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  • Caption Contest: Civil War reenactment + iPhone = ubernerd

    by 
    Laura June Dziuban
    Laura June Dziuban
    06.26.2009

    Far be it from us to make fun of people for their favorite pastimes -- that would, in fact, be the pot calling the kettle black (considering that we're both addicted to gadgets and quilting, we have little room to point fingers). However, it's possible that you might be a serious nerd if you're caught gabbing on your iPhone in the midst of a hike during a reenactment of the Battle of Gettysburg. Good sir, we salute thee!Laura: "Are you telling me I'm not eligible for an upgrade until 1865!?"Joe: "North and South could both agree that lack of Flash support was a grave oversight"Thomas: "Robert E. Lee!? I thought you said rob a 3G"Josh T: "What? I said 'what's so civil about war anyway?'"Nilay: "An app store divided against itself cannot stand."Don: "Scurvy? Nope, not an app for that."Chris: "Yeah, I mistook it for a piece of hardtack last week, just came back out this morning. Works great!" Ross R.: "I like that it runs Merrimac OS X."[Thanks, Ethan]

  • Tier 9 to come in three quality levels

    by 
    Eliah Hecht
    Eliah Hecht
    06.24.2009

    10-man ilvl 25-man Naxx 200 KT, EoE 213 Naxx Ulduar 219 Ulduar hard 226 Ulduar, KT/EoE CC 232 Ulduar weapons 239 Ulduar hard CC hard 245 CC 258 CC hard Well, that answers that question. According to what MMO-Champion has found in the PTR item database, Tier 9 gear from patch 3.2's Crusader's Coliseum raid comes in three different versions for each set (T7 and T8 come in two, from 10- and 25-man). There's one version at ilvl 232, one at 245, and one at 258. This leads to the following loot distribution, I'd guess: 10-man normal (232) < 10-man hard (245) = 25-man normal (245) < 25-man hard (258) Others (such as 10n < 25n < 10h = 25h) are logically possible, but to me, that's the most likely distribution that leads to three different ilvls. It's also the way Ulduar is done with normal and hard modes, apart from some differences in weapon ilvl. Crusader's Coliseum on heroic is a bit different than Ulduar hard modes, though. It seems that when you do a heroic CC raid, you start out with a certain number of attempts (wipes), and the more attempts you have remaining upon defeating the final boss, the better loot you get. So will ilvl 258 gear be contingent upon beating CC-heroic in (say) fewer than half your attempts? I guess we'll have to wait and find out. Of course, the really important question is: what the heck will we call the 3 different sets? T9.0, T9.33, T9.66? Patch 3.2 will bring about a new 5, 10, and 25 man instance to WoW, and usher in a new 40-man battleground called the Isle of Conquest. WoW.com will have you covered every step of the way, from extensive PTR coverage through the official live release. Check out WoW.com's Guide to Patch 3.2 for all the latest!

  • New information found in patch 3.2 achievements

    by 
    Eliah Hecht
    Eliah Hecht
    06.23.2009

    The first patch 3.2 PTR client is now available for download, which means it's available for datamining. The ever-resourceful people at wirebrain have done just this to all the achievements found in the client, and have unearthed some interesting new details. We are unable to verify this information right now, but here's what they've found. Read on after the cut for: A new holiday. The names of the bosses in the new raid and 5-man dungeon, and their related achievements. A new Vault of Archavon boss. To be clear, there will be spoilers.

