skill-mastery

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  • Skill Mastery: The Art of War

    by 
    Zach Yonzon
    Zach Yonzon
    09.18.2008

    For today's Skill Mastery, we'll take a look at a passive talent instead of a fancy button you can press. This has been my favorite talent ever since it was introduced in the Beta even though it has seen numerous iterations -- so many, in fact, that it might be a little premature to write about it. On the other hand, this latest version feels like it's almost in its final form -- not overpowered and quite utilitarian.The Art of War is a two point talent on Tier 7 of the Retribution tree that increases the Critical Strike damage of Judgements, Crusader Strike, and Divine Storm. For PvE, that's a simple DPS increase that scales properly while in PvP, it helps to counter Resilience. Ideally, however, the number should be tweaked to completely negate it as Resilience damage reduction from crits is capped at 25%. The damage bonus is a good buff for the three main damage sources of a Retribution Paladin, but the better part of the spell is the reduction in the cast time of Flash of Light.

  • Skill Mastery: Savage Roar

    by 
    Eliah Hecht
    Eliah Hecht
    09.17.2008

    In Wrath of the Lich King, Blizzard is clearly committed to ditching the "master of none" part of Druids' "Jack of all trades" for good. In particular, regarding the topic at hand, they're trying to ensure that Feral druids can be either first-rate DPS or first-rate tanks (though not with the exact same spec). And Savage Roar, I suspect, will be a big part of bringing that first-rate DPS for kitty form: Savage Roar (Rank 1) 25 Energy, 100 yd range Instant Requires Cat Form Finishing move that increases attack power by 40%. Lasts longer per combo point: 1 point : 14 seconds 2 points: 19 seconds 3 points: 24 seconds 4 points: 29 seconds 5 points: 34 seconds

  • Skill Mastery: Demonic Empowerment

    by 
    Zach Yonzon
    Zach Yonzon
    09.15.2008

    There are a few interesting things in the Demonology tree in Wrath of the Lich King, but this 31-point talent was what jumped out at me the most. Replacing Soul Link, which was moved down to 11 points, Demonic Empowerment is the long-needed uh-oh button for our demons. Kind of like their own version of the PvP trinket. The cool thing is that, depending on the demon you have out, you get different effects.Demonic EmpowermentRequires 30 points in DemonologyGrants the Warlock's summoned demon Empowerment. Succubus - Instantly vanishes, causing the Succubus to go into an improved Invisibility state. The vanish effect removes all stuns, snares and movement impairing effects from the Succubus. Voidwalker - Increases the Voidwalker's health by 20%, and it's threat generated from spells and attacks by 20% for 20 sec. Imp - Increases the Imp's spell critical strike chance by 20% for 30 sec. Felhunter - Dispels all magical effects from the Felhunter. Fel Guard - Increases the Fel Guard's attack speed by 20% and breaks all stun, snare and movement impairing effects and makes your Fel Guard immune to them. Lasts 15 sec. With a cooldown of 1 minute, this spell will come in very handy for a variety of situations. In fact, I've key bound it in the Beta simply because I've found it to be incredibly useful. Let's take a look at the various uses after the jump.

  • Skill Mastery: Haunt

    by 
    Zach Yonzon
    Zach Yonzon
    09.14.2008

    When Blizzard started work on the Warlock class for Wrath of the Lich King, I imagine one of their goals was to make the underrated Affliction tree viable for raiding. Unstable Affliction was a great spell for PvP, but anyone specced deep enough for it wouldn't have Soul Link and thus were practically free kills in the Arena format. In raids, it was a wasted spell because most mobs and bosses don't dispel. It also had a cast time that ate into the Warlock's spell cycle. It was a great spell on paper, but lost a lot of luster in practice. Now along comes Haunt, the 51-point talent in the Affliction tree. It's a direct damage spell that applies a 12 second debuff that increases the damage of the Warlock's DoTs on the target by 20%. In addition, at the end of the debuff's duration or if it's dispelled, it heals the Warlock for 20% of the damage it dealt. It's a nice effect but the amount healed is rather negligible so I hope that aspect of the spell gets tweaked some more before it goes live.

  • Patch 3.0 PTR round-up

    by 
    Allison Robert
    Allison Robert
    09.13.2008

    The public test realm has just gone live, and if you've got any characters on it (or if you'd like to go copy some), you can head on over to enjoy all of the patchtastic frivolity likely to descend sometime soon. In case you're catching up to the rest of us, patch 3.0 is another large content patch specifically designed to transition the player base to the upcoming expansion Wrath of the Lich King. We won't be seeing Death Knights or Northrend (or at least, we're pretty sure we won't, unless they're planning on a big surprise). We will be seeing all of the 1-70 class changes, new features added to the default UI, barbershops, Inscription, a raid buff system overhaul, and more, in addition to four European servers closing due to Russian player migration. Read on for a quick guide to what you can expect:

