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  • Encrypted Text: Combat and the GCD

    by 
    Chase Christian
    Chase Christian
    06.12.2013

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. The three rogue specs share many common mechanics. They all follow the same formula: generate combo points, use finishers, activate your cooldowns when they come up. The real differences between the specs only show up once you start playing them. Assassination is well-known for being more relaxed and favors pooling energy over spamming attacks. Subtlety rogues have a knack for massive burst damage via their complex cooldown, Shadow Dance. Combat is arguably the simplest of the three specs, and is often characterized by its fast-paced gameplay and high actions-per-minute rate. Adrenaline Rush, which has been combat's signature cooldown for years, is designed to let you push buttons even faster. Assassination's Vendetta lets you hit harder, subtlety's Shadow Dance lets you use openers, and Adrenaline Rush doubles the numbers of buttons you can push. Unfortunately for combat, the concept of "push more buttons" can't scale forever.

  • Encrypted Text: Five macros every rogue should know

    by 
    Chase Christian
    Chase Christian
    05.15.2013

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. Macros are designed to allow a player to combine commands and modifiers (targeting, non-GCD abilities) with regular abilities in a quick and efficient manner. Macros can't make decisions for you. There is no macro that will automatically switch between Mutilate and Dispatch for you on the fly. There is no macro that will use Revealing Strike when it fades and Sinister Strike otherwise. Macros aren't intelligent – they have to be told what to do. Pure classes tend to have fewer abilities than hybrids, and after the merging of spells like Envenom and Eviscerate, our action bars are sparse. The average raiding rogue might only need a dozen or so abilities per encounter, and that's including defensive cooldowns. A typical assassination rotation consists of Mutilate or Dispatch, Rupture and Envenom, and a few Feints or Cloaks per fight. Rogue macros tend to focus less on day-to-day rotation assistance and more on strategic abilities and cooldowns.

  • Encrypted Text: Examining our tier 15 set bonuses

    by 
    Chase Christian
    Chase Christian
    03.06.2013

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. The Nine-Tail Battlegear is our new tier 15 raid set, and it's beautiful. The nine-tailed fox is a famous Asian mythological creature. The animal is known in many cultures for its trickery and cunning, both of which are famous rogue attributes. They're also known for frequently running from hunters and their pets, which is another one of our pastimes. I think that our opponents are likely to find the sharp-toothed fox snout on our helms to be quite imposing. Our tier 15 set bonuses are very interesting, and much more exciting than our tier 14 bonuses. I've never been a fan of the simple "Ability X does Y% more damage" set bonuses. Our two-piece bonus is unlike anything I've seen before, and our four-piece bonus has already been the topic of much discussion between the rogue community and the developers. All three rogue specs are receiving sizable buffs going into patch 5.2, and with some fresh new set bonuses to look forward to, exploring the Throne of Thunder should be a good time.

  • Encrypted Text: Examining the tempo of our rotations

    by 
    Chase Christian
    Chase Christian
    07.25.2012

    Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or article suggestions you'd like to see covered here. In StarCraft, my favorite RTS, there's a common term known as APM. APM stands for actions per minute, which refers to how many commands a player is able to enter per minute. If you have fast fingers and you're incredibly skilled, your APM can soar into the hundreds with your flurry of multiple commands per second. If you're an average player, you will probably stay under 100 APM for the majority of each game. APM isn't a direct indicator of player skill but rather a measurement to describe the way the player is interacting with the game via a keyboard and mouse. The tempo of our rogue rotations is a topic that I love exploring. Subtlety feels fast to players, while assassination rogues often complain that their rotation is slow. By applying the concept APM and a few other input metrics, we can try to quantify exactly what makes a rotation seem fast or slow. Rogue rotations are constantly evolving between expansions and even as we acquire gear, and math can help us examine the net effect of these changes.