  • PvP trinket is mandatory

    by 
    Zach Yonzon
    Zach Yonzon
    05.01.2009

    There's a short, five-page locked thread over at the official forums that starts out by quoting Ghostcrawler although the OP doesn't quite make his point clear. I think what he's trying to say is that there's too much crowd control in the game, so much in fact, that a PvP trinket is mandatory. The discussion devolves into a criticism of the prevalance of crowd control in PvP. This is arguably exemplified by one of the most enduring and successful 3v3 team composition in Arenas, the RMP or Rogue-Mage-Priest comp which has access to a good number of crowd control (and interrupt or silence) abilities. Ghostcrawler pops in to give his two centavos worth (apparently he can sift through QQ much better than I could) to say that "crowd control abilities are part of WoW," and is actually a little surprised at the reaction. "If you don't like being CC'd," he chides, "use your PvP trinket." He goes on to say that too much crowd control isn't good for the game, and also acknowledges that too much burst and too much healing aren't palatable, either. A little later down the thread, he gives a little illumination behind developer philosophy about crowd control design and distribution. Newsflash: it isn't equal.By not being equal, I mean that some classes have more CC than others, while some have access to more CC breaks than others. But the accusation was that this made the game unbalanced, and this is what our favorite crab disagreed with. Despite the trend towards a little class homogeneity (e.g., identical or non-stacking buffs), he draws the line at making classes carbon copies of each other. He admits that "making classes identical or even very similar makes the game easier to balance," but he also astutely points out that "it also makes it boring."

  • The many sides of crowd control

    by 
    Brooke Pilley
    Brooke Pilley
    04.14.2009

    We found an interesting post about the many intricacies of crowd control over on the Epic Slant blog. Crowd control (CC) is a tricky feature to design and balance in MMOs because too little takes a lot of strategy out of the experience and too much is simply overpowered.Ferrel wonders what ever happened to the pure CC classes like Everquest's enchanter? He brings up that CC in current MMOs is usually distributed evenly over a number of careers. Is this because modern MMOs cater to the solo experience rather than forcing group dependency and necessity?When Mythic was designing Warhammer Online, Mark Jacobs stated that he hated the CC that was present in Dark Age of Camelot and that he would do it all over again if he could. Fans were on board with this concept because RvR wins usually came down to who could insta-CC the other group first in DAOC. Illustrating the difficulty that comes with balancing CC in a PvP game, one of the biggest complaints about WAR is that there is still too much of it (see point 10), even with immunity timers to mitigate the effects.

  • Crowd Control to return in future instances

    by 
    Mike Schramm
    Mike Schramm
    01.26.2009

    This opinion probably isn't shared by everyone, but I have to say: I miss crowd control in PvE. Nowadays, thanks to Death Knights or Blizzard or whoever you want to blame, instance runs are more or less zerg affairs -- everyone runs in on a cue, targets whatever the most dangerous mob is, and then lets the rest die off from the incidental damage thanks to their glyph-ed up, AoE abilities. But I long for a more civilized time when CC was used as a more elegant weapon, when a successful group was based on teamwork rather than gear, and when you needed a sheep, or a trap, or a banish, or all three, to make it through the instance.Fortunately, crowd control isn't dead forever -- GC confirms that while Blizzard doesn't want every pull to take "months of planning" (and obviously they want you to bring the player, not the class, so requiring a Warlock or a Mage along isn't always the best policy), "there will be more CC in the future." Of course, whether that means raids only or future expansions, we have no idea. He does say that "Noxromulous" was made to be accessible, so you might think raids, but one instance players always mention in terms of 5-man difficulty is Magister's Terrace, and let's not forget that that one also came in a content patch.Despite the bad rep that CC has gotten in PvP, it plays a significant role in the strategy of PvE, and lots of that interesting gameplay has really been lost lately. Hopefully in the future, we'll see Blizzard able to bring back sheep and traps in a way that will test groups without leaving anyone out.

  • Forum post of the day: A Rogue without a cause

    by 
    Amanda Dean
    Amanda Dean
    12.15.2008

    Maximogu of Firetree posed the question "Why bring a Rogue to an 80 heroic?" in the general forums. He claimed that at this point there CC is unnecessary for most tanks that rely on AOE. Most of the trash pulls are handled by AOE classes now, making the Rogue's single target focus obsolete. He argued that Rogues are best suited with Druid tanks that do not handle multiple mobs as well as other tanking classes do.Here are some of the reasons given for bringing a rogue along:Anushka of Kel'Thuzad: There's a lot of nasty things that can be interrupted in most heroics. Though I wouldn't take more than one rogue.Khadros of Frostwolf: To listen to the sound of theirs daggers going schlick schlick schlick.Morgrimm of Korgath: Because one of my friends is a rogue.Owari of Frostwolf: To DPS, of course.Mypetgoat of Bladefist: It's one expendible DPS that won't roll on my gear.Madia of Maelstrom: They need loot and stuff too.

