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  • Warlords of Draenor: Vengeance is now Resolve

    by 
    Matthew Rossi
    Matthew Rossi
    04.07.2014

    This is one of the bigger changes (and one closest to my heart now that I'm tanking again) - Vengeance is gone in Warlords of Draenor, replaced with Resolve. Resolve is basically Vengeance minus the stacking buff to attack power, because of the way Vengeance interacted on certain fights. To put it into perspective, last night was my first night seriously tanking, and I was number four on total DPS - it would have been far higher had I not forgotten I was tanking for the first fight. At present, with Vengeance and tank AoE for purposes of picking up threat (plus, I admit, some fairly beefy Shield Slams once Vengeance stacks all the way up) you can see some ridiculous tank DPS, easily surpassing dedicated DPS players. The solution being implemented here is to overall increase tank DPS without an unreliable mechanic like Vengeance adding different attack power depending on how much damage the tank takes. This also removes the temptation for tanks to deliberately take more damage in order to get Vengeance stacked up faster. So Vengeance is gone, and Resolve is implemented. How does it work? Resolve improves self-healing and absorbs done by the tank to the tank (so no, it won't buff priest bubbles) based on the damage taken (ignoring avoidance and mitigation, same as Vengeance now) within the last 10 seconds, and your Stamina. This means stuff like Death Strike, Shield Barrier, things of that nature. If you cast a heal on someone else, Resolve won't buff it. Each tank class' tanking mastery will now add 12% attack power, and the amount of attack power will scale with mastery as well. This is in addition to current affects, not replacing it - your tanking mastery will do what you're used to it doing, it'll just also do more. Brewmaster monks will no longer deal less damage. That 15% damage penalty? Gone. The goal here is for tanking damage to remain meaningful without overshadowing dedicated DPS players, something I feel is profoundly fair. Whether or not it works out for all classes we'll see when we get a chance to test it out, but the basic principle is sound - with tanks now using crit and haste (and the new stats Readiness and Multistrike as well - see Blood Craze here for just one potential use of Multistrike for tanks) we're in a situation where tanking DPS will likely go up just because they're wearing the exact same gear as DPS players. The age of Vengeance's unpredictable scaling probably needed to end. The section of the patch notes detailing the change is, as always, behind the jump.

  • Warlords of Draenor: Attack and Spell power changes

    by 
    Matthew Rossi
    Matthew Rossi
    04.04.2014

    One of the changes the Warlords of Draenor alpha patch notes mentions is a pretty large change to how our primary stats work and interact with critical strike and attack or spell power (depending on which you care about). It can be broken down as follows - first, agility and intellect no longer increase physical and spell critical strike chances respectively. In addition, there no longer is any such thing as spell critical strike chance, ranged chance, or melee chance, merely critical strike chance that applies to all three. Since this is no longer affected by primary stats, it's set at a base 5% chance before gear. (Among other things this removes the last tiny vestiges of any use for agility for strength classes.) Next, agility based class gain a new passive ability called Critical Strikes which increases base critical strike chance by 10%, likely to compensate for all the crit they lose from agility. Those of us who never got crit from our primary stat (strength DPS) are left wondering where our free 10% crit is. Next, how primary stats react with attack or spell power has also been changed. Attack power from Agility or Strength has been halved - each point of Agi or Str only gives 1 AP, down from the 2 it gains currently. In addition, weapon damage has been reduced by 20% across the board. This is because Attack Power now contributes more significantly to weapon damage - 1 DPS per 3.5 AP, which is a pretty significant increase from the current 1 DPS per 14 AP. Finally, weapon damage and attack and/or spell power now contributes to the entire throughput of player spells - if you're a healer, your weapon damage and spell power will much more directly contribute to the strength of your heals, and casters will see a similar benefit from their weapons. Weapons have just become far more important for many players, if not all. To read this section of the patch notes in their entirety, just click on through to the other side.

