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  • Lichborne: Of Cabbages and Kings

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.27.2008

    Welcome to Lichborne, where each weekend, Daniel Whitcomb helps you keep pace with the ever-changing Death Knight class. This week, While Death Knight tweaks continue, there's no big piece of news that really stands out. We got a nice bump in damage to our base weapon strikes, Death Coil, and the abilities that mimic them in the talent trees in the latest build. Unfortunately, poor Plague Strike still sits at a sort of dismal 30% weapon damage, meaning it still doesn't feel like it scales as well as it should. But preliminary reports are still that it's a noticeable DPS increase. At the same time, our PvP utility and survivability was nerfed, but not in completely unexpected ways. Chains of Ice is dispellable again, as the devs felt that between it and Death Grip, it was far too hard to get away from a Death Knight. Again, this nerf is somewhat expected, if not needed, although some argue the nerf is unfair in the face of other classes that have similar abilities to ensnare and entrap opponents. I have to admit that I'm hoping we see, at the least, Chains of Ice getting put on Virulence. If nothing else, that Glyph of Blood Boil is looking a lot nicer. Still, none of the news really jumps out and grabs me, and with the beta patches coming fast and furious, it's hard to write with any authority on something that may be changed next week. With that in mind, I've decided this week to post on a potpourri of odds and ends from around the World of Warcraft as they relate to Death Knights, both stuff that refers back to previous columns and new observations. Read on:

  • Stepping away from +threat

    by 
    Eliah Hecht
    Eliah Hecht
    09.23.2008

    Threat is at the heart of tanking. However, it's totally hidden from the player, and many players don't understand it well or at all. A thumbnail sketch: every point of damage you do causes 1 threat. Every point of healing you do causes 0.5 threat (unless you're a paladin, in which case it's 0.25 for reasons I've never fully understood). This is base threat; many classes have threat modifiers. Rogues, for instance, have an innate 30% reduction to threat. Warriors and Druids get 30% improved threat in their tanking modes (Defensive Stance/Dire Bear Form); this will be raised to 45% in LK, I believe. Paladins get 90% extra threat for their Holy damage from Righteous Fury. Then there are various tanking skills which have special threat modifiers. Sunder Armor is one that has been around forever; it wouldn't cause much threat inherently, but it's got extra threat built in. Lacerate and Revenge are other examples. In short, the way Blizzard has traditionally made tanking work – made sure the tanks are causing more threat than everyone else, so the mobs will attack them – is by keeping their damage low, but raising their threat with threat-increasing auras and threat-boosted abilities. This is not the tack they're taking in LK, based on some trends that have been emerging in blue posts over the last month or two. For instance, Ghostcrawler: "We'd like to get away more from +threat abilities for all classes if we can."

  • Shifting Perspectives: Dealing with Crushing Blows

    by 
    John Patricelli
    John Patricelli
    09.23.2008

    Every Tuesday, Shifting Perspectives is supposed to explore issues affecting druids and those who group with them. This week John Patricelli, the Big Bear Butt Blogger, does what no one seems to want, and discusses playing a druid in the game as it is still known, rather than the expansion that is still two months away. Although it is likely Wrath of the Lich King will worm it's way in somehow. I'd like to take a minute to talk about a mechanic that has defined the Feral Druid tanking philosophy, even though you might not know it. I'm talking here about Crushing Blows. A Crushing Blow is an attack made only by NPCs that does 150% of normal attack damage. A Crushing Blow can happen if the NPC you are fighting has a base weapon skill 15 or more points higher than your base defense skill. Base defense skill is the only thing that counts towards the chance of a Crushing Blow; Defense Rating and Expertise are of no help whatsoever. At level 70, if you are fully trained up, your defense and weapon skills should be 350 each. Raid Bosses are level 73. They have 365 weapon skill. That's 15 weapon skill points higher than your possible defense. Do you see the connection, my friends? If you are main tanking a raid boss that is level 73, then you are susceptible to Crushing Blows As you might expect, tanks wish to know how to avoid taking these suddenly massive chunks of damage, if at all possible. You may have heard before that Paladins and Warriors can "push Crushing Blows off the table", but you might not know what that means, exactly. What kind of table is it? A nice mahogany? Teak? Perhaps inlaid parquet? Are they pushed off the table vigorously, so that they clatter all over the floor? You may also have heard that having your attacks Parried by a raid boss can cause BAD THINGS to happen, especially if you can suffer from Crushing Blows. Well, let's talk about this whole thing a little more after the break, shall we?