  • Lichborne: The DPS presence issue in Mists of Pandaria

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    04.10.2012

    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. In Cataclysm, there were many hot-button death knight balance issues, but one of the biggest was Unholy Presence vs. Frost Presence. Frost Presence fell out of vogue very quickly in Cataclysm, since all DPSers found themselves running into a global cooldown wall pretty quickly. We were producing resources so fast, we needed the 1-second GCD provided by Unholy Presence to have any hope of spending them all. This issue has come to the forefront even more in Mists of Pandaria beta testing. This is because a loss of runic power generating talents have put the dual wielding frost style at a disadvantage, enough that it needs the extra runic power regeneration from Frost Presence. Unfortunately, when it loses the 1-second GCD of Unholy Presence, it starts to stutter, with many testers using the dread descriptor "clunky" to describe the resulting rotation. Part of this could be trying to adjust going from Unholy Presence to Frost Presence, admittedly, but it feels like a problem. If you want to see a comparison, switching to two-handed frost provides it. Thanks to the improved runic power generation on Might of the Frozen Wastes, two-handed frost can use Unholy Presence with ease, and its rotation plays nice and smoothly, very close to what it is on live.

  • Lichborne: Testing notes and goals for death knights in the Mists of Pandaria beta

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.27.2012

    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. With the Mists of Pandaria beta test under way, I'm reminded of an interesting discussion I've seen going around the death knight community. Coming out of Wrath, we were most definitely seen as overpowered, and starting a few patches later, we started off on a balance roller coaster we've never quite disembarked from, getting nerfs, de-nerfs, tweaks, and even the removal or redesign of entire spells and systems. Some argue that we could have avoided this by being more thorough and honest while beta testing in Wrath. By not only advocating for what we needed but being honest that some stuff (such as, say, the stun effect on Death and Decay) was overpowered, we might have avoided a lot of heartache down the road. Whether you believe this is true or not, it does highlight the importance of beta testing. Blizzard certainly has its own internal numbers and testing methods, but for those of us lucky enough to get hands on in the beta, this is our chance to help make sure our class gets through this great period of balancing. This week, let's look at a few things we'll need to focus on when we finally get those invites and get to beta test our death knights.

  • Is it time to kill the global cooldown?

    by 
    Matthew Rossi
    Matthew Rossi
    11.15.2011

    OK, so I was playing some Diablo III beta last night. Since this is a site that covers World of Warcraft, I'll just say that the little snippet I managed to play through before passing out was such that I could describe it in superlatives. But one of the things I noticed when playing was that the barbarian class plays absolutely perfectly to me. There are attacks that gain you the resource (fury) that you then spend on larger, more punishing attacks. You can spam those fury-gathering attacks; there's nothing limiting you from making them. You could hammer the keyboard all night if you wanted to. And it felt good. This is when I realized that I hate the global cooldown. I guess it's double kudos to Blizzard that it got me to accept the global cooldown for seven years and then got me to despise it with another of its own games. Looking over the list of class abilities not affected by it, I find myself starting to wonder if it even serves a purpose anymore. Or is it just a holdover from the game's original design?

  • Lichborne: A look at the death knight tier 13 set bonuses

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.27.2011

    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. We got a nice bit of weekend news a few days ago, as Zarhym unveiled the tier 13 class set bonuses for all to see. Tier 13, of course, will come to us with patch 4.3. They've definitely provoked a lot of discussion and debate, and the death knight bonuses are no exception. Unfortunately, the early consensus on the status of the bonuses leans toward "failed experiment." After the break, we'll delve in a bit deeper and discuss how the bonuses fail and succeed.

  • Lichborne: Haste and spell hit issues in patch 4.0.1 and beyond

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.16.2010

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. Patch 4.0.3 and the Cataclysm expansion are approaching quickly, and frankly, we're in pretty good shape right now. Yes, there are issues you can point at in almost every tree that could be just a little better, but honestly, most of them are pretty minor. We're really solidly set up for leveling (if you don't mind leveling in a tank spec), dungeon running, and even the first tier of raiding, and for now we can feel pretty secure about ourselves (or at least about our class). That said, there are almost always improvements to be made, and I do want to take a little bit of time to talk about the issue of the unholy tree's complicated love-hate relationship with haste. Now, you're still going to be stacking and gemming strength as much as possible when you gear up. Strength is still king, don't get me wrong, and you'll always want to get your melee hit capped out. But after that, haste pretty much rules for the roost for unholy. It vaults past critical strike rating and leaves mastery somewhere two or three miles down the road, it's so good. This isn't too much of a problem at first glance. It's arguably a little boring stacking one secondary stat over others, but that's more or less a reality of gearing up a DPS. It's very rare that two secondary stats share equal billing. We did have a problem with reaching the GCD cap early on in the beta, but the addition of a GCD reduction element to Unholy Presence fixed that pretty handily. That said, there's still two big problems, one of which primarily affects unholy, the other of which affects all three trees.

