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  • Spiritual Guidance: 4 different ways to diagnose your healer

    by 
    Matt Low
    Matt Low
    01.04.2009

    Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is Matt Low, the grand poobah of World of Matticus and a founder of PlusHeal, a new healing community for all restorative classes. Today Matticus checks out common problems healers run into that stall them from being effective. Every healer in their life time will experience a situation gone bad where they try to figure out what went wrong. It usually goes something like this: "What's the problem?" "Lack of heals." "Okay, more heals please!" If I had a copper every time I heard that phrase, I would have enough for a mammoth by now. After every wipe or death, the first person that gets blamed is the healer. Big props to all of you right now no matter what class you are for sticking through it and helping your friends, guilds and raids out. I know I put up with a lot of stuff when crap hits the fan.

  • A holiday gift from Age of Conan

    by 
    James Egan
    James Egan
    12.19.2008

    Massively has mentioned that Age of Conan is giving away in-game items all month as part of a seasonal contest they're running. But the latest Age of Conan newsletter let us know that everyone's received a free gift automatically, as of December 18th. Funcom's given all players a new virtual item -- the Kosalan talisman of clarity. It boosts stamina and mana for its wearer, with a faster rate of regeneration for those traits. While it's not as über as the items obtainable at higher levels, it's not bad for a freebie. Age of Conan players can claim the Kosalan talisman by simply typing "/claim" in-game. Having fun in Conan's homeland? Make sure to check out all of our previous Age of Conan coverage, and stick with Massively for more news from the Hyborian Age!

  • VC Monday Madness: Secret of Mana and Street Fighter II Champion Edition

    by 
    David Hinkle
    David Hinkle
    10.13.2008

    What a week for the Virtual Console, eh? We've got some classic 2D rumblin' and one of the greatest games ever made. Can you guess how I feel about Secret of Mana yet? Well, if you're looking for a clue, hit up the video above, then cruise past the break for more on this week's Virtual Console releases.

  • Holy and Discipline Priest 3.0.2 spell and ability review

    by 
    Matt Low
    Matt Low
    10.13.2008

    Before continuing to read on, you may wish to refer back to part 1 of the Holy and Discipline Priest 3.0.2 overview. Part 2 will cover many basics including mana management, healing spells, gem questions, and glyphs. It is a very strong bet that patch 3.0.2 patch will activate on Tuesday. For the Priests that are still raiding (I feel like I'm the only one), find out what you need to know after the jump!

  • Mage mana costs to be slashed across the board

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    10.05.2008

    So Mages. Do you think you spend way too much mana to cast your spells? If you answered yes, here's some good news: The dev team agrees. However, says Ghostcrawler, they didn't want to reduce the cooldown on Evocation anymore, nor did they want to make Mage Armor so powerful that other Mage armors were no longer worth using. Thus, they simply lowered the mana cost on Fireball, Frostbolt, Frostfire Bolt, Arcane Blast, Arcane Missiles, and Arcane Explosion.Of course, we still won't know exactly how much until the next build hits the Beta servers, but it seems like it's got to be good news if it's anything of a significant cost reduction. Of course, some Mages are still hoping for a more active mana regeneration mechanic such as the Warlock's Life Tap, but in the meantime, hopefully this reduction is enough to make a difference. [Thanks to VyseV1 for the heads up!]

  • Skill Mastery: Thunderstorm

    by 
    Mike Schramm
    Mike Schramm
    09.25.2008

    Upon dipping into the Wrath beta for the first time about a month ago, I quickly realized being a Resto Shammy wasn't going to cut it for leveling from 70-80 (don't worry too much, though, dedicated Restos, as that says more about my lack of patience for the spec than the actual strength of the spec itself). I switched Elemental the first time I got in there, and haven't looked back since. And while I'm finding all kinds of fun little strengths in the Elemental tree (my spell crit is much higher than it ever was, obviously, and Lighting Overload, even though it's not new in Wrath, is a lot of fun), the real standout is the 51-point talent, Thunderstorm.Here's a spell that does its darndest to focus on two issues caster Shamans have had in the past: running out of mana and getting caught in melee. The name could probably use a tweak (it's more of a Lightningstrike than a Thunderstorm), but the spell effect is great, and while it's gone through a few tuning iterations in the beta so far, odds seem good that it'll come out being one of the best-used tools in the Elemental Shammy's arsenal.

