Chase Christian
Articles by Chase Christian
Encrypted Text: Designing the ultimate rogue quest chain
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. In preparation for researching the upcoming pair of legendary daggers for rogues, the Fangs of the Father, I have already copied over several rogues to the PTR servers. Unfortunately, it's impossible to start the quest chain just yet, as not all of the new dungeons are accessible. I will have more information on exactly what's required to obtain our upcoming orange weapons once I'm able to actually start working on it. The black dragon Wrathion will be giving us orders, and we'll be completing his missions in return for the legendary weapons. Some information has been datamined on a few of the quests that we'll be completing. While we don't know much, we do know that there will be at least one Pick Pocket job and a Stealth mission, based on both the datamined info and Lead Systems Designer Ghostcrawler's own statement on the rogue-themed quest line. Picking a few mobs' pockets for a ring and sneaking into Ravenholdt doesn't seem to that challenging, but obviously we don't see the whole picture yet. I have been mulling over ideas for what pieces of quintessential rogueness could be introduced to make our quest for legendary weapons that much more memorable.
The Light and How to Swing It: Radical changes to holy paladins on the 4.3 PTR
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. When I first checked out the official PTR change list for the upcoming patch 4.3, I wasn't expecting many holy paladin changes. We've been performing admirably in Cataclysm, comfortably straddling the line between obsolescence and ubiquity. Upon the reading the changes, I was shocked to see such radical changes to our talents, spells, and playstyle. Patch notes like these are always scary, as we don't know if we're being gutted or reinforced. I immediately downloaded the latest PTR client and got to work. Holy Radiance was completely retooled into a cast spell that we use on a friendly group member, with talents changed to reflect the new design. We gained two new holy power sources, and Light of Dawn had its target count shifted. Our bread-and-butter mana regeneration mechanic, the Seal of Insight and Judgement system, was also scrapped in favor of a flat regeneration buff that scales with our spirit.
Encrypted Text: Blackfang Battleweave, or Deathwing is the Joker
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. Blizzard has been posting previews of the upcoming tier 13 sets, allowing us to see what our new sets will look like visually. When describing the tier 13 set for rogues, Blackfang Battleweave, it was said that the armor is bat-themed. When I think of bats and bat-themed armor, I immediately think of the Caped Crusader. Not to worry, as the preview also claimed that they "were careful to skirt the more obvious inspirations." Oh, that's good news -- so they're not designing our next tier set in such a way that it would warrant a cease and desist letter from DC Comics. The only real similarity between our gear and the Dark Knight's is the pointy cowl; I don't see any shaped abs on our leather tunic. As soon as I let my guard down, the WoW Facebook page posts an image of a rogue soaring through the night air on a pair of dark wings. Our new legendary daggers, the Fangs of the Father, apparently, give us wings. You can't see this picture and not immediately see the resemblance to the Masked Manhunter himself. I can only think of two possibilities: Either I accidentally started playing DC Universe Online at some point without realizing it, or Frank Miller has replaced Samwise Didier as Blizzard's art director.
The Light and How to Swing It: Healing by the numbers
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. Every raid encounter is designed to challenge the players attempting it. Tanks can be faced with controlling several mobs at once, while DPSers often have enrage timers to race against. Blizzard's developers have a few different tricks for putting healers to the test. The first and most obvious danger that healers face is the rate of incoming damage, which we have to counter with spells that are appropriately powerful. We are also often tasked with reacting quickly to stimuli, like instantly dispelling or bringing a raid group's life back to full before another incoming attack lands. With the release of Cataclysm, the developers specifically focused on a mechanic that had been sidelined for quite some time -- mana management. Our spells' mana costs have been tweaked and mana regeneration capabilities have been altered to ensure that we focus on choosing the right spells. We used to be able to spam Holy Light carelessly in Wrath, but now we can't sustain nonstop Divine Lights for more than a minute or two without emptying our mana bar completely. Learning to live with a limited mana supply is paramount to being a successful holy paladin in Cataclysm.
