Love what you've done with the smell, really. The little air freshener attached to the runeblade is a nice touch. Now that I'm in the beta, I've had the opportunity group with -- conservatively -- billions of you. I've healed a lot of Death Knight tanks, and tanked for a lot of Death Knight DPS. Most of you seem like cool people, so I say this with sincere love in my little Druid heart and a touch of worry over what will happen in November:
Most of you are awful.
I don't wish to be needlessly cruel here, mind you, or to overlook that the class is still new. Blizzard endlessly tinkers with you, so it's not like your rotations haven't changed, or your talents and skills are stable. And I know you're not coming to Northrend with a bank full of awesome gear from Burning Crusade. This isn't about your wearing greens or using the wrong attack or tanking rotation; I'm not even going to bother with the theorycraft surrounding the ideal DPS rotation until Wrath actually ships. But I'm seeing an awful lot of you running around playing as if...almost as if...you haven't played a tank or a melee class before. It's uncanny. But when I switched from playing a balance to a feral druid more than a year ago and knew nothing about playing a melee DPS/tank, I made all the mistakes you're making right now. Help me help you!
Remember a little while ago on Ask a Beta Tester, someone asked if Jaina Proudmoore has any role in Wrath? And I said no, she has no new story involvement? Well, a recent beta patch made a fool out of me. She has a role, it's epic, and no she doesn't make out with Arthas you horrible, horrible people.
And with that out of the way, let's get on with the questions. Shadgalaul asked...
What about the whole dual-spec situation? Was this implemented, or did it just fade out and get scrapped?
This hasn't been implemented yet, and nobody is sure whether it's on hold or been scrapped. It seems like instead of giving dual specs, they're trying to make one spec be able to hold its own. For example, tanks are getting higher DPS so they can go off and do their quests without wanting to hang themselves. It's not a perfect solution and there are still a few balance issues, but I bet that if they shelved the dual spec thing, this is what they tried instead.
We may still see dual specs in the future, but we haven't so far.
Since the addiiton of Tricks of the Trade to the Rogue repertoire in the Wrath of the Lich King Beta, Hunters have felt a little slighted. Not only did Rogues get Misdirection, a somewhat defining Hunter ability in PvE, they got Misdirection on a much shorter cooldown that also augmented the tank's damage for even more threat. Koraabrought good news late last night, mentioning that Misdirection's cooldown will be lowered to 30 seconds (down from 2 minutes) to match the cooldown of Tricks of the Trade.
While Misdirection still doesn't have any secondary effects like Tricks does, you have to consider the fact that it can be used at range which is a pretty big deal. While the abilities have similar effects, they'll be used for wholly different things. It's a threat management tool for Rogues, whereas it's a pulling ability for Hunters. The two abilities fill different roles despite their similarities. Hunter threat tends to have some pretty wild spikes sometimes, but I think they have all the threat management they need. Feign Death is on a 30 second cooldown, and the Rogue threat wipe is at 3 minutes.
Every Wednesday, Encrypted Text explores issues affecting Rogues and those who group with them. This week Jason Harper, the new Rogue feature blogger, discusses battleground PvP, useful macros and techniques that strive to keep you alive longer.
My last Encrypted Text post generated a lot of terrific feedback, and when you smoosh it all up and blend it I think you'll find that saying Rogues are a controversial class is a bit of an understatement. No more especially so than on the PvP side of things. In a future column I'll dig deeper into specific PvE instances, both raid and heroic, as well as give you some commentary on the new skills that come with the Wrath expansion. In the column this week we're talking about PvP and how to get the most out of it with your Rogue. I hope to make this a semi-regular topic, updating as we go, focusing on one or two PvP related items each time.
If you could distill the feelings of the majority of non-Rogues out there, at least the most vocal ones, you'd come up with a collective "over-powered" when it comes to PvP. Designed to counter most (but not all) casting classes, especially those *not* geared or spec'd to prevent spell push-back, our goal is to get our target into melee range and keep them there. Keeping this in mind, my first bit of PvP advice for you is avoid fair fights at all costs.
The long awaited Wrath of the Lich Kingbeta is hitting the masses and the patch notes are out. As you've seen regarding other classes there is a ton of really exciting news. Right off the bat Blizzard is changing stat itemization in regards to +Hit and +Crit to a more generalized Hit Rating and Critical Strike Rating. These stats, which in the past had been separated into melee and spell versions are now a single stat that can be attributed to any class. For classes with mixed or hybrid functions, this should greatly assist overall gearing. Rogues should see no overall changes in the way the Hit or Crit mechanic works on pre WotLK gear other than just wording on the tooltip.