  • Scattered Shots: It ain't over till it's over

    by 
    David Bowers
    David Bowers
    09.11.2008

    Scattered Shots occasionally wanders around collecting arrows and bullets when they totally miss the target.The key to understanding hunters in the beta is to look at the big picture. This is something affecting all classes currently, but I'm going to discuss it in relation to hunters in particular. Beta testing buffs and nerfs ultimately come down to a matter of perspective -- do you see your class changes happening in isolation, for now and forever as long as you and your pet shall live? Or are your particular class changes happening as part of an ever-evolving system involving you, me and everyone else over time?As you've probably heard, hunters got some nerfs in the latest beta update, and some people are understandably upset about them. I'm not worried about it though -- and now I'll tell you why.

  • Base mana for dummies

    by 
    Eliah Hecht
    Eliah Hecht
    08.21.2008

    In Wrath of the Lich King, all spells are being reworked so that their cost, rather than being a static mana value, is a percentage of your base mana pool (this is largely to prevent downranking). For instance, in the current, live game, Levitate costs 100 mana. In the Wrath beta, Levitate costs 3% of base mana But what is base mana? It's the amount of mana you have before talents, buffs, and stats (like intellect and +mana) are factored in, and before base intellect from your race is taken into account. In other words, it's the amount of mana you would have if you were naked, unbuffed, and un-talented, and had no Intellect. Thus, it is a static value for each character of a given class/level combination. Getting more Int from gear will not raise the cost of spells, because it does not raise your base mana pool (it raises total mana pool). [Thanks for the correction, Breck and Improbable.] So to the person who wrote in asking "what's the point of getting more Int if it will just make spell costs go up," I hope that answers your question: more Int does not affect your base mana pool. Ultimately we should see little difference from this base-mana-pool spell cost change, aside from the death of downranking.

  • Latest Beta build kills spell downranking [UPDATED]

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.14.2008

    A new build has hit the Wrath Beta server tonight, and while it's minor enough that it doesn't even fix quite a few bugs from last build, it does have a doozy of a change: Blizzard appears to have killed downranking, the practice of using a lower rank spell (usually, but not always, a healing spell) to save mana, prevent overhealing, or apply an attached buff or effect. They've done this by making all lower levels of a spell cost one high mana cost, sometimes more than 100 mana higher than the highest rank. Right now, it's looking like all these spells are now a percentage of base mana.

  • Mana and energy regeneration mechanics revamped on Beta

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.30.2008

    A change went in with the last Wrath Beta patch that's deceptively simple, but may have far reaching ramifications for many of the classes in game: Both energy and mana regenerate on a per second basis, rather than the previous ticks. Instead of a chunk of mana or energy every few seconds, you'll now see a steady trickle reappearing constantly at your bar (outside of the 5 second rule for casters, of course). As a friend put it, "Woah. It feels like I am playing Diablo II now." You can see an example of the change in action in the video above from Youtube user koblec. The energy change should be especially helpful for Rogues and Feral Druids in that they won't have to obsessively time their attacks to the rhythm of the energy tick system, and should be able to use extra energy from talents in an easier and more fluid manner. Likewise, mana and energy users alike won't be waiting for that one last tick to cast a crucial spell or ability, but can cast as soon as they have the mana. Plus, it's honestly sort of empowering to see the mana bar running up like it does. Technically, I'm not regenerating mana any faster, but watching that blue bar go up so quickly makes it feel like I am, and makes it much easier to tell when I'm stuck in the 5 second rule, besides. Of course, as with all changes, this is Beta, so things can change, and Koraa is asking for focused feedback and bug reports on the concept, but it's something I'm certainly hoping makes it live.

  • Wrath Beta Patch Notes: Hunter

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    07.18.2008

    By now, I am sure you've heard that the Wrath of the Lich King Beta is going live and the patch notes are up. There's a rather extensive section devoted to Hunters on this iteration. We have a few more insights into the pet talent trees that were announced at the Worldwide Invitational, as well as a few changes to existing talents and a nice Steady Shot buff.

  • MMO MMOnkey: Comparing active attack and auto attack

    by 
    Kevin Murnane
    Kevin Murnane
    07.10.2008

    In the opening sentence of a previous column I compared Age of Conan's active style of combat in which the player must instigate every attack with a keypress to the auto-attack combat common to most MMOs. I characterized auto attack as a go-make-a-cup-of-coffee type of combat which, as one commenter pointed out, was a bit of hyperbole designed to accentuate the difference between active and auto attack but which offended several other people who thought their combat skills were being denigrated. The earlier column had nothing to do with styles of combat but all the combat-related comments got me thinking about some of the differences between active and auto attack. The two types of combat appear to have few, if any, important differences for the experienced player at the operational level (deployment of unit or squads in raids) or the strategic level (player-controlled access to important game resources as in EVE Online, Dark Age of Camelot and possibly Warhammer Online). When we look at game mechanics and individual unit tactics, however, important and potentially interesting differences begin to emerge.