Encrypted Text: Welcome your new legendary-wielding rogue overlords
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. World of Warcraft is alive. The game is dynamic, always churning and changing. Guilds rise and fall, chapters of lore are closed, and new challenges are introduced. The balance of power shifts like a scale at sea. While the developers do their best to steer the ship through the rough waters of chaos, players are exploiting even the slightest imbalances to gain any advantage over their peers. The constant struggle to maintain order and balance has been fought for years, with neither participant yielding to the opposing side. As the developers are tweaking class mechanics and players are finding new ways to break them, there is one force that silences everyone -- the legendary weapon. With their orange text and powerful attributes, legendary weapons are capable of raising a class out of the war zone of balance and elevating them to the pillar of dominance. The wielders of legendaries are above the laws of balance and fairness; they get to define their own reality. Rogues have been named as the next recipients of this power in the form of a pair of legendary daggers, the Fangs of the Father. I couldn't be more excited. Even in my glee, I still wonder: Why would the devs introduce weapons so powerful that they undermine their own attempts at balance?
Tom Chilton shares info on patch 4.3 dungeons and more
When Zarhym said that patch 4.3 goodies were imminent, we didn't know he meant this soon. Our parent site, Joystiq, has the details from Tom Chilton, game director for WoW. He talks about the trio of new 5-man dungeons and the lore behind the final chapter of Cataclysm's story. The new 5-man dungeons will have us exploring a future where Deathwing wins, to show Nozdormu the endtime that would happen if Deathwing were allowed to bring his plans to fruition. After convincing the leader of the Bronze Dragonflight to aid us, we travel back in time to the Well of Eternity to allow Thrall to steal the Demon Soul. The Demon Soul is an ancient dragon artifact that will be the focal point of our attack on Deathwing. Finally, we enter the Hour of Twilight, escorting Thrall and the Demon Soul to Wyrmrest Temple, which is where the final battle begins. Chilton also talks about the Deathwing encounter itself, sharing with us details on the mobile fight that is like nothing we've ever seen before. Deathwing will be on the run, and we will be giving chase across the world. As Deathwing is trying to heal himself and regain his strength, players will be ripping away his armor plating and fighting the lava beasts that lurk within his body. There will be a new balancing mechanic that forces players to stay balanced while fighting, adding an entirely new angle to the encounter. The final showdown will occur with players fighting Deathwing from floating islands in the Maelstrom. The full article on Joystiq has more details on the encounter and what we can expect to see when facing Deathwing. From my perspective, patch 4.3 is shaping up to be one of the most exciting patches of all time! Brace yourselves for what could be some of most exciting updates to the game recently with patch 4.3. Look at what's ahead: new item storage options, cross-realm raiding, cosmetic armor skinning and your chance to battle the mighty Deathwing -- from astride his back!
The Light and How to Swing It: Synergizing with druids and shaman
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. When I asked my favorite restoration shaman (David the shaman) what the resto spec's weaknesses were, he had listed off several areas he'd like to see improved. I posed the same question to a restoration druid, and he replied back with an emphatic "There isn't one!" Restoration druids are currently the most powerful healers in the game, and by a large margin. Every other healing class might pale in comparison to a druid's massive HPS capabilities, but resto druids aren't the indomitable healers that they might think themselves to be. Holy paladins have a diverse and robust toolkit of spells that allows us to complement restoration druids and shaman. We can focus on each class' strengths and weaknesses to choose our healing spells and strategies effectively. We learned how the two priest healing specs vary and how to work with each, and now we'll cover the two restoration healers.
Encrypted Text: Rogues do it from behind
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. The best way to improve your DPS is to attack more. I'm not talking about stacking haste so that your attacks are swift as lightning, but rather about not missing any opportunities. In order for a rogue to deal maximum damage, he needs to be in melee range of something that needs to die at all times. Staying in melee range can be difficult, as bosses are always tossing out pools of fire and knocking us back into the walls. Rogues need to be tenacious; we need to be vicious dogs that won't let go of our prey for any reason. We need to hustle between targets, minimizing the amount of time we see "Out of Range" at the top of our screen. In order to ensure that we're on our targets at all times, we need to learn about how melee mechanics work.
