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Posts with tag damage

WWI '08 Panel: Mage

Well. At first, it didn't seem to me like Tom Chilton had as much news for Mages at the first WWI dev panel as he did for other classes, but one of the Q&A dialogues did reveal a nice vision for our future.

The most common news being reported, of course, is the new "bolt" spell -- the Frostfire bolt. This is a direct damage nuke that's a mix of "fire" and "ice" damage types, and will help circumvent the resistances of certain bosses who have an affinity for an element. Eh. I mean, that's great and all, but it doesn't really speak to any retooling or massive re-vamp at the ways Mages need help.

However, during the Q&A, one of the audience members was a lot more pointed. Now that everyone seems to have their own spammable crowd control, he askes, what's being done to bring Mages back to a more unique role?

The answer was awesome. Simply put, if everyone's doing crowd control, then Mages are going to be buffed in their hallmark: raw, unadulterated damage. Especially since Seed of Corruption shines against our AE damage ability, Chilton says we should expect to see our overall damage output increased.

Does this mean Mages will become the epitome of WoW DPS? Mm, I'm not holding my breath - but at least in terms of putting us back in a vital, noticeable role, the future looks hopeful. Stay tuned as we continue to cover the WWI event, and try and bring the best (and worst) news available.

Midsummer Fun: The bonfire buffs

When headed out to level, farm, or grind during the Midsummer Fire Festival this year, be sure to head to the zone's bonfire for your side (there's one outside of almost every Horde or Alliance settlement) and throw in a blossom. You'll be glad you did, no matter what your level. You'll get one buff right off the bat: The Fire Festival Fury buff. This 60 minute buff will not only give you a straight 3% to your critical strike chance, but you'll also get a damage shield that will do fire damage equal to your level to all who attack you. That's right, Thorns, eat your heart out.

But what's even better is that it doesn't stop there.

Continue reading Midsummer Fun: The bonfire buffs

Totem Talk: Shocks and awe


Totem Talk, the column for shamans, takes another look at offense this week. Matthew Rossi covers how to burn, freeze, or... whatever earth shock is supposed to be, a big rock in the face? He couldn't tell you. But whatever it is, it really annoys spellcasters. Boom, clod of earth in the face, no spells for you!

Last week, on Totem Talk, we escaped a burning warehouse only to discover that Diego really isn't the father...

Oh, wait. No, sorry, that was something else entirely. Last week, we talked about direct damage totems. This week, we're going to talk about those signature abilities of the shaman class, those lovely shocks and the lightning bolts we can throw. The fury of the elements in the palm of your hand? The ability to chain a bolt of lightning to hit multiple targets? Shamans can do these things. The two DPS specs use them differently (Enhancement shamans rarely use lightning bolt or chain lightning, while Elemental shamans are less likely to use shocks since they don't really need to be all that close to their targets, although of course you'll see an elemental shaman using a shock to kite or interrupt and an enhancement shaman throwing a few bolts of lightning when told not to engage in melee for whatever reason) but together they make up the offensive spellcasting options of the shaman class.

There are at present three classes of shock spells that shamans can use. These are Earth Shock, Flame Shock, and Frost Shock. As you might expect, each has an elemental affiliation (Earth, Fire and Water respectively) and its own special characteristics that recommend using it in specific situations. All shock spells are linked, meaning that if you use one shock you lock out the other two as well for the duration of the shock cooldown (which is six seconds) meaning that you have to be careful when using them to some degree. It's not a terrible burden, just something to keep in mind as you explore what each shock does and what situations each is best for.

Continue reading Totem Talk: Shocks and awe

The science of snagging a tag

WoWWiki defines the tag as damaging a mob, thereby reserving the monster or NPC for you and your party so that only you may loot or gain XP from it. It also turns the status bar of the mob gray to other players to indicate that it has been tagged by another player. Rufushonkeriv asks an interesting question over at LiveJournal, however, about kill stealing and how it can happen in World of Warcraft. The tagging mechanism, which isn't present in more than a few MMOs, is supposed to prevent kill stealing in the game.

However, the poster asks how a mob he has tagged is sometimes tagged away from him and explains how, when attempting the same thing, he only ends up killing a grayed-out mob faster. It is quite possible that the poster uses a DoT spell to get a mob's aggro, only to lose it to another player who deals damage with an instant cast spell. Lag can also sometimes explain how a player might think she damaged a mob first, only to have it turn gray when another player hits it.

Technically, the first player to damage a mob tags it -- it isn't the player who has aggro or the player who first cast a non-damaging spell on the mob (such as Mana Tap or Hunter's Mark). There is some confusion as to the amount of damage needed to secure the tag. For example, if a player damages a mob for 1 point and a second later another player hits it for 1,000... who tags the mob? In theory, it should be the player who hit the mob for 1, because she damaged the mob first. The mechanic is pretty straightforward but in some cases players are confuddled through a mix of lag, lack of understanding about the tagging rules, and just plain old bad luck. As a rule of thumb, when tagging, hit it fast and hit it hard!

