Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. For the next few weeks, I'll be taking a look into the depths of Black Temple from a Priestly perspective.
I was planning on finishing my Black Temple guide but the lure of all this awesome beta news is simply too hard to ignore! I'll have to postpone the guide for a rainy day. Fellow WoW Insider blogger Alex Z. has a terrific analysis of the new Priest talents! It's an excellent analysis of how the Priests will be come the expansion. This week, I want to go further in depth on not just new spells and abilities that Priests bring to a raid but how changes to the other classes will be affecting us. I'll also touch a bit on threat, my thoughts on Lightwell, and the raid viability of Discipline.
Tank Talk is WoW Insider's new raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and Allison Robert (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish.
This week on Tank Talk I'd like to step outside the technical aspects of being a tank and focus more on the psychosocial side of things. In particular I want to look at what happens when a tank is introduced into a tanking corps of a new guild, how to keep current tanks around, and how to deal with all those old tanks that have been in the guild forever.
For lack of a better phrase, I'll call the time from when a tank joining the guild until their eventual status as "god of all things tank" the life span of a tank. And perhaps the most important part of a tanks life is the new part, and it's something that I've been on both sides of the coin – the one doing the inviting, and the one being invited. Each is equally exciting. When joining a new guild I had not only the opportunity to see new content and progress to new heights, but also an opportunity to improve my skill and focus my ability to tank a mean game. And when I became class lead and eventually the guild's leader, I gained an opportunity to help new tanks become acquainted with our style of game play and watch them succeed and excel within the guild.
I like to look at there being mainly fives stages of a tank's life within a guild: Recruitment, Applicant, Raider, Senior Tank, and Mentor. Let's take a look at each of these and see how people in various stages can help usher a new tank into a guild's tanking corpse while keeping the old tanks around and happy. Since this is a long subject, today I'll cover the recruitment and applicant stages in a tank's life, with the raider, senior tank, and mentor stages coming in the second installment tomorrow.
All the World's a Stage is a source for roleplaying ideas, suggestions, and discussions. It is published every Sunday evening.
Sometimes it can be difficult make your character feel really authentic. Very likely, you work in an office in real life, for instance, and perhaps you daydream of burning up all your paperwork. You certainly don't cast hellfire and summon demons to wreak havoc upon the world, so naturally you have no personal understanding of how a warlock would really behave.
Of course it helps to do some research on the lore behind your class, but in fact even lore writers are only imagining. No one in the world has practical experience of what any of the Warcraft classes would be like. Even classes like priests and hunters are so heavily fantasized that there is a great difference between the class and its real-life namesake.
Imaginative extrapolation is the name of the game here, and as always when imagining things, it helps to try and root your character's class-based behavior around some tried-and-true character quirks, things that will make everyone who interacts with you feel compelled to say to themselves, "Wow! That's just the sort of thing a <insert your class here> would do!" Read on for some practical quirks, with links to more resources on the characteristics each class would display.
With so much to look forward to in patch 2.4 and WotLK, Arcane Brilliance would like to take one last look back at the road behind, mostly to see if there's a Rogue back there waiting to stab us. It's a little late, perhaps, but here's a look at the year that was, from a Mage's perspective.
2007 was a splendid year. Someday, when our children's children are grown, we will bore them with stories of 2007, and perhaps refer to it as "back in the day," or "the year I dinged 70," or "the year I learned never to mix chili with microwavable burritos in the hopes that their powers will combine to form 'Chilitos,' the perfect food." Here at Arcane Brilliance, we like to think of it as the "Year of the Mage." We also like to think of 2006 as the "Year of the Mage," and frankly we think of 1902 the same way, so take that in whatever way you wish. Basically we like Mages here, and 2007 was a fun year for those well-versed in wizardry. Not everything was magelicious, though. The highlights--and lowlights--after the jump.
In a thread on the General forums, Nethaera's spoken up to clarify a few issues in regards to the current patch and continued testing. She explains that with all of the major classes changes in 2.3.2, they wanted to see how they played out before adding more. However, they do in fact have more class changes planned for the current patch.
In addition, she states that the patch notes will be the main thing to watch when figuring out when more of the "progressive patching" takes place. She also clarifies that it is not their intention to create huge "undocumented" changes, and that if there are any currently undocumented, they will go into the patch notes soon.
The news that there are more class changes to come should be welcome for classes that feel that Blizzard hasn't been paying enough attention to them lately, especially Shamans. However, since we don't know for sure what the changes will be, and we were told earlier that there won't be any sweeping changes to classes this patch, we may not want to hold our breaths. Either way, with any luck, we'll see our first batch of progressive changes soon, so we can figure out what to expect when the PTRs close and it all goes live.
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.
All the World's a Stage is a column for classy minds, playing with roles every Sunday evening.