The Light and How to Swing It: Synergizing with priests
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. Holy paladins can't do it all. While we might be the best-dressed spec in the game, we occasionally need for other healers to give us a hand. The developers have done a great job giving each healer a niche for them to fill. A holy paladin must know the strengths and weaknesses of the other healing classes in order to be able to work alongside them. While all healers are somewhat normalized by Cataclysm's introduction of the three heal model, it's each class's unique spells that give them flavor. We all start with the same base, and then our signature heals and cooldowns allow us to differentiate ourselves. Holy paladins can adjust their healing style and strategy to complement their partner healers instead of competing with them.
Encrypted Text: Finesse in PVP
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. World of Warcraft is more than just a game. Over the years, an entire ecosystem surrounding the game has developed, created by the gaming community. I've read a few WoW novels and comic books, seen fanfics and fan art featured on the community portal, and I've enjoyed so many awesome pieces of WoW machinima. It's actually quite common for the community to influence the game itself, as we've has seen countless changes implemented after community demand. The fan-created Leeroy Jenkins video, for example, still represents WoW for most of the world. When I first started playing the rogue, I watched a lot of rogue-centric machinima. Boss encounter videos weren't very popular then, and so most of the machinima was based in PVP. I watched in awe as Grim annihilated everything in his path. I laughed as Happyminti stomped on characters who were 10 levels higher than himself. I sat agape as Hector leaped off of the tower of Karazahn after a mage who tried to escape. My style of rogue PVP has always been colored by the finesse and grace of these rogues, and that still holds true today.
The Light and How to Swing It: Leveling your holy paladin in Cataclysm
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. Of the three roles in WoW, healers are the odd man out. While mages might call it damage and a warrior might call it threat, the fact is that DPSers and tanks both excel at hurting their opponents. One of my guildmates often refers to tanking as "just DPSing from the front." Healers, on the other hand, have nearly no offensive capabilities. The developers were nice enough to give every healer a cheap spell or two to spam to make us feel like we're contributing, but our DPS is abysmal. Healers, more than any other role, are pointless without a group to support. Throughout the years, we've heard the legends of the shockadin -- the holy paladin build that doled out merciful healing and wrathful judgement in equal doses. While offensive builds for the holy tree have always been around, they've never been truly viable in any serious situation. I love the thought of Holy Shocking some hunter right off his high horse, but the numbers just don't add up.
Encrypted Text: Leveling your rogue in Cataclysm
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. When I was selecting my first class, back in the early days of WoW, I chose the rogue for its awesome killing potential. Mindlessly grinding mobs used to be a valid way to level, especially since questing in the past involved so much travel and downtime. Our unique mix of stuns and damage allowed rogues to chew through enemies quickly and efficiently. My strategy was to find an area populated by caster-type mobs and then simply burn through them all day long. Over the years, rogues have continued to evolve, and we're now one of the strongest leveling classes in the game. Our past weaknesses were our lack of self-healing and our difficulty against elite mobs, but Recuperate and the near total removal of any quest-based elite mobs in Cataclysm has solved both of our problems. Leveling a new rogue today is an enjoyable experience, as we have the finesse to avoid unwanted encounters and the brawn to handle any combat that we do have to engage in.