  • Spiritual Guidance: Reforging, gemming and GCD tactics for 4.0.1 priests

    by 
    Dawn Moore
    Dawn Moore
    10.10.2010

    Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. On Sundays, Dawn Moore covers healing for disc and holy priests while simultaneously battling her shadow priest rival, Fox Van Allen. This week, Dawn has been practicing her peacock pose so she can challenge Fox in Wii yoga. Now that Blizzard has announced when Cataclysm is being released, we finally know how long we've got left in Wrath of the Lich King to finish what we want to get done (or twiddle our thumbs and play more StarCraft 2). The past two weeks, I've talked about getting ready for patch 4.0.1, and since we've got a bit more time than I expected to cover Cataclysm healing, leveling and more before the release, I'm going to go ahead and tidy up the last of my 4.0.1 advice by updating my recommendations for priest gems, and tackling reforging. I'll be paying some specific attention to the soft haste cap and GCD (global cooldown) so you'll know how to stay min-maxed for the last two months of the expansion.

  • Lichborne: Unholy and the state of the Cataclysm beta talent trees

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.28.2010

    Welcome to Lichborne, your weekly source for news, guides, tips and opinions on the death knight class. With this week's Lichborne, I was hoping to have run a few heroic Cataclysm dungeons so I could report back to you on how death knights play through them -- but alas, it was not to be, as my beta client refuses to log in to the game without crashing. Luckily, there are plenty of things to discuss apart from that. This week, I'd like to discuss our talent trees as they currently are in the beta and where things are headed for us as the release date draws nearer.

  • The Light and How to Swing It: Beating the GCD

    by 
    Chase Christian
    Chase Christian
    04.04.2010

    Every Sunday, Chase Christian of The Light and How to Swing It invites you to discuss the finer side of the paladin class: the holy specialization. This week, we examine how do deal with our biggest limiting factor: the GCD. Playing a holy paladin is a lot like participating in illegal street racing. We drive as fast as possible, have no respect for law or our fellow man, and we live our lives a quarter mile at a time. Well, at least the last part is true. We play our class one second at a time, with only a moment's time to process our raid's status before making our next move. We play in a GCD-capped environment: limited by the game's own internal pacing instead of our mana. It's because we're already capable of casting as fast as possible that our multi-target healing suffers. Most other healers can increase their number of spells cast per second to boost their healing output, whereas we're limited by the fact that we can really only heal one person per second. There are some tricks we can use to beating this GCD limit, and therefore raise our output over simply mashing Holy Light for five minutes a time. Knowing how to work efficiently in these short, one-second windows will ensure you're healing every last bit possible.

  • Lichborne: Rune cooldowns, tank mastery, and Cataclysm

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.16.2010

    The devs have been speaking a little a bit about the new mastery system coming with Cataclysm, and while they've kept most of the specific numbers vague, there's been a surprising amount of information one can read between the lines about death knights. Of course, it started with the frost death knight stats. The stats were solidly DPS oriented, providing damage, haste, and runic power generation. This lead to two major concerns: What would frost tanks do for mastery? And for that matter, even DPS don't need runic power generation that much, considering we can only use so many frost strikes (or death coils for other specs) before we need to spend our runes anyway. The Blues actually gave answers to these questions, answers that managed to both answer the question and provide a whole new level of speculation and questioning. On the question of the new runic power bonus, Ghostcrawler and Eyonix revealed that death knights would find their rotation less constrained by the global cool down and rune cool downs, and that changes such as that would make the runic power generation more desirable. On the tank front, they're actually being deliberately coy about what they have planned for death knight tanks, but they at least seem to know the issue's on the table. This week, I figure it might fun to take a look at these statements and mull over some possible ways they might implement them.

