We had a little bit of controversy in the first installment, so I'm just going to state this as baldly as possible; if you hated what I wrote last time, there's a good chance you'll walk away from this one thinking I eat babies. Delicious, delicious babies. While I never mean to offend people, I reserve the right to tell them the truth, or at the very least a highly entertaining and plausible lie.
Truth, she be at times an ugly mistress. And she ain't gettin' any prettier as we move from DPS to tanking.
Tanks have significantly more responsibility, both in groups and raids, and they face the competing directives of maximizing mitigation (to keep their healers happy) and maximizing threat production (to keep their DPS happy). I've healed dozens of Death Knight tanks at this point, and while the average pugged DK tank has gotten noticeably better, there are still a few trends you'd want to be aware of as a healer. The problems in beta right now are made worse by Blizzard unintentionally overselling the ease of tanking on a Death Knight in 5-man runs. Many people seem to have interpreted the statement that they should be able to tank well with Blood, Frost, or Unholy specs as being tantamount to saying they can tank well regardless of how their talent points are spent in those trees.
Any experienced tank can tell you right now that this is not true, but people believing that it is is how you wind up with 11K-life Death Knights taking 7-8K enraged hits from Keristasza in the Nexus. If you've never tanked before but you're interested in tanking on a Death Knight -- or pragmatic enough to know you'll probably wind up tanking a certain number of 5-mans on your DPS Death Knight -- I hope this article helps you avoid what I went through in May 2007 when I started tanking and sucked at it.
I came to the beta to slowly lose my mind trying to heal insane tank damage and gulp Extra Strength Tylenol. And I'm all out of Extra Strength Tylenol.
Ghostcrawler just recently posted some good news for both Protection and Holy Paladins. Some of them are simply a matter of convenience, but all of the changes posted were nice little buffs.
First, Righteous Defense now has an 8 second cooldown. It's 15 seconds on live realms, and was 10 seconds previously in the beta. I'm very, very glad this change was made, though it's an example of the 'slippery slope' of homogenizing classes/tanks. Paladins were the only class with a ranged taunt, but now all of the tanks have one. Righteous Defense still taunts multiple mobs, but all of the other tanks had/have AOEtaunts as well. Righteous Defense mostly lost what made it beautiful compared to the other taunts, so it really needed this buff to not look terrible. I'm glad they did it.
Recently an interesting thing happened in the world of game design. To non-WoW players, it may seem like a minor detail, but it really shows an insight into the way that Blizzard designs their games.
Rogues have, of course, been stealthy for a long time, and when word first dropped that hunters might be getting Camouflage in Wrath of the Lich King, we were pretty excited that some element of stealth might be added to our class too. Blizzard went back and forth on this ability, first putting it in, then taking it out, then putting it in again, and finally taking it out again. In the end they decided that it was just too similar to the rogue ability, and they didn't want to blend the classes together too much. This was about the same time that they gave rogues a new ability, called Tricks of the Trade, which looks a lot like the hunter's ability, Misdirection.
To one player who asked what was up with this unfairness, Ghostcrawler spoke up and explained some of their design philosophy. She started by saying that they have 10 classes now, and they have to add more in every expansion. The "lazy-designer" way to handle this kind of situation is just to find an ability that works for one class and just give it to another. This would end up leaving the classes without enough to distinguish them all individually, and it's something they wanted to avoid.
So why was Misdirection an okay ability to share, while Stealth was not?...
While a lot of debate goes back and forth about how much damage Fury is doing in Wrath, and how fun the tree is, there's one fury talent that is unabashedly awesome in my opinion: Bloodsurge. Bloodsurge is a pure delight to use, and is a perfect example of synergy in action: the Fury tree stacking a boost to critical hit with the new Rampage (which we will also be spotlighting, never fear) which causes your Bloodthirsts to crit, which gives you an instant cast Slam with a high chance to crit as well.
It's quite possibly my favorite Fury ability (yes, even more so than Titan's Grip, which I am currently back in love with - I know you were all pulling for us crazy kids to make it) just for the fun of hearing the swoosh-bang on a BT crit. That sound means hit the slam button for extra damage! It's like getting all cherries on the slot machine, but without having to sit with all those people feeding quarters into the boxes with that desperate, hardened stare. Those folks scare me. I get the sense they'd like an instant cast slam as well, so as to easily steal my quarters.
15 Minutes of Fame is our look at World of Warcraft players of all shapes and sizes – from the renowned to the relatively anonymous, the remarkable to the player next door. Tip us off to players you'd like to hear more about.
So – achievements. They're a pretty neat concept for casual players as well as ... well, over-achievers. Fans of the upcoming new feature have already begun setting up for various achievements, farming rep, running old-school content and collecting gear and quest completions in preparation for the expansion's launch.