I have to say that the changes that Rogues can expect aren't of the world-shaking variety, but many of them serve as excellent clean up improvements.
Hunt much? Got a pet? Scattered Shots is the feature you turn to when you've gotta have your weekly fix of hunter information, and you've just gotta have it every Thursday afternoon without fail.
Those who mine the very depths of the Wrath of the Lich King alpha client have discovered a possible new hunter ability called Camouflage, which, if it goes live, could add an entirely new dimension to the hunter class. Its current form is kind of like a combination Vanish and Cloak of Shadows, in that, once every 5 minutes, it saves you from all debuffs currently destroying you in one way or another, and it puts you in "improved invisibility" (not actual stealth like a rogue has). There's no mention of any time limit, except that it will break when you deal damage.
There are a number of implications this ability could have for hunters if it actually ends up on our action bars. For one, it would be quite different from a mage's Invisibility spell, which usually only allows them to see other invisible targets and only lasts for a short time. If Camouflage were to break upon dealing damage then we'd have to be able to see our targets, right? Likely we'd be able to move around and stalk them too. Also, it would not break when you start to cast a shot (such as Aimed Shot), or even if that shot were to miss -- only if it hits its mark. It could be the perfect companion to good damage openers on unsuspecting targets.
If this goes live, Hunters are going to become snipers on top of everything else we are, which is super cool.
I am a terrible leveler. I started playing back in January 2007, and in all that time have managed to produce a single 70. Admittedly, I think she's a very good 70 and she stays busy, but you would think that nearly 1 1/2 years would be a sufficient period of time to level another class to the endgame. Guess not.
Lately I've been trying to fix this and have gone back to leveling a few alts. While talking to a friend last night about his propensity for leveling alts at the approximate speed of an SR-71, it occurred to me that I have two warriors, only one of whom has leveled quickly. The other just can't seem to fill up the XP bar. Obviously there's no class difference to cite as a possible reason, so I started thinking about what affects the leveling speed of an alt, and why I've got so many unsuccessful ones littering the character selection screen:
Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.
Most guilds see members come and go from time to time. It's never a pleasant feeling to see someone leave, but in most cases you know why they're leaving. That gives you and the other officers the opportunity to fix the problems that led to their departure, so you don't lose anyone else for the same reason. By far the most frustrating gquits are the ones where people just disappear with no explanation. That's what the author of today's e-mail is facing.
Hello Scott,
(Insert Random Pleasantries Here)
I have a question for your column, which I read regularly.
I'm an officer in a progressing casual guild. Over time some of our key faces have changed as real life, drama, and other events weathered the shape and nature of the guild. Up until now players either gave clear reasons for leaving, or had been so apathetic and uninvolved that none were needed.
Recently we discovered two of our original raiders, highly esteemed members, had vanished from our roster. We checked the guild log and found no trace of them quitting or being booted. Months ago they had drastically reduced their playtime (less than a couple hours a week, if that) due to real life concerns. Worried that maybe their accounts had been hacked, we attempted to track them down.
After a little sleuthing, we found them on a different server and in a new raiding guild.
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.
A fairly lengthy thread on the official Bug Report forum today led to the discovery of a problem related to two Rogue skills. Cloak of Shadows and Vanish were both reported by players as simply not working. For whatever reason, rogues were unable to escape the attacks of their opponents in PvP when using these skills.
Reports of problems with Vanish often plague the forums. Most often these issues are caused by client/server latency, as Hortus reminds us, but this time they've identified a separate problem. While not disclosing the nature of the bug, Hortus has informed the rogues in the thread that their feedback has resulted in the discovery of a problem with these two skills and they're currently investigating the issue in hopes of finding a fix.
It's nice to see that players are able to help contribute to fixing the game. If you've had any problems with these skills recently, I'd suggest that you read over the thread and see if your experience adds anything to the discussion.
I was recently playing my hunter in a situation where I could not use my pet because I had to use a special item to mind-control a demon in the Netherstorm, and apparently having a pet and mind-controlling at the same time isn't allowed in the game mechanics. As a beast-mastery hunter, I'm pretty weak without my pet, so I had to use Feign Death a lot to get into position next to the demon. Suddenly I imagined my character as a star in the Warcraft movie, feigning death left and right, and laughing at the demons who fell for it every time.
