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  • Lichborne: A Death Knight statistics primer

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    12.07.2008

    Welcome to Lichborne, the weekly Death Knight column by professor Daniel Whitcomb, who totally has a PhD in Death-Knightology from Ebon Hold University. It's the truth, I swear. I've seen a lot of people asking these questions as we've been getting into the expansion: Now that I am trying to gear by Death Knights, what stats should I get? What's good for a Death Knight? Which armor should I take. We've started getting in that somewhat in the last few columns, with advice on reputation gear and starting zone gear, but I figured today we should delve a little bit more into the why of Death Knight stats. Today's column will double as a little bit of primer on how Death Knights get their power, and what stats you should be looking for on armor in general to make your Death Knight the best it can be. It's not completely in depth, but it should get you well on the road to understanding just how Death Knights get all that awesome power and sexiness. We'll have 3 sections today. The Good are stats that are excellent choices for DPS, Tanks, or both. The So-So are stats which still do us some good, but are pretty situational or conditional in their usefulness. The Outcasts are those stats that you should avoid -- Well, I'd say avoid like the plague, but we're Death Knights. We like the plague around here. So I'll just say you should avoid them.

  • Mining Toughness bug beefs up twinks

    by 
    Mike Schramm
    Mike Schramm
    11.26.2008

    This is an interesting bug (a bug that twinks might not be so happy we're shedding light on it, but it is a bug nonetheless): apparently Toughness, which is the bonus that comes from the mining profession, is giving a much bigger buff than designed at tier 3 of the ability. Instead of giving a bonus to health (as it's supposed to, and as it does for miners not within the 225-299 range), it's actually giving a bonus to Stamina. So level 19s with mining between 225-299 are actually picking up about 700 health, instead of the designed 70.Apparently twinkinfo.com has been waiting on a hotfix for this one for a while, but apparently it's not fixed yet, and twinks who have leveled past 300 are a little angry that the lower-leveled miners are picking up a couple hundred more HP (not to mention, you know, the people being killed by the overpowered twinks). Hopefully Blizzard will get this fixed soon -- it seems like an obvious bug and a fairly easy hotfix.

  • Lichborne: Death Knight Tanking

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.16.2008

    Welcome to the first post-Wrath installment of Lichborne, the weekly Death Knight column. Join Daniel Whitcomb on the bleeding edge of a new and untried class.So Wrath is upon us, and we can finally start leveling our Death Knights on the live servers. That's right, this time it's for keeps. I'm pretty excited about that. One thing, though, that I haven't gotten to do yet on live servers is tank a dungeon. It's not that I don't want to, it's that 98% of the people leveling through Outland right now are Death Knights, so finding a healer is a bit difficult. Still, I did my fair share of tanking on Beta servers, and I played a Druid tank for years, and I'm figuring I'll do my fair share of tanking again at 80. Thus, I decided that this week is the perfect time to start getting ready to tank, even if Utgarde may be the first instance most Death Knights will get a group for. Let's get down to the basics:

  • 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.

  • 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.

  • Phat Loot Phriday: Crux of the Apocalypse

    by 
    Mike Schramm
    Mike Schramm
    06.13.2008

    Been a long time since we did a dagger, so let's break out this badass stabby stick, just recently seen in the Sunwell Plateau.Name: Crux of the Apocalypse (Wowhead, Thottbot, Wowdb)Type: Epic One-hand DaggerDamage/Speed: 164-247/1.80 (114.2 DPS)Abilities: +18 Agility, +15 Stamina, which makes this a nice weapon for either Hunters or Rogues. Hunters will probably say it's best for them, and Rogues will probably say they deserve it, but no matter who's getting this weapon, it's top of the line period. Just look where it drops from. Red socket (perfect for a Subtle or Bright Crimson Spinel), +4 attack power bonus Improves haste rating by 27 and attack power by 56. No matter how you look at it, this is a very, very nice dagger. Just in case you're not up on your Latin, crux means cross, though it's also picked up another meaning in English as central or critical point. Either way, whenever you're stabbing someone with a central symbol of the Apocalypse, they're going to feel it. How to Get It: Oh, nothing too hard -- it just drops from Kil'jaeden, the current endgame boss of World of Warcraft. So just, you know, beat the game, and then win the roll against that greedy Hunter or the grabby Rogue in your raiding group, and the knife is yours. Oh, and you'll probably want to do it again -- if you think one of these things is great, just think how awesome dual wielding them would be.Getting Rid of It: You won't -- at least not until most of the way through Wrath of the Lich King. But when do you sell it, a vendor will give you 15g 52s 99c for it, or you can disenchant it into a Void Crystal.