  • Breakfast Topic: How hybrid DPS could still get screwed in Wrath

    by 
    Allison Robert
    Allison Robert
    10.08.2008

    Recently a bunch of the writers here were talking about all the changes we're seeing to various hybrid DPS specs. Retribution in the beta is known to bring some serious pain, cat DPS has been given some pretty sweet buffs, and Shamans...well, Shamans seem to be in a state of flux, but when is that not true? With tank AoE threat buffed, the need for crowd control may also be a thing of the past, thus eliminating one of the more annoying roadblocks to hybrid desirability in 5-man groups. For 5-mans, at least, hybrid DPS should encounter significantly less difficulty (we hope) getting a slot.However, it was my contention that, for the purpose of raiding, it doesn't ultimately matter how much these specs get buffed. They could do amazing DPS, bring incredible buffs, have any number of raid-saving abilities, and fart gold on every crit -- but you're still not going to see a lot of hybrid DPS running around Wrath raids for one very simple reason: someone has to tank and heal, and neither job is sufficiently attractive to allow most hybrid players to come as DPS. When it's a choice between respeccing resto or the raid never getting off the ground, most players will respec resto -- and decisions like that tend to be fairly hard to escape. The next night rolls around and -- um, do you mind coming as resto again?

  • Red Alert 3 skipping PS3 due to 'exotic and tough' development

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    07.29.2008

    Apparently, developing games for the PlayStation 3 is roughly comparable to that one time we pushed a wheelbarrow full of lovely, scantily clad ladies up and down the beach -- "exotic and tough." Speaking to VideoGamer.com, EALA producer Amer Ajami used those words to elaborate on the decision to halt PS3 development of the Hitler-free real-time strategy romp, Command & Conquer: Red Alert 3. "We actually announced a PS3 version early on but that was when we were still doing a lot of technical exploration of the architecture," explained Ajami. "PS3 is a very powerful system but as you guys know it's very exotic and tough to develop for and our engine really at the time wasn't designed for PS3." Couch commanders need not give up all hope, though, as Ajami notes EA "might go back and do something with the PS3 later on." Also just like that time we pushed a wheelbarrow full of lovely, scantily clad ladies up and down the beach.**We went back to apologize. Gallery: Command & Conquer: Red Alert 3

  • Forum post of the day: Rogues are unhappy

    by 
    Amanda Dean
    Amanda Dean
    07.16.2008

    The patch went live today, and Blizzard wasn't kidding about the Cheat Death Nerf. In case you missed it, here's how it reads: Cheat Death: This talent has been rebalanced significantly. Killing blows are no longer 100% absorbed. If the Rogue is below 10% health, the killing blow is still completely absorbed; if the Rogue is over 10% health, enough damage will be absorbed to reduce the Rogue's health down to 10%. For the following 3 seconds, damage is not always reduced by 90%; it is now reduced by a maximum of 90%, depending on how much resilience the Rogue has. The damage reduction will be four times the damage reduction resilience causes against critical strikes. Needless to say, Rogues are pretty unhappy, especially since Blizzard hasn't taken much interest in fixing the "vanish bug." Skudo of Altar of Storms takes this as proof that Blizzard hates Rogues. On top of that this must mean that Blizzard favors Druids since they rescinded their decision to make Scare Beast an instant ability.

  • WWI '08 Panel: Druid (UPDATED)

    by 
    Michael Gray
    Michael Gray
    06.28.2008

    While there isn't quite as much shocking news for those of us in the furry set as there was for our totem-spouting Earth brothers, there's still enough information to get us excited about our futures in Wrath of the Lich King.I have to admit that I was a little surprised to hear Tom Chilton say in the first WWI dev panel that Blizzard isn't planning any Cyclone changes. When an audience member asked if there would be any alterations for Cyclone, Chilton answered in a pretty clear, unambiguous manner: Nope. But he did give us some explanation for it.

