X% of its damage to all nearby enemies (also hits the primary target). This helps to differentiate the two Empowerments a bit mechanically and visually. It also gives Solar Empowerments, which are now granted by Lunar Strike, an AOE component so that when it procs while you’re AOEing with Lunar Strike, you feel good about getting and using the Solar Empowerment proc. Currently the Solar Empowerment bonus is half the value of Lunar Empowerment’s damage bonus, and scales by Mastery at the same half rate.
      Starlord talent is becoming baseline, making Lunar and Solar Empowerment always reduce the cast time of their affected spells by 15%. This is a simple and direct way for Empowerments to be felt and desired. Starlord is being redesigned into: Starsurge grants you 3% Haste for 15 sec. Stacks up to 3 times. Gaining a stack does not refresh the duration. (Tier 20 4-pc bonus)

      This doesn't instantly make Empowerments the most interesting class mechanic in the game, but it should be a step forward.
      05/01/2018 12:19 AMPosted by Cyouskin
      Fury of Elune, Sunfire, and Lunar Strike do not share the same splash radius.
      We’ve increased/standardized the splash radius of Lunar Strike, Fury of Elune, Full Moon, and Sunfire to 8 yds. Many of the 3-5 yd radius AOEs in the game started off as: Let’s make this spell effect that looks explosion-y, but won’t impact AOE damage too much, so let’s make it a small 3 yd radius. In practice, having AOE capability means players want to make use of it, and when it’s 3-5 yds it’s very difficult to and thus can be frustrating. 8 yds means you can more easily hit a basic clump of enemies on you or the tank.
      05/01/2018 12:19 AMPosted by Cyouskin
      Lunar Strike is insignificant in AOE despite having a splash mechanic.
      Lunar Strike’s radius increasing from 5 to 8 yds should be noticeable, but we can probably safely nudge up the splash damage a bit (25->33%) and see how it plays. Note that next week you’ll see a 10% reduction to Lunar Strike’s base damage – that’s to mirror a new 10% reduction to its base cast time (2.5->2.25 sec). This makes Lunar Strike’s cast time and Astral Power generation to be each exactly 50% higher than Solar Wrath, and makes it no longer slower resource generation/ramp with Lunar Strike than Solar Wrath.
      05/01/2018 12:19 AMPosted by Cyouskin
      Stellar Flare suffers from a very heavy cost. A Starfall that costs 60, plus the Stellar Flare (10), plus the fact we aren't casting a filler (8), means Stellar Flare costs a bit too much.
      Stellar Flare requiring a Starfall to be down to get a large portion of its damage felt bad – it’s a kind of weird negative synergy with both being Astral Power spenders. We’ve removed the Stellar Empowerment portion of it, and instead its damage is increased by Balance mastery (the portion that increases Astral Power spender damage), and kept its 10 Astral Power for now.
      One use case for Stellar Flare was that it can be a spender for targets that can’t all be covered by a single Starfall (even though Stellar Drift covers the entire world and pulls the floor above), and this use case pointed even more toward removing the Stellar Empowerment requirement portion of it. I think Stellar Flare is still looking for its place on the spec - we’ll continue to look for opportunities to improve/change it.
      05/01/2018 12:21 AMPosted by Cyouskin
      AOE gameplay is too reliant on Shooting Stars. Other talents do not come close to the         performance of Shooting Stars.
      Shooting Stars looks/feels cool, but provided just a little too much Astral Power. Especially considering that the talent row it’s now on (with Stellar Drift and Stellar Flare) provides no other resources generation, reducing its Astral power proc makes sense.
      05/01/2018 12:19 AMPosted by Cyouskin
      Force of Nature suffers from scaling issues. The other talents have a notable effect on Astral Power generation.
      Agree that summoning some Treants on a long cooldown doesn’t bring much in terms of mechanical interaction. It now generates some Astral Power over its duration.
      05/01/2018 12:21 AMPosted by Cyouskin
      The current rate of Astral Power generation is pretty low.
      Starsurge’s cost hasn’t been changed, but some amount of Astral Power generation has been added to a few places – Warrior of Elune, Force of Nature, Fury of Elune (now a generator instead of spender), Nature's Balance (new design). Additionally, the average cast speed of your two generators has been meaningfully sped up, with Starlord’s 15% cast time reduction becoming baseline. Definitely will be keeping an eye on pacing feedback.
      05/01/2018 05:50 AMPosted by Maruul
      And for the love of god remove Nature's Balance, I have never seen a talent that makes me more depressed. I dread the day I have to pick it because it's the best, it is horribly unexciting and makes the rotation even more wrath spam. Don't make it baseline, don't buff it, just delete it.
      Agree here. The bonus it provided ended up making the single-target rotation less engaging, even if it was sometimes nice to have in multitarget situations.
      The new/redesigned version of Nature's Balance is: While in combat, you generate 2 Astral Power every 3 sec. While out of combat, your Astral Power rebalances to 50 instead of depleting to empty. It's a combination of the live Blessing of An'she talent (which has been removed and one half folded into this one) and the new effect which removes out-of-combat Astral Power degeneration while below half, allowing you to enter combat with up to 50 Astral Power, which allows a Starsurge or Starfall on the opener.
      05/08/2018 05:18 PMPosted by Gärzen
      Welp the new build came out today and another nerf in the form of Soul of the Forest only reduces the cost of starfall by 10 down from 20. Thats the nail in the coffin right there, destroyed the rest of our niche. This was the build we were looking forward to.
      Starfall’s base Astral Power cost has been reduced to 50. We probably should have waited to make that change to Soul of the Forest along with the rest of the changes to the spec. Overall, that reduction to Soul of the Forest is still the right thing (I think many of you agree) - 1/3 off the cost of Starfall for a talent is pretty overboard – but without the context of the rest of the changes it’s understandable that it doesn’t look right.
      05/13/2018 03:53 PMPosted by Comfybundles
      Please give us a way to spread Moonfire on multiple targets.
      Twin Moons is a new talent that causes Moonfire to deal additional damage and also hit a second nearby enemy within 20 yds of that target. (a.k.a legendary shoulders) This was useful functionality that helped with ramp in multitarget situations and was also visually satisfying.
      One other change is to Celestial Alignment/Incarnation: Chosen of Elune. Instead of providing +50% Astral Power generation on Lunar Strike/Solar Wrath, they now provide 15% Haste (and their damage bonus has been tuned down slightly for now). The spec’s resource is a bit of a not-super-stable balance of Astral Power and Lunar/Solar Empowerment generation/consumption, and Celestial Alignment/Incarnation: Chosen of Elune sometimes caused resource/Empowerments overflow, a problem that a Haste bonus doesn’t have.
      Thanks for all the well-written and constructive feedback, especially from the original poster.