debuffs

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  • Check your raid comp

    by 
    Eliah Hecht
    Eliah Hecht
    10.08.2008

    As you probably know by now, buffs and debuffs are changing significantly in patch 3.0.2, which is expected to hit next Tuesday, October 14. Most buffs that are only provided by one class are going to be provided by several, mana return from Shadow Priests is getting nerfed and spread out, you won't be able to stack Heroism/Bloodlust the same way, and so on. In general Blizz's goal was to make raid formation less about stacking the right classes, and more about bringing friends and good players. However, all the new buffs and debuffs can make a raid leader's head spin, in case they do decide they want to organize a raid so as to optimize buff coverage (and surely some raid leaders will want to do that). Fortunately, MMO-Champion has made an outstanding web tool to help you figure out your raid composition. Just drag-and-drop specs into the raid groups, and check the right-hand column to see what buffs and debuffs you'll get. It will also tell you whether you have the best buff in a given category; in my sample raid comp (my last Karazhan run), for instance, we only have Battle Shout, which is not as good of an AP buff as Blessing of Might. If you're missing a buff and want to see how you could get it, just mouse-over the buff, and it'll tell you what classes bring it. The one thing I really wish this tool had that it doesn't is a corresponding ability for specs: mouse over the spec and it'll tell you what buffs they bring. Overall though, this is really useful; I'm not a min-maxing raid leader (or a raid leader at all, actually), but I'm probably going to make use of it just to check what my raids and groups be getting. And because it's really cool.

  • Misery and company

    by 
    Eliah Hecht
    Eliah Hecht
    09.02.2008

    Yes, this may be the third post I've made in a few days that mentions the Shadow Priest talent Misery. You got a problem with that? Previously on "Eliah talks about Misery:" Misery gets nerfed in the beta from +1/2/3/4/5% spell damage, where it is now, down to +1/2/3% spell hit. Eliah complains that this makes it either required or useless. OK, now that you're all caught up, let's move forward. In the comments on my last post, several people made the helpful observation that Misery isn't the only debuff that gives +spell hit against the mob. Balance Druids' Improved Faerie Fire is now going to give the same effect of +1/2/3% spell hit (the +melee/ranged hit is getting removed). And of course, in the new raid buff/debuff system, these effects will not stack. So you only need one Shadow priest or one Balance druid to give that +3% spell hit.

  • GC on raid stacking

    by 
    Eliah Hecht
    Eliah Hecht
    08.23.2008

    Raid composition is going to change in Wrath of the Lich King. A certain part of this is obvious and inevitable: they're adding a new class. But there is another major factor that's changing. Currently, buffs and synergy are a large part of the reason you might choose to bring one class over another. Shamans' awesome Bloodlust/Heroism, for instance, and their Windfury Totem, has made it often a good idea to bring many Shamans to a 25-man raid, and almost mandatory to have at least one. Similarly, the fact that Warlocks synergize quite well with each other (Warlocks cause other Warlocks to do more damage), due to effects like that of Improved Shadow Bolt, has contributed to Mages being much less favored for Sunwell Plateau. How is this going to change in Wrath? Ghostcrawler made another rather long post yesterday on raid stacking, and this is the essence of what he said: We want to limit the power of stacking raid buffs, like we limited the power of stacking consumables earlier. "We want the challenge of the encounter to be the fight itself, not collecting all of the buffs and debuffs you need to succeed." They don't want to nerf buffs, but they want them to be "less of a burden." Therefore, for most buffs, there will be multiple classes that can provide that buff, and they won't stack. For instance, you can get your magic vulnerability debuff either from Warlocks or from Death Knights; those two abilities will not stack with each other. The ultimate goal of this is to cause raid leaders to want to bring players they like, or good players, and not feel like they have to bring certain classes to get certain buffs and debuffs; and also to help class balance. Of course, they recognize that certain guilds are going to strictly min/max in any case, but the idea is that the benefits of a few classes shouldn't be so overwhelming that you feel like you have to bring five of them. It's an interesting move. Assuming they execute it well, and preserve class uniqueness and utility (as they are promising to do), I think it will be very good for the game. And as this is still beta, and they are actively collecting and implementing feedback, if it doesn't work well right now they'll have time to fix it. The Wrath development team seems (thankfully) much more responsive to feedback than the Burning Crusade dev team was.