The Light and How to Swing It: Healing is a zero-sum game
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. Have you ever cut a cake at a party? Dividing a cake into portions is an example of what economists call a zero-sum game. The total amount of cake is fixed, and you can slice it how you see fit. There's only so much cake to go around, so giving someone a bigger portion means that there's less for everyone else. You can't take half of the cake for yourself without reducing the size of the other pieces. In a zero-sum game, you're sharing a limited resource with your fellow players, and one person's gain is another's loss. Healing is a zero-sum game. Over the course of any given encounter, your raiders are only going to take so much damage. If one healer is handling 75% of the incoming damage, then there's only 25% of the incoming damage for the other healers to handle. The more HPS a healer does, the less their teammates are capable of. DPS classes work in the opposite way, where the more DPS one class does, the more DPS everyone does. Because of this unique zero-sum game that healers compete in, judging a healer's performance can be difficult.
Encrypted Text: Rogue tips and tricks for Firelands, part 5
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. The first time I faced Ragnaros, I was invited to soak up gear in a Molten Core run. The only reserved item was Perdition's Blade, as one of the guild's veteran rogues had been waiting for it for weeks. Of course, as soon as we Ragnaros packing, that infamous dagger was left behind. The master looter tried assigning it to the experienced rogue, but his name didn't show up in the looting console. He had fallen asleep during the Majordomo encounter, and because he didn't participate in the Ragnaros kill, he was ineligible for the weapon. As the only other rogue present, I was given Perdition's Blade by default. Drunk with power, I killed hundreds of priests and warlocks over the next few days, just because I could. When I heard that we'd be facing Ragnaros again, I immediately started salivating at the thought of scoring a Perdition's Blade 2.0 from his fiery corpse. When I found out that Rag still drops a Sulfuras for the warriors but doesn't have a single dagger on his loot table, I was pretty upset. He's had like six years to forge a new Perdition's Blade for me, but apparently he spent all of his time building an army instead. Forgetting to make a new dagger will be Ragnaros' biggest mistake, as I will have my revenge by sharing all of my tips for killing him with you.
The Light and How to Swing It: Healing against Ragnaros
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. What is it with bosses in WoW not learning from their mistakes? We've had to put an end to Kel'Thuzad's sick experiments in two different expansions, while Nefarian actually rebuilt his sister so that we could fight the two of them again. Nobody can forget Kael'thas' infamous return, and I know I've killed Anub'arak like 12 different times now. It seems now that Molten Core was merely a setback for everyone's favorite Elemental Lord, Ragnaros the Firelord. Ragnaros must've missed the memo about Al'Akir falling to our might, or else he might've hired a few more majordomos. Ragnaros isn't a difficult fight for healers, at least not specifically. There's plenty of damage getting tossed around, but nothing terrible life-threatening. I would liken the encounter to Heigan of Naxxramas, where positioning and reaction times were more important than raw throughput. Ragnaros has two types of damage: damage that's simple to heal through, and damage that will instantly kill you. If you can teach your raid to avoid the one-shot abilities, then you'll have no problem dealing with everything else.
Encrypted Text: Rogue tips and tricks for Firelands, part 4
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. In order to challenge Ragnaros in the Sulfuron Keep, we have to defeat his fire-loving cadre that blocks our way. Baleroc acts as the Spire's gatekeeper, preventing us from crossing the chasm between us and Ragnaros. After dispatching the first fours bosses in Firelands, we knock out Baleroc to make our way across a fiery bridge to dethrone Ragnaros himself. Unfortunately for us, Rag's newest Majordomo, the former archdruid Fandral Staghelm, is guardian the entrance to the Spire. Luckily for us, we just picked up a Gatecrasher from Baleroc's smoldering corpse, and we're ready to cleave our way through whatever Staghelm throws our way. The Staghelm fight is fairly simple for rogues. We're focusing on nuking the boss for nearly the entire fight, and that's exactly the type of encounter we shine in. Staghelm does have a few adds he spawns, though, and they need to be taken down quickly. Combat rogues are uniquely suited for burning these unwelcome guests down, due to Blade Flurry. Blade Flurry can boost your DPS on this encounter by nearly 20%, and combat's extra expertise helps us attack Majordomo from the front.