In a movie, certainly, it couldn't be so simple. The plausibility of the plot would require the monsters to figure out something was fishy when the hunter got up from apparent death the first time. Still, I thought if the ability was used once or twice in particularly appropriate moments, it could be really funny and also make the fans go wild, because they would recognize the game mechanics making a cameo in the film. Imagine: the hunter character in the movie is separated from his pet, surrounded by monsters, shot by an arrow and appears to die, only to be fine later on when his friends come to pick up his dead body. Then maybe towards the end, the bad guy feigns death too, and tricks the heroes with their own trick.
What other in-game abilities would it make you jump with glee to see get a cameo in the movie? What place do you think it would take in the story? The first abilities that come to my mind are Polymorph, Vanish, and a paladin's bubble shield -- anything with a strong visual impact that could play a significant part on the story.
Super-power gamers probably know this one already, but for my part I know this is something I always struggle with. If I have an ability or item with a cooldown of more than one minute, I find myself always hesitating to actually use it; I keep wanting to save it for that emergency moment when I'm really going to need it. The problem is that those situations don't come once every minute, or even every 5 or 10 minutes. They come unexpectedly, and often that one cooldown you've been saving for that situation isn't really enough to save you.
So, as Matticus says, "Use them. Please." It makes a lot more sense to use the cooldowns on a regular basis (like, roughly every time the cooldown is up) than it does to hardly use them at all, or only in situations where it's too late. Now, if you're like me and you think about this for a while, and reluctantly agree that yes it does make sense, then you come up with another problem that you want to use these cooldowns only at moments when it'll be most effective. On my hunter, for example, I hate to use "Bestial Wrath" (and "Beast Within") unless I believe there's at least 18 seconds left in the fight, because I hate seeing myself and my pet all Big and Red with nothing to kill!
But the plain and simple fact is, people like me need to be less stingy with cooldowns. I don't mean we should blow them at moments that don't matter, of course, rather we would do better if we used them much more often, especially when they're not absolutely necessary to succeed. They can help the various sorts of grinding, farming, and trash-mob fighting go by a bit faster, and sometimes in long boss fights you can use them more than once!
Can you think of any cooldowns that you think should be saved for that somewhat rare panic-button moment (such as a rogue's "Vanish," perhaps)? Can you think of cooldowns that you see people often forgetting or hesitating to use?
In a move that many Rogues knew was coming, but some are acting shocked at nonetheless... The "Stealth in and Sap flagged players just to annoy them" routine isn't working so well anymore. Specifically, if you're on a non-PvP server and you Stealth in and Sap a flagged player, it now flags you for PvP. There have been reports of folks getting their faces eaten by guards in neutral cities for just Sapping other people. There's also been some good World PvP starting up out front of instances for the normal/RP servers due to Rogues thinking they're going to be smart and interrupt flagged folks using the summoning stones/mounting up/etc. Whoops...
Personally, I feel that Sapping another flagged player just to be a prat should always have flagged the Rogue in question. Sure, you've still got a chance to get away if nobody happens to see through your stealth and/or you can pop Vanish or Sprint away fast enough. But 'lo and 'ware to any young Rogue thinking s/he can annoy another player by Sapping them and not get flagged by it any longer.
Rogues got a good bit of blue response on the forums today. First, player Snlper of Ysondre server wanted to know why Vanish and Blind still required reagents. The Fadeleaf component to make Blinding Powder is particularly annoying to her as it has to be gathered with Herbalism, pickpocketed or bought at inflated price on the Auction House. Community Manager Drysc thought the complaint holds merit and will hopefully bring it to the attention of the devs.
Next, player Istarian of Lightninghoof suggested a new talent/skill that shifts some unused combo points to the next target when the current target dies before the rogue can pull off a finishing move. This is how he worded it: Redirect Focus Passive When your target dies with 3/4/5 combo points on it, your next attacked hostile target within 15 seconds gains 1/2/3 of those combo points. (This effect will only be active if you have at least 3 combo points on your target).
Finally, this last bit of blue lovin' is a clarification on the melee haste nerf and the impact on casters. Drysc explained that haste and attack power were of similar value to melee players at their base level, but +haste was scaling much faster than +attack power when a player loaded up on it through equipment. Blizzard is bringing down the benefit of +haste for all classes. But then they noticed it impacted casters too much and now they are bringing back up (all the way? a little bit? just for casters? that wasn't clear.)