Sunday, August 31, 2008

[UPDATED] New titles for Wrath

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[UPDATED] New titles for Wrath

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Blizzard promised us more titles and boy, it looks like they're going to deliver. WotLK Information Wiki and MMO Champion have dug up some information on what appears to be a plethora of new titles. Unfortunately, most of the them are Feats of Strength that can only be obtained by one person ever per server. Daunting? Most certainly. But what are titles if they aren't special?

First off, though, there are a handful of titles available to more than just one person. 'Arena Master' is obtained by everyone who completes the Arena Achievements. It's not quite a Feat of Strength, but there aren't too many players who will obtain a Rating of 2200 in all three brackets. Of all the Achievements required to unlock the title, those three are about the toughest ones and if you're capable of hitting 2200 in all three brackets, the rest should be cake.

One title that sounds pretty cool is 'The Hallowed', which is obtained by completing all 18 Hallow's End Achievements, the hardest of which might just be obtaining the rare Sinister Squashling. Then there's 'The Diplomat', which many players will already receive at the launch of Beta -- it simply requires getting to Exalted with Timbermaw Hold, Sporeggar, and the Kurenai or Mag'har. Obsessive questers will eventually achieve 'The Seeker' after completing a whopping 3000 quests.

Finally, there's the odd and quirky 'Salty' which can be obtained by completing all the Fishing Achievements. This is a pretty tough one that has some difficult feats like getting Mr. Pinchy,...

Friday, August 29, 2008

Raid buffs overhauled for 3.0.2

Man this is big.

 
 

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via WOW Insider by Eliah Hecht on 8/29/08

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Blizzard has been promising changes to raid buffs and raid stacking for a little while. Last night, they laid all their cards on the table in a giant blue post. Here's a run-down; all of this will be going live in 3.0.2, the pre-Wrath of the Lich King patch.

  • Almost all buffs and debuffs will work raid-wide -- Warriors shouts, Shaman totems, Paladin auras, and more.
  • There are approximately 30 categories into which raid buffs and debuffs fit. All raid buffs/debuffs have been put into one or more of these categories. Most categories have only one or two buffs in them; see the post for the category breakdown.
  • Buffs cannot stack within each category; only the most powerful one will apply. For instance, Battle Shout and Blessing of Might will no longer stat.
  • "Mana battery" action (such as Vampiric Touch) is changing significantly. It won't depend on damage done any more. Whenever such effects occur, the ten people in the raid with the lowest mana will receive a buff called Replenishment restoring 0.5% of their maximum mana each second. This buff will be provided by Shadow Priests, Survival Hunters, and Retribution Paladins.
  • Heroism/Bloodlust will now affect the entire raid, but you can only be hit by it once every five minutes.

Continue reading Raid buffs overhauled for 3.0.2

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Thursday, August 28, 2008

Wednesday, August 27, 2008

3.0.2 PTR imminent



 
 

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via WOW Insider by Eliah Hecht on 8/27/08

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We haven't seen much PTR action in a little while (although I guess the beta realms are really a PTR for Wrath). That may change soon, though: the European PTR forums were just wiped, and Tigole recently said "3.0 will be on the PTR's soon." Disregarding his apostrophe abuse, and Blizzard's colorful history with the word "soon," this does conspire with the forum wipe to indicate that the PTRs will probably be up with this pre-Wrath patch within, I'd say, a week or so.

What does this say about the Wrath release date? Well, I'd say nothing, really. In the same post, Tigole mentions that some patches were on the PTR for over two months (which is good because a lot of the new talents are really half-baked right now). Additionally, 3.0.2 could come any amount of time before LK. 2.0.1, the pre-Burning Crusade patch, came a bit over a month before BC was released.

There is one notable advantage to bringing 3.0.2 to the PTR as soon as possible: more testing. While a fair number of people are in the LK beta by now, everyone who wants to (and had an active account the last time the PTR authentication server was updated) can access the PTR. As I mentioned above (and as Tigole agreed in his post) none of the classes is done yet, and the more people we get play-testing them, the better.