  • WWI '08 Panel: Shaman

    by 
    Mike Schramm
    Mike Schramm
    06.28.2008

    Holy moly, Shamans got a ton of stuff they wanted and then some today at the WoW Dev Panel during WWI '08 today. Shaman CC! Hex, previously the domain of NPCs only, was confirmed as a Shaman spell -- it'll have a quick 1.5 second cast, and will turn your enemy into a frog for about 8-10 seconds. The frogged person will still be able to move around, but they won't be able to attack or cast spells. A 1 minute cooldown was mentioned, but that's in opposition to the purpose of the spell, which is supposed to be emergency only, so that may change. The devs mentioned that Shaman were suffering from "Totem spam," so a few totems will be combined -- Strength of Earth and Grace of Air will become the same totem, and the physical school news was re-confirmed. Perhaps the biggest Shaman complaint since launch was answered: Shaman totems will now affect the whole raid, not just the local group. That's a big one. Weapon enchants are being revamped for more utility. Rockbiter is out completely, and Earthliving is replacing it -- it will give a +Healing buff. Flametongue will give spell damage, and Frostbrand will "more reliably snare" opponents. A lot of Shaman concerns were answered today for sure, though perhaps not in the way players might have wanted. Will a 10 second CC be enough? It's great that totems affect the raid now, but will their range be extended to reach all of those people?All of this information is still up in the air, of course, but it's awesome to finally see some official news on where classes are headed for Wrath of the Lich King. Stay tuned for more Wrath information, as well as any other WoW news we hear coming out of WWI.

  • One player's trinket is another player's trophy

    by 
    Mike Schramm
    Mike Schramm
    06.25.2008

    I always thought of trinkets like Carrot on a Stick and the Chained Essence of Eranikus as bag-space wasters rather than trophies, but 35 Yards Out makes an excellent case for them as memorable trinkets. I do agree with the Mark of the Chosen and the Hypnotist's Watch (and I've even gotten the Watch to drop aggro for me) -- there are some trinkets and items you come across in your travels that might be trash to everyone else, but are the rarest of possessions for you and your character.The Ravager is probably my biggest personal trophy -- everyone else told me that the proc was trouble (and in fact, I did have to switch out of it in instances to avoid breaking CC, though that may have changed since I last used it), but I just loved the idea of spinning around with a giant axe so much that I just had to have it. And longtime readers will know of my fascination with the Tier 0 Shaman shoulders -- most people aren't big fans, but for some reason, I love them.It's true -- one player's vendor trash in game is another player's treasured dream loot. What exactly is it that makes us pine for a certain item -- certainly class and playstyle have something to do with it, but it seems like Blizzard makes these items so wild and varied that no matter what you find out there, something will definitely appeal to you more than other players.[Via Mania]

  • Spiritual Guidance: Diving in to the dark side

    by 
    Elizabeth Harper
    Elizabeth Harper
    06.15.2008

    Every Sunday, Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is now usually Matt Low, the grand poobah of World of Matticus, but this week he has midterms and you're left to suffer with a substitute. Elizabeth recently toyed with the darker side of the priest's profession, but for better or worse, is holy again this week.I rolled my first Priest for a very simple reason -- I wanted to play with my friends, and I got sick of always having to wait on a healer when we wanted to do something together. With every group stalled for need of healing, picking up a healing class myself seemed a pragmatic solution. (And three healers later, I'm still at it.) So a few weeks ago when we happened to have plenty of healing... but were short DPS... by the same logic I decided I could respec Shadow and lend a hand. And though the plan may seem simple enough, there are quite a few things DPS classes have to worry about that healers may not pay attention to at all. Ever think about joining the dark side? There are a few things to consider before-hand...

  • Tank Talk: Do you feel lucky, punk?