  • Phat Loot Phriday: Jin'rohk, the Great Apocalypse

    by 
    Mike Schramm
    Mike Schramm
    05.09.2008

    No husky loot this week -- with a name like "the Great Apocalypse," this sword is nothing but badass.Name: Jin'rohk, the Great Apocalypse (Wowhead, Thottbot, Wowdigger)Type: Epic Two-hand SwordDamage/Speed: 380-570 / 3.70 (128.4 DPS)Abilities: Equip: Improves haste rating by 45, which will help a little bit with that low speed (but look at that damage range!), will bring the speed back to 3.60, which brings it up to 131.8 DPS +49 Stamina, makes this a nice PvP two-hander Equip: Increases attack power by 120, which also adds to attack damage. There are better high-end two handers in the game, but anyone who likes to swing a big sword should like this one. Plus, look at it! And that name! How to Get It: Drops from the troll himself, Zul'jin, in Zul'Aman. Interestingly enough, Zul'jin means "Leader of voodoo" and jin means "leader," So this sword is clearly a leader, but leader of what? Rohk, in the Zandali Troll language, actually means "end of worlds," or apocalypse. So if all the apocalypses you've ever seen in movies all got together (from Deep Impact to I Am Legend), one apocalypse would be standing above them all: Jin'rohk.But yes, the sword drops from the last boss in Zul'Aman. Droprate is about 12%, so get to him, be someone who swings a two-hand sword and needs an upgrade, win the roll, and it's all yours. Just don't hurt yourself carrying it around.Getting Rid of It: Sells for a whopping 17g 81s 95c, and disenchants, as you might guess, into a Void Crystal. But the terrible effect that carrying the Leader of Apocalypses has on you for all time? Priceless.

  • Gear transition between BC and WoTLK should be smoother, says Bornakk

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    04.17.2008

    We've known for a while that we've been getting a gear reset in WoTLK, and just this morning, we've discussed and speculated on how it will affect people as they transition into the 70-80 game, especially alt-o-holics. Here's some news that should strike a lot of people as good: Bornakk confirmed in a thread yesterday that we really won't be seeing quite as large a gear gap in the jump from Burning Crusade to Wrath of the Lich King as we did in the past: No more doubling of stamina values this time, guys. This should be good news for raiders who feel like their epics don't mean that much anymore (although to be honest, I was using a few of my BWL and AQ40 drops well into my late 60s, so I don't think the gear reset was that bad after all). If the gear jump isn't that bad, your shiny new epics should still work pretty well. Heck, same goes for badge runners. I've suspected for a while that the new Badge of Justice gear was meant to be a partial preliminary gear rest ahead of time, and I'd bet this more or less confirms it: If there's not going to be as much as a jump, these Tameless Breeches might last my druid longer than one might think. I think it's definitely a good middle road to take. We'll get a gear reset so alt-o-holics and casuals can jump right into the Howling Fjord, but the gap won't be quite as great, meaning that raiders and badge gear savers won't need to feel like they're watching months of work go down the drain when that first level 71 green drops.

  • A warrior and his spirit gear

    by 
    Adam Holisky
    Adam Holisky
    04.05.2008

    For some reason on my home server, Eldre'Thalas, when folks see a tank standing around in Shattrath without anything to do, they immediately start sending tells asking if I want to go tank such-and-such an instance for them. I don't mind it when my friends or guild mates do it, but it does get a little annoying when complete strangers do it constantly.So I've come up with a solution: spirit and intellect armor. Whenever I'm doing anything other than fighting, I'm wearing bright yellow spirit and intellect armor that I got off the AH. I spent about a hundred gold on this dastardly set. It looks awful, it smells awful, and it's a great repellent for annoying unsolicited LFG tells.I got the idea from looking at people's gear who are apping to my guild. Some of it was just plain nuts – spirit gear on Warriors, "of stamina" gear on Priests, things like that. Of course, they might have just been logged out in that gear the same way I'm logged out in mine right now. But when you're apping to a guild and one of the requirements is to log out in PvE gear for the next week, well, too bad so sad for them.

  • 2.4 leaves hunters low on mana

    by 
    Amanda Miller
    Amanda Miller
    03.27.2008

    Since patch 2.4, hunters have been having some problems. Aside from the outrage over the fact that our traps are now announced, we seem to be having issues with mana. On the forums, hunters are not seeing much love from the non-hunter crowd, but I suppose that is to be expected. It is important to note however, that our mana efficiency is an intended attribute of our class. We are useful, not solely, but arguably primarily, because we can provide sustainable, long-term DPS. No, we don't crit like mages. In a boss fight though, we can keep going after mages short out.Why are hunters all of a sudden having issues with mana? There are a few theories floating around, but we have yet to be graced with a blue response. Take the jump to learn more about why this might be happening.

