WARNING: This post contains spoilers for Cataclysm, the upcoming expansion to World of Warcraft. If you’d like to keep everything a surprise, don’t read any further. If you’d like to know more about the upcoming content, read away!

Issue 212 of PC Gamer UK has hit the stands, and includes a fascinating six-page article with fifty reasons why lapsed subscribers should probably return to Azeroth. Forget the lapsed subscribers, there’s enough information in here for current subscribers to drool over with unbridled glee. For those of you on this side of the pond, some highlights from the article. We requested comment from PC Gamer as to whether this information came directly from Blizzard, but we haven’t yet received a response, so keep that in mind as we cover the highlights:

Reason number twelve: Cataclysm chooses fun over efficiency. The talent trees will be completely redone, something we’ve covered a little with previous posts on the new mastery system that will be made available. A quote from Tom Chilton states “I’d expect to see a further pruning of critical class buffs and debuffs, because it’s still a little more restrictive than what we’d like to see. A lot of what Mastery and the talent changes are about is making sure that the choices players make about their character are interesting. Hopefully that will add character depth without making the game more complex.”

Continue reading PC Gamer UK gives you 50 reasons to play Cataclysm

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PC Gamer UK gives you 50 reasons to play Cataclysm originally appeared on WoW.com on Fri, 12 Mar 2010 18:00:00 EST. Please see our terms for use of feeds.

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Tags: number twelve, character depth, reason number, world of warcraft, pc gamer uk

Balancing class strength and flavor

One of the things I hear a lot from other tanks (especially paladin tanks) is how much they envy Charge, and especially being able to Charge in combat. “Man, I’d give up X for Charge.” Usually what they want to give up is their shield throw, or their AoE taunt, which of course is not a terribly compelling idea: warriors have parallels for these abilities and charge isn’t one of them. Heroic Throw is our weaker form of Avenger’s Shield and Challenging Shout is our stronger but longer cooldown AoE taunt. As soon as they gave up Righteous Defense (which rocks on the Lich King fight, btw) they’d just say “Man, I’d give up X for Challenging Shout” anyway. If warriors actually managed to give up Shockwave for Consecration they’d want it back in a week.

What it ultimately comes down to is the difference between a necessary ability and one that is useful but not necessary. You also need to take iconic roles into account. I doubt many would support giving warriors Blessing of Kings, Blessing of Sanctuary, Lay on Hands, the paladin system of Auras, or what have you. The ability to die without taking equipment damage via Divine Intervention? How much, exactly, is Charge worth and if it’s so pivotal to tanking why are you rolling a paladin to tank instead of a warrior? How do we keep classes compelling and interesting while giving them the tools to do the same job?

Continue reading Balancing class strength and flavor

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Balancing class strength and flavor originally appeared on WoW.com on Fri, 12 Mar 2010 19:00:00 EST. Please see our terms for use of feeds.

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Tags: fri, lich king, divine intervention, class strength, necessary ability

Every week, Shifting Perspectives explores issues affecting druids and those who group with them. This week, we’re heading back into the world of nasty, little over-budget talents bothering balance druids as we fight to save our 1 keys from total disaster.

It’s been a harsh week in my little corner of the world. Between attempting to get up for work, falling back down to sleep for 5 more hours, taking medications that I can’t even pronounce the names of, and several other unpleasant things that have been plaguing me for the past five days; there’s been little time for actual coherent thought in my life. So forgive me if this week’s article is a little short (I can already hear people cheering) and slightly confusing. I promise to try and make this post as readable as possible, but I am bound to ramble on incoherently at some point; though I’m not entirely sure how that’s any different from normal.

Last week, Shifting Perspectives took at look at the various possibilities for changing Eclipse. This week, that trend will continue as we explore ways in which or other problem, if less vilified, talent can be adjusted. Yes, folks, I’m talking about Nature’s Grace. This long-standing talent that has been a staple in balance builds since WoW was released. Much like Eclipse, Ghostcrawler has already stated that Nature’s Grace is high on the list to be changed. Also like Eclipse, many people wonder why Nature’s Grace hasn’t already been changed as it is so problematic. While Ghostcrawler mentions it’s a big deal, many people fail to understand how big of a deal Nature’s Grace really is.

