Readiness

Latest

  • Explaining Versatility

    by 
    Matthew Rossi
    Matthew Rossi
    06.04.2014

    As we've said here plenty of times, it's not real until it goes live, and that goes for the new stats being designed for Warlords of Draenor. Last year we discussed Amplify, Multistrike and Readiness - since then things have changed. As always keeping in mind that this is still subject to change right up until the point of release, we now have an entirely new stat, and both Amplify and Readiness are no longer stats. Instead, Versatility. What is Versatility and how will it work? Versatility is pretty simple: 1% Versatility grants a 1% increase to your damage, healing, and absorbs, and reduces the damage you take by 0.5%. It's a straightforward, obvious upgrade to your primary role's performance, but also gives significant boosts to secondary role performance and survivability. The healing increase it provides does work on self-heals, such as Recuperate, for example. We won't be tuning it to be anyone's highest throughput secondary stat, but it'll be close, and it'll give you a nice boost to how versatile your character is in the process. It'll be especially attractive to hybrids who want to feel more "hybridy." I reproduced the explanation from the Dev Watercooler because I wanted to highlight how this works, and more important, how it is still a stat which can be tuned. On the face of it, 1% Versatility is incredibly simple - just as 1% Critical Strike Chance increases your chance to critically hit by 1%, 1% Versatility increases your damage, healing and damage absorption by 1%, which also reducing your damage taken by .5%. How does this differ from the proposed effect of Amplify? Why, in other words, is Versatility a worthwhile trade for the previously proposed stat?

  • Warlords of Draenor: Itemization changes on the way

    by 
    Anne Stickney
    Anne Stickney
    04.19.2014

    According to the latest round of alpha patch notes from patch 6.0, we're in for some major itemization changes in Warlords of Draenor. While we've had bits and pieces of information regarding itemization and stat changes in the upcoming expansion, we didn't really have a lot of clarification or detail on exactly what those changes are going to be. The latest iteration of patch notes has cleared that up considerably, and expanded on what little we knew. Hit and Expertise are both gone, replaced instead with a universally useful secondary stat. Three new secondary stats have been added -- Bonus Armor, which simply increases armor; Multistrike, which grants attacks and abilities a chance to fire an additional time for 30% effectiveness; and Readiness, which reduces the cooldown of several class abilities with long cooldowns. Multistrike works for both damage and healing abilities, making it useful for all classes and specializations. In addition, the amount of role-specific stats is being reduced. Tanks will use Armor, which replaces both Dodge and Parry, and Spirit will be useful only to healers. But it's the changes to items themselves that sound absolutely intriguing.

  • The future of itemization

    by 
    Matthew Rossi
    Matthew Rossi
    03.05.2014

    I've written long, eloquent defenses of reforging. And this week, I finally snapped. The fact that I have to reforge between my arms spec and my fury spec (and not just reforge, but regem) has finally broken me. I now take it all back - reforging sucks. It compensates for things that are flaws in the modern game, but I no longer find that charming. I just find it irritating that those faults exist and that we have a means to wallpaper over them doesn't change the fact that they exist. In a way, my relationship with reforging mirrors my relationship with the old tanking scheme that existed before Mists of Pandaria - I knew there were flaws with threat generation, but I'd grown familiar with them. I understood that they were there and how to circumvent them. In the modern game, there are significant flaws with itemization, and reforging is that means to circumvent them, so I've been a big booster of and supporter of it ever since it was introduced back in Cataclysm. But I was wrong. Using reforging to sandpaper down the jagged edges where gear doesn't meet our needs doesn't change the fact that gear doesn't meet our needs - it merely conceals those edges. We know that we're going to have two new stats - multistrike and readiness - in addition to critical strike, haste and mastery. None of these are caps in the same way that hit or expertise are (soon to be were) - we'll see how they work, but we already know some talents will affect them or be affected by them, like the upcoming Anger Management talent for warriors. So what I'm wondering is, are we finally going to see a situation where there's enough gear with stats individual classes want that we don't need a system to make up for gear's shortcomings? Or are we just going to have to make the best of bad itemization again, like we did back in Wrath?