  • Lichborne: Guys and Ghouls

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    09.21.2008

    Welcome to Lichborne, where we ask the tough questions: Will Death Knights be ready for launch? Will they really have 3 trees that can tank and DPS? And what kind of a ghoul name is Eyeslobber? Ghouls have been one of my most beloved features of the Death Knight for some now. I like having an undead squire by my side, and they can be pretty useful for some extra dps and even some lifesaving interference in a pinch. However, they also felt like one of the least firmed up aspects of a Death Knight for some time now, with abilities coming and going on a patchly basis, and bugs that kept the ghoul from being summoned or allowed to summon a massive army of ghouls in no time flat. Still, they have their uses, and despite still being incredibly flimsy healthwise, do offer a decent amount of extra damage when they're up. The drawback is that 50 silver is a lot for a pet that lasts less than 5 minutes, and without points in the Unholy tree, the Ghoul is completely uncontrollable, and may have a tendency to run into suicidal situations without listening to a word you say. As far as perfecting the Ghoul and deciding on its place in the class, there seems to be two schools of thought. The first, mostly made of Unholy specced Death Knights, sees the Ghoul as a fun and useful part of the class, and wants to see it tweaked to have good survivability, good dps, and generally be worth keeping out. The other class see Ghouls as mostly a novelty, a thing to be bought out occasionally, and such a pain to upkeep that they don't really want to have to deal with it as a pillar of the class. They'd rather be able to forget it exists when they want to. Both positions have their passionate supporters, but Blizzard seems to have found a rather ingenious way to give both sides what they want: Talents. Recent talent changes provide a lot of buffs, and if you collect them all, you should have a much easier time using your ghoul to your hearts content.

  • Ghostcrawler announces upcoming DK changes

    by 
    Matthew Rossi
    Matthew Rossi
    09.17.2008

    For those of us who either are playing one in the beta or intend to play one when Wrath of the Lich King goes live, here's the list of upcoming changes to the Death Knight straight from Ghostcrawler.The list is divided into DPS changes, tanking changes, DK buff changes and changes to the Runeforging system. Among the highlights, in Ghostcrawler's own particular idiom: Ravenous Dead no longer affects Ghoul duration, but grants your rotting little buddy 60% more of your Str and Sta. (Stam goes from 30% of yours to ~50% of yours. Strength goes from 100% to 160%.) Veteran of the Third War increased to 6/6/6 Str / Sta / Exp to match warriors. Strikes that scale with diseases changed so that the weapon damage, not just the flat damage, scales with the disease. No doubt many awesome small tweaks I am forgetting. AWESOME SMALL TWEAKS. I'm sure those small tweaks will indeed be awesome. Go ahead and check out the full list to see if it piques your interest in all things dark and dangerous, all ghouls and death knight's stout, putrid, four and gangrenous, that dark and sinister lot.

