Looking for something to read. Look no further -- here's the best of our weekly features from the last seven days, presented in a handy roundup format. If you missed it the first time, don't make the same mistake twice.
Guildwatch: The aftermath The messiest part of guild drama comes after it happens. And when the bank has been ninja-d the last gquit has been typed in, and the last wipe happens -- that's when Guildwatch appears.
I'm a rather avid raider, putting in a solid 20 hours a week on my Warrior. One of the major things about the time spent raiding is that it can be very precious. There is only so much time that 24 other people, plus appropriate class substitutions, can be available each week. It's critical that the time spent raiding is used well.
Unfortunately, using raiding time well is about as much of a challenge as is downing Illidan. In preparation for this article, I've spent the past three weeks keeping track of the down time in raids. We raid Sunday through Thursday nights, from 7:30 p.m. to 11:30 p.m. We experience a downtime of about 51 minutes for each raid, which is about 20% of the time. Down time is defined as the time that my character is standing still, not attacking, not moving, and not being MDed to.
Is this a good thing or a bad thing? I'm not really sure.
Tip #1: Chain pulling
Personally, I do my best at the main tank to chain pull and push the trash through as fast as possible. This works out 99% of the time, however the 1% of the time it doesn't work out can grind the raid to a halt. Case and point: The trash to Supremus isn't too bad, and is a lot of packs where the MT, OT, and Pally tank each have some mobs to tank. There are also some ranged dragons that the Warlocks tank. These pulls can go very fast, and are very predictable. Pulling slowly we can do this in about 40 minutes, while chain pulling each group, we can push through in 15.
Tip #2: Fully self buffed, all the time
It doesn't take much to buff yourself. Every class has some buff they can apply to themselves, be it food buffs, spell buffs, or shouts. The key here is that you can find a minute or two to always buff at least yourself, if not others. Although, it might not always be possible to buff others as you're going along - and that's okay with most raid leaders for trash pulls.
When information began to trickle down about patch 2.4, hunters, like most classes, were groaning. Which nerf bat would we be hit with next? Fortunately, it seems that we have slipped under the radar. For now. Maybe Aspect of the Beast finally did us some good.
Let's break down the changes and see how this is going to be affecting us. With no major patches between now and Wrath, we might be living with these changes for awhile.
Bug fixes:
Equipping a thrown weapon while in the middle of an Auto-Shot will no longer cause animation issues. Since no one likes animation issues, I'm filing this under "win." Not that I've ever tried to equip a thrown weapon while already shooting, mind you.
Casting Flare while in any way not visible, will no longer cause your flare to be invisible to other players. To me, this sounds fair. Also, I want to be invisible. Rogues can, so why not hunters? Right? No?
Hunter's Mark: Hunters with Improved Hunter's Mark will now properly overwrite Hunter's Mark cast by Hunters without the talent. This used to be, but then was not. Now, it will be again. While it might rub your ego the wrong way always reading the message "a more powerful spell is already active," it is better for overall DPS this way.
The stamina tooltip for hunter pets will now display the proper health increase. Personally, I find that most of my tooltips on most of my characters do not reflect the changes made by my talent points. At least one more will appear correctly, and I will try not to be sad about the others.
Hunters will no longer spin around if they cast Aimed Shot or Steady Shot while facing away from their target. So this was a nice little bug we had for awhile, but let's face it; it wasn't fair. It also doesn't help the "huntard" image any when hunters are caught whining that now, we will have to learn to actually face our targets; and that's just too hard. What does this mean you ask? Do note that these are our two channeled shots, and as such, if another player sees us channeling, they need only run around us far enough to interrupt the channel. Prior to 2.4, we would have spun with the runner.
There's been quite a bit of talk about the PvE vs. the PvP game lately -- with Arena PvP basically dictating the changes to drinking and Lifetap, and Mortal Strike-like abilities also taking center stage (which are almost useless in PvE), Blizzard's plan of having the same characters in PvE and PvP seems to be backfiring on them. They originally wanted to let you use all the abilities and techniques that you use in PvE in PvP as well, but reader Raul recently sent us a comment that more and more players might agree with: it's time Arena PvP became its own game, and Blizzard split the two up for good.
This is the case in Guild Wars -- when you roll a character in that game, you choose it for PvP or PvE, and there are certain things you can only do with each. And even Blizzard is heading this way, believe it or not: with the debut of the Arena realm this weekend, some players are already clamboring for characters that they only play Arena with 24/7.
