Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.
Brace yourselves, ladies and gentlemen. Today's Hybrid Theory is purely guesswork and speculation. In no way will I pretend that these are facts, and you should not take them as such. It's a topic that grabbed my interest, and it's something I really enjoy trying to figure out despite the missing pieces of information we don't have yet. I welcome all of you to add your thoughts on it in the comments section below. Perhaps we can get a decent idea of what's to come.
Let's get started, shall we? In the previous weeks of Hybrid Theory, we've discussed all we knew about some of our favoriteclasses. During this discussion, matters of itemization often came up. Most notably, the new Spellpower mechanic. This would allow healers and DPS classes to use the same gear, but Healing spells would get twice the benefit.
First thought is that DPS and healers will share gear. Right? Well... maybe. Possibly. There are a lot of factors we don't really know yet. While it isn't always the case, for some classes there is a pretty large divide between gear that is good for a caster and gear that is good for a healer, and the deciding factor isn't how much damage or healing is on that item. In some cases you'll be able to switch seamlessly from DPS spec to Healing spec and not need to change your equipment, but trying to optimize your gear in both cases is not going to be so easy.
Sources are saying that a new Alpha build showed up on the WoTLK Alpha servers yesterday, featuring a few interesting changes. Kalgan's promised spellpower change we have mentioned, and it now appears to be on the Alpha servers. In addition, it looks like the dev team is working on consolidating even more stats. As of the latest build, all instances of haste rating, hit rating, and critical strike rating on gear will now modify both physical attacks and spells at the same time.
Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.
I really thought my excitement over Wrath of the Lich King would fade after the initial onslaught of alpha information and just come back around launch time, but that hasn't really been the case. It's been a pretty consistent type of excitement, and I pretty much devour every piece of information I can find.
We've talked about Druids already, but while I love Hybrids in general, my Shadow Priest is my main and my first love. Yes yes, I'm sure some of you still disagree with Priests being Hybrids, but I'm of the opinion that they are so I shall continue. If you want to disagree, do so in the Comments section below.
I adore playing my Shadow Priest, but I think all Shadow Priest players agree with me when I say there are some definite issues with the class on some level or another. Why don't we take a seat and see what might be on the devs' minds, eh?
So when patch 2.4 came out, you might remember a certain line in the patch notes: "Added several new tradeskill items to the new Sunwell Daily faction vendor: Three jewelcrafting recipes to cut gems with spell haste from Dawnstones, Talasite, and Noble Topaz."
Here's the problem: Those recipes actually don't currently exist anywhere in game, or at least haven't found their way to any Jewelcrafters. You can find Quick Dawnstone, Reckless Noble Topaz, and Forceful Talasite on all the WoW item database sites, but the recipes themselves seem to have gone missing, and aren't on Eldara Dawnrunner, nor do they so much as appear to drop from any mob.
Don't worry though, Jewelcrafters, all hope is not lost.
Raid Rx is designed to encapsulate and cure the shock and horror that is 25-man raid healing. Ok, so it's mostly horror... Anyways, if you're a big fan of X-TREME Whack-A-Mole (or are being forced into it against your will) this is the column for you. Btw, Kil'jaeden says hi! Ok, maybe not...
This is like the song that never ends. It goes on and on my friends. Who knew there was so much to say about casting faster? I swear this is the last week of it. I'll find something... anything... else to talk about next week. Just stick it out. You can do it!
For a bit of a recap, Part 1 explained how you can reduce casting lag, the first step in getting your heals to land faster. If you haven't read the details, please take the time to do so before you hit up Part 2, the fundamentals of haste. This section covers what haste is, the typical reasons someone would want it, and a breakdown of the common haste healing items as they compare to regular healing gear.
This week I'm going to finish the series with an in-depth look at the remaining haste gear by class, including what's available now and what's coming up in Patch 2.4.
Between Arenas, V'Ming spends his time as a lock laughing ominously in AV, tanking Olm with his own minions and pondering troll fashion from Zul'Aman. He's recently started to plumb the depths of SSC with his 0/21/40 build and bragging about 8k shadow bolts.
With the current furore over patch 2.4, one may be hard-pressed to keep up with the latest news and developments, especially if you've got raid/ work/ school schedules to keep to and tax forms to struggle with. Ultimately, few of us really read through the patch notes line-by-line, often just skimming for parts that matter to us. As warlocks, we'd naturally be concerned with how patch 2.4 affects us - are we nerfed or buffed? Can warlocks ever not cause the world to end?
Allow this intrepid columnist to dive into the murky depths of patch 2.4, to surface with hopefully some pearls of wisdom that answer the hundred-dollar question: What does it mean for me?
For really busy warlocks, 2.4, in a nutshell, is a buff in terms of group and raid utility for warlocks.
Raid Rx is designed to encapsulate and cure the shock and horror that is 25-man raid healing. Ok, so it's mostly horror... Anyways, if you're a big fan of X-TREME Whack-A-Mole (or are being forced into it against your will) this is the column for you.
The last time we parted ways, you had been left with some casting lag reduction homework. This was the first step in pumping up your healing per second (HPS) with little in the way of capital cost. Today we're going to cover spell haste.
I have a ton to say, per normal, so I'm gonna hide all the healorz juiciness behind the jump. You'll prolly want to go and get a snack. You're going to need provisions to make it through, methinks. I'll wait here until you get back, np.
Forceful Talasite - +4 Spell Haste Rating and +6 Stamina
While the effectiveness of Spell Haste is still up for debate, new options for gems are always good. I have a feeling this won't do much to help the Talasite market, the +Stam/Resil cut didn't even help much, but at least it's another use for the things. I'm pretty sure everyone who plays WoW has a stack of them sitting in the bank.
Additionally, we have a few new metagems coming our way!
The CMs are doing a real drive-by on the forums this afternoon. The latest tidbit dropped by Drysc (in an only barely related thread) is that spell haste will reduce the global cooldown on spells, to a minimum of one second. It will not apply to melee or ranged attacks. Previously (and currently, as of this writing), Spell Haste was capped out by the Global Cooldown-- it doesn't matter how fast your spellcasting went, because you were stuck with the 1.5 second Global Cooldown every time you cast. But as of 2.4, that cap will go bye-bye for casters, leaving them to rack up as much Spell Haste as they can, aiming towards a 1 second global cooldown.
Now, Drysc does say that it would take a lot of Spell Haste to reach that one second-- more, he supposes, than is possible in the game at this point. One player speculates that it would take 785 Spell Haste rating to go from 1.5 to 1 second (+50% spell casting speed basically), and while I'm not sure about the math on that, there's no question that you'll need a lot of Spell Haste with the current gear to cast that fast. In the expansion, however...
Non-casters are unhappy, to say the least-- especially hunters, who are distraught that while mages will be able to shoot off fireballs faster, they won't be able to shoot off Arcane Shots any quicker. Melee don't have much of a leg to stand on (their attacks aren't limited by mana as caster attacks are), but hunters may have a point-- they get charged mana and can't go faster. They shouldn't get too ruffled yet, though-- odds are we haven't heard the last of the big changes in patch 2.4.