  • Forum Post of the Day: How do you like DEM clams?

    by 
    Amanda Miller
    Amanda Miller
    09.14.2008

    I love it when an amusing blue response to a forum post crops up, and this one made my day. Earlier in the week, Ghostcrawler made a light-hearted and funny little post mimicking a Beta tester testing a talent tree that includes such gems as "Clever Banter" and "Sarcastic Yet Suspiciously Unfunny."At the end of it, she announced that clams are becoming stackable items in order to cheer us all up.As good-natured as all forum-goers are, the jokes surfaced about how amazing this change is, how it's going to crash the clam market, and how Blizzard is clearly pandering to casuals again. In response, Ghostcrawler wrote up the product of a fictitious emergency developers meeting, held with the goal of bringing clam-related things to do for the hardcore. I actually laughed out loud: this one is not to be missed.

  • Scattered Shots: It ain't over till it's over

    by 
    David Bowers
    David Bowers
    09.11.2008

    Scattered Shots occasionally wanders around collecting arrows and bullets when they totally miss the target.The key to understanding hunters in the beta is to look at the big picture. This is something affecting all classes currently, but I'm going to discuss it in relation to hunters in particular. Beta testing buffs and nerfs ultimately come down to a matter of perspective -- do you see your class changes happening in isolation, for now and forever as long as you and your pet shall live? Or are your particular class changes happening as part of an ever-evolving system involving you, me and everyone else over time?As you've probably heard, hunters got some nerfs in the latest beta update, and some people are understandably upset about them. I'm not worried about it though -- and now I'll tell you why.

  • Ghostcrawler discusses balance in 8926

    by 
    Eliah Hecht
    Eliah Hecht
    09.11.2008

    A lot of classes are pretty upset about some of the changes we've seen in beta build 8926. Shamans are dot shocking (what else is new), I'm complaining about Holy Priests (ditto), etc. In short, there were a lot of nerfs. Ghostcrawler has emerged to let us know that indeed, there were a lot of nerfs, and there's a reason for it: talents have a budget. You may be familiar with itemization budgets. Basically, an item of a particular item level has a certain amount of "points" to spend on various stats; if you want to load an item up with Stam, it's not going to have as much to spend on Agi, for instance. This is also the reason why caster weapons have low DPS, because they borrow points from weapon DPS to spend on stats like spell power.

  • Mind Flay gets bigger crits, better beams

    by 
    Alex Ziebart
    Alex Ziebart
    09.10.2008

    The class designers have filtered out a little more information regarding our Mind Flay upgrades, and it's very pleasant to hear. In addition to the higher coefficient on Mind Flay and gaining an ability to crit, Shadow Power will give Mind Flay 100% bonus damage crits, rather than the baseline 50%. This is very good news, because 50% crits just don't cut it anymore. Almost everybody has 100% bonus crit damage via talents, and not having the option to spec that way is quite a hurdle when you're trying to be competitive. Very good news indeed.In less game changing but still exciting news, Mind Flay and other beam-type spells (Drain Life, Drain Soul, etc) will be getting a graphical overhaul. Perhaps they'll be more like Penance's fancy missiles? Or maybe they'll just be more of a beam than "behold my blue/green/purple/yellow squiggly line of doom!" Either way, I'm happy to hear it. I'm a firm believer in 'shinier is better.'

  • Instant Corruption and other infernal joys

    by 
    Zach Yonzon
    Zach Yonzon
    09.10.2008

    Hot on the heels of Blizzard asking Warlocks for feedback on Metamorphosis, the Wrath development team shows how amazingly fast they work and how they actually listen to players. Koraa and Ghostcrawler materialized into the Warlock Beta forums to announce -- simultaneously on separate threads -- that Metamorphosis was going to change significantly in an upcoming Beta build, with the changes happily incorporating most of the feedback that players threw in.First of all, Metamorphosis will no longer replace a summoned demon -- a no-brainer feature that should have been there from the start considering that most talents in the tree buff up the Warlock's demon! It will also now increase armor by 600%, up from 360%, a coefficient that scales better with a Warlock's base armor of... cloth. Significantly, the demon form will now also increases all damage by 40%, after players realized that turning into a demon with many melee abilities and being cut off from normal spells actually reduced their DPS. Speaking of normal spells, Warlocks in demon form can now cast those, too. These changes come in addition to a few others that Blizzard is working on such as a few demon form-exclusive abilities -- and it seems like Demonology will finally be truly, diabolically fun. [EDIT: In my excitement I forgot to mention that the spell was reverted to a 5-minute cooldown and the form lasts 45 seconds. Still awesome!]I griped about this on the last Blood Pact along with a throng of other Warlocks, and it seems like Blizzard has heard us -- Corruption will now be baseline instant cast! It's a change that has been a long time coming, and it's finally turning real. Improved Corruption will instead increase the damage of Corruption by up to 20%, effectively negating Empowered Corruption and hopefully freeing up space for a new, exciting talent or at least more points to use in an already bloated tree.

