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  • Spiritual Guidance: Did we need the patch 3.2 nerfs?

    by 
    Matt Low
    Matt Low
    06.22.2009

    Every Sunday (usually), Spiritual Guidance will offer practical insight for priests of the holy profession. Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a new UI and addons blog for WoW. Patch 3.2 nerfs here we go! Where do I start? There are several intriguing changes impacting the Priest class (specifically those of us that heal). On the one hand I'm partially disappointed by some of the changes. On the other hand I'm relieved because the changes could have been worse. Let us get to it then, shall we?

  • Lichborne: Patch 3.2 Death Knight changes in-depth

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    06.22.2009

    Welcome to Lichborne, the Death Knight column, with your host, Daniel Whitcomb.On my first read-through of the Patch 3.2 Death Knight patch notes, I had to chuckle a bit. If the theme of the Retribution overhauls was making Retribution DPS a bit more complicated, it was definitely very much about the simplification for Death Knights. Simplification is a relative term, of course, given that rune rotations are still in full effect, but there has been some streamlining of techniques and adjustment of cooldowns that will lead many of us to do some tuning up on our rotations. Let's take a deep look at the changes and see what they'll mean for us going forward into Patch 3.2.

  • Totem Talk: Patch 3.2 PTR

    by 
    Matthew Rossi
    Matthew Rossi
    06.20.2009

    Patch 3.2 has been announced, and shamans saw some changes. That's the short version.Well, we've had the big patch notes bomb dropped on us, and they weren't kidding about changing restoration around, were they? Of course, if you're an orc shaman, you also got expertise with fist weapons added on to your racial, which is pretty neat all told. We also finally saw the debut of the new totem interface, which I can't say enough good things about. The ability not only to drop up to four totems in one GCD but to have up to three customizable sets of four totems for different uses (I plan on making a set just for when there's no DK's around and I can finally use Strength of Earth totem instead of freaking Stoneskin) just made the clouds part and a host of glorious angels descend upon me. Turns out they wanted some money, but still, for a moment it was pretty keen.Before we get rolling, though, I want to remind people: I want your horde screenshots! Otherwise this column is just going to be goat-men from the Twisting Nether, and I know you don't want that. I personally don't care, but you guys get so upset, and while that orc racial does make leveling my orc shaman appealing, I don't really think I have the time.I should probably also mention that rogues got axes in an attempt to give the design team more freedom to actually put some axes into the content. (Yay for one 1h DPS axe in all of Naxxramas, EoE, the Obsidian Sanctum and Ulduar!) I can only look forward to the host of axes in Argent Coliseum that are too fast for shamans to use effectively. On the up side, goodbye, totem stomper macros! We hate you!

  • Arcane Brilliance: Patch 3.2 for Mages

    by 
    Christian Belt
    Christian Belt
    06.20.2009

    Each week Arcane Brilliance sits down to write a column about Mages and all things Mageworthy. Big news this week in Mageville: Patch 3.2 is hitting the PTRs. And we all know what that means -- new Mage cat forms. Finally. Having had some time to ingest the 3.2 PTR patch notes, I feel I can now speak about them in a calm, rational manner. The PTR (and all of the additional changes that tend to take place therein) is only just beginning, and yet there are already so many nuggets of newness to devour that my news-stomach feels full to the bursting point. The Isle of Conquest... the death of 2v2 Arenas... Engineering becoming cooler... Emblems of Conquest dropping from heroics (?!)... the fact that Blizzard is now shutting all twinks away together in their own battlegrounds, exiled from the general populace, where they can only pwn each other all day long, until one day Kurt Russell is sent in to rescue the president after Air Force One crashes there... there's simply so much to take in that it's been a little bit difficult to process it all. And yes, once again, looking at those patch notes, I can't help but feel a bit underwhelmed at the 3 lines Mages got. Does every other class really need that much more fixing than us? Really? Still, what's there deserves some analysis. We're not getting much, fellow Mages, but what we are getting is fairly significant. So let's all stop staring at the 72 changes Death Knights and Paladins got for a few minutes and have a little talk about the notes for Mages, such as they are. One nice thing about the lack of changes we're getting: according to the brand new Mage Q&A, Blizzard thinks we're fine, which of course explains why we're not getting messed around with. More on that next week, after I've had a chance to make my peace with God and get my affairs in order. In fact, Blizzard has long suggested a direct corollary between the amount of changes a class is receiving and the general status of the class. Looking at the patch notes, I can't help but notice the following: Mage changes: 3... Warlock changes: 8. I'm looking at this as statistical proof that Warlocks are almost three times as screwed up as Mages. It's good to see Blizzard accept what I have always known: Mages are way better than Warlocks. Just like I've always said.