Are we really ready to split the game into World of Warcraft and Warcraft Arena? There will no doubt be a lot of players who want to continue to play their characters in both PvE and PvP, balance be damned. But if Blizzard is as committed as they seem to be to balance Arena as precisely as it needs to be balanced to turn it into a real e-sport, they may have to eventually make the jump and separate the two games completely.
After Skellum of Dalaran posts on the forums asking just where all these PTR changes are coming from, Nethaera sobers us all up about what the PTR is all about: progressive testing. She says that Blizzard has said from the beginning that there will be changes in the notes, and that things we thought were the end of the world in the beginning have changed or been completely removed. Welcome to the perilous world of progressive testing.
And it occurs to me that I've broken my own rule about patience on the PTRs. When those Shaman notes dropped with only a Stormstrike icon, it didn't occur to me (or almost any other players) that Blizzard wasn't done yet. And while the latest changes still aren't done (we're still waiting for an Elemental buff), things have been fixed somewhat since then.
But is this really just players doubting Blizzard? They posted the patch notes with just one small disclaimer -- would they have been able to quell the furor a bit more if they'd made it more clear that what's posted on the PTR notes has almost no connection to what will show up on the live realms? But then again, Neth never really answered the question of where these changes are coming from -- if Shamans hadn't QQ'd so much over the Elemental Mastery and Nature's Swiftness nerf, would it ever have been reverted? Blizzard seems to be simultaneously telling players to be patient and also give feedback. If players had been patient when the EM and NS nerf came down, and it hadn't caused such an uproar, would it have been changed back at all?
Totem Talk is about Shamans. Matthew Rossi would just like to say "What the heck, did we just get buffed, did I miss a meeting where they decided that shamans get buffed now, holy Puck!" Puck is Matthew Rossi's cat. Yes, he named one of his cat's Puck and the other Aurora. Eventually he supposes he will have a whole host of pets named after members of Alpha Flight. You'll notice they have a team member named Shaman.
If you managed to miss yesterday's post about changes to the PTR, let me link back to it. Okay, now that I've done that, let me shamelessly copy and paste the pertinent information. (My apologies, Eliah.)
Flametongue weapon puts a 50% healing reduction on the target for 5 seconds, refreshing with every hit.
Toughness: each point in the talent now reduces the duration of movement-impairing effects by 10%, in addition to the previous effect of increasing armor. This means 50% reduced duration at 5/5.
Shamanistic Rage changed; now reduces all damage taken by 30% and gives a chance to regenerate mana equal to 30% [was 15%] of your AP. Lasts 15 s [was 30 s].
Global cooldown on dropping totems reduced from 1.5 s to 1 s.
Okay, now take a look at that. The first thing that jumps out at me is that Flametongue buff. Now, I play both a shaman and a warrior. So speaking as a warrior, I'll tell you now that's going to be nerfed - there is no way on this planet that there is going to be a five second duration healing debuff that costs minimal mana to apply to your weapon and which can be constantly refreshed with no additional cost. Especially when it doesn't require any specialization or talent selection: if this went live, all shamans could apply this debuff. (Granted, elemental and restoration shaman don't want to melee with you.) As a shaman, I don't think it's enormously imbalanced, but I doubt highly that it will stand as it is now. Still, it made me go ooh when I saw it. (The warrior in me also kind of wants it to stick around so that MS won't get nerfed.) It also made me giggle to imagine my poor resto shaman running up to whack someone with his Hand of Eternity to apply the debuff. (Also, according to some folks, it's currently bugged in an amusing fashion.) Apparently it also works for Flametongue Totem.
Obviously the flametongue change is aimed at arenas and other PvP venues. But what about the rest of the changes? Are they good or bad and who are they good or bad for?
Last week on WoW Rookie, I showed you the instances you might want to run in your first forty levels.This week, I'd like to tell you more about what to do when you get there.As you level up, playing your intended role becomes more and more important. There are three (or four depending on who you ask) main roles in an instance: tank, heals, damage (dps), and crowd control (cc).The typical instance team includes a tank, a healer, and three dps/cc characters.Read on for more about these specific roles.
Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, Kara or BT, everyone can get in on the action and down them some bosses. Sometimes I forget that WoW is set in a Medieval time period, so here's a little of that flavor...