Nature’s Grace is an awesome talent. It is a tad over-budget, but not nearly as much as Eclipse is, and, honestly, having an over-budget talent here or there isn’t necessarily a terrible thing in of itself. The only thing that plagues Nature’s Grace is how easily it allows for Wrath to be GCD capped. Again, though, this isn’t so terrible of a prospect in of itself. After all, this is a mechanic that balance druids have been dealing with since haste was introduced into the game. Wrath ramming into GCD issues like the Titanic hitting an iceberg only became problematic when balance druids also failed to turn just a little to the left during patch 3.2. Prior to patch 3.2, Wrath was maybe only 10% of our overall damage done, so any scaling issues that it had was fairly trivial. When patch 3.2 came around and Wrath jumped from 10% of our damage, or less, to being 40% or more of our damage, the scaling issues became a real problem.

Continue reading Shifting Perspectives: Changing Nature’s Grace

Filed under: Druid, Druid) Shifting Perspectives

Shifting Perspectives: Changing Nature’s Grace originally appeared on WoW.com on Fri, 12 Mar 2010 16:00:00 EST. Please see our terms for use of feeds.

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Tags: staple, druids, vilified, little time, terrible thing
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Frankly, the Bladestorm nerf is a minor one, albeit an extremely annoying minor one. Granted, it means that opposing rogues, warriors and sometimes hunters (ah, hunters, the Y’s of WoW) will be able to turn the major source of “And now YOU DIE” available to arms warriors in PvP into “Whee, I’m a pretty ballerina watch me spin“. Arms is still pretty strong if it’s geared to the absolute teeth and has significant backup, which is about the best you can expect from a warrior in PvP.

PvP for a warrior has always been “die ten million times to other classes until you finally get geared enough to get some payback and then get nerfed because they don’t like it when their free kill turns around and kills them back” anyway. This is just more of the same and not even really significant more of the same, it’s a very minor change that only rankles because it’s piled on the back of more significant (and in some cases more ridiculous) nerfs to the class. It irritates me, sure, but let’s be honest: that’s not terribly hard to accomplish.

Arms in general has been getting the crap end of the stick this expansion. It’s ludicrously difficult to gear for it in PvP, it got outperformed by protection for a while, and in PvE you end up as a bleed bot for feral druids while the fury warriors scale better even with all the neat tricks arms can do. Of course, part of this is ye old ‘hybrid tax’ which penalizes you for playing a class that has a tanking spec. There have been back and forth arguments on that… is it fair, should it exist at all, what would become to pure DPS classes without it (oh, boo hoo, we must protect the poor vulnerable little rogues and mages, let’s set up a bloody nature preserve for the precious little darlings so they won’t be threatened) etc etc.

This week, I’m not here to debate whether or not it should exist or how it should be applied. It’s here, we have to deal with it. Instead, I’m here to argue that due to the fact that it exists, DPS specs for warriors become even more important and must be as viable for as broad an application as possible. The time has come for the warrior to no longer have dedicated trees for specific roles. With the coming of Mastery, we’re looking at an opportunity for real, meaningful change to the class that I hope Blizzard embraces. It’s time for arms, fury and protection (yes, protection) to be viable tanking and DPS trees.

Continue reading The Care and Feeding of Warriors: I cannot see the future

Filed under: Druid, Paladin, , , , Death Knight

The Care and Feeding of Warriors: I cannot see the future originally appeared on WoW.com on Fri, 12 Mar 2010 15:00:00 EST. Please see our terms for use of feeds.

