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Posts with tag Rage

WWI '08 Death Knight Demo: General Impressions


We learned at the Q&A panel on Saturday that Death Knights will be starting at a new area just off Eastern Plaguelands called Ebon Hold, but for now, it remains unimplemented. Thus, these demo Death Knights start at Tirion Fordring's house in the west of Eastern Plaguelands.

On Death Knight Gear and Gear Mechanics:

They start with a complete outlay of green gear with DPS Warrior type stats: strength, agility, critical strike rating, and stamina. Their sword itself is blue quality 2 hander named the Massacre Sword. It does 127-191 damage at at a speed of 3.1 seconds, giving it 51.3 DPS. It also provides 22 strength and 23 hit rating.

It should be noted that the gear did not have spellpower, and it doesn't look like Death Knights will need it at all. Almost every spell that did magic damage specifically stated that the damage was modified by attack power. This is perfectly in line with Blizzard's recent trend to simplify and consolidate gear, which they discussed in relation to Retribution Paladins at Saturday's class panel. Perhaps we'll even see this mechanic show up on other magical melee hybrids in the future.

The Death Knight came loaded with 6 runes on their rune weapon bar: 2 Blood Runes, 2 Unholy Runes, and 2 Frost Runes. Talents points were unavailable with this demo, although we could see the talent descriptions themselves.

Death Knight Starting Spells and Playstyle:

The Death Knights started with a few basic skills:

Blood presence:
Requires level 55
Costs 1 Blood Rune
Instant cast, 1 second cooldown
Description: Strengthens the Death Knight with the presence of blood, increasing damage done by 15% and healing the Death Knight by 4% of damage dealt. Only one presence may be active at a time.

Blood Strike:
Requires level 55
Costs 1 Blood Rune
Instant cast, 1 second cooldown
Melee range
Description: Instantly strike the enemy, causing 60% weapon damage plus 55 for each disease effect on the target.

Icy Touch:
Requires level 55
Costs 1 Frost Rune
Instant cast, 6 second cooldown
20 yard range
Description: Deals 217 to 235 Frost damage modified by attack power and reduces the target's ranged, melee attack, and casting speed by 15% for 20 seconds.

Death Coil
Requires Level 55
Requires Runic Power
Instant cast
30 yard range
Description:Unleashes all available runic power, causing up to 460 shadow damage modified by attack power to an enemy target or healing up to 460 damage from a friendly undead target.

Death Gate
Requires Level 55
Costs 1 Unholy Rune
10 second cast, 15 minute cooldown
Description: Returns you to Ebon Hold (Note: Since Ebon Hold is not yet implemented, in the demo it returned you to Tirion Fordring).

Death Grip
Requires level 55
Costs 1 Unholy Rune
Instant cast, 35 second cooldown.
30 yard range
Description: Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight for 3 seconds.

Plague Strike
Requires level 55
Costs 1 Blood Rune and 1 Unholy Rune
Instant cast
Melee range
Description: A vicious strike that deals weapon damage plus 37 and plagues the target, dealing 350 shadow damage over 12 seconds.

Casting these spells uses up the listed runes, which have a cooldown of 10 seconds. Our (lucky) play tester reported that the system felt a bit like having 3 seperate mana pools with their own spells, but that the pacing seemed to work well, and that she was now interested in actually trying one out in when beta rolls around where she hadn't been before.

Introducing the Knights of the Ebon Hand

After roaming about a bit and killing stuff, Elizabeth stumbled upon Light's Hope Chapel. This venerated base of the Argent Dawn had some new guests known as the Knights of the Ebon Hand, lead by a night elf named Siouxsie the Banshee, a Death Knight trainer. It's likely, of course, that these NPCs will be gone and moved to Ebon Hold once it's implemented, but for now, they gave us a sneak peek at the new Death Knight faction and some of the spells Death Knights will get post-55.

Forum post of the day: Rage against the authenticator

Alright, so the splash screen mystery is dramatic. Whatever the important announcement is, I don't think they could come up with one that makes me happier than the new authenticator. I will be first in line to buy mine once it comes out. It seems that most of us are with me. We've been clamoring for better authentication, and we're going to get it.

A one-time charge of six and a half bucks for an extra layer of security seems like a smoking deal to me. It hasn't occurred to me to be bothered by the price. Tuhrell of Malrone believes that the authenticators should be distributed by Blizzard for free. Vallana of Thaurissan is on a short list of responders in the thread that agreed with the original poster. She believes that her $15/month is enough to spend on WoW and is "not retarded enough to get hacked so I really don't need it."

Continue reading Forum post of the day: Rage against the authenticator

Phat Loot Phriday: Rod of the Sun King


It seems to me that this proc is pretty singular -- after a little bit of searching, I can't find any other weapons that have anything like it. If you can, let us know in the comments below.

Name: Rod of the Sun King (Wowhead, Thottbot, WowDB)
Type: Epic One-hand Mace
Damage/Speed: 189-352 / 2.70 (100.2 DPS)
Abilities:
  • Increases attack power by 52.
  • Chance on hit: gain 10 energy or 5 rage. This is the proc (short for procedure, from the programming world, though it's come to mean a number of other things) that really makes this mace stand out as a choice pic for Rogues or DPS Warriors -- the proc rate seems to be around 3 procs per minute, which is a substantial amount of energy and rage coming back to the user.
  • Unfortunately, it also seems there's a short cooldown on the proc, which means you can't have a bunch of procs in a row, and get a bunch of free energy or rage back to back. Still, this weapon provides a pretty steady source of extra Warrior/Rogue fuel, and it's exceptional for that reason.
How to Get It: Drops from Kael'thas -- the Tempest Keep version, not the Magisters' Terrace one. The drop rate is somewhere between 15 and 20%, but the proc on this weapon makes it pretty specific -- only Warriors or Rogues would ever be able to use it to its fullest, and even then, it's definitely not a tanking weapon. Rogues may be tempted to switch to a Mace spec just to use this, but Warriors would only need it for a DPS set.