  • Make your Mage magnificent!

    by 
    Zach Yonzon
    Zach Yonzon
    09.10.2008

    Well, maybe not magnificent, but at least functional and viable in Wrath of the Lich King. Tipster Daniel alerted us to Ghostcrawler -- the blue of blues for Wrath, according to him -- blinking into the Mage forums to request Mages to give feedback about the different trees. Although Ghostcrawler seems to post her call outs during the wee hours when people are deep in slumber -- or in a drawn-out raid -- we at WoW Insider believe that it's our duty to get everyone in on the action. If you happen to be in Beta and play a Mage, now is the chance to have your thoughts heard on the Frost tree, the Fire tree, and the Arcane tree. While you're at it, give the developers a pat on the back for the overwhelmingly enjoyable Mirror Image.

  • The Light and How to Swing It: Bracing for change

    by 
    Zach Yonzon
    Zach Yonzon
    09.09.2008

    We know a second pass is coming. As good -- or bad -- as everything might seem right now, Paladins have yet to get another look from the developers and as Ghostcrawler mentioned on the forums earlier, they're nearing finalizing those changes soon. A few days back, Blizzard asked the players for feedback on all three trees, and it looks like all those constructive comments are finally going to see some results.The good thing is that, despite all our misgivings about how the class has been handled all these years, it seems that Blizzard is finally listening. Holy wanted ways to be more mobile and have group healing utility... the Wrath Beta brings creative ways to solve that with instant Holy Lights and double duty healing. Protection needed stat consolidation badly, for starters, and it's slowly moving that way with Stamina granting spell power through Touched by the Light. Retribution needed raid utility among other things, and Blizzard is shaping up the spec to be a mana battery like Shadow Priests (and Survival Hunters). It's not everything players have wished for, but it's pretty darn close and there's no doubt that we're moving in the right direction.

  • Moonkins aiming to get DPS and group utility

    by 
    Alex Ziebart
    Alex Ziebart
    09.09.2008

    Paladins weren't the only ones to get some attention from the crab last night. The Balance Druid post wasn't an especially information-filled post, but mostly served as a reminder that even though the devs may not respond to your threads, they are paying attention. Ghostcrawler explains that whlie she may be focusing more heavily on Feral Druids, that doesn't mean she isn't aware of Balance's needs. She clarifies their role in a raid (caster, duh), and states a Moonkin's needs to meet that role. She lists the following: Competitive dps. Mages and warlocks just tend to get a lot of attention, maybe because there are more of them, or more races of them, or they are more archetypal classes (in the familiarity sense). Good AoE utility. Encounters and dungeons tend to get designed with the assumption that the ranged DPS can do AoE. Hurricane is phenomenal now. I healed a run today and did really competitive dps with Hurricane on the ranged pulls. And I wasn't even Balance! I love Starfall. It's a rare spell because it feels new -- it isn't single target and it isn't classical Hurricane-style AoE either.