    by 
    Allison Robert
    Allison Robert
    06.05.2008

    Tank Talk is WoW Insider's new raid-tanking column, promising you an exciting and educational look at the world of getting the stuffing thrashed out of you in a 10- or 25-man raid. The column will be rotated amongst Matthew Rossi (Warrior/Paladin), Adam Holisky (Warrior), Michael Gray (Paladin), and myself (Druid). Our aim is to use this column to debate and discuss class differences, raid-tanking strategies, tips, tricks, and news concerning all things meatshieldish. At least, that's what the others said they were doing. I intend to use it mostly as a soapbox to complain. Absolute power tends to......something something.Welcome to Tank Talk. I am your bear Druid hostess for this week, with a topic that occurred to me while reading a recent article here on the site. Eliah Hecht wrote that his guild is facing a not-uncommon tank shortage and that he has considered the possibility of leveling a tanking class to 70 before Wrath, or tanking on a Death Knight afterwards. A number of people on my server and in my guild have talked about doing the same thing, or switching mains once Wrath hits. With so many people playing Death Knights, I think it's very possible that more people will discover they enjoy -- or at least, don't mind -- tanking, and may seek to do so in a raid environment without necessarily knowing what they've really signed up for. From those of us who have tanked raid content in vanilla WoW or BC, here are the 10 questions you'll want to ask yourself if you're considering the possibility of tanking serious raid content:

  • Blood Sport: RMP Rampage

    by 
    Amanda Dean
    Amanda Dean
    05.01.2008

    PvP in its purest form is a beautiful thing. Amanda Dean, always obsessed with the thrill of victory and the agony of defeat brings you news you can use in the Arena. When last seen, former Blood Sport columnist V'Ming Chew was seen being chased by an angry pack of Gnome Warlocks in the farthest reaches of Outland. In 3v3 matches, Rogue, Mage, Priest (RMP) teams have proven to be the ones to beat. Six of the top twenty Arena teams on live servers sport this composition. This team combines outstanding crowd control with abilities to survive until the end of combat. The team is not unbeatable, if caught without cooldowns available, this low-armor team falls prey to burst damage, especially if the Priest is dead or otherwise occupied. The Priest's primary function in the group is dispelling both offensive and defensive abilities. It may also Mana Burn if there is no need for healing or dispelling. In practice, since the priest is often the first target, it spends a lot of time and mana staying alive with the Rogue and Mage work their magic (and stab things). The Priest is often the primary target in the composition because they are usually the only ones visible at the start of the fight and are the lone healer partnered with two pure DPSers. Pain Suppression is your friend and my enemy.

  • Totem Talk: Too versatile?

    by 
    Matthew Rossi
    Matthew Rossi
    04.17.2008

    Totem Talk is the column for shamans. This week, Matthew Rossi examines the great flexibility of the shaman class and whether it causes difficulty for the design and play of the average shaman. He's also trying desperately to come up with a joke for the header paragraph but aside from a 'It's over 9000' reference, he's got nothing. But hey, at least it's being posted on the right day this week.This week, on our way into Hyjal after having given Vashj her dirt nap, I noticed our guild's shamans doing some awesome work for us kiting striders, healing through massive DoT's, and putting out incredible damage on naga's.One of the top DPS on our Vashj kill was an enhancement shaman. An elemental shaman used frost shock to kite the striders and did very well holding aggro. All in all, without our shamans, we wouldn't have gotten her down, and wouldn't have been able to go kick Winterchill and Anetheron in the groins. I've talked before about how important the shaman is for raiding and this week I've really seen it in action. Grounding totems to eat damaging stuns before Vashj can apply them to me, windfury totem to boost our melee (one of our rogues gets very cranky if he has to raid without the enhancement shaman in his group), a variety of boosts to our healing and ranged DPS... shamans bring a huge toolkit to dungeons and raids.In fact, I'm starting to wonder if the problem is that very versatility. Sometimes, it's as if people just don't know what to ask a shaman to do for them. Groups even seem to skip taking a shaman over another class because they don't understand that yes, a shaman specced for it main heal your Slabs run, or does have the ability to dps effectively. For that matter, at times they don't even care if the shaman can do the job or not: they just want someone who can crowd control.

  • Addon Spotlight: Control Freak

    by 
    Sean Forsgren
    Sean Forsgren
    04.11.2008

    WoW Insider co-lead Mike Schramm brought up an interesting question for today's Breakfast Topic; how can players utilize the Focus Target feature in World of Warcraft? Macros are certainly a great way to manage your focus target and what is being done with it. I've yet to write a installment of Macro Anatomy that covers the topic, so where can one turn if you want to utilize this feature? Bad boy developer Tekkub has created Control Freak for people wanting to have fun with the focus target and their crowd control abilities. Granted, there are a lot of other things you can do with this feature, but this addon very efficiently automates the process.After I profiled Tekkub's ChatSettingsFix (2.4), I thought I should start looking into his other mods. As it turns out, Tekkub is a man with the unique ability to provide little fixes and additions that greatly enhance gameplay. I am quickly becoming a fan of his work, so you can expect to see more of the grizzly dev's work here at Addon Spotlight.Enough of my professions of love for the guy's mods, read on for details about how to use Control Freak.