So it's about 5 minutes until raid invites shoot out to the masses. You're sitting there, stacks of flasks and food in-bag, durability at 100%, waiting by the meeting stone until you have raid buddies to summon. You worked all day yesterday to gather the enchanting mats for your new weapon and are itching to try it out on something more than dailies. You're amped. You're stoked. You're ready to roll.
The clock ticks to raid invite time. You wait for the invite window to pop up. The guildie next to you starts firing up a summoning portal. People start populating the area around you. Still nothing. Over your class channel, the call goes out to see if anyone needs anything from the first 3 bosses. Well, crap. You don't. Things aren't looking good, and your status is confirmed when the radi leader puts out the notice to whisper so-and-so to get on the standby list.
What did you do wrong? How can you ensure a raid spot in the future? You may not like the answers.
All the World's a Stage is skipping class (gasp!), and playing with roles every Sunday evening.
Our spells are shiny and bright, well worth using in more than just combat situations! Last time we talked a bit about this idea, as well as how druids, hunters, and mages could use their spells to entertain their friends. Today we turn to the remaining classes: priests, paladins, rogues, shamans, warlocks and warriors.
Each roleplayer would do well to sit down and examine his or her action bar to pick out those spells which can be used outside of combat, and think of whatever opportunities imaginable to make good use of them. Chances are, if you put your mind to it, you can come up with some really creative ideas.
Buffing, for instance: You've got these beautiful abilities that can benefit anyone around you, no matter what class or level they are. If you're going to bless them with such a neat thing, why not say something about it while you do so? You can say, "<Deity Name> guide you, sir!" or, "you look pretty dumb -- have some extra intellect!" or whatever expression sounds right for your character.
The Care and Feeding of Warriors comes to you again on the horns of a dilemma. Matthew Rossi has found himself playing his human warrior more often when he plays, and being sucked back into raiding again. This has led to him strapping on his DPS gear and dual wielding while still prot spec, and other anomalies he wants to talk to you about.
It's one of the ironies of my time playing warriors in World of Warcraft that I often find myself doing exactly the opposite thing I expected. Recently, due to time constraints and personal issues I haven't been able to play as much at night, and have found myself online at a whole different time of day. As a result I've tended to play Alliance again because there's more people online on my Ally server, and my poorly geared human protection spec warrior has found himself somehow raiding again. It began with a few heroics that impressed some people, a guild tryout I didn't really think much about that consisted of tanking Black Morass over and over again, and now I find myself in Kara, ZA and even Gruul's or Mags as a pure prot spec warrior.
I'm starting to remember it all again, how it feels to hold aggro against well geared DPS, the thrill of using your abilities to keep a mob stuck to you while properly keeping those crushing blows off of the table so that your healer whispers you after the fight and tells you he barely had to break a sweat keeping you up despite your horribly awful blues. Seriously, I'm still wearing a green ring here.
From my understanding, tree druids are currently able to maintain a high level of healing per second through careful upkeep of Lifebloom on their targets. This is due to the fact that a druid can pop all his trinkets to maximize his +healing and then cast the spell. As long as he keeps refreshing the HoT before it "blooms", it will maintain that maximized level of +healing, thus making for a very efficient and powerful spell. As I understand the new patch notes, this will no longer be possible since the incoming Lifeblooms will overwrite the +healing value of the previous ones. I don't play a tree druid, but I'm sure some of my guild mates will be ranting over this in tonight's raid.
I don't think I've ever used an exclamation point in a headline before, but this deserves it. It appears that Paladins' Retribution tree will be getting some passive threat reduction, as of patch 2.3. Posted just recently in the official forums by Eyonix: After further patch testing and some serious discussion, we've decided to add threat reduction deep in the paladin's retribution tree. As a result, fanaticism will now reduce threat caused by all actions by 6/12/18/24/30%, in addition to its current effect of course.
How does that sound? 30% passive threat retribution seems pretty darned solid to me. Let's hear it for Blizzard -- looks like they do listen to what their customers want after all.
The Care and Feeding of Warriors is confused and irritable this morning. Matthew Rossi does not understand the purpose of the changes to warriors in 2.3 and, like all warriors, his first response to confusion is to hit things. Well, okay, that's also his first response to most situations. Hey, it works surprisingly often! Anyway, this time he has decided that today's column will be discussing them, as perhaps out of our shared discussion will come enlightenment. Or at least an idea of how he's going to have to respec.
