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  • Lost Pages of Taborea: Spam heal is the enemy of strategy

    by 
    Jeremy Stratton
    Jeremy Stratton
    11.08.2010

    Last week, I spoke a bit about whether Runes of Magic was too easy or not. In that article I harken back to the mana strike that players held to remove part of a patch that added a percentage-to-cost modifier on all spells for all classes. This week I wanted to flit around the same subjects, but from the viewpoint of healing and strategy. I want my readers to be well-versed in RoM 101. Just like I set out to do with my community guide for new and old players, I want to educate players today on the fine art of button-mashing. Let's start by covering what spam healing -- or spamming any skill -- is, and why it's not always fun. I'll put this into the context of dungeon-running, cover some fun strategy that results from not being able to spam heal, and give my opinion on how well (or not-so-well) all this works in RoM.

  • Wings Over Atreia: Destination guide -- Taloc's Hollow

    by 
    MJ Guthrie
    MJ Guthrie
    11.08.2010

    Are you weary of group dynamic bickering, spittle-laced rants, or plowing through repeatable quests until your head is spinning and your hands have a death-grip on your weapon? Are the crowds around Atreia just getting to you? Why not spend some quality time alone... when you needn't answer to anyone else? That's right folks! Leave your friends, your legion-mates, and all reminders of real life behind and come visit beautiful Taloc's Hollow! Thinking of just kicking your heels up in Pandaemonium or Sanctum? Lounging around in an inner tube on dry land hardly a getaway makes, so hurry on down to the lush lands of Taloc's Forest (Inggison) or Krug Basin (Gelkmoros) for a little R&R -- rewards and, well, rewards. What does Taloc's have to offer? For the discerning level 51-55 adventurer, Taloc's offers the unique opportunity to gather treasure and soak up experience, all without having to share any of it with your compatriots. Need a random five-minute break to grab that leftover pizza? No problem! Find an awesome piece of fabled jewelry? Nope, you don't have to roll -- it's all yours. Choose Taloc's Hollow as your next Aion destination spot today! Ready for adventure? Cruise on past the cut for a guided tour, along with some helpful hints, special tips, and time-saving deals for your trip.

  • 15 Minutes of Fame: PvE twinks turn lowbie instances devilishly difficult

    by 
    Lisa Poisso
    Lisa Poisso
    11.03.2010

    From Hollywood celebrities to the guy next door, millions of people have made World of Warcraft a part of their lives. How do you play WoW? We're giving each approach its own 15 Minutes of Fame. PvP twinking is a fairly well-known, widespread phenomenon in World of Warcraft. The idea is that players stop leveling at the very top of a particular PvP level range bracket, dig in with all the mix-maxed gear and enchants they can muster, and proceed to mop up the battleground kills. Anyone who's run a few battlegrounds on the way up through the levels has encountered that shockingly strong player who tears him a new one. We've even profiled a prolific, multi-level twinker (twinkie?) right here on 15 Minutes of Fame. What you might not be as familiar with -- we weren't! -- is the idea of PvE twinking. Allow us to introduce a hardy band of adventurers on Blackwater Raiders (US-H) that's running each and every instance at the bare minimum level that players are eligible to enter. Ragefire Chasm at level 8? You got it. Deadmines at level 10? Aggro Magnet Central -- but yeah, you got that, too. "It's surprisingly fun playing these classic instances that we've all done hundreds of times at such a low level compared to the mobs," gushes party leader Gilgalad. "It can take hours to clear an instance that typically takes 20 to 30 minutes for an appropriately leveled party. Some of the boss mechanics that are typically a trifle to a normal party become incredibly difficult to deal with when you are 10 levels below the boss. Arugal in Shadowfang Keep was particularly tough and required quite a few attempts before we came up with a strategy that worked."

  • Wings Over Atreia: Making the cut

    by 
    MJ Guthrie
    MJ Guthrie
    10.25.2010

    "What position are you applying for?" The interviewer listens and nods. "Mmhmm. Thank you. Now, what special skills can you bring to the team?" "Please list all previous experience and describe your major accomplishments." A pause. "Have you the required equipment to adequately perform your duties?" The interviewer is quiet while sizing up the applicant. "I'm sorry, but you just don't quite have what we are looking for. Next!" Sound familiar? No, this isn't a job interview -- this is the rigmarole many players experience simply to get into a group in NCsoft's Aion. You might think that time of day or availability of people in the right level range would have the most affect on forming up a group, whether in a legion or a PUG. Instead, players often must contend with an entirely different beast before even stepping foot into an instance: group elitism. Unless you have a regular group of friends with identical play times or a very supportive legion, you are apt to occasionally find yourself in the situation of seeking a group while traipsing about Atreia. Even with a regular group, there are going to be times you are left more-or-less on your own and just want to get something done. Thus begins the (oft times unpleasant) task of creating or finding a group. Like a microcosm of drama played out in short spurts, group formation showcases a variety of less-than-desirable attributes: greed; envy; lust; selfishness; and inflated egos. Just how exclusive can this process become? Your inclusion could ride solely on your class, equipment, or skill set, and have nothing to do with your ability and skill as a player. Heck, even your name may keep you out of groups. Join me past the cut to explore elitism in group dynamics in Aion.