  • Lichborne: State of the Death Knight

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.02.2008

    Welcome to Lichborne, WoW Insider's newest class column. Every week in Lichborne, Daniel Whitcomb will explore the ins and outs of Blizzard's newest class, the Death Knight. It's Wrath of the Lich King Beta time, and finally time to meet the new Death Knight class. Unfortunately, we can't really guarantee you'll be meeting the same class that you'll see in the live game, per se. It's not that the class isn't shaping up well or isn't quite distinctive, it's more that there's just so much that's changing. The next build that's scheduled to hit the Beta servers is a perfect example. Not only will talent trees be changing extensively, with some talents becoming baseline and some baseline abilities becoming talents, some talents switching tiers, and others even switching trees, but the very way we inflict and stack diseases will be getting some tweaking as well. In addition, many of the Death Knight's baseline abilities, especially related to disease and damage rotations, are changing as well. So with all these changes, what can you say about a class that's changing drastically on a weekly basis, and may look completely different from how it does now by the time Wrath goes live? Is it really possible to speak about an overarching unifying theory of Death Knights? Well, let's try. Welcome to the first annual State of the Death Knight address.

  • WWI '08 Death Knight Demo: Unholy spells and talents

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.30.2008

    Unholy was originally touted as the PvP DPS tree. What it appears to do rather well, though, are diseases and minions. If your vision of a Death Knight is close to a Diablo 2 Necromancer type, leading an army of undead minions and spreading plague and exploding corpses across the land, Unholy is probably going to be the tree for you. Of course, your crowd control is probably going to be a little peeved at you with all those DoTs, but that's what AE spells like Death and Decay and Unholy Blight are for, right? Unholy also seems to include quite a bit of utility, including the ability to resist lots of spells and status effects, and some debilitating debuffs, so it could be called a utility tree of sorts as well. Here's a list of some of the Unholy spells and talents available in the WWI Demo: Unholy Spells: Death GateRequires level 55Costs 1 Unholy Rune10 second cast, 15 minute cooldownDescription: Returns you to Ebon Hold (Note: Since Ebon Hold is not yet implemented, in the demo it returned you to Tirion Fordring). Death GripRequires level 55Costs 1 Unholy RuneInstant cast, 35 second cooldown.30 yard rangeDescription: Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight for 3 seconds.Plague Strike Requires level 55Costs 1 Blood Rune and 1 Unholy RuneInstant cast Melee rangeDescription: A vicious strike that deals weapon damage plus 37 and plagues the target, dealing 350 shadow damage over 12 seconds. Raise Dead Requires level 56 Costs 2 Unholy RunesInstant cast30 yard rangeDescription: Raises a ghoul from a corpse to fight by your side. if the target corpse is not humanoid, Corpse Dust must be supplied to complete the spell.Death Strike Requires level 58Costs 1 Unholy RuneDescription: A deadly attack that deals 60% weapon damage. if the target dies within 6 sec and yields exp or honor, Death Strike heals the Death Knight for 406 damage.Death and DecayRequires level 60Costs 1 Unholy Rune, 1 Blood Rune, 1 Frost Rune.30 second cooldown30 yard rangeDescription: 100 shadow damage modified by Attack Power is inflicted every 2 seconds to all targets in the affected area for 10 seconds. Has a chance to cause affected targets to cower in fearDegenerationRequires level 62 Costs 1 Unholy RuneDescription: Instantly attack the target, dealing 60% weapon damage and inflicting a disease dealing 91 damage over 21 seconds. Any existing heal over time spells on the target become corrupted, dramatically increasing the damage done by the disease and removing the healing effect. Stacks up to 3 times.Unholy PresenceRequires level 70 Description: Imbues the Death Knight with unholy fury, increasing attack speed by 15% and reducing the global cooldown on all Death Knight abilities by 0.5 seconds.Anti-Magic Shell Requires level 75Costs 1 Unholy Rune20 second cooldownDescription: Surrounds the Death Knight in an anti-magic shell, absorbing 75% of the damage dealt by the next harmful spell. Damage absorbed by anti-magic shell energizes the Death Knight with additional runic power. Lasts 5 seconds.Army of the DeadRequires level 80 Costs 2 Unholy Runes10 minute cooldownDescription: Summons an entire legion of your best ghouls to fight by your side.