  • Scattered Shots: Mining Celestalon's tweets for hunter information

    by 
    Adam Koebel
    Adam Koebel
    12.12.2013

    Every Thursday, WoW Insider brings you Scattered Shots for beast mastery, marksmanship and survival hunters. This week, your host Adam Koebel, aka Bendak will be discussing new stats and the potential for hunter spec differentiation. We're still patiently waiting for the Warlords of Draenor beta to get some more concrete information on hunters, but in the meantime we've had Celestalon to poke and prod on Twitter. Celestalon is a Technical Game Designer on WoW and has been very forthcoming with technical information regarding classes and the new gearing system in Warlords. We've learned a few new bits of information such as how new secondary stats will work and some vague plans for their intentions with the hunter class. If you missed the BlizzCon hunter recap post, be sure to check it out before we dive into the newer stuff. The replacements for hit and expertise You may have heard how hit and expertise are being removed from the game in Warlords of Draenor. I was very happy when I heard about this, but at the same time wondered if gear was going to get too simple since they're also removing reforging, and having less gems and enchants on gear. The good news is, those two wholly uninteresting stats are being replaced by 3 new ones, and if you've been raiding Siege of Orgrimmar their functionality may already be familiar to you.

  • Lichborne: Warlords of Draenor Q&A for death knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.26.2013

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. Last week, we covered the basic class changes of Warlords of Draenor. This week, we're taking a few common questions about those changes and combining them with new information. We'll be discussing the new secondary stats and how they affect tanks, examine the possible return of dual wield tanking, and consider death knight lore in the new expansion. Without further ado, let's get started. Q: Could dual wield tanking come back with Warlords of Draenor? After all, your weapons hit more now that hit and expertise are gone. No. Ghostcrawler clarified recently that the miss chance for dual wield weapons isn't going away. You will still miss with "white" hits, it's just that your special hits will never miss (at least, not because of your gear). This will be exacerbated by the fact that blood death knight special attacks will not hit with the off-hand. The reason dual wielding works for frost is that Threat of Thassarian exists. It does not exist for blood death knights, therefore blood death knight dual wielding is still inferior and likely will stay inferior in Warlords of Draenor. The only real advantage dual wield tanking has is that you might get more Bloodworms, but that is not enough to offset the losses.

  • The Care and Feeding of Warriors: Amplify, Multistrike, and Readiness

    by 
    Matthew Rossi
    Matthew Rossi
    11.23.2013

    Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host. You may be asking "What are you talking about with this Amplify, Multistrike and Readiness stuff?" and if you are, it's a fair point. These are the new secondary stats (note that I said secondary, not tertiary) coming with Warlords of Draenor to replace hit, expertise, dodge and parry. And we know this because Celestalon, technical game designer on WoW, explained them on twitter. So, what are these stats? Well, I'll let him explain. X% Amplify means: +X% Crit Damage Multiplier and Multistrike Damage Multiplier, and +X% more Haste/Mastery/Readiness/Spirit/Armor from gear. X% Multistrike means: Each ability has two separate (X/2)% chances to hit each target an additional time for 30% damage. Multistrikes count as hitting the same target twice with one cast, not multiple casts. (i.e. Mind Blast won't generate 2 shadow orbs) Multistrike is split into two (X/2)% chances, so that you can occasionally get a triple-hit (fun!), and the cap is 200%, not 100%. X% Readiness increases the cooldown recovery rate (aka, divides the cooldown by (1+Readiness)) of *some* class abilities. The number of abilities affected by Readiness will vary by spec (will be listed in spellbook, like Mastery). Coefficient likely to vary too. Celestalon via twitter Amplify is basically the ability Thok's Tail Tip currently gives, Multistrike is similar to our arms mastery (or this Agi trinket), and Readiness is basically the Evil Eye of Galakras. Celestalon notes that Readiness won't be linked to the exact same abilities as the trinket, but the basic effect is the same - the more readiness you have, the more some of your cooldowns will be reduced. It's very important to realize these will be secondary stats, on the same statistical tier as Crit, Haste and Mastery are now. These are interesting stats for a couple of reasons. The first is because, like Mastery, they have broader effects than just "hit faster/crit more" - Amplify in particular is a stat that magnifies other stats, so stacking Amplify affects a variety of other stats (the ones listed above that we would care about are Haste, Mastery, Readiness and Armor) as well as the damage of our critical hits and Multistrike extra attacks. This means that if Mastery was a big stat for warriors in Warlords, it might be very worthwhile to stack Amplify/Mastery gear.

  • Encrypted Text: Readiness gone, Preparation next?

    by 
    Chase Christian
    Chase Christian
    07.24.2013

    As part of the pre-Mists patch 5.0.4, in August 2012, hunters were given Readiness as a baseline ability. Readiness is a carbon copy of Preparation, which has been a rogue workhorse for years. While I am typically hesitant to give hunters any more ink, there's something interesting for them in the patch 5.4 PTR notes. Readiness is being removed from hunters entirely, and their cooldowns are being rebalanced to compensate. An ability that was considered so crucial that it was made baseline is being pulled completely just a year later. Cooldown management has been an integral part of the rogue class since day one. Preparation has been our go-to PvP ability since its inception. The entire World of Roguecraft video series was predicated by how amazing Preparation is. A rogue with full cooldowns is a deity, a rogue without cooldowns is a pushover. When Preparation was made baseline in patch 5.2 (January 2013), I was certain that the once-optional ability would be a permanent part of our arsenal. Now, I'm wondering if Preparation's next on Blizzard's chopping block.