Totem Talk: The Arsenal

Totem Talk is the column for Shamans. Matthew Rossi has been rediscovering his restoration roots this week, so of course he's decided to write a column all about the offensive aspects of the shaman class. There's something seriously wrong with that boy.

Damage dealing. The next few columns will discuss just how shamans go about putting the hurt on people: this series (The Arsenal) is about totems, shocks and the two lightning bolt spells, the offensive arsenal of the shaman class. As you first start out playing a shaman, you quickly learn that there are a variety of ways to output damage as a shaman: offensive totems, instant-cast but short range shocks, and longer rage lightning bolt and chain lightning spells with a casting time. As time passes and you settle into either a melee role using weapons or a caster role (meaning that you don't want to be anywhere near the things you're killing) you'll change the way you use these abilities. There are effectively two 'play styles' for the shaman, which we'll call 'elemental' and 'enhancement' for the specs that make the optimum use of these styles: a restoration shaman can act like an elemental or an enhancement shaman as he or she chooses, but even in equivalent gear she'll of course be less effective at dealing damage than they are, since the restoration spec is optimized for healing.

This week we'll be primarily talking about totems in a direct offensive role.

Some totems, of the fire variety, deal direct damage, either through a directed fireball effect (Searing Totem) an area effect burst (Fire Nova Totem) or a continuing AoE pulse (Magma Totem). There are other totems that an enhancement or elemental playstyle benefits from dropping during combat (we all know about Windfury, Grace of Air, Wrath of Air, and Totem of Wrath by now I'd assume) but these are not direct damage totems and so this paragraph is the last time I'll be mentioning them. It's interesting to note that Totem of Wrath is a fire totem, and so you can't drop any of the direct damage totems if you use it, but by the time an elemental shaman has Totem of Wrath he or she probably prefers it for most situations anyway. A starting shaman will probably be dropping Searing Totem as much as possible, mana permitting, as it's one of the first offensive totems you'll get (level 10 vs Fire Nova at level 12 and Magma Totem at level 26).

Continue reading Totem Talk: The Arsenal

Scattered Shots: Auto Shot

Scattered Shots is for hunters. 'Nuff said.

One of the most confusing things about a hunter's repertoire of spells is the exact use of Auto Shot. This ability is unlike the abilities of any other class, quite different from a warrior's swing timer, or a caster's wand shooting. Auto Shot is like a metronome, and the music of hunter DPS requires that we play according to its beat.

We've discussed Auto Shot a little bit in last week's introduction to Shot Rotation, but Auto Shot is much more complex than is first apparent from simply reading the ability's tooltip. First of all, there is a discrepancy between what the interface shows you of Auto Shot and what is actually going on. If you don't use any hunter addons, you may have great difficulty getting a feeling for any of what this article is about, because Auto Shot doesn't have any representation in the default UI. If you use an addon like Quartz or ZHunterMod, however, you'll be presented with a timer that looks something like a regular casting bar -- and while this Auto Shot bar will help a great deal, it is still not complete. No matter what, your imagination and inner sense of timing are going to have to do a good bit of work in getting your shots timed right.

Continue reading Scattered Shots: Auto Shot

WoW Rookie: All you needed to know about stats, part 3


In today's continuation of our series on what the various stats in World of Warcraft do for you, we're going to be discussing caster stats. And, while a long-time player probably knows everything I'm talking about here, someone who's newer to the game might find spelling all of these things out to be handy. Curious as to how gear with +spell damage helps you out? Not quite sure how useful gear with mana per five seconds on it is for your class? You're in the right place.

However, before you keep reading, it's well worth it to check out part 1 (covering the five main game attributes) and part 2 (covering statistics effecting physical damage). Coming up our next installment we'll talk about defensive statistics (armor, dodge, parry, resilience, etc), so stay tuned!

Continue reading WoW Rookie: All you needed to know about stats, part 3

Mage Spell Calculator shows numbers behind the casting

From a forum post by Jonaleth, we find this nifty little tool that will tell you everything you ever needed to know (ever) and even some things you didn't about how your mage spells push out damage.

It takes a while to load, and the site seems pretty rickety (I really hope posting it here doesn't bring it down), but once it loads up, you can realize just how powerful a tool it is. Put your mage talents in, use the checkboxes at the top to fill out info about your gear and situation, and then the tool will show you average hit calculations,damage per mana spent total, and even all of the damage coefficients (up to 2.0.1, so Arctic Winds hasn't changed here yet) on each one of your spells.

Pretty incredible tool for mages, especially for those who want to squeeze every possible bit out of their class and spec. Jonaleth uses the guide as proof that frost mages don't get to churn out nearly as much damage as fire mages do. Well, umm, yeah. What else is new?

But Jonaleth is right-- this kind of tool does provide a really clear look at what we already know to be true. Now you can see in raw numbers just how crazy powerful Pyroblast is.

Speedrunning Shadowfang


This is something cool that I haven't seen in WoW before. The video above is a paladin named Daz on EU Bronzebeard speedrunning Shadowfang Keep in 11 minutes and 17 seconds.