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Tags: pvp, neat tricks, nerfs, little darlings, pretty ballerina
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Rob Pardo speaks about Blizzard game design

The tenth annual Game Developers Conference is in full swing in San Francisco, CA — and yesterday included a panel by Rob Pardo, Executive Vice President of Game Design at Blizzard Entertainment. Pardo spoke about design philosophy and how Blizzard approaches it, sharing not only Blizzard’s success stories, but where they failed along the way, and what they did to fix it. Blizzard’s design philosophy follows some key elements:

Gameplay First: Before anything else, you want to concentrate the game on the fun. All aspects of the game — the design, the mechanics of encounters, the quests and story are focused on making the game fun to play. Not only fun to play — but fun to play for players, not developers. The challenge is to keep players jumping through the correct hoops, while making those hoops fun. Sometimes this involves making some changes — for example, only night elf males could be druids in Warcraft III, but for the sake of making the druid class, something that sounded like all kinds of fun, they had to be made accessible to both genders, and both sides. So the lore was adjusted so that females and tauren could both be druids — otherwise they couldn’t have introduced the class at all. And that wouldn’t be any fun.

Continue reading Rob Pardo speaks about Blizzard game design

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Rob Pardo speaks about Blizzard game design originally appeared on WoW.com on Fri, 12 Mar 2010 17:00:00 EST. Please see our terms for use of feeds.

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Tags: game developers conference, druid class, blizzard entertainment, night elf, blizzard game

Ready Check: Core raid buffs

I’ve mentioned before that I’m a huge fan of Brian Wood’s post Skill vs. gear. You should take the time to read through it if you haven’t. However, in review, the basic premise of Brian’s argument is that the largest DPS increases available to your raids are not directly based on gear. Instead, things like good rotations, talents, and ye-old “knowing your class” tend to have more to do with your damage than your gear.

Brian takes it to another level, however, and points out the overwhelming effect your raid buffs will have on your damage. The same can be applied to healers and tanks. (The difference between an unbuffed tank and a tank who’s sporting Commanding Shout, Fortitude, Gift of the Wild, and Kings is absolutely amazing.) With all that being said, hopefully everyone’s got faith in the premise that “your raid buffs really, really matter.”

One of the fundamental design principles espoused by Ghostcrawler is that you should bring a player for their skill, not for their unique snowflake buffs (shaman have gotten a pass so far for Heroism, with a few different explanations). Most key buffs, debuffs, and such have duplication among multiple classes. Let’s jump behind the cut and start looking at which vital buff and debuff.

Continue reading Ready Check: Core raid buffs

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Ready Check: Core raid buffs originally appeared on WoW.com on Fri, 12 Mar 2010 14:00:00 EST. Please see our terms for use of feeds.

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Tags: overwhelming effect, design principles, fundamental design, fri, buffs

Frozen orbs to be greed only in patch 3.3.3

Well, this is a welcome change — now that Frozen Orbs are going to be the new crafting tokens, exchangeable for Frost Lotus and Eternal Fire, among other things, Wryxian announced that they will be greed only in the upcoming patch.

Wryxian
No, you won’t be able to exchange Frozen Orbs for Emblems of Frost. Yeah it just takes one person to press Need after everyone’s pressed Greed on the Frozen Orbs and you miss out. But the good news is that in patch 3.3.3 this won’t be the case anymore — the roll for Frozen Orbs will be an automatic Greed roll. Rejoice!

I wonder whether this is now some sort of flag in their database that they could use for other items. Like Books of Glyph Mastery. Nothing is more annoying than someone ninja looting jerk looting something that everyone gains equal benefit from.

Edit: Ninjas are cool. People who steal from their peers are not. Stop calling them ninjas.


Patch 3.3.3 brings about small but noteworthy changes to the World of Warcraft. From a faster CoT, to putting those old Frozen Orbs to better use, to changes to the auction house — there’s several things all WoW players need to know. WoW.com’s Guide to Patch 3.3.3 will keep you up to date!

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Frozen orbs to be greed only in patch 3.3.3 originally appeared on WoW.com on Fri, 12 Mar 2010 13:00:00 EST. Please see our terms for use of feeds.

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Tags: orbs, fri, auction house, noteworthy changes, world of warcraft
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The Queue: Officially on notice


Welcome back to The Queue, WoW.com’s daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Mike Sacco will be your host today.

Adam, when you get back from vacation, you’re going to write the Queue for a week after causing 220+ comments to be written about sea mice. You’re on notice!