Among the high achievers is <Hells Fury> of Eonar-EU. "Unlike most guilds," writes officer Nerfs in a news tip to 15 Minutes of Fame, "it is not focused on raiding or PvP. We are instead focusing on the achievements that will be released with the pre-expansion patch and the expansion itself." Pretty cool idea for a bunch of folks with mixed-up schedules and piled-on work and school responsibilities! We visited with Nerfs yesterday to see how the guild is pulling it all together – and we have to admit, this sounds like a fun new way to play as a group.
In the midst of a mostly unrelated post about the Druid Balance tree, Ghostcrawler let slip the following: "The dual-spec feature will shine more light on talent design (more on that at Blizzcon) and we'll have a better idea of what we want to do with trees when that goes live." Now I don't know about you all, but as someone who plays a healing class for a main, I am very interested in the dual spec idea. Knowing that we'll get more information on it at Blizzcon, just a few days away, makes me a happy priest indeed.
But what could she mean by the dual-spec feature shining more light on talent design? It's a slightly mysterious statement, but my interpretation is that when everybody can have two specs and switch between them either freely or at least cheaply, the load each spec needs to carry lessens. It's OK if Holy can't solo, because you can just switch to your Shadow spec for that. It's not such a big deal if Combat isn't as strong in PvP; just swap out to Assassination for the BG weekend, and swap back in time to raid. The trees no longer have to be strong in all areas of the game. But that's just guesswork on my part; GC may well have meant something else entirely.
Either way, we'll see in Anaheim this weekend, and WoW Insider will keep you posted with live reports.
There's a huge forum thread over on the forums right now (though it's been going for the better part of a month) about Blizzard putting in more for roleplayers -- player housing, surnames, and "a more interactive world" are all asked for, and much later in the thread, Nethaera does weigh in with a nice long statement about how Blizzard is dealing with all of this stuff. The bottom line, as always, is that there's only so many hours in the day, and Blizzard has to prioritize what gets worked on. And as of yet, neither player housing nor surnames or any of the other suggestions have made their way to the top of the list.
Which makes sense -- as many roleplayers as there are, nobody would really call them the primary audience of the game. There are definitely other games out there that are much better for defining a character. Which doesn't mean that we'll never see these things ingame -- player housing has been wanted (and promised) for a long time, and surnames are something that's common in almost every MMO but World of Warcraft. Neth just says that it's a matter of time, and that while player housing is still on the horizon, the world of Northrend will be more immersive and interactive than the rest of the game so far. Which is good news not just for roleplayers but for everyone else as well.
Blizzard has been putting off posting system requirements for Wrath of the Lich King for a while, but they've finally made a commitment, posted on the official forums. As one might expect, they're fairly forgiving given modern hardware, but they are significantly bumped from the BC requirements (which were not updated from classic WoW, aside from nominally requiring a broadband connection). Here are the minimum and recommended requirements for Wrath:
PC:
Windows XP SP3 or Vista SP1 (Windows 2000 no longer supported)
Pentium 4 1.3 GHz or AMD Athlon XP 1.5 GHz (up from 800 MHz Intel/AMD). Dual-core recommended.
RAM: 512 MB/1 GB for Vista, doubled from same as previous. 1 GB/2 GB recommended.
Video: GPU with hardware transform and lighting and 32 MB VRAM, same as before. Recommended 128 MB VRAM.
Mac:
Mac OS X 10.4.11 (10.3 no longer supported)
PowerPC G5 1.6 GHz or Intel Core Duo. Big change here: G4s are no longer supported. This one actually affects me, since I do have some G4 machines hanging around the house. Intel 1.8 GHz recommended.
RAM: 1 GB, up from 512 MB. 2 GB recommended.
Video: Hardware transform and lighting, 64 MB VRAM. On the face of it, this rules out the integrated graphics found on MacBooks and Mac Minis, but there's been no official word on it yet. 128 MB VRAM recommended.
In about a week, Patch 3.0.2 will drop on our collective heads and it will be a glorious time for Paladins. Barring any unexpected nerfs from the current build, the new patch should see a new era for the class where our brethren from other trees stand shoulder to shoulder with everyone else. Massive changes to the class will mean that Retribution Paladins will not only find a spot in groups, they'll actually be sought after. Protection Paladins will not just continue to excel in AoE grinding and tanking, they'll be the Energizer bunnies of AoE, turning it into an artform. And Holy... well, Holy still has a few kinks that need to be worked out, but Paladins are still phenomenal healers with more flexibility than ever.
It is our time to shine. Each and every Paladin of every build will be viable, wanted in groups, and formidable to face in a PvP setting. Core changes to the class will make it less of a chore to micromanage and more fun and strategic to play. For many of us, Patch 3.0.2 will be sweet redemption for all those times of sticking with a class that was generally frustrating to level up with (unless you were Protection), had clunky core mechanics on short timers, and oftentimes pigeonholed into one role, later two. These days, anyone who laughs at our choice of tree, even Retribution -- especially Retribution -- will be on the receiving end of our powerfully revamped Avenging Wrath.