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Skill Mastery: Penance 51pt Disc Priest talent



 
 

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via WOW Insider by Eliah Hecht on 8/27/08

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Welcome to Skill Mastery! In the weeks to come, the WoW Insider staff will give you the skinny on each and every new skill coming in Wrath of the Lich King or, in some cases, in the 3.0 patch.

Healing priests aren't getting a ton of new tricks in Wrath. In fact, some of our old tricks are getting removed: downranking is no longer viable, so goodbye Greater Heal (Rank 1). However, like every other class, we are getting a few new spells, and one of them is Penance.

Penance is the 51-point Discipline talent, and it currently reads like this (at max rank):

33% of base mana, 30 yard range
Channeled, 10 sec cooldown
Launces a volley of holy light at the target, causing 184 Holy damage to an enemy, or 670 to 756 healing to an ally every 1 sec for 3 sec.

Continue reading Skill Mastery: Penance

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Saturday, August 16, 2008

Disengage and trap changes coming to Wrath Beta



 
 

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via WOW Insider by Daniel Whitcomb on 8/15/08

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With all the Hunter changes we've been promised in relation to PvP, one that has recently been announced may be the biggest yet. Disengage will be getting a new trick.

In a future Beta build, Disengage will cause the Hunter to jump back from their target 10-15 yards. As a result of this buff, however, the cooldown will be extended to 30 seconds.

This really is the change Hunters need, more that the recent Aspect of the Beast and Mongoose Bite changes by far. What we really needed is a way to get back to range, and between this and Master's Call, we should now have a relatively dependable non-talented way of doing just that. 10-15 yards may seem a bit low, but it should be more than enough to get off a quick concussive shot, set a trap, or use a talented crowd control ability such as Intimidation, which will become instant cast rather than on next attack.

Another set of baseline ability changes has to do with traps, and should be very helpful in both PvE and PvP. Freezing Trap will no longer break on any damage, but will instead break on a set amount of damage -- meaning a stray cleave or a miscast DoT won't completely ruin you. With this new functionality, Bear Trap will be removed and replaced at level 80 with Camouflage, which is returning after being discarded. Since setting a trap won't break Camouflage, it will become incredibly useful for setting PvP ambushes as well.

There's plenty of other exciting changes on the way for Hunters, including a talent tree revamp that's currently up on Blizzard's official Beta site. Look for analysis of that in the coming days on WoW Insider. It's looking more and more like Wrath's going to be a great time to be a Hunter, and we're looking forward to seeing how the class plays with all their new toys at level 80, in both PvP and PvE.

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Thursday, August 14, 2008

BETA: The Dawning of the Death of Downranking



 
 

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via World of Matticus by Matticus! on 8/14/08

OLYMPUS DIGITAL CAMERA
Image courtesy of deboer

A blue post has yielded valuable information that will change the way we heal:

This is not a bug.

In the latest WotLK beta push, we made a large change to the mana cost of spells.

All player spells now cost a percentage of base mana rather than a fixed cost. Base mana is a special value determined by the player's level and class, regardless of any effects or items that increase intellect. It is the size of a player's mana pool if the player has zero intellect.

This change was made primarily to prevent downranking, as it's a technique that was never quite intended. Rather than continue to find ways to penalize players for casting low-rank spells, we decided to essentially make doing so obsolete. If rank 5 and rank 6 of a spell cost the same amount of mana, but rank 6 does more damage/healing, then there is no reason to consider casting rank 5.

So, each spell line (eg. Frostbolt, Shadowbolt, Greater Heal, Rejuvenation, etc.) has a fixed percentage of base mana that it costs for most of its ranks. That means each time a player gains a level the cost will go up some. The percentages were picked to attempt to keep the costs relatively similar to what they are currently in World of Warcraft. For most spells, that percentage will drop some when the player receives their highest-rank spell in existing Burning Crusade content. This was done to better fit the existing cost curve, and to keep the mana cost for level 70 players as close as possible to existing costs. Level 70 characters will see most of their maximum rank spells change in cost slightly up or down, but not by significant amounts.

We anticipate there being some balance concerns due to this change, and our development staff will be ready to implement new spells, abilities, or talents to resolve those issues as the testing process continues.