  • Atlantica updates with new gameplay video

    by 
    Akela Talamasca
    Akela Talamasca
    07.01.2008

    While we've talked about the upcoming turn-based strategy MMO Atlantica before, we haven't been able to see what actual gameplay looks like until now. The good folks at NDOORS have provided a 30-second gameplay trailer, and it looks right in line with what you'd hope for in a title like this.We'll bring you as much coverage as possible as the game nears its closed beta in July, and we'll be on the front lines at launch. Just pray that we'll have enough mana to cast that final First Impressions spell, or the human race is doomed! Check out the Gallery for screens of the game, and the gameplay video after the jump.%Gallery-25535%Thanks, Katrina!

  • WWI '08 Death Knight Demo: General Impressions

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.30.2008

    We learned at the Q&A panel on Saturday that Death Knights will be starting at a new area just off Eastern Plaguelands called Ebon Hold, but for now, it remains unimplemented. Thus, these demo Death Knights start at Tirion Fordring's house in the west of Eastern Plaguelands.On Death Knight Gear and Gear Mechanics: They start with a complete outlay of green gear with DPS Warrior type stats: strength, agility, critical strike rating, and stamina. Their sword itself is blue quality 2 hander named the Massacre Sword. It does 127-191 damage at at a speed of 3.1 seconds, giving it 51.3 DPS. It also provides 22 strength and 23 hit rating. It should be noted that the gear did not have spellpower, and it doesn't look like Death Knights will need it at all. Almost every spell that did magic damage specifically stated that the damage was modified by attack power. This is perfectly in line with Blizzard's recent trend to simplify and consolidate gear, which they discussed in relation to Retribution Paladins at Saturday's class panel. Perhaps we'll even see this mechanic show up on other magical melee hybrids in the future. The Death Knight came loaded with 6 runes on their rune weapon bar: 2 Blood Runes, 2 Unholy Runes, and 2 Frost Runes. Talents points were unavailable with this demo, although we could see the talent descriptions themselves. Death Knight Starting Spells and Playstyle: The Death Knights started with a few basic skills: Blood presence:Requires level 55Costs 1 Blood RuneInstant cast, 1 second cooldownDescription: Strengthens the Death Knight with the presence of blood, increasing damage done by 15% and healing the Death Knight by 4% of damage dealt. Only one presence may be active at a time. Blood Strike:Requires level 55Costs 1 Blood RuneInstant cast, 1 second cooldownMelee rangeDescription: Instantly strike the enemy, causing 60% weapon damage plus 55 for each disease effect on the target.Icy Touch:Requires level 55Costs 1 Frost Rune Instant cast, 6 second cooldown20 yard rangeDescription: Deals 217 to 235 Frost damage modified by attack power and reduces the target's ranged, melee attack, and casting speed by 15% for 20 seconds.Death Coil Requires Level 55Requires Runic PowerInstant cast 30 yard rangeDescription:Unleashes all available runic power, causing up to 460 shadow damage modified by attack power to an enemy target or healing up to 460 damage from a friendly undead target.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. Casting these spells uses up the listed runes, which have a cooldown of 10 seconds. Our (lucky) play tester reported that the system felt a bit like having 3 seperate mana pools with their own spells, but that the pacing seemed to work well, and that she was now interested in actually trying one out in when beta rolls around where she hadn't been before. Introducing the Knights of the Ebon Hand After roaming about a bit and killing stuff, Elizabeth stumbled upon Light's Hope Chapel. This venerated base of the Argent Dawn had some new guests known as the Knights of the Ebon Hand, lead by a night elf named Siouxsie the Banshee, a Death Knight trainer. It's likely, of course, that these NPCs will be gone and moved to Ebon Hold once it's implemented, but for now, they gave us a sneak peek at the new Death Knight faction and some of the spells Death Knights will get post-55.