  • Lichborne: Death knight group utility in Mists of Pandaria

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.11.2012

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. Death knights are not always the first class you think of when you think group utility. They don't have a long-term crowd control method, they can't summon food or Healthstones, and they don't have one of those long term castable stat buffs like Mark of the Wild or Power Word: Fortitude. That said, you shouldn't sell them short. We have a lot of little things we contribute to a group in a ways people may not think of. This week, we're going to look at some of the buffs, debuffs, and group utility moves death knights contribute, with an emphasis on things that or new or significantly changed in Mists of Pandaria. Bringing the Buffs Horn of Winter has long been a valuable buff that you should never neglect, and it's changed in some interesting ways in Mists. Instead of a flat buff to strength and agility, it now adds 10% attack power to you and your group. This ends up being pretty handy since it should scale as gear levels increase.

  • Shifting Perspectives: Mana wars, crowd control and patch 4.2

    by 
    Allison Robert
    Allison Robert
    05.10.2011

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. This Tuesday, we swap Innervates with a new air of defiance. The most interesting part of the proposed patch 4.2 changes is arguably what's being done to crowd control, but that's not the only addition to the game that's going to affect us. At the moment, there actually aren't a metric ton of changes in store for druids, but I expect that itself will change. As a quick update to my ongoing TankWatch project, I returned to some dungeon-running on my alts between the patch 4.1 and 4.2 PTRs. As of evening Monday on May 9, this is what I've seen of tank representation through the low-level dungeon finder: Druid 9% Paladin 60% Warrior 31% My goblin priest should hit Outland soon, so we'll see what impact death knights wind up having on the statistics.

  • Incentives for appropriate gear types coming in Cataclysm

    by 
    Gregg Reece
    Gregg Reece
    01.28.2010

    One thing that has been frustrating cloth, leather, and mail wearers for quite some time is the ability for players with a higher type of armor cherry picking through their armor. In some cases, this is due to poor itemization in the intended gear range while others are abusing gear scaling and the ability to sometimes double-dip into stats. However, this will likely stop in Cataclysm for several different reasons. Bornakk revealed on the forums that gear will start having incentives to make you wear the appropriate type of armor. This means that holy paladins who are currently rolling on cloth and mail items will have incentives to stick to plate. What are these incentives? We don't know. It could be as simple as something like the current gem socket bonus system or a little more complex like a percentage increase in a particular stat. This could even be a generic spec based set bonus that gave you something if completely geared in class appropriate armor. We won't really know until more details are released.

  • Scattered Shots: Picking the right hunter loot, part 1

    by 
    Eddie Carrington
    Eddie Carrington
    11.19.2009

    Welcome back to the Scattered Shots, the weekly hunter class column. This week we begin our series "Picking the right hunter loot." Where we will review what truly makes something qualify as hunter loot, and not just loot hunters can use. We'll also review the drops off of each major raids starting with Naxxrammas and ending with the PTR Patch 3.3 raid, Ice Crown. So join me, Eddie Carrington, aka Brigwyn from The Hunting Lodge, as we explore what loot we should put on our watch lists. Things on the patch 3.3 PTR are getting closer and closer to wrapping up, so I thought it might be a good idea to review hunter stats and how they help you select the right gear for you. In the past we have talked about how to use iLevel to do a gear check. Also, we've talked about how to use the different hunter tools and resources out there to select an upgrade for your hunter. What we really haven't talked about was what makes up good hunter gear, and in each of the different raids in Wrath of The Lich King makes up some good hunter gear. And a recent comment on the Damage Dealing forum from Ghostcrawler got me thinking that it might be a good idea to make sure to first review how stats impact our gear choices, and how they impact both our and our pet's raid performance. Just like the hunter leveling guide, I'd like to set a few discussion guidelines.