  • Hunter changes in 2.4

    by 
    Amanda Miller
    Amanda Miller
    03.25.2008

    When information began to trickle down about patch 2.4, hunters, like most classes, were groaning. Which nerf bat would we be hit with next? Fortunately, it seems that we have slipped under the radar. For now. Maybe Aspect of the Beast finally did us some good. Let's break down the changes and see how this is going to be affecting us. With no major patches between now and Wrath, we might be living with these changes for awhile. Bug fixes: Equipping a thrown weapon while in the middle of an Auto-Shot will no longer cause animation issues. Since no one likes animation issues, I'm filing this under "win." Not that I've ever tried to equip a thrown weapon while already shooting, mind you. Casting Flare while in any way not visible, will no longer cause your flare to be invisible to other players. To me, this sounds fair. Also, I want to be invisible. Rogues can, so why not hunters? Right? No? Hunter's Mark: Hunters with Improved Hunter's Mark will now properly overwrite Hunter's Mark cast by Hunters without the talent. This used to be, but then was not. Now, it will be again. While it might rub your ego the wrong way always reading the message "a more powerful spell is already active," it is better for overall DPS this way. The stamina tooltip for hunter pets will now display the proper health increase. Personally, I find that most of my tooltips on most of my characters do not reflect the changes made by my talent points. At least one more will appear correctly, and I will try not to be sad about the others. Hunters will no longer spin around if they cast Aimed Shot or Steady Shot while facing away from their target. So this was a nice little bug we had for awhile, but let's face it; it wasn't fair. It also doesn't help the "huntard" image any when hunters are caught whining that now, we will have to learn to actually face our targets; and that's just too hard. What does this mean you ask? Do note that these are our two channeled shots, and as such, if another player sees us channeling, they need only run around us far enough to interrupt the channel. Prior to 2.4, we would have spun with the runner.

  • Scattered Shots: Crowd control

    by 
    Brian Karasek
    Brian Karasek
    03.13.2008

    Last week David covered Arenas for the hunter, while I laid low and did a little more leveling. I'm to the point now where crowd control becomes not only an option, but at times a requirement. Hunters are known for our ranged damage output. It's practically the thing hunters are made to do: stand back and shoot. We are also quite good at crowd control using our traps, though. You'll see it in the Looking for Group channel fairly regularly: "LF1M DPS/CC."That's us. Damage per Second and Crowd Control. They might be thinking Rogue or Warlock, but you should see those five letters and think "that's me." Not only is crowd control something hunters are good at, it's something which not all hunters do reliably or well. Being able to trap, and trap competently, will go a long way towards making you friends in both instances and the open road.In this article I'll be discussing ways to use your Freezing Trap as a method of both controlling crowds and making friends. For those of you who haven't yet learned it, Freezing Trap is learned at level twenty. Rank One provides a ten second freeze. Rank Two upgrades at level forty for a fifteen second freeze. Rank three upgrades at level sixty for a twenty second freeze. Once the trap is laid, it will remain in place for sixty seconds before fading if it is not sprung. Meanwhile, the trap's cooldown is thirty seconds. Laying one trap while another is ready to spring will cancel the first one in favor of the second one.Several talents exist to assist with trapping, in the Survival talent tree. Points spent on Entrapment give your traps an increasing chance to snare any opponent which trips them. Points spent on Clever Traps increase the duration of Frost and Freezing traps, the damage from Explosive and Immolation traps, and the number of snakes summoned from Snake traps. Points spent on Trap Mastery decrease the chance your opponents have to resist your traps. Points spent on Resourcefulness decrease the mana cost of traps (and melee abilities) as well as their cooldown. Talent specialization is up to you, but be aware that some or all of these talents will make your job as a trapper much easier.We start trapping things after the jump.