Now, I don't know if that's fast or not, only because I haven't seen anything at all about doing speedruns in WoW. Speedrunning (beating the game as fast as possible) has gotten popular for games in the 8bit era, probably because of emulators and save states, but WoW instances seem like a great place to race through. I wonder why it hasn't happened much yet. Well, except for that one big exception.

One reason may be that, unlike battleground twinking (another "below the radar" kind of competition), the classes just aren't balanced for it-- while the paladin here does pretty well, I'd imagine that at level 70 in a lower level instance, a mage would always be faster, just because they can push out the most AoE damage. But that doesn't mean we can't pit the same classes against each other. Anyone want to give the pally's time a go and see how fast you can tear through SFK?

Phat Loot Phriday: Blinkstrike


Last week we did a little joke with Phat Loot Phriday (and, if I can brag for a moment, did everyone read my completely-made-up WoWWiki article that the beautiful people over there didn't delete?), but there's nothing funny about the loot this week-- it's one of the most droolworthy world drops you'll find in the game.

Name: Blinkstrike
Type: Epic One-hand Sword (which means, yes, it can be dual-wielded)
Damage/Speed: 143 - 267 / 2.60 (78.8 DPS)
Abilities:
  • chance on hit: adds an extra attack to your swing.
  • What, no other stats? Nope, it doesn't need any other stats-- that proc might be the best one in the game. Players who've had one say it procs about 5-6% of the time, which is nice, but here's the big deal: unlike most "extra attack" procs, this one supposedly chains. As in, you hit once, get an extra attack, and then get another extra attack from the extra attack. One player reported seeing 8 hits chained in a row-- that's around 1300 damage without any crits with one swing. Ummm... yeah. Unstoppable much?
  • Because of that, this thing is perfect for combat rogues, but fury warriors will love it too (Tanks will find better defensive swords, but they have to PvP sometimes, too, right?). Bewarned: the chaining thing is very likely a bug, but even if Blizzard nerfs that, extra attacks are teh win.
How to Get It: With a weapon as crazy as this one, you know they're not going to just give it out. In fact, that's exactly what they're doing, but very, very rarely-- it's a very rare World Drop, which means it could drop from anywhere at any time. Some servers haven't even seen them yet, though, so if you really want one from a drop, you'll be killing things for a long time.

The better option would probably be to just farm the gold-- they're selling on the AHs for anywhere from 1500 to 3000g. At least it's not as much as an epic mount, right? If you do go the raising money route, make sure you can find a seller first-- make friends with your guildies, in case they get one, and keep an eye on your AH and your realm forums to see if anyone's found a Blinkstrike to sell.

A Blinkstrike is more of a weapon you just come across if you're lucky, rather than grinding or questing for. But everyone can dream, right?

Getting Rid of It: If you're crazy, a vendor will give you 10g, 19s, 34c for it, and it'll DE into... well, it'll DE, but no one has DE'd it yet-- probably a Large Prismatic Shard or a Nexus Void Crystal, if I had to guess. Of course, if you have one that you can't get rid of and can't use, feel free to drop it in the mail to Punishment on Thunderhorn-- I'd love one!

AddOn Spotlight: SCTd

We all probably know SCT, or Scrolling Combat Text, the mod that puts incoming damage, buffs, etc. above your character's head, or down the side, or whatever. It's the AddOn that Blizzard ripped off borrowed for their built-in Floating Combat Text, and it's a true classic of the AddOn world.

But what if you wanted to display your own damage, the damage you dish out, above your head? SCT - Damage (or SCTd) is the ticket there. It requires SCT, and can show all the damage you do, including names of special skills, resist information, coloration by spell school, DOT ticks, and so forth, right in the middle of the screen over your character's head where you can see it. It's very nice for ranged damage, since your target may be inconveniently located for the built-in damage display.

It's a good mod, and I love it. I only wish it would show heals I do as well as damage I do -- I know SCT can show my heals, but it would work better for my setup if SCTd could do it too. New in the latest version of SCTd, by the way, is an oft-requested feature: the ability to show damage above your targets' name plates. It's still in beta, so to speak -- it's buggy and has some limitations -- but if you want it, there it is.

Download SCTd at WoWInterface
Previously on the Spotlight
AddOns for the Complete Noob

The trouble with epics?

I must say, in all my forum travels, this is one of the more educated posts I have read in a long time. It is a well thought out piece of writing that goes over epics and their high damage output.

The post goes in to detail as to why tier-2 epics are overpowered from a damage output perspective and not enough damage absorption. The crazy part is when he compares a blue equipped mage versus a blue equipped hunter, or the same pair wearing MC epics - the mage can crit for 38% and 42% of the hunter's life, respectively. A BWL equipped mage can score a 71% crit on the hunter's hp. That is insane!

The poster also goes on to mention various ideas to bring things back into balance, which I applaud him for! Nothing will get a problem solved faster than having a solution attached to the complaint. While I think this isn't something we will see fixed quickly, hopefully Blizzard will take notice before they release the expansion (one of the solutions).

I also liked the idea of changing spell resistance to be more of a partial blockage of the damage (similar to AC and melee damage) rather than an all or nothing deal.

Kudos to Arash for such a fine post.


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