  • Blood Pact: Of spells and bad metaphors

    by 
    Nick Whelan
    Nick Whelan
    06.19.2009

    A shaving of pencil lead, bark of a dead tree, the ashes of one of Kafka's short stories, bound together with a drop of writer's blood. Set it aflame, and the pact is forged! Let all who are bound by this Blood Pact be forever cursed to reconsider content distribution! Also, here's the Warlock column!Ah, mid June. That blissful period between the end of finals, and Blizzard answering my questions. Time to sit back, unwind, and get back into my gaming and my writing. However, since I didn't spend much time in WoW during this past finals week, I found myself lacking inspiration. So, as I am wont to do now and again, I spent some time perusing the writings of my class columnist colleagues, hoping to happen upon some inspiration. And as it turned out, I stumbled across a gem of a post from the gentlemanly fellow over at Arcane Brilliance. He really is a rather dapper chap. Sadly, I am particularly ill-suited to write a post on useless Warlock spells. You see, I have a dark and terrible secret. And not just the ones that come standard issue for all card-carrying Warlocks: this is a truly dire bit of personal arcana which I am mortified to admit in public... but here goes: I am a spell pack-rat. I use action bar supplementing addons just so I can keep every single spell or ability I've ever acquired somewhere on my screen. If my raid leader demanded that I ride my felsteed around in eleven circles, then dismount and dizzily cast a rotation made up entirely of Curse of Weakness and WANDING, then I wouldn't even need to open my spell book. Might need to find a new raid leader, but at least I wouldn't be unprepared. Given my unseemly disability, I've decided that rather than directly emulating my esteemed counterpart, I'll simply write a column from the opposite perspective! Many spells in a Warlock's arsenal are unduly maligned as "useless" by mobs of rampaging children demanding to be buffed. It's downright unfair to call these spells useless when in fact they are only (if you'll forgive my overused joke) usefulness challenged.

  • The Care and Feeding of Warriors: The Leveling Warrior in Wrath

    by 
    Matthew Rossi
    Matthew Rossi
    06.18.2009

    I promise we'll get back to our Ulduar guide for tanks and DPS warriors next week. For this week, however, since we're midway through the sixth month of 2009 and we've seen patches up to 3.1 released (and we're waiting on 3.2) I thought it would be a good idea to go back and cover some of the things a leveling warrior might want discussed. We get emails from all kinds of warriors, and so it's only fair to cover the concerns of warriors who aren't raiding Ulduar but rather just setting foot off of the dock in Howling Fjord.Before we get started, though, the upcoming Patch 3.2 changes for Warriors in their current entirety: Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor. Try not to get too excited, people.First off, I'm often asked about stats for up-and-coming warriors. We have covered some of these before back in the beta, but the beta was a year ago now and things have been changed and polished. First off, I'm going to link all the posts of interest to a leveling warrior and discuss how they may have changed, and then I'll try and cover some more general advice. Building Up To It covers some target numbers and stats to focus on. I should note that this was written before the changes to Armor Penetration made it much, much better as a DPS stat for warriors: the more ArP you have, the better it is as a DPS stat until you have enough ArP to reduce target armor by 100%. We covered Hit and Expertise in two posts, one for DPS warriors and one for Tanks. The tanking post is still accurate as of 3.1, but the talent changes to Arms and Fury mean that there is currently no talent that reduces chance to dodge for Fury Warriors and Arms has both Strength of Arms for passive expertise and Weapon Mastery. We discussed the dangers of overstacking a stat to the exclusion of other, also necessary stats. Finally, we covered gearing up in a four part post just before Wrath launched Parts one, two, three and four were all published before Wrath itself had actually come out, but they're still reasonably accurate to help your warrior get from 70 to 80, We covered weapons between 70 and 80 too.

  • Scattered Shots: Hunter macros even your mother could love

    by 
    Eddie Carrington
    Eddie Carrington
    06.18.2009

    Welcome to Scattered Shots. I am Eddie "Brigwyn" Carrington from The Hunting Lodge and I'll be your tour guide each Thursday as we explore what makes our Hunters tick and how we can make them better. Well, maybe not your mother. But you know us Hunters, we really love our macros. Unlike some other games out there, World of Warcraft gives players a pretty simple method to help customize their playing environment. We all know about the cool add-ons like Recount and RatingBuster. Now add to that the ability to arrange the look and feel of our User Interface and Blizzard really has done something special. Instead of trying to tackle those, I thought we could talk about the one that gives many of us players some difficulty: macros. And you know what? They really don't have to be that complicated. Before we get started, I would be remiss if I didn't at least explain little bit about macros. At least I need to define what macros are what they are not. Macros are a way to combine several commands (attacks, emotes, or other actions) and combine them into a single button press or click.