Not only will WoW Insider be at BlizzCon all weekend, and not only will you get a chance to meet-and-greet with us on Thursday night at The Lost Bar, but this is the first BlizzCon in the life of our podcast, the WoW Insider Show, and the show's going on the road, too. Friday night at 8pm, we're inviting you to come see us do a live recording of the show, direct from right outside the Anaheim Convention Center. Our partners at WoW Radio will be set up in the courtyard between the Convention Center and the hotel next door, and all of us will be there, doing a live recording of the podcast for you to hear and see as we do it.
And as if that wasn't enough, we've got another surprise, too: the folks from The Guild will be right there with us. Felicia Day and her cohorts will have a panel during the day, but they're spending the evening with us, so we'll talk to them about making the series, their experience with WoW, and what they think of all the craziness that's sure to be at BlizzCon. We'll have some other guests from around the community as well: both Totalbiscuit from WoW Radio and Starman from World of Warcast will be on hand to talk shop with us. And as is usual on the WoW Insider Show, we'll talk about everything going on in World of Warcraft, our most popular posts on the site, and don't be surprised if we have some good giveaways for passers-by to win as well.
It's going to be a lot of fun, and you'll get to see us make the show right there in front of your very eyes. Friday night at 8pm, come right outside the Convention Center, and look for the WoW Radio setup, because that's where we'll be. Everybody have a safe trip out to BlizzCon, and have a great time while you're out there.
On October 14th, when patch 3.0.2 descends, so does the achievement system, and with it, "Shop Smart, Shop Pet...Smart," the achievement for collecting 50 non-combat pets. The reward is of course, another non-combat pet, along with achievement points to help you feel 1337.
The Darkmoon Faire offers you the opportunity to easily and cheaply acquire three of the five frog pets in the game. While you'll have to shell out a bit of money, you might be able to make a profit in the end. For higher levels, the cost won't even be noticeable. Here is what you can acquire:
Here's an endearing little film called Flapping Feast from Tinkersmith Productions. It brings us that universally heartwarming story of a boy and his... um, chicken. Well, the chicken's a man, actually. And the boy is a middle-aged gnome named Falkireohan Tinkersmith the Second. But nonetheless! As I was saying... This film tells the tale of a gnome whose self-defense spell against a ganker goes horribly wrong and, in his guilt, Falkie tries to set things right as much as he can. The story logic is, assuredly, like a Grimm fairy tale -- the only way a man-who-thinks-he's-a-chicken can live happily ever after is if he has a pullet for a bride? -- and it has a feel to it without much of a character arc, but choosing a child to voice the 50-ish gnome and the folk-taleaccented English somehow works for me. And anyone who doesn't crack up laughing at the music which plays over the credits needs to get their funny bone examined. You may want to also view the sequel called Flapping Feast 2, but I didn't find it as charming as the original.
Welcome to Ask a Beta Tester! We're not going to waste any time today, and just jump in feet first with Jerematic's question...
Are there any other world PvP objectives, beyond Wintergrasp?
There aren't any objectives as far as things you can capture, no, not really. However, there are little PvP areas in certain zones. For example, there are PvP quests in Grizzly Hills. You take the quest, you are PvP flagged as long as you have the quest, and you have to complete it in a nearby area. In the Grizzly Hills example here, the Horde and the Alliance are duking it out in a massive logging camp that they've chased the Venture Co. away from. Have you ever wanted to ride down a river on the back of a huge log? Wrath'll do it for ya.
Chalios asked... I'm a prot pally and I was wondering that since Blessings of Kings is going to be 2% stat increase base with an extra 8% on the improved version, will Greater Blessings of Kings start off with 2% as well at base and scale with the improved version or will it still be 10% and provide me with an extra 4 talent points?
The Greater Blessing will work the same way regular ol' Blessing of Kings works in Wrath. 2% per talent point. You don't get to skip out on spending 4 talent points.
Tipster VyseV1 hit us up with a mail pointing to Ghostcrawler's latest post on the beta shaman forums, and it's chock full of shaman changes. Some of them aren't really changes at all, but rather things that didn't change, interestingly enough. As an example, Ghost says:
"Maelstrom Weapon -- We have a concern that the proc per minute frequency is too often. According to our numbers, it's balanced for a two-handed weapon and a bit generous for a dual-wielder. However, this would be a nerf to Enhancement dps overall that we'd have to make up elsewhere, and it seems to be a fun change shamans are enjoying. So we're going to let this ride for now. It's something to keep an eye on, but we aren't going to change it yet. "
For the complete post in case you can't get to the forums, hurtle across the dark void with me now! Hurtle!