  • Maximum stamina

    by 
    Adam Holisky
    Adam Holisky
    03.22.2008

    If you want to live through any boss fight as a tank, the one thing that you need above all else is health. Stamina, which gives ten health for every one point of stamina, is by far the most important stat that a tank needs in order to do their job well. No matter if you have reached the armor and defense cap, or if you're producing more threat than your DPS can keep up with, you won't live for a lick if you don't have enough health.Defining minimum health is an important concept in end game raiding and groups. For most instances, a minimum of 10,000 to 11,000 unbuffed is needed. This will at least let you take a few blows from a boss before dying, hopefully enough blows that the healer will be able to get off a few heals on you. For more entry level raiding environments, it's necessary to have unbuffed health between 11,000 and 12,000. If you've got 11,500 hit points going into Kara, you'll probably be able to reach 13,000 health fully raid buffed. This will let you survive a good portion of Kara, which means you can get more gear, which begets more health in the long run.

  • Phat Loot Phriday: Hortus' Seal of Brilliance

    by 
    Mike Schramm
    Mike Schramm
    02.29.2008

    Haven't done an offhand in a while, so while this one isn't exactly at the top of the heap, it's a nice item for your newly-70 alt to pick up, and it has a fun nod to a guy who's been working hard lately. Also, have a suggestion for a piece of phat loot to cover? Share it in the comments below or drop us a note on the tipline.Name: Hortus' Seal of Brilliance (Wowhead, Thottbot, WoWDigger)Type: Off-hand AccessoryArmor: N/AAbilities: +18 Stamina, +20 Intellect Increases spell damage and healing by up to 23 The stamina on this says Warlock, but if there aren't any warlocks around, this wouldn't be a bad pickup for any damage caster (Elemental Shaman, anyone?), especially one looking to head into PvP. For most casters, odds are that even if you grab this, it'll be replaced pretty quickly with either a better offhand or a 2h weapon. But on the other hand, it does look cool, and it's named after one of the most beloved CMs (if you can believe that CMs can be universally beloved) on the forums, the hypno-gnome Hortus. He's the bug guy, so many times (especially when a big PTR is being tested like this), he'll be the one to show up with answers to players asking about whether something is bugged or not. And he's brilliant. Hence the seal. How to Get It: It drops from the Fel Horde's Warchief, Kargath Bladefist. We've talked about him before on PLP, so suffice it to say that he's a mean SOB with blades for hands. No idea why he's carrying around Hortus' seal, but if you are able to grab it from the guy (it drops pretty often, in both normal and heroic modes) , you might want to see about getting it back to Hortus -- he'll probably need it for all the PTR testing going on.Getting Rid of It: Sells to vendors for 2g 20s 45c, and disenchants into a Large Prismatic Shard.

  • The return of stamina to tier 6

    by 
    Alex Ziebart
    Alex Ziebart
    02.24.2008

    A few days ago, Eliah mentioned a tragic thing in his list of Undocumented Changes in a recent PTR push: The Stamina disappeared from the new Tier 6 pieces!There was a pretty big outcry about this, and understandably so. The Burning Crusade has made Stamina a very important stat in all areas of gameplay from PvE to PvP. You need to be able to take blows in the arenas, and almost every raid encounter has multiple sources of random damage to the raid. Stamina is a big deal, which brings us to the good news.The Stamina has returned to the T6! Not in the amounts it had previously(unfortunately) but still a decent amount. While not ideal, it has enough Stamina that classes can actually wear these set pieces now. Previously, with no Stamina on this armor, most classes were completely unable to wear them in a raid. I know that I, personally, already have to wear PvP gear for a number of encounters because my raiding gear simply doesn't have enough Stamina on it for Black Temple and Mount Hyjal. New tier pieces with no Stamina at all would be something I could not even consider using, no matter how good the rest of the stats may be. Being one-shotted by environmental damage makes that awesome damage and mana regen a little useless.

  • Epic jewelcrafting recipes go factional on the PTR, goggles and tier 6 gear also get changes.

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    02.23.2008

    World of Raids has discovered something hiding in the latest patch build: All the epic gem cut recipes from current 25 mans will now be available from the Shattered Sun Offensive at various reputation levels.While no vendor has been found for them, the most likely candidate would seem be Shaani, one of the new NPCs we mentioned yesterday. In fact, I would call this even further evidence for the likelihood of epic gem transmutes from the lab set up by Mar'nah from the Razorthorn Rise daily, also mentioned in that article. Certainly, if casuals will be able to learn epic gem cuts from a daily grind reputation, it would make sense that they'd also be able to obtain epic gems to cut from somewhere other than the AH. It really does seem like Blizzard is preparing for Wrath of the Lich King with this patch, giving more and more opportunities for the casual player to catch up so they can start the expansion on a much more equal footing with the raiding player than they did for the Burning Crusade. In other item and trade skill news from the latest build, the new goggles will now require more ingredients to make, mostly extra primals of various types. Finally, most of the new tier 6 gear had previously been stripped of stamina, but now has it back, though in slightly smaller amounts than before. This should be good news to all those Druid Tanks who were a bit concerned about what use the gear would be for them, at the least. Oh, and the scaling bug continues to be hilarious.