The Light and How to Swing It: Healing against Majordomo Staghelm
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. Illuminated Healing is a tricky mastery bonus to quantify. I've talked about how it's still our weakest throughput stat, even after the most recent round of buffs. We've also discussed how some holy paladins are completely changing the way we're able to heal by stacking as much mastery rating as possible. Mastery's biggest weakness is that it only works with a handful of our heals, limiting its flexibility. Illuminated Healing can be a valuable ally when facing Shannox or Baleroc. Illuminated Healing is nearly worthless against Majordomo Staghelm. The Majordomo encounter favors holy paladins who stack haste rating. You'll be especially potent if you can break 1,860 haste rating, which is the breakpoint that grants you an extra Holy Radiance tick when you don't have any special buffs active. The Majordomo fight will challenge both our AOE healing throughput and our reaction times. While our mastery bonus has its uses, it simply can't compete on a fight where AOE healing is paramount to our raid group's survival.
Encrypted Text: Rogue tips and tricks for Firelands, part 3
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or topics you'd like to see covered. Alysrazor is not an ideal fight for rogues. We waste a lot of time running around, and we spend hundreds of energy points on Kicks. We swap targets often, never spending more than a minute on any single enemy. We're often too far away from the rest of the raid to receive their buffs, and our targets are rarely fully debuffed. Due to encounter mechanics, even the tanks are dealing more damage than us. While it might seem like the odds are stacked against us on Alysrazor, the good news is that our damage here isn't nearly as important as our utility. Alysrazor is the official Interrupt Boss for Firelands. There's always an Interrupt Boss in each raid tier. Tier 11 saw us Kicking all of Maloriak's casts, while Lady Deathwhisper and Valithria Dreamwalker had us interrupting Scourge casters all night. It was almost impossible to defeat the Faction Champions without solid interrupts, and General Vezax's Searing Flames was deadly if not Kicked. Rogues have been the go-to interrupters for years, and the Alyzrazor encounter again challenges us to put our boots in some caster faces.
The Light and How to Swing It: Healing against Alysrazor
Every week, WoW Insider brings you The Light and How to Swing It for holy, protection and retribution paladins. Every Sunday, Chase Christian invites you to discuss the finer side of the paladin class: the holy specialization. Feel free to email me with any questions you want answered, like why paladins are so awesome. My 10-man raid team has three healers, but none of us has an off-spec. Once we mastered the fight, Alysrazor feels like an encounter that only really requires two healers. We loved having three healers while learning, but now that it's on farm, I decided to try out a shockadin hybrid build for this encounter. I actually spent the majority of my time spamming Exorcism on the adds and Rebuking their casts. The reason that I'm able to be in melee range of the casters is Beacon of Light's massive 60-yard range, which allows me to heal a tank even when I'm way past any other healer's effective range. When you first engage Alysrazor, your entire raid is knocked back and blasted with fire damage. I immediately assumed that the encounter was going to revolve around heavy AOE damage, and I readied myself to use Holy Radiance on cooldown while bracing myself for a good crying session once it was over. I was pleasantly surprised to find that Alysrazor actually doesn't require that much AOE healing outside of her final phase. For the majority of this fight, holy paladins get to focus on what we do best: single-target healing. I like to use a Divine Favored Holy Radiance to counter the opening AOE blast, as Divine Favor will be up again for the AOE phase later on.
Encrypted Text: Rogue tips and tricks for Firelands, part 2
Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me any questions or article suggestions you have. If there's one trend that I am enjoying in Firelands, it's that the encounters are much more rogue-friendly than those of the previous tier. We're not swapping targets as often, and there are several fights where combat rogues get to shine via Blade Flurry. There are also role-based encounters like Rhyolith, where our DPS is less important than our reaction time and planning. Beth'tilac and Baleroc start very differently, but they both finish with a race to beat the ever-increasing damage being dealt to the tank. Rogues are particularly effective against both bosses, especially since both are simple fights that let us establish our rotations. Rogues prefer to focus on single targets, as opposed to specs like boomkins and shadow priests that prefer tossing their DOTs around.