So, yeah, I am at a loss for words. Go ahead and check out the changes and then come on back.
I'm going to reprint the warrior specific changes here and then start discussing them.
Warrior
* Charge will work more often when targets are up against unpathable areas like walls and poles. * Defiance (Protection) now also grants 2/4/6 weapon expertise. * Devastate (Protection) now combines the effects of Sunder Armor into its effect. It is also now affected by all talents and items that affect Sunder Armor. * Disarm is now subject to diminishing returns in PvP. * Improved Berserker Stance (Fury) now also reduces all threat caused while in Berserker Stance by 2/4/6/8/10% * Improved Intercept and Weapon Mastery have swapped locations in the talent trees. * Intervene will no longer place you in combat. * Hamstring now has a 10 second duration when used on PvP targets. * Mace Specialization (Arms) now has a reduced chance to occur but generates 7 rage instead of 6. * Pummel: Interrupting a channeled spell with this ability will now always properly prevent casting spells from the same spell school for 4 sec. * Shield Bash: Interrupting a channeled spell with this ability will now always properly prevent casting spells from the same spell school for 6 sec. * Shield Slam (Protection) now always tries to dispel one Magic effect on the target. * Sweeping Strikes and Deathwish have swapped locations in the talent trees. * Sweeping Strikes (Fury) now lasts 10 seconds and affects your next 10 swings. * Tactical Mastery: This talent also now grants greatly increased threat from Mortal Strike and Bloodthirst when in Defensive Stance. * Weapon Mastery (Arms) now reduces duration of Disarm effects against you by 25/50% rather than giving you a 50% chance to avoid or full immunity to Disarm effects. * Whirlwind: This ability now strikes with both weapons when a Warrior is dual-wielding.
Some of these are just plain upgrades. The change to Devastate is especially welcome - when I'm tanking I'll probably never bother to hit the Sunder button again. Threat reduction in berserker? Can't see anything bad there. But the changes to the arms and fury trees leave me shaking my head in confusion. Buff or nerf? Honestly, I really can't tell you.
But of course I'm going to try, because otherwise this column is just me going huh? over and over again for a while.
It looks like feral druids will not be denied their bit of love in patch 2.3. The feral talent Heart of the Wild, will be changed to gain +10% attack power in cat form rather than +20% strength as shown in the current version above. As Vorox notes for us in his forum post this is a buff for feral druids.
It may be a nerf for those druids who have stacked as much strength as possible to the exclusion of other stats, but especially considering that they plan to raise the attack power on items that buff druids' attack power while shapeshifted, having this talent to make them even more powerful seems pretty nice to me. It also makes agility scale even better for cat druids than it did before, and in many cases it enables us to get more bonuses from many buffs and items (such as Blessing of Might, and... rogue gear!).
For the mathematically inclined amongst you, here is the formula for calculating your new buffed-up attack power from the original poster Vorox (who translated from German): (Current AP - (Strength in cat form - Strength in caster form)*2)*1.1
After not playing in there for what probably has been months, I found myself back in Alterac Valley this morning-- with the recent AFK changes, things have just gotten so much more active in there, and considering this weekend is an AV honor weekend, there will probably be a lot of blood shed beween the Frostwolves and the Stormpikes. Of course, just because players are active doesn't mean they know what they're doing-- we had twenty people standing around the SP GY flag this morning, and I was the only one actually clicking on it to capture. Oh well.
And now that players are playing in there, it's time to look at the other problems in AV-- map balance and fun factor. That bridge is still an issue when Alliance actually sit down and guard it, but the past few matches I've seen have a completely other problem-- it's just a zerg race. Sure, some folks stay on D at times, but really it's just a matter of which side gets to the other boss first.
And Neth says changes are coming, specifically that Blizz wants to make AV "more fun" and "more balanced." She can't say what that means yet, but I'd be very surprised if the "more balanced" part didn't involve a little map adjusting. As for the "more fun," who knows? Personally I'd like (and I know some of you share this sentiment) to see additions in terms of the PvE stuff, but Blizzard has learned a lot since they first created AV. Instead of the summoning quests and the NPCs entering the action, I'm guessing there'll be things like zone-wide buffs and other Halaa-like happenings.
But as always, we'll see. In the meantime, who wants to go get Balinda with me?