  • Raid Rx: How to read healing parses (or meters)

    by 
    Matt Low
    Matt Low
    06.18.2009

    Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a new WoW blog for all things UI, macro, and addon related. Need help reading healing meters and parses? Don't know where to begin? Let's see what I can do! "Are healing meters supposed to measure your ability or their inability (to stand in fires)?" That's a great quote I saw on the Plus Heal forums. I wish I bookmarked the thread. I can't remember who said it. Reading meters is not for the faint hearted. There is often an overwhelming amount of information that needs to be dissected. Unlike damage meters, healing meters are extremely subjective to various fights.

  • Encrypted Text: Everything but Vanish

    by 
    Chase Christian
    Chase Christian
    06.17.2009

    Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we talk about what's up next for the Rogue class. Hopefully, nothing!While I don't have any official numbers, I think it's easy to say that Rogues are the class that sees the most complaints from others. Crying about Death Knights has been en vogue recently, but we've still got years of threads calling for the complete and utter downfall of every assassin. While all of this negative press has resulted in a few nerfs that nobody was happy with, it seems that Blizzard has chosen to rise above the noise and ensure our slot at the top of both the DPS meters and PvP representation charts.We went through a spell as the least-played class of WotLK: a level that Rogues had never even approached previously. We were largely middle-of-the-pack in PvE and PvP, with HAT exploits and Glyphed Vigor + Overkill + Mutilate combos barely sustaining us. However, Blizzard heard our cries for a resurrection, and we were reborn in patch 3.1. With the newly minted PPM Poison mechanics adding gobs of nature damage to every spec, and the redesigned Combat tree breathing life into the raiding scene, we're sitting pretty as the #1 DPS class in both Ulduar and the arena. The question that's on my mind now: "What next?"

  • Shifting Perspectives: An Ulduar class preview, part 4

    by 
    Allison Robert
    Allison Robert
    06.16.2009

    Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week, another Ulduar boss dies to moonkin nukes, feral claws, and tree slaps.Chase Christian from Encrypted Text recently started a series of guides on doing Ulduar as a Rogue, and I must admit that the relative ease and simplicity of describing the role of a pure DPS while raiding is enough to make me sob quietly into a hanky. Meanwhile, I'm driving myself to the nuthouse trying to describe four entirely different roles for a single class. Pardon my saying so, but this column was the hell of a lot easier to write back when we sucked at everything that wasn't healing. Damn you, multi-spec viability! Damn you to HELL!Before we get started, I'm going to continue what I did with the last Ulduar preview column, link to general strategy guides, and assume you have a basic familiarity with the encounter before delving into more Druid-specific advice. Today we're going to confine ourselves to Freya, as it's one of the few Ulduar fights I have now seen outside of the PTR. With luck, my computer is going to cooperate for a full clear this week plus a few hard modes, so I will be revising (and, as necessary, expanding) our current Ulduar Druid guides to reflect changes that Blizzard has made to the fights and a few notes concerning hard mode issues. Any changes made will be noted in next week's column.

  • Solo Hunters can also get phat lootz

    by 
    Eddie Carrington
    Eddie Carrington
    06.15.2009

    I have to confess something. I'm a sucker for hearing stories about someone playing their Hunter in offbeat ways. What do I mean? Well, take for example that fabled Hunter Tank Gweryc. Last week I got a great tip from Darth Solo over at WoW Alone about another offbeat Hunter idea. Seems Darth is a fan of solo play. At first I thought as you that this probably isn't completely original. We Hunters tend to just run with our pets anyways. But something kept nagging me to go check out WoW Alone and see just what Darth was doing. Turns out he's put a lot of thought into how to get the most out of your World of Warcraft experience without having to worry about the drama associated with PUGs or even some guilds. Of course I would be the first to admit that this kind of play style isn't for me. But if you want to find ways of enjoying your Hunter, getting loot all the while avoiding the drama associated with PUGs. Go check out his Hunter Solo Guides for gear, glyphs, and suggested specs for the Solo Hunter.