  • GC clarifies ArPen's stat removal and others

    by 
    Mike Schramm
    Mike Schramm
    10.16.2009

    Ghostcrawler's hoping this answer "gets read," so we'll help. A player asks why Blizzard is worrying about armor penetration with the Scourge Strike ability -- isn't, they ask, ArPen getting removed in Cataclysm like we heard at BlizzCon? The answer is basically no: Armor Penetration rating is getting removed from gear (along with Block value, Defense, Attack Power, and a number of other gear stats), but Armor Penetration as a stat is not getting removed from the game. Talents and other abilties will still depend on removing and penetrating armor, even if your gear selection won't revolve around it. They'll still be balancing it, but as players choosing gear, it won't be a part of our calculations there.Make sense? Just because you don't see, say, Attack Power on gear doesn't mean you won't have an Attack Power number governing how much damage you do. It just means that the AP you have will come from stats like Agility and Strength (depending on your class and a number of other factors) rather than gear adding directly to AP. Of course, as Ghostcrawler says, these changes aren't even coming until patch "4.0" and the Cataclysm expansion, so there's still lots of gear choices and balancing to do before then.

  • Lichborne: What Cataclysm might mean for Death Knights

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.31.2009

    Welcome to Lichborne, the Death Knight column that dares ask the hard-hitting questions of Blizzard. Questions such as: Can I make a Worgen Death Knight now? Pretty please with sugar on top? We've now had about a week and a half to digest all the new information from BlizzCon about the Cataclysm, and while it's not a complete picture of what we can expect from the expansion, there's enough information now that we can make some pretty good educated guesses about the direction of the game and the new theorycraft of being a Death Knight. Let's take a look at we can learn from the latest information. New Races The new races definitely have some pretty awesome racials. The Worgen's plus damage racial will make them a very solid choice for a DPS Death Knight, and the sprint will be excellent for closing distance in PvP, especially when paired with Lichborne or Icebound Fortitude to avoid CC. Even the skinning racial will be nice for a leveling Death Knight who decides to take some time out to level the money making gathering tradeskills. Goblins are definitely going to be a nice little convenient race, with low buy and sell prices and a free bit of banking. Combat-wise, the Rocket Boots should be nice for closing distances or running away. As far as whether these races will end up being the "best" races for Death Knights, I don't think I can say. Part of this is because I think the idea of a "best race" is, to at least some degree, rather subjective, but also, the devs strongly hinted they'll take a look at everyone's racial abilities as they move into Cataclysm, so its certainly possible that other races will get some new or upgraded racials that will keep pace with the awesomeness that are the new races' racials.

  • The Queue: Simple things

    by 
    Alex Ziebart
    Alex Ziebart
    08.13.2009

    Welcome back to The Queue, WoW.com's daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Alex Ziebart will be your host today.Today is a day of, apparently, quick questions and quick answers. Most of the questions asked were fairly straightforward and not particularly involved. Whether that's a good thing or a bad thing is really up to you, but it is what it is: simple. I planned to embed a cartoon at the top of this video, but the aspect ratio made it gigantic if I used our standard width, so there's a link instead.whalt asked... "Any idea if prior season PvP weapons will ever be available from honor/arena points and not require an arena rating like the old Glad weapons were back in BC?"

  • Scattered Shots: A PvE gem and enchant guide for Hunters

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    01.22.2009

    Welcome to this week's edition of Scattered Shots, which is dedicated to shiny things and dust.So by now you've seen our normal dungeon gear guide, our heroic dungeon gear guide, our reputation gear guide, and our holiday gift guide. Between all of them, you should be able to put together a nice solid set of gear that should let you tackle 10-man Naxxramas pretty easily. But grabbing the gear is the easy part. To go the extra mile, you need to grab those gems and enchantments. Let's look at some of the best gems and enchantments you can take along to secure your place in the DPS charts in Naxxramas.