Zarhym

Old and busted

In the past, downranking our heals served primarily as a way for Priests to maintain mana as much as possible. Why spend almost 500 mana to cast a Flash Heal when a rank 2 Greater Heal that costs 210 mana does the same? Okay, sure, I stretched the cost slightly, but not by much. But I trust you get the idea.

Between downranking, chain-potting, trinkets, talents, spells, and other abilities, getting mana back was like tapping into the oil sands in Alberta for gas. There'd be enough to fuel one person for a long time.

The new hotness

Your max rank spell now costs more than a down ranked spell. My max rank Greater Heal cost me ~750 mana and all of my downrank spells cost ~860. The big question going into the expansion right now is how mana regeneration will function in raids. Chain potting has been nerfed big time with that debuff (although the debuff itself no longer appears, I've heard scattered reports that the debuff itself is present. It just doesn't show up on the buff bar. Downranking now removes another form for casters and healers to conserve mana.

So what's left?

  • Trinkets
  • Abilities
  • Gear
  • Tuned encounters

Trinkets, talents and abilities are simple no brainers. Gear is going to be jaw droppingly and fist pumpingly awesome. I'm anticipating about 110 spirit and 150 intellect on level 80 epic items. That will help increase our ability to regenerate mana yes. To counteract this effect, our spell prices will also increase once we're at level 80.

I suspect raid compositions and raid specs will shift slightly from a DPS optimization build towards raid mana endurance. An example would be bringing classes that can help restore mana (Shamans, Druids, Shadow Priests, etc).

The last thing now is to ensure that the encounters in the game are at a bar high enough to present a challenge and low enough that it can be reached by the dedicated and the few (at least early on before it understandably becomes nerfed).

We are now at the mercy of Blizzard.

Halfway through level 71. My new job is keeping me busy on the weekdays. I cannot blog, raid, beta, and work at the same time! Need to max out time management skill to 300!

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Wednesday, August 13, 2008

Hunters get some major love in the Wrath Beta



 
 

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via WOW Insider by Daniel Whitcomb on 8/13/08

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It's been a busy day on the Hunter Beta boards, with Koraa delivering tidbit after tidbit of great news for Hunters. Here's the breakdown:

These are definitely welcome changes. In PvP, being able to stand up to focus fire or get back to range have long been weaknesses of the class. Having a non-talent way to break out of snares or add a bit of extra defense attacks will go a long way to making a bit tougher. It's not trainable Scatter Shot or pet resilience, exactly, but it's nearly as good as either, and may be better for us in the long run than the former option. Finally, we'll have a dependable way to get away from Hamstring or Crippling Poison that does not involve Beastmastery or being a Dwarf.

Animal Handler has been looking more and more lackluster lately in the face of other mount speed talents that provide more speed and better benefits, especially now that pets will share our hit percentage, so hopefully this revamp makes it desirable again. Similarly, the state of Silencing Shot and its inability to interrupt silence-immune mobs has long been a sticking point with PvE-focused Marksmanship Hunters. So so far, all of the announced changes are definitely welcome news that should hopefully be nothing but useful to Hunters.

We'll definitely be looking forward to this build after next to see the final state of Animal Handler, whether Serpent Sting will be useful for damage purposes again, and whatever other changes -- such as the promised counters to LOS -- Blizzard tests out.

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Friday, August 8, 2008

Priest Inscriptions just in on Wrath beta



 
 

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via A Dwarf Priest by dwarfpriest on 8/8/08


Some of the priest spell inscriptions went live with the latest patch on the WotLK beta.

What are inscriptions?

Inscriptions are items crafted with the new profession in WotLK called …. Inscription.  Every player will have six open Inscription "sockets" in their spell book (2 for major inscriptions, 2 for minor inscriptions, and 2 for lesser inscriptions).  You will be able to purchase inscriptions scrolls (called "glyphs") on the auction house and put them in your spellbook sockets.  Similar to gems, they last until they are replaced.

Priest Glyphs

More to come soon.  Most of the listed glyphs below are major and minor glyphs.

