cataclysm-postmortem

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  • The Care and Feeding of Warriors: A Cataclysm postmortem for fury

    by 
    Matthew Rossi
    Matthew Rossi
    07.28.2012

    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. And thus ends the Cataclysm postmortem series with a look at fury. Finally, we get a breather from Mists of Pandaria news and get a chance to look back at fury over this expansion. While summing up a whole expansion is pretty difficult, it's why they let me out of the box and at the keyboard for a few thousand words before tricking me back into it with a banana and a dart. So my thoughts on fury over this expansion, in easily digestible bullet points: SMF fury surprised us by being very competitive, even sometimes better than Titan's Grip fury, in the first tier of raiding and the heroics that launched with it. This was before the mastery nerf, so SMF could get enough mastery to make Raging Blow worth hitting, while its Bloodsurge slams still hit like angry, angry trucks driven by swarms of bees that mistook you for a bear. Trust me, that's not fun. After the mastery nerf, TG fury climbed ahead, especially once Firelands launched in patch 4.2. I don't think it's hyperbolic to say that TG fury was quite firmly ahead of SMF (which never recovered) or arms in Firelands. As you all remember from literally hundreds of screenshots, I was a tauren fury warrior in Firelands, and I freaking loved it. Dragon Soul ended the hegemony of fury and moreover, pushed it down below just about every single melee DPS spec. There was nobody doing as poorly as fury. The combination of directly nerfing the spec's break and butter Dual Wield Specialization and indirectly nerfing Deep Wounds by fixing a long-term bug pushed fury under the water and held its head under until people just plain gave up on the spec for progression raiding. To a degree, it's a shame that fury became no one's choice of specs in heroic DS, because once a fury warrior starts to accumulate that heroic DS gear, a familiar pattern starts to reassert itself. A fury warrior in full heroic DS gear is once again an effective fury warrior. Especially on certain specific fights, fury can actually be very very competitive. So let's talk about fury -- specifically, fury right now at the end of the expansion.

  • Transmogrification, the hottest new game of dress-up

    by 
    Anne Stickney
    Anne Stickney
    03.14.2012

    If you're anywhere near as addicted to transmogrification as I am, you've likely been collecting gear and creating multiple sets ever since the feature was introduced. Likely, your bank is full of sets, and your void storage may very well be full of sets too. In the last post of the Cataclysm post-mortem series, Ghostcrawler (lead systems designer Greg Street) talked about what worked with the expansion as well as what didn't -- and transmogrification was firmly on the amazing feature list. According to Ghostcrawler, it opened an entirely new avenue of gameplay, and more and more players are jumping into old dungeons and raids looking for the perfect look for their characters. But what transmogrification has really accomplished is that it's given us a way to customize our characters in a unique and profound way. Let's face it -- the character creation screen in WoW doesn't exactly have a ton of options to choose from. No matter how unique you think your character looks, in a game with millions of people playing, there are likely millions of players out there with exactly the same hairstyle and face choices. And with tier sets becoming so prevalent, particularly in Cataclysm, all the characters had started looking like carbon copies of each other. Transmogrification allows players to get that thing that they've been after since the early days of WoW -- a distinct and unique look for their characters.

  • Ghostcrawler talks game systems in final Cataclysm post-mortem

    by 
    Michael Sacco
    Michael Sacco
    03.07.2012

    Blizzard's Cataclysm post-mortem blog series has seen Dave "Fargo" Kosak discuss quest design and Scott "Daelo" Mercer discuss dungeons and raids; today, Blizzard wraps up the series with a look at Cataclysm's game systems. As with Fargo and Daelo, Greg "Ghostcrawler" Street, WoW's lead systems designer, talks about what worked (the 1-to-60 revamp, choosing a spec at level 10) and what didn't (a long list of other things). GC is surprisingly candid in this particular blog entry, and it's definitely worth a read to get a bead on what Blizzard learned from World of Warcraft's third expansion. The full interview is after the break.