DarkFinch asked…

Is there any time when Army of the Dead is appropriate in a 5-man instance?

I guess that depends on your definition of “appropriate.” If by that, you mean “hilarious,” then let me introduce you to a little game called Dragon Roulette.

Continue reading The Queue: Officially on notice

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The Queue: Officially on notice originally appeared on WoW.com on Fri, 12 Mar 2010 11:00:00 EST. Please see our terms for use of feeds.

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Tags: army of the dead, little game, sacco, fri, world of warcraft
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This is another entry into Alienware’s Rise to Power contest. Farinar Presents: Oswald’s Amazing Story of EVIL! is the story of a squirrel in Elwynn Forest who is tired of the abuse he receives from passing adventurers. After seeing a campaign poster for the king of Stormwind, the squirrel decides to take steps to defend itself in the future.

This video was hilarious to me, and is the first comedy entry we’ve seen in the Rise to Power contest. Farinar did some amazing stuff with this video. One moment in particular stuck out to me. When the squirrel lights the fuse on his rocket ship, you’ll notice the action is entirely implied by the scene framing. You obviously don’t see the squirrel holding the match, just the tip touching the fuse. This kind of clever framing is one of the ways skilled machinimators like Farinar manage to make their videos have so much action, even while working within the limitations of WoW’s models.

My only sad moment during the video is when the squirrel becomes a cybernetic killing machine. I was really looking for a Dath Vader moment when it screams, “Noooooooo!” I guess it makes sense that didn’t happen, but I still would have giggled like a madman.


Interested in the wide world of machinima? We have new movies every weekday here on WoW Moviewatch! Have suggestions for machinima we ought to feature? Toss us an e-mail at machinima AT wow DOT com.


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WoW Moviewatch: Farinar Presents: Oswald’s Amazing Story of EVIL! originally appeared on WoW.com on Fri, 12 Mar 2010 12:00:00 EST. Please see our terms for use of feeds.

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Tags: dath vader, fri, story of a squirrel, power contest, sad moment
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Drama Mamas: Wake-up call to guild officers

The Drama Mamas are real-life mamas and experienced WoW players — and just as we don’t want our precious babies to be the ones kicking and wailing on the floor of checkout lane next to the candy, neither do we want you to become known as That Guy on your server. How to handle that sticky situation? Ask the Drama Mamas at DramaMamas@wow.com.

That’s it! I’ve had it. There’s a nasty little problem gnawing its way through guilds across Azeroth, and the people who can fix the situation aren’t even listening. One simple change would solve probably half of the questions the Drama Mamas receive every week. Even worse, we’ve covered this matter multiple times before, but certain people (ahem) don’t seem to have their listening caps on.

So allow me apologize in advance to our letter-writer this week, because I’m not going to answer his question. (And let me apologize to Robin in advance, too, since she’ll be left picking up the actual question.) Instead, I’m going to lay out the underlying situation clearly enough that perhaps a few of the guilty parties will wake up and take notice.

Guild officers: listen up.

Hey Mamas: With my current guild we’ve been hitting ICC-25 regularly since its release, but I’ve noticed we’ve been hitting a wall lately. Sadly, “the wall” isn’t Putricide or Blood Queen or any of the bosses, for that matter. The wall is the guild itself. We’ve cleared all non-gated bosses up to Dreamwalker, but now all of a sudden people seem to have cold feet. Our healers are pretty crummy, except for one or two of them (if they show), which has meant that certain fights have been disproportionately harder than others. Festergut is one those. But our guild’s failure on Blood Queen, due to the healers‘ inability to stay on top of the damage, is now preventing us from moving on to Dreamwalker. The rationale here is that if the Queen is impossible for us to get down, then we shouldn’t even “waste” time on Dreamwalker.

Continue reading Drama Mamas: Wake-up call to guild officers

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Drama Mamas: Wake-up call to guild officers originally appeared on WoW.com on Fri, 12 Mar 2010 09:00:00 EST. Please see our terms for use of feeds.

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Tags: hitting a wall, checkout lane, reading drama, precious babies, current guild