You want to roleplay a character with style, pizzazz, panache -- and class! No matter what race or faction you are, your class is going to have a big impact on who you are and how other people perceive you. How you integrate it into your character can, in turn, give you something distinctive to share with other people.
Usually when we think of roleplaying a certain class, we do so with that class's lore in mind. But our WoW characters all have many spells and abilities that they rarely take advantage of in roleplaying. Admittedly most class spells are geared towards combat, when roleplaying is hardest -- you seldom have time to type out interesting phrases while fighting for your life. Unless you get an addon like RP Helper 2 to help you utter pre-planned phrases automatically (and sparingly enough that it doesn't get annoying), roleplaying during combat just isn't very feasible. So, sadly, roleplayers usually leave their sparkly spell effects totally unused while interacting with other roleplayers outside of combat. Even with the game mechanics as they are, however, it's not always so difficult to use some of these spells in roleplaying as one might think.
Although people have a tendency to separate the video-game and the roleplaying into two mutually exclusive activities, in fact each of these aspects of WoW can greatly enhance the other. Roleplaying gets a whole new visual excitement when it transcends the same word balloons and talk animations we use every day. When someone comes along with an innovative use for a spell or character animation that we had never thought of before, it gives you a memorable impression of who that character is. In fact, using spells like this is a special way that online roleplaying sets itself apart from every other sort of roleplaying, and it is an essential skill that every WoW roleplayer would do well to master in his or her own way. In this article we will look at the different ways that druids, hunters and mages could use their class spells to greater effect in their roleplaying.
Michigan plays Ohio State this week in one of the most storied football rivalries of all time. This got me thinking about WoW rivalries. Sure, we only have two teams, the Horde and Alliance -- but we have tons of classes that hate each other, particularly on the forums.
Every class seems to have a rival or two. The rogues don't get along with the hunters, the paladins and priests are constantly fighting over healing, the warriors and druids argue about tanking, and none of the clothies like each other. Everyone seems to dislike a class that shares their role, whether it be DPS, healing or tanking.
But the current epic class rivalry is probably mage/warlock. The mages feel their spot as top caster DPS has been taken unfairly by the locks. The locks feel like everyone hates them and are causing their nerfs. Throw in that both classes compete for the same items and you've got quite a brouhaha.
What do you think is the best class rivalry in WoW?
All the World's a Stage is brought to you by David Bowers every Sunday evening, investigating the explorative performance art of roleplaying in the World of Warcraft.
For a long time now I've wanted to write an introductory guide on how to get started as a roleplayer. After all, roleplaying is something a lot of people would like to try, but really don't know how to begin. The problem with getting started is that various misconceived assumptions may sometimes block us from trying and dampen our enthusiasm. In the particular case of roleplaying, these mistaken assumptions might be along the lines of: "Roleplaying is lying to people about who you are," and "roleplaying is something weird people do," and "roleplaying is a waste of time for noobs." To the contrary, we have seen in previous articles that roleplaying is actually an exploration of who you are, a way to understand and connect with other people, and, in fact, a variant on things perfectly normal people do all the time anyway.
So now -- where to actually begin? Certainly there is no perfect way to begin as a roleplayer, so today I'll outline three basic steps, which you can try and see if they work for you. I would be particularly interested in feedback from people who try out this method as first time roleplayers: if you do try it and have a great time, please come back and tell us about it; or if you try and something doesn't work, come back and tell us what went wrong. It's been a long time since I was a beginning roleplayer, and though I'll do my best to plot a path into this hobby, I only got to be a beginner once! Perhaps other beginning roleplayers will also share their experiences below, and you can see which path suits you best.
Every Tuesday, Shifting Perspectives explores issues affecting druids and those who group with them, brought to you byDan O'HalloranandDavid Bowers.
Druids weren't always night elves and tauren, you know. Well, in World of Warcraft they were, but centuries before the first snowflakes started to form in the clouds of Blizzard's creative minds, the authentic human druids actually walked around casting regrowth, shapeshifting, and spamming moonfire.
Or did they? How much of the class that we know and love in WoW is actually based on the real life druids of old? How did the word "druid" come to refer to our fantasy fighters rather than some ancient wise men in robes?
The official WoW webpage is sporting a new advertisement for some class-themed T-shirts available at J!NX for priests, druids, shamans and paladins. They say that these shirts come with "a +20 buff to pwnage," which is quite a lot, so for those of you out there is running short on pwnage, be sure to wear these shirts at all times! Also, if you need glowing eyes and wings sprouting out of your back, be sure to buy the priests' shirt in particular, as seen in this photo displayed at their website.
The designs actually look pretty cool. I've taken the liberty of copying them for you below so you can see what I mean. Even if you don't need any extra pwnage, one might want to buy a shirt just for the beauty factor alone.