  • Ghostcrawler's late night Paladin news

    by 
    Alex Ziebart
    Alex Ziebart
    09.09.2008

    Ghostcrawler displays her dedication yet again as she popped up on a few of the Wrath of the Lich King Beta forums in the wee hours of the morning today. Or would that be late last night? What does 2 AM qualify as, again? Anyway! Ghostcrawler popped into the Paladin forums to check in with some concerned players, and brought some fun news. She says herself that it may not be 100% what Paladins want, but it should prove to be good stuff regardless. Let's dig right into it, shall we?From Ghostcrawler: We'd like to do something else with Kings. I don't know that a core ability is the answer, but burying it deep in Prot, when Prot paladins would just as soon play with BoSanc, doesn't feel great either. We'd like to mess around with the top 2 tiers of all 3 trees, still encouraging you to cross-spec a little, but making that initial bite into the upper tier more tasty instead of just an icky appetizer to get the what you really want down deeper

  • Metamorphosis feedback wanted

    by 
    Alex Ziebart
    Alex Ziebart
    09.09.2008

    For all of you Warlock beta testers out there, Ghostcrawler is looking for your help! Since the Wrath Beta began, Metamorphosis has been one of those abilities that sound cool in theory, but the application was totally wrong, more or less. Ghostcrawler has put out a call for focused, constructive feedback on the ability. When you head over there, keep in mind that Ghostcrawler wants feedback specifically about Metamorphosis in this thread, and 'get rid of it' isn't constructive feedback. Those of you not beta testing may be interested in the thread as well, since it might be a pretty strong indicator of where Demonology will end up.The most common feedback I've seen is that the ability renders most of your other talent points null and void for the duration of the transformation, rather than synergizing with them. I find myself agreeing with that wholeheartedly. It's an interesting concept, but no top end talent should nullify everything before it unless it's good enough to make up for all of those talent points you lost. Metamorphosis definitely does not have 51 talent points baked into it, and I'd say it would be impossible to even do that.

  • [UPDATED] Tankadins and Retadins! Speak!

    by 
    Zach Yonzon
    Zach Yonzon
    09.04.2008

    While I effused about the great change to the otherwise lackluster Blessing of Sanctuary -- it should really be named Blessing of Badass -- Paladins have yet to receive the promised second pass. There have been massive changes to the class itself, but there's more to come. Hopefully on the positive side.The Paladin community's new "Beacon of Light", Ghostcrawler, has popped up on the forums saying that the second pass is forthcoming. Blizzard is looking at making major changes to the Protection tree, stating that the developers feel that there are too many mandatory talents and mitigation talents that don't do anything interesting.If you've got brilliant ideas about how to improve the Protection tree, now's your chance to speak up. Ghostcrawler is putting the entire Paladin community up to task by giving feedback on which talents are fun and which ones aren't; what areas feel bloated and what feels barren; and talents that seem mandatory, talents that seem fun but optional, and talents that often get the shaft. Head on up to the forums now and let Blizzard hear your thoughts. Given all the great changes to the Paladin class that have shown up in the Wrath Beta, I have a very good feeling that Blizzard actually listens. [EDIT: Ghostcrawler also mentions that the Beta forums aren't the only source of feedback they have, so head over to the Paladin forums, too, in the hopes of getting heard][UPDATE: Ghostcrawler has made the same call to Retribution Paladins, as well. Jump over to the thread now...]

  • Allow me to introduce my shield to your face

    by 
    Alex Ziebart
    Alex Ziebart
    09.02.2008

    Ghostcrawler posted fairly heavily on the Warrior forums the other day, and while Warriors are not especially my territory, something the crabman said reminded me of something I've really liked about Wrath so far. Referencing Gladiator, "Watch how Maximus uses his shield -- he isn't cowering behind it -- he's bashing people in the face with it. Shields should be a viable form of combat, not the option to avoid combat." This was said in the context of Protection possibly being viable in the arenas in the nebulous future (not anytime soon), but it reminded me of general playstyles anyway.To some extent, Warriors have fought like this for quite awhile. Shield Bash, Shield Slam, things like that. It wasn't just Shield Block. However, none of that stuff hit very hard. Sure, Protection Warriors shouldn't be able to rock the DPS with their shield, but Shield Slam was more like Shield Bump. The higher block values and thus higher Shield Slam damage is exciting, and the addition of Sword and Board puts even more emphasis on the shield.