  • Insider Trader: Gadgets for the modern Engineer

    by 
    Amanda Miller
    Amanda Miller
    09.04.2009

    Insider Trader is your inside line on making, selling, buying and using player-made products.Engineering has quite a few useful tools in addition to their famous repertoire of toys, but not every player knows how to make the most of them. There are many reasons for this, including: Not being informed on the latest improvements. Consumables may be less cost-prohibitive, for example, than the last time you checked. Believing the "Engineering is useless" hype that lingers from darker days, and feeling creatively blocked after an expensive and tedious leveling process. Being an irrational yet strangely normal cooldown and consumable saving individual. Awkward Zombie illustrates the latter nicely, and we've talked about stingy cooldown use in the past. This week, Insider Trader is going to discuss a handful of the Engineering tools that you really should be using to the fullest, and why.

  • Snow Leopard shipping August 28th for $29, order now

    by 
    Thomas Ricker
    Thomas Ricker
    08.24.2009

    Well, it's not September, but we're not going to hold an early launch of its performance-focused Snow Leopard OS against Apple. The Apple store has come back online bearing an order page for OS X version 10.6 in Starter, Home Basic, Home Premium, Pro... oh wait, it's just $29 as an upgrade from 10.5. August 28th, that's when, now go 'n get it.While you wait for that order to ship, Apple wants you to know that Snow Leopard's Finder is more responsive, Mail loads messages twice as fast, Time Machine will complete initial backups 80 percent faster, and a 64-bit version of Safari 4 is 50 percent faster than its predecessors. There's even QuickTime X with a redesigned player that lets users view, record, trim and share video. Of course, this release also includes Grand Central Dispatch, a new way for devs to take advantage of multi-core processors as well as OpenCL support to accelerate apps with the help of that idling graphics processor. Oh, and out of the box support for Microsoft Exchange too. All in all, a worthy update, especially for the price.P.S. Requires Intel-based Mac.

  • Patch 3.0.8 bug roundup

    by 
    Adam Holisky
    Adam Holisky
    01.21.2009

    My favorite time of the patch day is here – looking at all the bugs! At the time of this writing, we're about six hours after the patch and the majority of bugs have been found. We've counted six of them, and will go over each and when the fix is expected after the break.Obviously some are more important than others. The Wintergrasp bug that is currently crashing servers left and right needs to be fixed "nao," as people are clamoring about in trade channels. The game is nearly unplayable for most people.Interestingly there are no bugs about missing mail or other missing items, nor are there reports of extreme lag and other difficulties (other than the severs crashing). The full list of 3.0.8 bugs, and information about their status, after the break.

  • Aspects, auras, Survival Instinct off GCD; new aspect

    by 
    Eliah Hecht
    Eliah Hecht
    10.16.2008

    Yes, it's true. The following will now be off the global cooldown in Wrath of the Lich King, but will have a 1-second cooldown of their own to switch between them: Hunter aspects (source) Paladin auras (source) The new Druid talent Survival Instincts is also being taken off the GCD, which I can really appreciate - tanking gets quite frenetic. But that's not all! After putting aspects off the GCD, the devs decided they weren't happy about how it made you feel like you had to "stance-dance" to Monkey every time someone came into melee range. So they're introducing a whole new aspect: Aspect of the Dragonhawk, which combines the benefits Monkey and Hawk into one aspect. This spell will be learned at level 75 and 80, instead of learning new ranks of Hawk. The idea, says Ghostcrawler, is that you'll never cast Hawk or Monkey again after 75; you'll just use Dragonhawk for fighting and Viper when you need some mana back. I have mixed reactions to this change. It'll be nice for hunters, who already have enough spells to deal with between shots, melee, traps, pet skills, etc. However, it seems like they might as well just make +AP and +dodge built in to Hunters, remove Monkey, Hawk, and Dragonhawk, and put a penalty on Viper corresponding to the now-innate +AP/+dodge. The whole Aspects system has always felt a bit half-baked to me, to be honest. Also, I'm not quite sold on the Dragonhawk name, but I guess it's better than "Monkeyhawk."