  • Skill Mastery: Deep Freeze

    by 
    Christian Belt
    Christian Belt
    09.12.2008

    I have to admit, when the three 51-point Mage talents were revealed, Deep Freeze was the one I was least excited about. In its initial form, the spell was 1.5 second cast, 5 second duration stun that only worked on frozen targets. Ok.../golfclap. I shelved the spell in the dark recesses of my brain and devoted most of my time to pleasant fantasies involving Arcane Barrage, Living Bomb, and a lot of Gnomes.Then a funny thing happened. Over several new beta builds, the spell actually became good. When I finally got into the beta and was able to take the spell for a test-drive, I discovered it was very good. Not perfect, mind you, but highly effective.Damage was added to the spell. High damage. Then the cast time was removed, making it instant. The spellpower coefficient remained what it had been when it had a 1.5 second cast. All of a sudden, Deep Freeze was an instant-cast nuke with a reasonable cooldown that also delivered a stun mechanic. Suddenly, the spell had become...well, pretty awesome, actually.So how does it work in practice?

  • Skill Mastery: Horn of Winter

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.12.2008

    Horn of Winter is a Death Knight skill that was added in a recent build. Much like the Shaman's Strength of Earth Totem, this skill will give a strength and agility buff to nearby party or raid members -- 155 at the highest rank, to be exact. It has advantages over Strength of Earth to be sure. It lasts 2 minutes like the totem, but unlike the totem, it's quite a bit more mobile, being a straight-up buff. If there's one drawback to the skill, it's finding the time to cast it. A Death Knight nearly never sits idle while DPSing. Every global cooldown is precious as you strive to use your runes as soon as they refresh and shed runic power as soon as you have enough for your chosen runic power dump. Some Death Knights think that shoehorning Horn of Winter into there might be asking a bit much, and want it to, at the least, not cost any runic power. Still, it's a very nice "upgraded" version of the Shaman's Strength of Earth totem, and 20 runic power (10 with a glyph) isn't that bad a cost, so if you're in a physical DPS heavy group or raid, and any Shamans aren't putting out that specific totem, it's worth using it. Any slight hiccup in your damage rotation is probably worth all the nice extra AP and melee critical strike rating you'll get from the buff. Just skip a couple Rune Strikes and cast it already!

  • Skill Mastery: Divine Storm

    by 
    Zach Yonzon
    Zach Yonzon
    09.10.2008

    Early on during the Wrath Beta, when the new Paladin talents were unveiled, a collective girlish squeal of delight was heard throughout the world as every Retribution Paladin read the description for Divine Storm. Except for me, that is. I let out a very dignified squeal when I read this:Divine StormRequires 50 points in RetributionAn instant weapon attack that causes Holy damage to up to 4 enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 20% of the damage caused.First of all, understand that Paladins are a glorified auto-attack class. Unlike other melee classes with a plethora of strikes (sorry, Enhancement Shamans, I know you're in the same boat), Paladins rely on the swing timer and insert the occasional, short-ranged Judgement in between. Retribution Paladins have one additional button to press, the 41-point Crusader Strike, but otherwise it's an auto-attack affair. This new spell, the 51-point granddaddy in the Retribution tree, hits numerous birds with one stone -- it's another activated strike, raising DPS; it can hit multiple targets; and it provides minor raid utility with AoE healing.

  • The best of WoW Insider: September 2-9, 2008

    by 
    Joystiq Staff
    Joystiq Staff
    09.10.2008

    It's dancin' time in Azeroth -- the Wrath of the Lich King expansion is just around the corner, and we couldn't be happier. News is flying off the beta, all the classes are getting upgrades, there's new content to explore, and it all just makes us so happy we can't help but get on down. Here's the top stories from the past week in Warcraft, courtesy of Joystiq's sister site, WoW Insider. News New racial abilities for WrathBlizzard unveils the tweaks to what your Trolls, Taurens, and Humans can do. Ten of our favorite achievementsHere's a quick gallery look at ten cool achievements we found coming to the World of Warcraft. Shaman glyphs in beta build 8905Glyphs will tweak your spells in the expansion, and here's what Shammies have to look forward to. Karazhan three-manned in the Wrath betaAs if there was any doubt that old content would be trivial when the new expansion dropped, here's proof. Boat crews return in the Wrath betaFinally, the boats have some people on them again. More news in here about riding around towns, too. Features Guildwatch: 10 guilds kicked me in a rowOur weekly look at guild drama is even more dramatic than usual -- /gkicks and /gquits abound! Tiers: The past, present and future of dungeon and raid setsA quick retrospective on what kind of stuff has dropped from the dungeons so far. Skill Mastery: Mirror ImageFinally, a new spell Mages aren't crying over. Ask a Beta Tester: All about Inscription and a few other thingsWant to know what's going on in the Wrath beta? Ask a Beta Tester! The ten people you need to know in WoWWe break down the archetypes of the friends you need to make in Azeroth.