  • Preparation, Readiness, and other cooldown resetting abilities may have grim future

    by 
    Dawn Moore
    Dawn Moore
    07.18.2013

    Classes with cooldown resetting abilities probably won't find one of Ghostcrawler's most recent tweet all that surprising. The abilities (Preparation, Readiness, etc.) have been targeted by several nerfs and changes this expansion. Ghostcrawler wrote the following in reply to a tweet that said it may be time to stop adding cooldown resetting abilities to the game if they're constantly going to be nerfed. @Divine_Namjoo We agree. I'm not sure that design angle has payed out well. - Greg Street (@Ghostcrawler) July 16, 2013 The abilities are particularly problematic in PvP, where players can chain several attacks or crowd control abilities together within a short period of time. What do you think? Do cooldown resetting abilities belong in the game? Are they overpowered?

  • Lichborne: Possible new death knight glyphs and trinkets in patch 5.4

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.08.2013

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. Over the past couple of weeks, Blizzard added a few interesting new items to the patch 5.4 PTR in the forms of new glyphs and possible trinket drops for the Seige of Orgrimmar raid. Now, in both cases, these are pretty tentative. The trinkets don't have proper names yet, and the glyphs are all marked as NYI (Which stands for not yet implemented). This means they may not make it to live servers, or may not make it in the same form. Still, the information's intriguing enough that it's worth taking a look at it. New beglyphings Glyph of Regenerative Magic is looking like a very strong choice that may make it into a lot of glyph slots. If you misfire your Anti-Magic Shell and it doesn't completely absorb all possible damage, this glyph gives you a second chance by reducing the cool down. I can see this being useful on magic-damage-heavy boss fights and PvP for sure.

  • The Art of War(craft): Must-have PvP talents for hunters in 4.0.1

    by 
    Zach Yonzon
    Zach Yonzon
    10.28.2010

    Every week, WoW Insider brings you The Art of War(craft), covering battlegrounds and world PvP, and Blood Sport, with the inside line for arena enthusiasts. Want to crush your enemies, see them driven before you and hear the lamentation of their women? Battlemaster Zach Yonzon, old-world PvP grinder and casual battleground habitué, rambles on about anything and everything PvP. We don't have much time before Cataclysm hits, so let's get down to business. We've talked about some optimal talents for death knights and druids for PvP, so now we turn our attention to hunters. Hunters have always had a tough time in arenas, not necessarily because the class was broken but because the format simply wasn't conducive to the hunter playstyle. It got so bad, in fact, that Blizzard designed an arena -- the Ring of Valor -- specifically to benefit hunters. On the other hand, hunters have always lorded it over in the open expanse of the battlegrounds. The good news is that battlegrounds will be cool again. Well, they've always been cool in my book, but soon they'll be rewarding cool gear, too. That means hunters will once again feel like PvP gods (without needing the help of an enhancement shaman). There's one big change to hunters in Patch 4.0.1 and that's the change in resource from mana to focus. The difference with the way focus behaves is that rather than a resource well that pays for spells and abilities (mana), hunters have abilities that generate focus in combat such as Steady Shot and Cobra Shot, and then a whole load of focus dumps. In a way it's like death knight runic power or warrior rage without the decay. This means you'll always want to have nearly full focus but never gain focus that will simply slough off because you're over your maximum. It's a careful balance of gaining and spending, although focus regenerates at a steady rate.

  • The great hunter nerf of 2008

    by 
    Adam Holisky
    Adam Holisky
    12.09.2008

    I quote Ghostcrawler: "Hunters of all specs, and particularly Beastmaster, are doing too much damage in PvE."At this point you can stop reading if you're a Hunter and just assume the worst. But if you want to see how you're getting nerfed to the ground, read on.The rationale behind the changes is that Blizzard has been doing a lot of internal testing, along with the beta of WotLK, and has determined the other classes have not been able to keep up with the Hunter DPS output.The list of nerfs is wide ranging. Volley nerfed by 30%. Steady Shot now gains 10% of Attack Power instead of 20%. Kindred Spirits has been nerfed by 25%. Readiness no longer affects the cooldown of Bestial Wrath.The list of changes is not exhaustive. Ghostcrawler makes a point to say that these are just the ones they feel are ready for testing. He hopes to see them up on the PTR before they go live.The full 14 point list of changes after the break.