  • The Queue: For poops and giggles

    by 
    Alex Ziebart
    Alex Ziebart
    12.11.2008

    Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft. I'm sure The Queue is the last thing you're all interested in the day the PTR goes up, but too bad! You get it anyway! Let's get the Q&A started, eh?Velina asked...I have a Shadow Priest I leveled to 34, then had her boosted to level 60 through Recruit-a-Friend level grants. She's now stuck in level 25-30-ish questing greens and SFK blues. I'm wondering what would be the best way to gear her. Would she be able to survive questing in Outland in her very low-level gear, or am I going to have to round up some gold for her?

  • 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.

  • WoW Insider interviews Tom Chilton

    by 
    Alex Ziebart
    Alex Ziebart
    11.14.2008

    A couple of days ago at the midnight release of Wrath of the Lich King in Anaheim, CA, our very own Dan O'Halloran had an opportunity speak with Tom Chilton (also known as Kalgan), Lead Game Designer of World of Warcraft. They spoke on a wide variety of topics, from raid philosophy to the growth of the game in North America and many things in between. Read on to see what Kalgan had to say!WoW Insider: What did Blizzard think was the most surprising class development of The Burning Crusade? Did you think Paladin tanks would be as popular as they were, did you anticipate the Druid supremacy in the arena?

  • Ask a Beta Tester: Heirloom items, class trainers, and more

    by 
    Alex Ziebart
    Alex Ziebart
    10.30.2008

    Another day, another edition of Ask a Beta Tester. Today, as a special treat, I am going to answer your questions while blindfolded. And on fire. And covered in bees....actually, I don't really like that idea so I'm going to answer your questions like I normally do, starting with Naraxus's question...Something I was thinking about was how much of an important stat "Hit" was on endgame gear in BC. A couple of patches ago a lot of the lower level gear was given a hit stat to it and I was wondering if the 70-79 gear in WotLK has "Hit" or is it just basic stats and spell power, attack power etc?There's some Hit on leveling gear, but not enough to keep you capped right to 80 in my experience. I actually didn't really try, I concerned myself more with survival and longevity. In the case of a Priest, that meant stamina, spirit, and spell damage. Leveling gear is a bit more simplified. Raw stats, and some attack power/spell power in most cases.You'll also find some crit, hit, and haste, but your leveling gear isn't going to have as many random stats slapped on it as you see on some raid gear.

  • 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.

  • The Care and Feeding of Warriors: Wrath Beta Edition

    by 
    Matthew Rossi
    Matthew Rossi
    07.18.2008

    Well, we were going to talk about other things, but with the Beta coming out I have to admit I've entirely forgotten what they were. There's really no point in pretending that we're not going to be talk about this, is there? I don't think so myself.We learn nothing about any new talents that don't directly replace older talents. Nothing about Bladestorm or Titan's Grip, and talents like Incite are only mentioned because they're directly replacing talents like Defiance. We also don't learn what the big new protection talent to replace Shield Slam is from these notes. (We do have other sources and we will be discussing those talents in more depth, I'm just pointing out what the notes don't specifically mention.) The notes focus more on protection spec than others although we do find out that mace spec and sword spec are being slightly nerfed while poleaxe spec is getting a nice little buff: these changes seem PvP related to my eyes, but I have no idea how effective they'll actually be. The juggling of talents and the alteration of their effects definitely seems to confirm the notion that crushing blows are a thing of the past. On the one hand, this is a huge change to warrior tanking mechanics, as we're noted for our ability to hit uncrushability while druid tanks simply soak the damage with higher armor and stamina (paladins use the same mechanic as we do for uncrushable, they just need more block rating but can stay uncrushable longer than we can due to how their abilities work vs. ours): we've yet to see how this is going to play out. With the addition of DK's as tanks, removing CB's keeps them from having to rely on a gimmicky high parry (since they won't use a shield to tank) to avoid being crushed, but it also means that warriors will need a means to stay competitive with other tanks. Threat seems to be getting entirely reworked, so for now I'm cautiously optimistic about where tanking is heading for protection spec warriors, and indeed, all warriors. I'll go so far as to say that arms and fury warriors will be tanking in Wrath. I don't expect them to be dedicated main tanks for raids, but I do expect to see them tanking in five mans without respeccing, and that is without taking the possible two talent spec idea into account.