  • Skill Mastery: Mirror Image

    by 
    Christian Belt
    Christian Belt
    09.08.2008

    This is so going to be nerfed.I'm sorry, I don't mean to be negative, but holy cow. For thirty seconds, this spell makes you a God.Here's what Mirror Image does: When used, it instantly conjures three copies of the Mage that cast it. These copies have their own health and mana pools, and act independently of you, like three like-minded pets set to "aggressive." The copies I was summoning would alternate between casting three simultaneous Fire Blasts and three simultaneous Frostbolts. These spells do more-or-less normal damage. The Fire Blasts were hitting for around 2,000 damage each, and the Frostbolts were hitting for slightly less, around 1,500.I summoned them the first time in range of three level 70ish mobs. The copies immediately began attacking, one shotting two of the mobs before I even realized what was happening. I began casting at the third a second later, but it was dead before the cast went off. I then moved within range of the next mob and began casting a Frostfire Bolt at it. The copies followed suit, winding up three Frostbolts simultaneously. Their spells landed just after mine, and the level 71 mob died before it had even begun to move toward me. After thirty seconds, my copies died automatically, leaving three corpses that looked exactly like me lying at my feet.At my computer, I burst into song, and lost control of my bowels.

  • Skill Mastery: Living Bomb

    by 
    Christian Belt
    Christian Belt
    09.04.2008

    Those of you who read my last Arcane Brilliance column may already know I'm not terribly fond of this spell so far. How much my dislike stems from using the buggy version of it that exists on the beta and how much comes from the spell actually being sub-par I can't be sure. We'll find out when patch 3.0.2 hits the live servers I guess, and probably not a moment sooner. In this edition of Skill Mastery, though, I will endeavor to be as fair and objective as I can manage. This could end up being a very, very good spell, if it lives up to its potential.The 51 point talent for the Fire tree, Living Bomb is potentially a very fitting cap talent. The Fire tree has always been about blowing things up good and fast. Fire's purpose has traditionally been high single-target DPS, low survivability, and enormous AoE. This spell, current bugginess notwithstanding, is the natural evolution of that purpose. It has gone through multiple incarnations in its short existence, but the current form could end up being the best of the bunch once it works properly. Follow me after the jump for the details.

  • Skill Mastery: Arcane Barrage

    by 
    Christian Belt
    Christian Belt
    08.30.2008

    Attention, Arcane Mages. No, not you, who only went far enough into the Arcane tree to pick up Improved Counterspell. Go breathe some Dragon's Breath or hug your Water Elemental or whatever. This is for Arcane Mages, those of you who have Slow and use it to help everyone else win in Warsong Gulch, you brave soldiers who have learned how to rotate Arcane Blast into your spell rotation properly.There are those who would call your chosen school of magic a support spec, a tree to be used only to augment Fire or Frost. Just ignore these people; we'll be killing them in Wrath of the Lich King. How, you ask? A lot of reasons, really, but today we're spotlighting one of the big ones: Arcane Barrage.

  • Skill Mastery: Master's Call

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.29.2008

    First appearing as an 11-point Beastmastery talent, Master's Call is now a new baseline skill for Hunters in the Wrath Beta. With this skill, your pet will rush to your target and remove all existing movement impairing effects or stuns on the target, and cause them to be immune to them for 4 seconds. It can be used while you are stunned. This is certainly a handy ability to have. In PvP, this should be awesome for getting away from Warriors and Rogues. In PvE, there's bound to be bosses and mobs with slow and stun effects, and this little skill could in theory, save a wipe.

  • Skill Mastery: Army of the Dead

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.28.2008

    Ever since we first heard about the spell, I have been without a doubt drooling over Army of the Dead. This level 80 Death Knight spell allows you to summon an army to your beck and call. In specific, it's a 6 second channel spell that summons several weak undead to taunt and fight your enemies. In addition, you take less damage equal to your dodge plus parry chance. It costs one of each basic rune type, and has a 10 minute 20 minute cooldown (You see how swiftly things change in the Beta?). You can see the spell in action above (video found on Deathknight.info). You may notice some problems. For example, some the ghouls stand around and do nothing. In addition, the damage reduction on channeling does not seem to be working. Still, it's pretty cool seeing all those ghouls decend on the enemy, even if they are lowbie scarlets.

  • Skill Mastery: Penance

    by 
    Eliah Hecht
    Eliah Hecht
    08.27.2008

    Welcome to Skill Mastery! In the weeks to come, the WoW Insider staff will give you the skinny on each and every new skill coming in Wrath of the Lich King or, in some cases, in the 3.0 patch. Healing priests aren't getting a ton of new tricks in Wrath. In fact, some of our old tricks are getting removed: downranking is no longer viable, so goodbye Greater Heal (Rank 1). However, like every other class, we are getting a few new spells, and one of them is Penance. Penance is the 51-point Discipline talent, and it currently reads like this (at max rank): 33% of base mana, 30 yard range Channeled, 10 sec cooldown Launces a volley of holy light at the target, causing 184 Holy damage to an enemy, or 670 to 756 healing to an ally every 1 sec for 3 sec.