The Good

  • Glyph of Renew - Increases the duration of your Renew by 3 sec.
    Fantastic for raid healing.
  • Glyph of Circle of Healing - Your Circle of Healing spell heals 1 additional target.
    Tremendous increase to priest healing ability in raids, provided CoH isn't given too long a cooldown.
  • Glyph of Dispel Magic - Your Dispel Magic also heals your target for 3% of maximum health if it removes a damaging effect.
    There seems to be a good amount of dispelling being done in raids.  Free heals! Awesome for PvP, too.
  • Glyph of Mass Dispel - Reduces the mana cost of Mass Dispel by 20%.
    Awesome for PvP.
  • Glyph of Mind Flay - Increases the range of your Mind Flay spell by 5 yards but it no longer reduces the target's movement speed.
    The range of Mind Flay is very limiting for raiding.  The bonus 5 yards bring the range up to 29 yards.  It's an improvement, but still leaves shadow priests below that 30 yard threshold.
  • Glyph of Fade - Attacks made against you while Fade is active have a 10% chance to refresh its duration back to full.
    Go go shadow PvP!
  • Glyph of Smite - Increases the chance you'll resist spell interruption when casting your Smite spell by 50%.
    Laugh if you must, but this is a godsend for priests who insist on leveling/soloing holy/disc.
  • Glyph of Psychic Scream - Increases the duration of your Psychic Scream by 3 sec.
    Another bonus for shadow PvP.  Thank goodness for horrify effects!

The Bad

  • Glyph of Shadow Word: Death - Targets below 35% health take an additional 5% damage from your Shadow Word: Death spell.
    So, this is a DPS bonus of *drumroll* … less than 0.5%. This could be a lot better.
  • Glyph of Shadow Word: Pain - Increases the duration of your Shadow Word: Pain by 3 sec.
    You don't need this for raids.  You shouldn't need this for soloing.  SW:P gets dispelled in PvP.  What is this glyph good for?
  • Glyph of Lightwell - Increases the amount healed by your Lightwell by 6%.
    Lightwell is still underwhelming on the beta servers.  An increase of 6% healing to an ability used zero times gives us a whopping increase of … zero healing!  Brilliant!
  • Glyph of Fear Ward - Reduces cooldown and duration of Fear Ward by 30 sec.
    There are better options for PvP glyphs, and this has little use in soloing/raids.
  • Glyph of Flash Heal - Your Flash Heal has a 50% chance to reduce the cast time of your next Greater Heal by 0.3 sec.
    WotLK gives us more healing spells.  Would we be using Flash Heal enough to get good use out of this glyph?  Hell no!  Especially not in PvP.
  • Glyph of Shackle Undead - Extends the range on Shackle Undead by 5 yards.
    The range on Shackle Undead has never been much of a problem for me.
  • Glyph of Mind Control - Increases the duration of your Mind Control spell by 12 sec.
    This doesn't appear to work in PvP (doh!) and CC with Mind Control in PvE is usually not much of a problem at its current length.  This glyph will have situation use in certain WotLK dungeons, but not very frequently.
  • Glyph of Inner Fire - Your Inner Fire has 10 additional charges.
    Fluffy soloing glyph!  Because this is such a bitch to put up?  Okay, okay, not terrible in PvP, but there are much better glyphs for it.
  • Glyph of Holy Nova - Your Holy Nova spell heals for an additional 30%, but deals 10% less damage.
    Much better healing spells and healing glyphs out there.
  • Glyph of Prayer of Healing - Increases the radius of your Prayer of Healing spell by 5 yards.
    Not really necessary.  Most priests will already have the range-increasing talent if they are deep holy.

The Ugly

  • Glyph of Spirit of Redemption - Critical heals cast while Spirit of Redemption is active increase the remaining duration of Spirit of Redemption by 4 sec.
    Okay, this is a chance of getting a bonus heal or two provided you are dead. I don't like things that depend on you dying to benefit from.  There are better glyphs for PvP and PvE.
  • Glyph of Mind Soothe - Increases the duration of your Mind Soothe spell by 5 sec.
    Mind Sooth lasts 15 seconds already!  Yeah…. I think this one leaves me speechless.