  • Arcane Brilliance: Highly ineffective!

    by 
    Christian Belt
    Christian Belt
    06.13.2009

    Each week Arcane Brilliance puts on its game face and comes to play. It always gives 110% and leaves everything on the field. In fact, you might say that Arcane Brilliance just wants it more than the other team. Or something.I think we can all agree that the first few Mega Man games were awesome. In case you just moved here from rural Nepal, or were raised Amish, or just awoke from a thirty-year coma or something, let me tell you why. The graphics were astounding for the era, the music was and always will be some of the catchiest game music ever created, and the games were incredibly challenging and fun. The Mega Man series introduced us to an awesome gameplay concept: you start out as a small blue robot with a tiny little pea-shooter on his arm, but each time you kill one of the games multiple robotic bosses, you get to use its special weapon from that point on. You kill Crash Man, you get to use his bombs. Take out Quick Man, you get to use his sweet, sweet boomerangs. Metal Man lends you the use of his metal blades. Much like in WoW, each time you bested one of the game's bosses, you couldn't wait to see what new weapon would drop from him. You worked your way through each level, dying repeatedly, trying out new strategies, until you finally downed the boss and claimed your reward, and for the most part, the reward was worth the effort.Except for Mega Man 2's Bubble Man. His weapon sucked. It was called the Bubble Lead, and it was terrible. This special weapon was a large ball that rolled along the ground really, really slowly, crushing the dreams of young gamers everywhere as it went. It was kind of powerful when it hit, but so cumbersome and difficult to use that nobody ever bothered. The first time you equipped it and tried it out, excited to see what your new weapon could do, you watched that big slow ball of disappointment roll across the screen, and you swore to never use it again. Then you got to the last boss and discovered that the Bubble Lead was the only weapon that could really damage it. Yes, Mega Man 2 is awesome, but it is also iron-clad proof that game designers in the 80's hated us.Similarly there are several spells in World of Warcraft that also suck. Every class has a couple. And though Mages are otherwise awesome, even we have a couple of bona fide stinkers.

  • Totem Talk: Analysis of Shaman Q&A

    by 
    Matthew Rossi
    Matthew Rossi
    06.12.2009

    This week saw the first of Blizzard's class Q&A columns. Amazingly, we shamans got to go first. While Eliah already covered the basics for us, I thought going in depth with the discussion would be worthwhile. There's a lot of information in the Q&A as a whole to go over and discuss. For example: One longer-term change we are considering is removing the buff totems (replacing them with normal spells) and making all of the totems do something more active, like the current damage or healing totems. We've even discussed letting shamans carry a totem on their back (the tauren do it already) but that may be too far out there. No, no it's not too out there. Make it happen, make it happen now please. I don't care if you have to make a new weapon category that only shamans can equip for this to happen, I want to see shamans with those great big honking totems on their backs already.

  • The Care and Feeding of Warriors: Ulduar Tips Continued

    by 
    Matthew Rossi
    Matthew Rossi
    06.11.2009

    Last week, we started our homage to Chase's rogue tips for raiding Ulduar by discussing what you, as a warrior, can expect from that massive Titan fortress/prison for old gods and their flabby, tentacle faced minions. That's right, Vezax, I'm calling you flabby. This week, we'll discuss the bosses of the Antechamber, Kologarn, Auriaya and the Iron Council, three bosses in one! I was hoping that the warrior class Q&A would be up by the time I sat down to write this so we could discuss that as well, but such does not seem to be the case. Since the Iron Council is the most complicated of these three encounters (and because it has two alternate, or hard modes, we'll discuss it last. Of course, as a warrior you'll either be tanking or DPSing in these fights... there's simply no alternative role for warriors... but there's more to it than that in each case. Let's start with Kologarn.

  • Scattered Shots: What you see is not always what you get

    by 
    Eddie Carrington
    Eddie Carrington
    06.11.2009

    I can't believe it either, WoW.com actually decided to bring me back for another week! I am Eddie "Brigwyn" Carrington from The Hunting Lodge and I'll be your tour guide each Thursday as we explore what makes our Hunters tick and how we can make them better. Last week we talked about the many different resources are available for Hunters. This week I thought to build on that and talk about item level (iLevel) and what makes a good upgrade. Yes, I'm sure you are already thinking, "Boring! How difficult can that be?" Maybe for some that would be true. But the changes that happened with Wrath of the Lich King have forced us to rethink some of the old standards. For example, Agility isn't always the king stat like it was in the past. Sometimes you might need to decide between adding Critical Strike Rating, Armor Penetration, or Attack Power all the while considering how much Hit you might be losing. I do agree that determining your next piece of gear should be relatively simple process. And for the most part, it is. But as with everything, there seem to be exceptions to the rule. Sometimes choosing between two items on the fly or in the heat of the moment just isn't that simple.

  • Blood Pact: Spelling test

    by 
    Nick Whelan
    Nick Whelan
    06.11.2009

    With a flash of flame and a gout of smoke, Blood Pact appears again! It demands that columnist Nick Whelan make a sacrifice! Either he must write on a relatively simple subject this week, or be doomed to perform poorly during his finals! Left with no other recourse, Whelan submits to the will of the column.Spells are the essence of playing a Warlock. Just about every part of playing the game, save role playing, has spell casting as a central feature for us. Fighting for control of Arathi Basin, dueling on matters of honor with some upstart Mage, questing and leveling, or any instance from assailing Defias scum in The Deadmines, to unlocking the secrets of Azeroth in Ulduar. Without spells the only things a Warlock could do would be run, jump, and weakly bonk our foes with our staffs. And there just aren't enough platforming sections in WoW to make that kind of thing fun.Depending on our spec and in-game vocation, different Warlocks focus on different spells. And the decision of which spells to focus on is based on numbers. Such as the time required to cast the spell, potential damage output the spell has, or the amount of time that the spell will allow us to reign destruction on our foes while they run around screaming in abject terror. Understanding the mechanical uses of spells is essential if we're to be effective Warlocks. But as I've said in the past: Rain of Fire isn't just an area of effect spell channeled over 10 seconds which causes 2-3k non-crit damage every 2 seconds to enemies within a 15 yard radius--it's fireballs falling out of the sky!

  • Encrypted Text: Rogue tips for raiding Ulduar, part 4

    by 
    Chase Christian
    Chase Christian
    06.10.2009

    Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, we talk about the last two bosses in Ulduar, and what role you'll be playing in the encounter.Only two bosses stand between you and victory in Ulduar. General Vezax, leader of the Faceless Ones, guards the entrance to Ulduar's final chamber. Inside that room, we find Yogg-Saron, the Old God, who's powerful influence captured the Titan's minds and ensnared the denizens of Ulduar. With Yogg-Saron out of the picture, perhaps you will be able to clear the corruption from Northrend.While not quite the technical challenge that is Mimiron, these two bosses are the strongest two enemies you'll encounter in Ulduar. More importantly, each fight has very specific roles that a Rogue will need to play in order for the raid to succeed. After the cut, we'll explore exactly what you'll be responsible for as you descend into madness.

  • Lichborne: Reputation rewards for Death Knights in Wrath of the Lich King

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.30.2008

    Welcome to Lichborne, WoW Insider's weekly column on the Death Knight, written and named by a guy who actually doesn't have that talent. How does this keep happening, seriously? So by now, I'm sure a lot of Death Knights are, like yours truly, getting into the level 80 home stretch and trying to figure out which of the Wrath factions to grind first. If you've already read our Wrath 101 guides to reputation and to the Oracle and Frenzyheart tribes, you're off to a good start. In this week's Lichborne, we'll take it a step further by looking at the purchasable rewards for each faction with the eye of a Death Knight. As with our previous gear guide, I'm operating on the assumptions that haste and armor penetration are less desirable for Death Knights and that expertise is primarily for Death Knight tanks.

  • Lichborne: Gear upgrades for Death Knights in the starting zones

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.23.2008

    Welcome to Lichborne, where Daniel Whitcomb really needs a bigger boat. And maybe a more imposing minion to steer it. So by now, I assume a good chunk of us are managing to get through Outland again and are hitting the 68-70 level range, ready to jump onto a boat or zeppelin and head to Northrend. Now, up til now, I'm sure a lot of you have been sticking with your Death Knight quest gear, hoping to avoid the clown look of Northrend, or have been leveling so fast through Outland that you haven't had time to replace most of it anyway. But we're in Northrend now, guys. The difficulty is ramped up a bit, and you're really going to have to start replacing stuff pretty quickly. No worries though, Blizzard's art team has done a pretty decent job of making most of the Northrend quest rewards look like something you'd be willing to be caught dead wearing, so to speak, especially if you're into Norse mythology and imagery like I am. Today, we'll be discussing some of the best quest upgrades for a Death Knight in the first few zones of Northrend, but before we do that, I'd like to mention one more gear-related thing from our tanking column last week: The Cobalt "set."