Druids, unfortunately for them, have no use for this weapon, even the bear kinds. Since the proc requires a "chance on hit," and bear Droods don't actually hit anything with their weapon (just their paws), it'll never proc for them. Blizzard might have been a little more giving on that one, but as it is, this weapon doesn't help bears at all.

Getting Rid of It: Sells to vendors for 14g 59s 25c, disenchants into a Void Crystal. There will be other, better weapons you find on your way up the raiding ladder (and while the DPS on this is nice, the high-end Arena gear beats it), but the proc on this weapon is almost enough to keep it anyway.

Scattered Shots: Got mana?


Scattered Shots is temporarily subtitled "Scattered Thoughts" this week, as David goes off on a speculative tangent. Perhaps all this expansion leakage is causing a leak in his brain too, but hey, a little bit of intellectual pondering never hurt anyone, right? This column is for hunters, by the way -- but, yeah... you knew that.

After writing last week's article about hunter problems and predictions, I got to thinking about how hunters use mana, and reflecting on the question of whether hunters should be using mana or not. Hunters have many things in common with classes like rogues and warriors, such as doing physical damage, and yet they have much in common with mages and warlocks as well, such as being vulnerable to mana-draining abilities. This issue is vague enough that my observations here can only be considered personal opinions, and they won't be of interest if all you want from this column is a list of the greatest gear and talent builds. But for the speculative among us, there's lots to discuss here.

Continue reading Scattered Shots: Got mana?

Vote for the best piece of advice!

Last week I asked you to leave a comment with tips of anti-advice you could give to players. Things like "Be sure to move in the flame wreath so you're not cold when the blizzard hits!" or "Just walk up to Archimonde, he won't agro until you hit him." You all responded in force and gave lots of good tips and pieces of advice. Now for fame and no-fortune, lets vote for the best one!

I'll close the voting next weekend and announce the winner on Monday April 21st. Vote now! I did!

Which of the following is the best advice?

The Care and Feeding of Warriors: Rage and how to use it

The Care and Feeding of Warriors is as always here for you, the reader, oh and also because Matthew Rossi is some kind of demented idiot who will do something like get out of tanking a raid and then spend two hours grinding on some Blade's Edge quests on his draenei warrior before logging onto his tauren for some PvP. We figure it's best to let him do all his rambling about the class in one place before he has an aneurysm.

Reader Arnold Luschin emailed in recently with what seemed to me a worthy topic for this week's column. Rather than mangle what he said, I'll reproduce it here.

Having played a druid to 70, and done a lot of tanking, I am familiar with aggro/rage etc, but I have a warrior specific question for you. Could you possible cover the basics of warrior tanking/fighting ability rotations (i.e. the names of the abilities, and the best time to use them in tanking and grinding/questing)? E.g. for warriors, one would use sunder whereas for us bear tanks the most equivalent ability is lacerate (which we incidentally don't get till about level 66 or so...).

And the answer is, sure, I can do that. The first caveat is that warriors tend to be the twitchiest tanking class, especially as you first learn the class. It can often feel like you have to mash buttons constantly in order to hold onto your aggro lead, and even then adds will often peel away from you when they'd stay right in place for a bear or paladin tank. It takes time to really learn and get comfortable with the somewhat frenetic style of the class, and to a degree this translates out into soloing or questing, depending on what spec you're using. I'd suggest checking out Tankspot and browsing the forums, although the theorycrafting can get pretty thick over there. This article is one of my favorites, though. Bookmark it.

Continue reading The Care and Feeding of Warriors: Rage and how to use it

To shield or not to shield? Rage is the question.

The forums are abuzz with the debate on when to use the ability "Power Word: Shield" on the tank in your group. The original poster on the forum asked why pre-shielding the tank was looked down upon, and the response was abundant!

Warriors and feral Druid tanks need to generate rage to use their abilities to generate the rage required to hold a mob's agro so that it doesn't run rampant in the group, slaughtering the squishies. They generate rage by being hit by a mob and also by hitting the mob as well. In order to be a raid/heroic tank, you have to have your mitigation and avoidance up to a point that you're almost always dodging, parrying, or blocking, in order to not die from a single hit, but in turn that will decrease the amount of rage you can generate. "Power Word: Shield" only decreases the rage generated, while not protecting the tank from that much damage.

On boss mobs, it gets even more tricky. In order to successfully hold (most) bosses, you have to front-load your agro and maintain that agro lead throughout the fight. This means that they need an abundance of rage up-front in order to establish that agro, and they also need time to build up that buffer to keep them ahead. Most tanks only need a few seconds to accomplish that, but the shield just prolongs that time. This also hinders the raid on fights where time is a factor. For example, the old Kazzak enraged after 3 minutes of fighting (he probably still does), and every second of dps counted.

Continue reading To shield or not to shield? Rage is the question.


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