Standard disclaimer: Priest inscriptions have been on the live beta servers less than 15 minutes when I wrote this post.  Bug fixes, changes, and other additions are surely in the works.


 
 

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Warlock talent plus Tier 5 set bonus equals 56 million DPS



 
 

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via WOW Insider by Mike Schramm on 8/8/08

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Um, nerf Warlocks? With all of the talking we've been doing about Wrath of the Lich King lately, we haven't really mentioned the one thing players are supposed to be doing on the beta servers: finding bugs. Fortunately, Sneakthief found a very nice one -- when you combine the Warlock 51 point Affliction talent Everlasting Affliction with the set bonus from the Tier 5 Warlock set, you get an everlasting Corruption spell that goes up in damage 10% every time a Shadow Bolt hits. (He's beating up on a Servant of Allistarj, by the way, which is why the mob isn't dying.)

Extrapolate a few minutes later, and you've got 56 million damage ticking every time Corruption comes around -- which seems to be the cap, so I'm sure a math major can tell us just why that number's special. And all that damage happens to be, as Sneakthief says, enough not just to take down Kil'jaeden with one tick, but all of Sunwell combined. Of course, this is an easy fix (one way to do it would just be to put a cap on how high Corruption damage can go), but this is exactly what the beta is for: finding hilarious bugs and posting them on YouTube whoops, I mean fixing them.

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More WotLK Impressions (info on balancing classes for 10 mans)



 
 

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via A Dwarf Priest by dwarfpriest on 8/7/08


Raid Spaces

With the introduction of another class into WotLK and raids not getting any larger in size, what effect do we expect on the competition for raid slots?

Ten classes.  In a 25-person raid, that is 2-3 of each class.  In a 10-person raid, is there the expectation that a "balanced" raid is one of every class, or are raid roles not balanced around 10-person raids?  The later seems more likely. We should see a bit more flexibility in terms of class raid slotting in Wrath.

Ghostcrawler said on the WotLK forums a few days ago: (Emphasis mine.)

As I am fond of pointing out, we have 25 raid slots and 30 specs. Over the next few weeks, we are going to take a really hard look at raid buffs and debuffs. We are going to combine some when we can and give different specs alternate ways of providing the same debuff. As an example, shadow priests, ret paladins or survival hunters should all be valid mana batteries. As another example, Ebon Plague may offer the same effect as Curse of Elements (and neither will stack). You'll want someone to bring the debuff, but you may not need both debuffers in one raid.

The classes that are the hardest to solve are the paladin, shaman and druid (and possibly priest) because the three specs bring such different abilities to the group. But we still would like to solve this problem. It's not fair that every raid have 3 druids and 1-2 rogues (or 1 druid and 0 rogues if you're talking 10-player raids).

Fundamentally, I agree with Ghostcrawler.  Why should raids have three different druids who bring three unique things to a raid, but only one rogue?  It's disproportionate and doesn't make sense.  However, the "unique snowflake" shadow priest in me waffles at the thought of other classes being able to provide the same debuffs we do.  If other classes bring mana regen, then fine, but the only things keeping us as desirable raid DPS at the moment are the Misery and Shadow Weaving debuffs we provide.  Without those, shadow priests would stand as generic, middle-of-the-pack DPS, especially if those debuffs are given to a more "popular" "pure DPS" class, like hunters.  Hopefully, that will not be the case, and shadow priests can remain in their support role.

Perhaps this is why the priest class hasn't seen many changes in the WotLK beta thus far.  The balancing and polish phase for our class may have to come later when the raid buffs/debuffs situation is more finalized.

It is still too early to tell how competition for raid slots will change.  Death Knights will bring more tank and DPS options, and many of the changes to our existing classes will allow many previously undervalued talent specs more raid love (mostly in the DPS division). All that being said, I am glad I have four healing-capable characters going into WotLK; I expect they will be in high demand for raids, as always.

Shadow Priests

Beyond the concern over raid debuffs mentioned above, I have seen much concern over the continued PvE viability of shadow priests in WotLK.