"Oh my frikkin dog, everybody and their second cousin is gonna wanna be Death Knights!" was the cry heard throughout Outland when the new Hero Class was announced. WoW players everywhere had visions of dungeons and raids filled with only Death Knights; as well as Alliance and Horde cities alike all filled wall-to-wall with thousands of players who abandoned their original class to become Death Knights, only to discover (along with rogues and hunters) that it ain't so easy being uber-cool and powerful when everyone else is uber-cool and powerful too -- because everyone else is taking your raid spot.
Well Drysc has a ray of light to shed on this despair... or, in the case of Death Knights, perhaps that should be a big tank of unholy frozen blood to spill on it (assuming that would help):
I expect just about everyone is going to want to try one, but is everyone going to want to drop their long-time proffered class for one? I seriously doubt it. Also there's some amount of self regulation that will really be required to keep group composition equalized.
Not only will the other 9 classes still be needed to succeed in any group effort, but the tactics involved in playing a Death Knight might be too hard for the average Stanley Noobsauce to master. In response to one player who felt that the rune system Death Knights will be using seemed "clunky and not fun," Drysc responded:
I can't stop thinking about new classes these days for some reason. Perhaps it's Blizzcon and the hope that Blizzard will announce a new expansion with new classes in it. In any case, I'm thrilled by the challenge of how to design a new class (or even new class abilities).
And I'm not the only one. Lots of intelligent writers out there have been thinking about this for a long time. One of them, Tobold, recently changed his mind, and I was struck by something in this change. At first he said that Blizzard should not add new classes because there couldn't possibly be anything fundamentally new in this new class, but later he said that maybe it isn't such a bad idea to have new classes that are pretty similar to what we have already. "People who liked one character class and are starting an alt because they don't enjoy the end-game often are looking for something not so different from what they already played.... Adding more content to a game is never wrong."
So I got to wondering, how new would a new class have to be in order for players to accept it? Is it true that people would just cry "Bah! Another kind of rogue!" or "Humbug! another kind of warlock?" Or would these sorts of initial criticisms just die down gradually as people got used to the new rogue and warlock and whatever else that did basically the same thing in just a different way. After all, if you can reduce all class abilities down to a simple few (damage, crowd control, and healing) then maybe you can expand all these abilities out in a myriad of interesting hybridizations too. Perhaps, with this perspective, the potential for class differentiation is limitless.
The first question many players have when they first tear open their World of Warcraft game box is, "What class should I play?" And I'm afraid that my standard answer to the question is terribly unhelpful, "Why don't you try them and see which one you like best?"
I still think that's the best answer (I simply can't know all of your likes or dislikes to simply tell you "Mage" or "Shaman"), but today I'm going to try to give you a more helpful answer by defining the playstyles of each of the nine classes, and making some suggestions on which ones are the most newbie-friendly. So if you're trying to figure out which class might be best for you, read on!
Our reader Josh wrote to us with an common and practical question, saying that he said that he and his girlfriend are looking forward to starting two new alts together and they would like to know what the best classes would be for leveling exclusively together, with no solo play in between. He said, and I quote: "what would the greatest, most face melting/ass kicking/uber pwnage duo in WoW look like?"
Now, fortunately for Josh and his girlfriend, we've actually been asked this question before, and anyways this sort of topic comes up lots and lots and lots of times in one way or another. I'm happy to refer them, and all interested parties of two, back to those posts with comments from our insightful readers. Of course if you feel something has changed since those topics last came up and there's a new best duo in the game, feel free to let us know here!
But in order to give this post some kind of interesting spin, how about we advice them what not to do! What would be the absolute worst class combination imaginable for two people to level with? It's not as easy as you think -- As our class encouragement breakfast topics have shown so far, each of the classes has their own form of face melting, ass-kicking uber pwnage, and they all seem to have abilities that complement each other, no matter who they're paired with. Still... there has to be a less-than-optimal combination in there somewhere, right?
Ideologically, you'd think that paladins and warlocks just would not mix at all, but no, that's not true! Actually they work great together. From my own experience, I remember practicing as a 2vs2 arena team with a mage friend, who is an excellent player, but we still didn't do very well at all. I know it could be just because I may be a terrible druid, or my gear may not be good enough, but it's actually the only time in this game that I've ever paired up with a friend only to feel that maybe our class abilities didn't complement each other well. I thought that if I could level my rogue to join her we might be a lot more successful, but my friend thought that I just needed more practice. Maybe there is no worst class duo! What's your experience?
[Check out the girlfriend's answer in the last panel of this great Penny Arcade comic above, and take it as a warning not to choose for your duo a new class that you like toooooo much, or else you might not be able to resist soloing with it when you have free time and your partner doesn't!]