  • Scattered Shots: Leveling 20-30

    by 
    David Bowers
    David Bowers
    06.19.2008

    Scattered Shots = hunter stuff Two weeks ago we covered some of the new abilities you get from levels 10 to 20 while you progress as a hunter, as well as how to use them to keep your skills sharp. The journey from 20 to 30 is a bit less topsy-turvy. At level 20, of course, you get to start playing with Aspect of the Cheetah and Freezing Trap, which can be a lot of fun, but other than that the new skills you get don't totally change the way you play until you get to level 30 and learn Feign Death. Nonetheless, they deserve a mention.If you're following the Beast Mastery talent path I laid out last week, then reaching level 20 doesn't give you any super-exciting new abilities either. Your pet will be able to run a bit faster, and will start doing more damage. Once you get the hang of using your Freezing Trap for crowd control, it's pretty much just a straight shot till you reach 30. It may feel a little boring sometimes, but it's really better than a lot of classes have it -- often many classes feel that the 20s are the levels at which the going seems roughest and the class seems weakest because it still lacks a major portion of its abilities. For hunters, it's just more of the same stuff we've been doing up till now.

  • Website or command center? You decide

    by 
    philip larsen
    philip larsen
    06.13.2008

    Don't tell us the delay for Commando Steel Disaster was caused by a bunch of web developers anxious to show off their fancy animations before the game was released. The official website for this hot run-and-gun title has gone live, and is an admittedly cool little package featuring screenshots, concept art and the original trailer.That trailer is good and all, but this is a war those badass little sprites are fighting. Get some fitting tunes and the blood will really rise! Commando Steel Disaster is set for an release on August 19 in North America, so there's plenty of time to get in some Metal Slug action before then. It's pretty much the same thing.%Gallery-18362%[Via press release]

  • Mana Regen Calculator updated for Mages

    by 
    Mike Schramm
    Mike Schramm
    05.26.2008

    Resto4Life has updated their very helpful Mana Regen Calculator -- if you want to figure out just how much mana you're picking up while buffed and dressed in a raiding or group situation, it'll tell you, including talents, items, and even abilities used on you (Innervate and Mana Tide totem). Pretty slick.The new update allows for Mages to have a set of abilities of their own, including Mage Armor, and Evocation, which means that Druids, Priests and the followers of the Arcane all have their chance to see how much Mana they're getting back per tick. Shame that Shaman aren't on the list yet (maybe all of the mp5 on Shaman abilities and gear would make it too hard to do?), but if you're one of the listed classes, it's a terrific resource for seeing what your Mana regen abilities are like and how you can best make use of them. Very cool.

  • Scattered Shots: Got mana?

    by 
    David Bowers
    David Bowers
    05.22.2008

    Scattered Shots is temporarily subtitled "Scattered Thoughts" this week, as David goes off on a speculative tangent. Perhaps all this expansion leakage is causing a leak in his brain too, but hey, a little bit of intellectual pondering never hurt anyone, right? This column is for hunters, by the way -- but, yeah... you knew that.After writing last week's article about hunter problems and predictions, I got to thinking about how hunters use mana, and reflecting on the question of whether hunters should be using mana or not. Hunters have many things in common with classes like rogues and warriors, such as doing physical damage, and yet they have much in common with mages and warlocks as well, such as being vulnerable to mana-draining abilities. This issue is vague enough that my observations here can only be considered personal opinions, and they won't be of interest if all you want from this column is a list of the greatest gear and talent builds. But for the speculative among us, there's lots to discuss here.

  • Scattered Shots: Hunter problems and predictions

    by 
    David Bowers
    David Bowers
    05.15.2008

    Scattered Shots is for hunters. 'Nuff said on that topic. The Freezing Trap David was stuck in last week also wore off a little bit, thanks to Daniel, permitting him to write once more without his fingers snapping off from the cold.In the wake of the recent confusion regarding Scare Beast, once again some hunters have gotten to complaining a lot about the state of their class. While on one hand, there are certainly problematic issues hunters are having, it's really not fair to say that the class is broken. It isn't -- being a hunter is more fun than its ever been, and it looks like this class will only get better in the future.Nonetheless, looking at the problems we do have might give us a clearer sense of where we're going in the future. With more and more information coming out about Wrath of the Lich King, and especially since Blizzard started asking for feedback from hunters, it's worthwhile to have a look at what holes do exist for our class, and how future changes might seek to plug them up.

  • Commando: Delay Disaster

    by 
    Candace Savino
    Candace Savino
    04.21.2008

    Remember when we said that Commando: Steel Disaster's early-May release date "puts Commando mostly out of the way of the late-May/early-June rush of action-oriented DS games?" As it turns out, that's not the case. Lexicon Entertainment announced today that the game would be delayed until May 30th in Europe. You know, right around when every other DS game and their mother comes out. Many of the late-May through July dates are for the North American region, but we're assuming that a lot of you English-speaking Europeans import games without tangible release dates because of the cheap dollar. Does this delay push this game off your radar, then, in favor of other things? Gallery: Commando: Steel Disaster [Via press release]