Mana regen is a often cited concern.  Vampiric Touch, as it exists now, will return 5% of shadow damage done as mana.  In WotLK, that becomes 2%.  It seems like a big nerf, but at high levels it really isn't.  If Vampiric Touch remained at 5%, shadow priests would be gaining mana faster than they could spend it, never running out. With Vampiric Touch reduced, Blizzard may feel comfortable increasing our damage-dealing capabilities.  It feels that part of the reason why shadow priests scaled so poorly damage-wise in T6+ content was to keep a reasonable limit on group mana regen.  With VT scaled back to 2%, perhaps our overall damage could be increased a little bit?

In a general sense, mana regen methods are changing in WotLK.  For DPS classes, there is a greater focus on personal mana regen and less dependence on other classes to regen mana for you.  Look at the proposed shadow talent tree.  There are many more options to increase one's own regen, more than enough to offset the limitations on mana potions in WotLK.  Mana should not be a concern.

Overall DPS, however, should be a concern.  Shadow priests, as things look now, aren't scaling terribly well damage-wise in WotLK.  They are not scaling poorly, either.  They remain in that iffy domain.  This is something that I hope will be examined further by Blizzard.  Perhaps an adjustment to spell coefficients is coming our way?

The truth is that no one really knows how balanced things will be at level 80.  Nothing appears to be balanced for level 80 endgame yet.  It is still too early to panic.

Healing as a Priest

I still don't dig deep disc for healing.  As things stand for priests now, it is very lacking in throughput.  Yes, I can see its potential benefit in 25-person raids, but I am still on the fence on whether or not I would slot for it over another healer.  Sure, preventative damage is great, but I feel that one of the best benefits of playing a priest over another kind of healer is the variety of healing spells at one's disposal.   You stop using most of those and become a shield-bot?  *Yawn*  Not my cup of tea.  But … that is going to be one of the drawing points of WotLK for many people.  The supposed viability of any talent tree for raiding.  Now we all can be our own special snowflakes!  In raids!  Hooray?

When it comes to deep disc vs. deep holy, I look at it this way:

From this list, you can have two of the four things:

  1. Circle of Healing and all CoH-improving talents
  2. All Greater Heal-related holy talents
  3. Imp Divine Spirit
  4. Grace/Divine Aegis

Selecting #1 or #2 as either or your choices, you get the bonus of being able to also have Improved Holy Concentration, which is a tremendous benefit.  One sixth of your Greater Heals (and Flash Heal/Binding Heals) will proc Holy Concentration.  The added haste benefit from it, when stacked with a moderate amount of haste from gear, can have you shooting off Greater Heals in under 1 second. (Though selecting 1/2 of #1, 1/2 of #2, you can still get Imp DS and the Imp Holy Concentration bonus.  You can still go 23/48/0. I'm just generalizing to illustrate a point.) IMHO, you give up too much by going deep disc for raid healing over deep holy.

It dawned on me earlier today that while deep disc may have potential in PvE, deep holy could have potential in PvP.  Blessed Resilience remains solid, and Improved Holy Concentration with with its haste benefits could be a strong contender.  Guardian Spirit could be a godsend (yes, a bad pun!).  Deep holy could provide an interesting PvP alternative to stonewalling with a shield.

Generally speaking, the raw healing output of priests still seems lacking, especially when compared to the other healing classes.  Again, we haven't undergone any major revisions in the beta yet, but the recent lifting of the cooldown on Circle of Healing feels a definite step in the right direction.

Achievements

I think of the achievement system as "Dailies 2.0."  They feel like a cheap attempt to entice me to spend a few more minutes here and there grinding away my time toward little end.  We don't know what we will get out of our achievement points yet, but thus far the system seems a bit pointless to me.  Most achievements are obtained by playing as normal (Level a character to 80! Explore all the zones! Use the haircut system, zomg!).

I would rather that the content and zones were so engaging that a gimmick wasn't needed to force my exploration and adventures in them.  That was something Blizzard did so well in the initial release of WoW. They made a game that I wanted to explore, and that I wanted to discover hidden treasures in.  I wanted to get a cross-faction mount, to gain reputation with little-loved factions, and wanted to kill that tough endboss in the raid.  I don't need to be patted on the head and told that I did a good job for every little thing. I want to feel good about my accomplishments because they matter to me personally, and help better my character.  Setting and achieving ones own goals is much more rewarding than living up to another's arbitrary standards.