  • Hybrid Theory: Shaman and the Wrath Alpha

    by 
    Alex Ziebart
    Alex Ziebart
    06.14.2008

    Welcome to Hybrid Theory, where we discuss all things hybrid in the World of Warcraft. Hybrid Theory is brought to you each week by columnist/blogger Alex Ziebart.The seedy underbelly of the internet continues to supply the goods. Just in time to follow up on our look at Druids and Shadow Priests, we're supplied with some potential Shaman information. Let's hope Paladin timing will be as convenient, though it seems unlikely.As usual when discussing Alpha information, it's always wise to remember that much of it will likely change by launch. Stay optimistic, but cautiously so. That way you can get excited without your hopes being crushed later on. Now, with the disclaimer out of the way, let's dig right into the Shaman talents and abilities. A lot of the previous weaknesses of the class are being addressed (much like they were for Shadow Priests) with a few new interesting things tossed in, accompanied by a side of itemization band-aids.

  • Mania on the Growl change

    by 
    Mike Schramm
    Mike Schramm
    04.28.2008

    Mania is quickly becoming the voice of choice for analysis on Hunter changes, and her latest take on the Growl changes recently released in the patch 2.4.2 notes is no exception. From what Mania can see, Growl's threat isn't scaling with Hunter Attack Power at all, but Blizzard claims it is, so she's chalking her findings in that direction up to faulty data. What she does determine, from both her research and Blizzard's posts on the subject, is that the change here has nothing to do with Hunter's RAP or AP values -- it only has to do with the pet's AP values. Before, if pet AP got a bonus, so did Growl's threat. After 2.4.2, any bonus to pet AP won't affect Growl's threat.So Hunters who routinely get their pet buffed are probably going to feel this change a little bit (though in most situations where pets get group buffs, I'd imagine Growl would be turned off anyway, in order for the tank to control threat). And Hunters who use boars, of course -- as Daniel explained, that extra AP from Charge doesn't work for Growl any more. Mania doesn't stop there, however -- since we know now that the only thing affecting Growl is the Hunter's Attack Power, she's determined to figure out just how much AP can scale Growl up (she's guessing it starts at 1955, we'll see what she comes up with).Of course, some players have found that this works pretty well -- especially MM Hunters, who generally have more attack power (thanks to talents which increase it), have no problems with drawing aggro away from their growling pets. Blizzard's reasoning on this may have been solid -- to make the abilities of the pet rely on Hunter stats, not any temporary pet buffs. Hunters with Boars won't get that nice burst any more, but Hunters with a high RAP will do just fine.

  • 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.

  • Patch 2.3: A buff for feral druids

    by 
    David Bowers
    David Bowers
    10.08.2007

    It looks like feral druids will not be denied their bit of love in patch 2.3. The feral talent Heart of the Wild, will be changed to gain +10% attack power in cat form rather than +20% strength as shown in the current version above. As Vorox notes for us in his forum post this is a buff for feral druids.It may be a nerf for those druids who have stacked as much strength as possible to the exclusion of other stats, but especially considering that they plan to raise the attack power on items that buff druids' attack power while shapeshifted, having this talent to make them even more powerful seems pretty nice to me. It also makes agility scale even better for cat druids than it did before, and in many cases it enables us to get more bonuses from many buffs and items (such as Blessing of Might, and... rogue gear!).For the mathematically inclined amongst you, here is the formula for calculating your new buffed-up attack power from the original poster Vorox (who translated from German): (Current AP - (Strength in cat form - Strength in caster form)*2)*1.1