  • Making money from Season 3

    by 
    John Himes
    John Himes
    11.26.2007

    Tomorrow morning Arena Season 3 is scheduled to start up and, among other things, this will bring a lot of new loot into the game. I'm sure many of you are like myself and have been hoarding up honor and arena points in order to buy the new gear as soon as it appears on the vendors. This season, due largely to the new rating requirements placed on some of the new items, I've decided to actually put forth effort to be competitive in the arena. With that in mind, picking up the new PvP gear becomes a priority, and I imagine other people are going to be in a similar position. Gone are the days of dying in the arena week after week in order to finally pick up that amazing weapon. Of course, for many players, there's a much more important aspect to preparing for Season 3: making money on the auction house.

  • WoW Rookie: All you needed to know about stats, part 1

    by 
    Elizabeth Harper
    Elizabeth Harper
    05.31.2007

    I don't know about you, but when I first started playing World of Warcraft, I couldn't have told you the difference between strength and spirit. I equipped every piece of gear I found without regard for what statistics it had. Intellect for my rogue and strength for my warlock -- why, yes, that sounds almost exactly the way I must have started my adventures in the land of Azeroth. But, yes, I did learn eventually. I read my class forums a lot, took advice from fellow players, and finally figured out what all of those funny numbers meant on my gear -- and whether they were good for my class and playstyle or not. But I imagine there are some new players in the audience who haven't gotten to that phase yet -- and this is written to help them out. Curious to see what the five base statistics -- agility, intellect, spirit, stamina, and strength -- actually mean? (Note: there are many more statistics to consider than these base five, like attack power and critical rating, but all of the other statistics are influenced by the main five -- so we'll discuss these today and the rest later this week.) Keep reading to find out all about them!

  • Sony's Cyber-shot DSC-S800 point-and-shoot sports 6x optical zoom

    by 
    Darren Murph
    Darren Murph
    04.27.2007

    While it may be getting tougher to not only smuggle a decent digicam into a decent concert, but to get even remotely close to the action, it's good to see a few camera manufacturers cranking up the optical zooming abilities of their point-and-shoots. Sony's latest Cyber-shot DSC-S800 proudly joins the currently-lacking clan, and features an 8.1-megapixel Super HAD CCD, ISO rating up to 1250, metallic frame (backside snapped after the break), 2.5-inch LCD monitor, Direct Playback mode, 54MB of internal memory, MSPro / MSDuo compatibility, and the reported ability to handle 390 shots before calling it quits. Moreover, users can enjoy the two-centimeter macro mode, 16:9 playback, PictBridge support, and variety of on-screen language choices, but the Motion JPEG video mode isn't apt to cause any gleeful celebrations. Of course, any Americans who were already working their credit card out of the wallet can stop right there, as this sucka won't be available until May at the earliest, and only to Europeans (at least initially) at that.[Via RegHardware]

  • Level one twink is "an existential WoW exercise"

    by 
    Mike Schramm
    Mike Schramm
    04.23.2007

    Ratherbrute sent this to us (he saw it in a signature on the forums), and I love his description of it. It's a profile of a level one twink, and Ratherbrute calls it "an existential WoW exercise." Basically someone out there, either in this profile or in the game (this character doesn't show up on the Armory, but the only character with this name shows that characters under level 10 aren't profiled on Blizzard's database), has pimped out a level one character.It's definitely a fascinating idea, though. What's here mostly consists of enchants-- health and stamina chants on the armor give this level one paladin 453 health. For comparison, I went and rolled a level 1 myself-- an unplayed level one blood elf paladin starts with about 38 health. There's also a bit of extra damage on the weapon (untouched paladins hit for 7-10, and the twink hits for 13-17) and a little extra armor.The Unadorned set used here is from a vendor in the Ghostlands-- it does seem to be the highest armor set available from a drop or a vendor. There is better level one armor out there (note that the armor is level 10, but level 10 is not required to wear it) from quests, but I'd imagine that actually completing any quest that pushes you past level one would defeat the purpose. Same deal with the weapon-- there are better swords around, but they're all quest swords, so it'd be tough to find something better while still remaining level one.Of course, while Ratherbrute says this is all just existentialism, I'll still ask the central question here: just why would you want to twink a level 1? What is this pally planning on fighting, anyway?