(Side note: Octale and Hordak vs. the World's podcast on Wowradio last week had a great rant about the achievement system.  Check it out if you are so inclined to hear another great viewpoint about the achievement system's shortcomings).

Northern Beauty

On a positive note, visually-speaking, WotLK is absolutely stunning.  Zones feel immersive, with rich color themes (especially nice that Northrend isn't one big frozen white desert).  Character models on mobs are more detailed than ever before.  The architecture worthy of marvel.  Even the new weapons and armor have fine details that rewarding you for examining them closely.  It really is a visual treat.

Falling … Short

Remember when you saw Zangarmarsh's mushrooms of epic proportions for the first time? You felt so small standing the among the Bog Lords in the Spawn Glen.  Well, you haven't seen anything yet.

Apparently, the more epic the zone, the larger the mobs and architecture.    In Northrend, everything is large.  This isn't just my dwarven-self ranting about height inequities, even draenei are outsized by the most common of foes.  Things can feel epic without all being oversized.  Clearly Northrend must be serious business because everything is huge!

The Big Push for More Players

Blizzard had obviously stepped up their recruiting efforts (hey, for about $50 you can have your very own  zerbra zhevra mount!).  At first I thought this recruiting wave an effort to keep the servers topped off and warm bodies in the lowbie zones, but wouldn't too many new recruits mean more servers instead of fuller zones?  Let me rephrase, even on a "full" server, I can go quite awhile before encountering other players in  Azeroth zones.  With WotLK, players will be spread even thinner, across more content.

So the question remains, how is Blizzard going to keep people in the low zones?  If I decide to reroll a character to fill a spot in a level 80 raid, just how lonely, tedious, and lengthy an endeavor would I be taking on?


 
 

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Tuesday, August 5, 2008

Blizzard shows off Recruit-a-Friend benefits: Zhevra mount, summoning, tripl...



 
 

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via WOW Insider by Mike Schramm on 8/5/08

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There's a new splash screen on the WoW homepage, but instead of hinting at a new game, it is instead showing off Blizzard's new Recruit-a-Friend benefits. Looks like they found a place for that Zhevra mount we heard about a while back -- whenever you recruit a friend into the game (by convincing them to create an account with your name as a reference and having them pay for at least two months of game time), you can choose one of your characters to nab a Zhevra mount. Additionally, you can summon referred friends to your character, and when questing together, you can pick up triple experience until level 60, for both quests and monsters that you kill together.

More details on Blizzard's support page. Just yesterday, we heard Mike Morhaime saying Blizzard was aiming to bring tons of people into the game this holiday season, and it looks like the recruiting drive has started.

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Monday, August 4, 2008

Certain old keys, pets, and tabards to be retrievable in Wrath



 
 

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via WOW Insider by Daniel Whitcomb on 8/4/08

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One of the nice things about Wrath is the consolidation of bag space. With mounts and pets becoming skills instead of items, it'll free up a lot of bag space for us pack rats. Unfortunately, for now, we still need that bag space, and to get enough of it, some of us have been forced to delete pets, tabards, and keys that we've otherwise outgrown.

But if you're lamenting the loss of your Miniwing, or if you're having second thoughts about deleting that Battle Tabard of the Defilers, take heart. Tigole's announced that Wrath of the Lich King will include a way to recover deleted unique tabards, keys, and vanity pets. For keys, you'll talk to a locksmith, for pets, a stable master, and for tabards, a tabard vendor (likely the ones in the capital town halls).

This only works on unique, one-per-character items, of course, so if you deleted a rare drop, you'll still have to go farm it again. It also doesn't appear to be currently implemented on Beta, but hopefully it is soon so we can test it and make sure all the right unique stuff can be recovered again -- I'm hoping they include non-key keys like the Scepter of Celebras.

In the meantime, it's nice to see that Blizzard's continuing to allow us just a little bit more leeway in character customization and giving us pack rats more options to keep the stuff we love. Next stop: Player housing with item display cases! Hey, I can dream.

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