  • GC on raid stacking

    by 
    Eliah Hecht
    Eliah Hecht
    08.23.2008

    Raid composition is going to change in Wrath of the Lich King. A certain part of this is obvious and inevitable: they're adding a new class. But there is another major factor that's changing. Currently, buffs and synergy are a large part of the reason you might choose to bring one class over another. Shamans' awesome Bloodlust/Heroism, for instance, and their Windfury Totem, has made it often a good idea to bring many Shamans to a 25-man raid, and almost mandatory to have at least one. Similarly, the fact that Warlocks synergize quite well with each other (Warlocks cause other Warlocks to do more damage), due to effects like that of Improved Shadow Bolt, has contributed to Mages being much less favored for Sunwell Plateau. How is this going to change in Wrath? Ghostcrawler made another rather long post yesterday on raid stacking, and this is the essence of what he said: We want to limit the power of stacking raid buffs, like we limited the power of stacking consumables earlier. "We want the challenge of the encounter to be the fight itself, not collecting all of the buffs and debuffs you need to succeed." They don't want to nerf buffs, but they want them to be "less of a burden." Therefore, for most buffs, there will be multiple classes that can provide that buff, and they won't stack. For instance, you can get your magic vulnerability debuff either from Warlocks or from Death Knights; those two abilities will not stack with each other. The ultimate goal of this is to cause raid leaders to want to bring players they like, or good players, and not feel like they have to bring certain classes to get certain buffs and debuffs; and also to help class balance. Of course, they recognize that certain guilds are going to strictly min/max in any case, but the idea is that the benefits of a few classes shouldn't be so overwhelming that you feel like you have to bring five of them. It's an interesting move. Assuming they execute it well, and preserve class uniqueness and utility (as they are promising to do), I think it will be very good for the game. And as this is still beta, and they are actively collecting and implementing feedback, if it doesn't work well right now they'll have time to fix it. The Wrath development team seems (thankfully) much more responsive to feedback than the Burning Crusade dev team was.

  • Ghostcrawler on tanking in Wrath

    by 
    Eliah Hecht
    Eliah Hecht
    08.13.2008

    Tanking has been getting a good, long look from the developers for Wrath of the Lich King. And about time, too – I'd say the number one issue right now in the group PvE game is a lack of tanks. Introducing another tank class is going to help, of course, especially when it's one as cool as the Death Knight, but that's not all that's being done. Ghostcrawler, beta forum CM extraordinaire, has recently posted a big (well, big for a blue post) overview of some of the goals and decisions for tanking in the new expansion. It goes something like this: All four tanking classes should be viable. Tanking should be "a little more fun." Most characters in tanking classes (Warriors, Druids, Paladins, Death Knights) should be able to tank a normal five-man just fine, with heal specs (for Druids and Paladins) being the exception. Heroics and raids will require investment in tanking talents, but all tanking classes should be able to tank them if appropriately specced. Ghostcrawler notes that this is a change of strategy for Blizz; previously, for instance, feral druids were positioned by the devs as being better off-tanks than main tanks. Now, he says, "if nearly all guilds want the same class as their MT, we've failed."

  • Hunter Beta News: Tranquilizing Shot explained, pet focus system adjusted

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    08.12.2008

    Good old Tranquilizing Shot seems to be getting a lot of attention in the beta world yesterday. Ever since it was bought back to prominence when it inherited Arcane Shot's old dispel mechanic and the ability to dispel PvP enrage mechanics, people have been wondering what exactly it will be able to do in PvE. Lead encounter designer Daelo clarified the other day with some information on how enrage type effects will work in Wrath: