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  • Fun with DoTs in Star Wars Galaxies

    by 
    Michael Zenke
    Michael Zenke
    04.26.2008

    Lead designer on Star Wars Galaxies, Blixtev, compares going through the old Damage Over Time code to rummaging through your grandmother's attic. "It's loaded with old junk and it sure smells really bad", he says. Still, that's exactly what the SWG developers are doing as they work to revamp Commando abilities for the upcoming Game Update 4. In some posts to the official forums, Blix talks about opening up moldering trunks and tossing aside ancient silverware to get at the DoT code beneath. "The DoT system is one of our oldest systems, and it sure does some wacktacular things. We found 10 different calculations amoungst 5 functions to determine just the value of absorbtion from armor against DoTs. For folks who don't code, that's alot."He goes on to describe their upcoming plans for the system, which will spread DoTs to two different abilities and substantially change the way they're applied. After the update they're going to stack up to 10 a piece on a single character, a process that could take some time. Because of this change, DoT removal will change as well. Taking long minutes to apply the full 10-stack to a PC shouldn't be automatically negated by a Medic power. Instead, DoT removal will take away part of the stack, and make the recipient immune to further DoT additions for a short period. Meanwhile, the existing debuff will continue to tick down - harming the character with an element type determined by the Commando's weapon. A later update indicates that these trials are proving very effective in making the Commando a more fun profession to play, a claim we'll be able to put to the test hopefully very soon.

  • "I rolled my class to PvP."

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.14.2008

    A little while ago, Drysc said in a post that "a prot warrior or shadow priest or what have you should though be able to jump into a battleground or arena and be able to do something with some small amount of success." This hasn't gone over well with many shadow priests. Even with Drysc trying to correct himself in multiple threads and insist that he doesn't mean that the class will never get more viable, a lot of shadow priests are up in arms. It's probably pretty understandable. After all, before Burning Crusade, a Shadow Priest was pretty much universally feared upon the field of battle. They seemed to take almost no damage in Shadowform, and their DoTs tore through you with ease. Even in the early days of the Arenas, you saw quite a few Warlock/Shadow Priest teams tearing up the charts. These days, Shadowform doesn't really absorb damage like it used to, Psychic Scream doesn't really cut it as CC, and resilience makes sure that their DoTs are blunted quite handily. So what DO you do when you chose a class and spec to PvP, only to have that spec suddenly become lackluster in PvP? This isn't like Protection Warriors, who have known from the start they'd be good as tanks, and tanks alone. We all generally have a good idea these days of what we roll a class and choose a spec to do. A Protection Paladin expects to tank. A Mage expects to DPS. But it's the divide between which specs are good at PvE and which at PvP that seems to be getting a little thorny lately. Should a player be able to count on their spec always being viable at the same aspects of the game? If so, should Shadow Priests expect PvP buffs sooner rather than later? Or should they accept that their age of PvP dominance was in the Battlegrounds and the pre-70 era, and resign themselves to speccing Discipline if they want to succeed in Arenas?

  • Build Shop: Warlock 43/0/18

    by 
    Chris Jahosky
    Chris Jahosky
    12.11.2007

    Welcome back to another edition of Build Shop, talent fans! I've gotten a couple of emails about Warlock builds, so this week I'm going to take a look at one of the most infamous builds around -- Affliction. When people complain about Warlock DoTs, they've often just had a run in with an Affliction spec Warlock. Boasting up to 5 DoTs (Corruption / Seed of Corruption, Immolate, Curse of Agony, Siphon Life, Unstable Affliction) and a bevy of channeled drain spells, one of these warlocks can make quick work of your health bar. In addition, Affliction warlocks also sport talents that make their DoTs harder to dispel or make you think twice about trying to dispel them.Amongst warlocks, it's a popular grinding build, able to handle multiple mobs at a time with very little downtime. Though it lacks the higher health pool and greater survivability associated with Demonology warlocks, or the pure nuking power of a Destruction warlock, Affliction is a build which performs well in many areas of the game. Let's take a look at an Affliction / Destruction build that incorporates threat reduction, DoT protection, and maximizes the damage done by DoTs.

  • Forum post of the day: Insta-cast Corruption

    by 
    Elizabeth Wachowski
    Elizabeth Wachowski
    11.08.2007

    When I rolled my baby UD lock (now 52 and lost somewhere in Feralas), my warlock friends told me that my first five talent points MUST be spent making Corruption instant cast. "Everyone does that," they said. Well, apparently not everyone. There's a 22-page thread on the General Forums arguing for a trainable instant Corruption. A lot of endgame locks spec 0-21-40, and don't have the talent points to spend in Affliction. But Corruption's spell damage coefficients treat it as an instant DOT, even though it's a two-second cast without talents. Most locks don't consider Corruption worth it without the talents because of this. The thread quickly degenerates into mage vs. warlock fighting, but it does raise an interesting point. A lot of other "essential" talents have become trainable -- Innervate, Evocation, instant Arcane Explosion. Should the locks get the same benefit, or are their dots already powerful enough?

  • Class improvement ideas from the European forums

    by 
    Dan O'Halloran
    Dan O'Halloran
    09.22.2007

    MVP Schwick on the European WoW forums has compiled a weekly list of the best class improvement suggestions culled from the boards. He usually organizes this list by theme, but for this week its a free-for-all of interesting concepts. Here are the highlights: Talah of Ravenholdt would like to see Paladins improve their ability to heal multiple targets by changing how Holy Shock works. Neerco of Thunderhorn would like a player to be able to click off DoTs they've placed on mobs before they've run their full course. This would be helpful if a DoT'ed mob needed to be CC'd. Moolik of Arathor would like Tier 4/5/6 armor to be tradable with the reward NPCs for all the class variation sets. For example, once a Druid picks the Restoration set, he can then turn it in for the Feral set if he changes specs. Umah of Frostwolf has many, many suggestions to make playing a druid more fun. And Kalpothyz of Al'Akir wants Priest buffs to have lower mana costs so he can get back into the Battlegrounds without losing half his mana bar to rebuffing. What do you guys think of these suggestions? Solid improvements or L2play?

  • Devil Kings 2 .s toys

    by 
    JC Fletcher
    JC Fletcher
    08.22.2007

    We're glad Sengoku Basara 2 Heroes (Devil Kings 2) is on the way for the Wii, because it means we get to show you these adorable dot.s sets of the characters. On September 28, Capcom will release pixel-mosaic sets featuring cuuuuute versions of videogame versions of real-life Japanese historical figures Chousokabe Morichika, Sanada Yukimura, and the pictured Date Masamune.Each one will retail for 2,100 yen ($18.30). Given that we have no idea whether the game is headed for the US, we should look to importers like Play-Asia and NCSX for the vague possibility of acquiring these little guys.

  • Arena gear swapping looking at a nerf

    by 
    Mike Schramm
    Mike Schramm
    08.07.2007

    Currently, in Arena matches, once in the arena, you can still swap your gear before combat starts. Why would you want to do this? There is an immense amount of difference in what my resto Shaman can do depending on whether he's wearing his healing gear of his damage gear, and being able to choose my set after I've seen the other team can be an advantage.Too much of an advantage, says Blizzard. Even though they haven't changed things on the PTRs yet, Drysc says that when DoTs are affected by resilience, Arena players will no longer be able to swap their gear once inside. Apparently the reasoning is that when opposing players see a Warlock/Shadow Priest combo, they real quick switch on their shadow resist gear, and so casters are hoping for a nerf to gear swapping to come at the same time the DoT resilience shows up (which is what Drysc promises).It's an interesting little QQ session, and like all good PvP worries, it means a whole lot to the people who are affected by it, and not much to anyone else. Still, nerfing gear swapping seems like a big change to make just to deal with folks who are trying to duck shadow damage in 2v2 Arenas. But it seems like, as soon as 2.2, Blizzard might be telling arena players to pick a set and stick to it.

  • Those evil, evil Warlocks

    by 
    Mike Schramm
    Mike Schramm
    07.27.2007

    I'm not quite sure if I buy this assessment from Mystic Worlds: She says that Warlocks are the new villians of WoW. Just like everyone used to hate Paladins (wait, we stopped hating Paladins?), Warlocks are the new class people love to hate and consider extremely OP.She says, insightfully, that the reason for this is that Warlocks have just tons of annoying abilities. Fear is probably foremost among them-- with a skilled Warlock, your character spends half the fight out of your control. Soul Link and Felguards are just plain evil (it's like having a Warrior tank for you), and with all those DoTs, a lock is hellfire on wheels (and ten locks in WSG are even worse). Not to mention that since locks love to load up on Stamina, they're tough to kill, too.It's just MW's timing that I don't agree with-- people have hated Warlocks for a long time now, and I'd say in general that so many classes have been buffed lately that people have moved on. Personally, Hunters are the class that drives me nuts in PvP now-- they still have that very exploitable dead zone, but in a big melee, one Hunter can lay down DoTs and CC and turn the tide of battle. Plus, those NE Hunters in Tier armor just look so smug! A Warlock is still trouble, but my shadow Priest can fear and DoT, too, and no one's bothered by him. It's Hunters that really bug me.

  • Blood Pact: Changing resilience to weaken DoTs

    by 
    Elizabeth Harper
    Elizabeth Harper
    07.11.2007

    Perhaps you've heard about the planned change to modify the resilience stat to effect DoTs? When I first read about it, I can't say I understood it. Resilience is an anti-crit stat, which reduces the chance that you'll take a critical strike and reduces the damage done by a critical strike if you take it. Specifically, each point of resilience (and at level 70, it takes 39.4 resilience rating to equal one point of resilience) reduces your chance to be crit by 1% and reduces crit damage by 2%.But the main downside to using DoTs as a damage source is that they're incapable of critting. So what in the world do DoTs have to do with resilience? Eyonix explains it for us:As it currently stands, each new tier of equipment adds to the amount of damage DoT abilities have, yet that damage is not mitigated through combat ratings found on typical equipment. This change will help ensure that DoT effects do not scale too well compared to other damage mechanics. The amount of damage reduced will be equal to the critical chance reduction effect that resilience grants.If you're as confused as I was about why this was being done, not to mention how it was going to work, read on.

  • Blue Notes: DoTs to be affected by resil., no gear swapping in Arena battles

    by 
    Eliah Hecht
    Eliah Hecht
    07.10.2007

    Two resonably major changes have been announced by Tom "Kalgan" Chilton, WoW lead designer in charge of balance, in a forum thread. First, a change is planned to be implemented to prevent you from changing gear (besides what's normally swappable during combat, i.e. things that occupy the main hand, off hand, and ranged slots) during an Arena battle:We do plan to disallow gear swapping (other than items you can normally change while in combat) once an arena battle has begun.Ands secondly, something that has previously been the subject of much debate, with proponents on both sides of the fence. I think it's safe to say that it's the bigger of the two changes: DoTs will be affected by resilience. When asked "How about making DoTs affected by resilience sometime in the near future," Kalgan replied: That's going to happen too.

  • DoTs and Resilience

    by 
    Eliah Hecht
    Eliah Hecht
    06.20.2007

    Resilience, a stat introduced in the Burning Crusade, has quickly become very important in the new Arena-centric PvP world. In a nutshell, it reduces your chance to be crit, as well as the damage taken from any crits that do get through. And since PvP is all about burst damage, it makes sense that attacking crits would help. It helps against melee damage, ranged physical damage, magic nukes, anything that can crit. However, one very important class of damage is incapable of critting: DoTs.A DoT can't crit, and therefore it doesn't care about resilience. So what, you ask? Well, this means that as PvP gear improves, and gains more resilience, it protects more against all kinds of damage except DoTs. Which means that, relative to other types of damage, DoTs get buffed as PvP gear improves. Dahis of Shadow Gaming calls this "classist item scaling," and presents as plausible solutions "Either nerf DoT base damage and allow crits, or rework resilience with some flat damage reduction component, or just add some aspect that pertains directly to DoTs." And it looks like Blizzard is listening to the growing concern; in a discussion on resilience, Drysc said "We're looking into it."So what do you think? Does the DoTs/resilience situation need to be addressed in some way, or is it good as is? For more in-depth analysis, do read the article over at Shadow Gaming, which has several good points.

  • Blood Pact: What is a Warlock?, part 1

    by 
    Elizabeth Harper
    Elizabeth Harper
    06.20.2007

    Every week Elizabeth Harper contributes Blood Pact, where she tries to share the joy of the Warlock class with her fellow players, Warlock or not. When I first started playing World of Warcraft, I rolled the ubiquitous Night Elf Hunter. The pet angle appealed to me, and in all the games I'd played previously, I preferred to stay away from close combat and pelt my victims with spells or arrows from a safe distance. However, with so many classes available to me, I couldn't stick with just one -- my second character was a Mage. I spent my first weeks in Azeroth cheerfully hopping between these two characters, but I must admit that neither of the characters made it past level 20. Why? I found out that a friend of mine played on another realm, so I rerolled to join them -- this time as a Warlock.I didn't know what I was getting in to at the time, I only knew that Warlocks had pets like Hunters and cast spells like Mages. But I've got to tell you, despite the first-glance similarities between the classes, they're not at all alike -- which I learned while leveling mine to 60. (And before you ask -- I played this Warlock prior to the class changes that turned them into tiny gods. Yes, I was a Warlock back when Warlocks were the underdogs.) Perhaps you're not quite sure what to expect from Warlocks -- whether you play with them, are trying to kill them, or are thinking about rolling one yourself. If so, read on as I attempt to explain the essence of the Warlock class.

  • Debuff Limit to Change in Expansion

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.14.2006

    Back at the dawn of time, the debuff limit was 8. That means only 8 debuffs could be on a monster at any given time - which lead to severe restrictions when you had 40 players attacking the same thing in a raid environment. (You would either always have important debuffs being bumped off or you would have very strict raid rules which only allowed certain debuffs to be used by certain players.) And warlocks, whose DOT spells actually made up good portion of their damage done, were reduced to shadowbolting machines. The debuff limit was later doubled, and currently sits at 16, which allows for a lot more flexibility. However, recently the CMs dropped what I consider to be quite the bombshell: in the expansion, in addition to smaller raid size, the debuff limit will be increased again - to 40. Combined with 25-player raids, that's a heck of a lot of debuffs...!