  • Encrypted Text: Lifestyle of the Northrend Rogue

    by 
    Chase Christian
    Chase Christian
    10.01.2008

    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 explore quality of life changes for Rogues in the upcoming expansion.After playing The Burning Crusade for nearly two years now, most Rogues have gotten into their level 70 groove. They know where the poison vendors are in Shattrath and where to acquire some good leather gear. They know where to level up their lockpicking and the best way to organize reagents in their bags. However, all that is about to change.Blizzard is implementing a ton of new simple changes to the Rogue class that are guaranteed to have many of us confused at first. I've tried to make this transition a little bit easier by outlining some of the differences between your time at 70 and the upcoming road to 80. Read on to find out what these changes mean to your daily Rogue lifestyle.

  • Fear Ward and Spell Haste for facemelters

    by 
    Alex Ziebart
    Alex Ziebart
    02.03.2008

    Yesterday's announcements brought two big notes that will be affecting Shadow Priests. The Fear Ward change and the fact that Spell Haste will affect the global cooldown.The Fear Ward change, like I mentioned in my last post, is primarily a convenience change for PvE. Reupping Fear Ward every 3 minutes when you need to keep putting Shadowform back on afterwards is annoying, and a large mana drain over long encounters. However, it wasn't crippling, so not a very big deal. What this will help the most is PvP, especially arenas. Having an arena match last longer than three minutes isn't unlikely, so you will probably want to put Fear Ward back up at some point throughout the match. Being required to drop Shadowform to do it is sort of a pain, considering both the loss of damage and the mitigation Shadowform supplies you with, arguably one of the Shadow Priest's strongest defenses. The Spell Haste change is what has me a little excited. I'll admit right away, I haven't crunched any numbers. I'm notoriously bad at breaking down raw stats, I usually just eyeball my gear and take a guess. I'm right or pretty close more often than not but don't hate me too much if my guesses here are completely wrong. If you want to see some raw numbers, you can probably check them out over at the ShadowPriest.com forum.

  • Mashing buttons can cause cooldown problems

    by 
    David Bowers
    David Bowers
    11.17.2007

    Ever since patch 2.3, a number of players have been having a lot of trouble with their instant abilities, especially in PvP. They're finding they get constant "spell is not ready yet" and "target is out of range" errors whenever they mash their buttons. The main source of this problem has to do with a change to the way your computer communicates to the server what your character is doing. It's not very easy to explain, but I'll do my best here. First, I'll explain how the change affects longer spell casts, and then afterward look at how it affects instants.Here's how things worked in patch 2.2: I press a button to cast a spell or activate an ability. My computer says, "Hey! Realm server! David wants to cast Frostbolt!" The realm server says "Okay!" 300 milliseconds or so later (this round-trip communication time is your "latency"). My computer then starts a 1.5 second global cooldown, and shows me the Frostbolt casting bar. I cannot use any other abilities from the time I press the button to the time my Frostbalt casting finishes, unless I manually cancel the spell (as with a /stopcasting macro), or unless the server tells my computer, "Okay the spell is finished already!" or "Whoops! That spell got interrupted!" Either way, without a manual interruption on my part, I'm waiting on the server to tell me the outcome of the first spell before I can tell it to start casting the second. Here's how things work in patch 2.3: I press a button to cast a spell or activate an ability. My computer says, "Hey! Realm server! David wants to cast Frostbolt!" My computer goes ahead and starts the global cooldown for me, assuming the Frostbolt will succeed. The realm says "Okay!" 300ms later, and the casting bar shows up. Alternately, if there's a problem, then the realm says "No way, silly! David isn't finished casting Fireball yet! Wait a moment to try again, and cancel that global cooldown while you're at it!" Either way, I can send my commands to the server whenever I want, as long as my global cooldown isn't currently active -- and if it gets activated too early, I just have to wait for the server to tell my computer to cancel it before casting another ability. Sounds fine, right? Before, we had to wait for latency between our computers and the realms in order for any spell to go through, but now we just have to wait if we press a button too early.