  • The Anvil of Crom: Traveling the Silk Road

    by 
    Jef Reahard
    Jef Reahard
    08.29.2010

    Last week we spoke briefly with Funcom executive producer and game director Craig "Silirrion" Morrison regarding Age of Conan's random encounter mechanic, which will invoke a series of one-off solo instances designed to add a bit of flavor to the journey to Hyboria's Far East. We also checked out five of the 11 available instances: four sea-faring adventures and one rare-spawn quest-giving encounter. This week, we'll step through the remaining five adventures, all of them land-locked, in addition to taking a quick look at the second rare spawn. Voyage past the cut for more.

  • Massively's hands-on with Rift: Planes of Telara's dynamic content

    by 
    Bree Royce
    Bree Royce
    08.18.2010

    Just a few weeks ago, I was invited to attend Trion Worlds' Gamer's Day in San Francisco to get some hands-on time with a couple of the company's upcoming titles, including Rift: Planes of Telara. If Rift seems to have come out of nowhere, that might be due both to the acquisition of EverQuest II veteran Scott Hartsman to head the project as executive producer, and to a clever name change meant to reflect the team's shift in development focus. In fact, that shift in development focus is precisely what I was at Trion's studio to test -- I got to check out the Rifts themselves in all their glory, in the context of the greater dynamic content system that the developers are so excited about. Massively's writers have been able to play and report on character creation and the starting areas of Rift several times over the last year or so, including earlier this summer at E3. But until today's embargo lift (coinciding with the reveal at Gamescom), no one had quite seen the fabled planar invasions and takeovers in action. Now we have.

  • Final Fantasy XIV news from between the lines

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.11.2010

    With all of the flurry of new information surrounding Final Fantasy XIV, it's understandable that some things can get missed in the hubbub. (For instance, the team behind the game has had an official Twitter feed running since the 30th... albeit one that's been largely silent on news.) Eorzeapedia, one of the larger fan sites for the game, has put together a helpful compilation of some of the little bits and pieces that have surfaced recently. Some of the news has been seen in detail elsewhere, such as new information regarding some of the heretofore unseen disciplines. Other pieces are small, but still enlightening, such as the fact that the Playstation 3 version of the game is being held back largely due to RAM issues. We also learn that instanced dungeons are in the works along with notorious monsters, taking both from more recent design and the classic setup of Final Fantasy XI. If you're hungry for more Final Fantasy XIV tidbits, take a look at the roundup.

  • Spiritual Guidance: A shadowy work in progress

    by 
    Fox Van Allen
    Fox Van Allen
    06.23.2010

    The Spiritual Guidance duo, Fox Van Allen and Dawn Moore, haven't always gotten along so well. While some attribute that to the natural way that the shadow abhors the light, the real reason is the time they were on The Price is Right together in 2003. I mean, two hundred dollars for a grandfather clock, Dawn? What were you thinking? Some days, I wish Spiritual Guidance was a TV show. Not only would the world be better able to appreciate my own physical beauty, but I'd be able to do one of those "Last time, on Spiritual Guidance" opening montages, filled with dramatic clips that tell you exactly what happened last week. "Fox, we need to get to level 10, and fast! Before the orphanage explodes!" "But if you're the Priest trainer ... then who's that?" "You're not casting Smite enough! Faster! Faster! More Smite NOW! Hurry, there's not much time!" KABOOM! "The orphans, they're on fire! Quick, cast Renew!" Things are often a lot more awesome in my head than in real life, I'm afraid. Still, last week, we did address the process of starting a new priest, getting him geared up with heirlooms (or heaven forfend, green items) and the basics of the early spells (Smite, lol). This week, we're digging a bit deeper, getting to 20, rocking some instances and doing some PvP -- that's right, life as a priest is finally ready to begin. Follow me after the cut. And don't mind the random explosions and orphan debris -- they're just there for next week's opening montage.

  • Take your tanking to the next level

    by 
    Lisa Poisso
    Lisa Poisso
    05.29.2010

    This article has been brought to you by Seed, the Aol guest writer program that brings your words to WoW.com. Whether you are a first-time tank or a grizzled hardcore raid veteran, a death knight, druid, paladin or warrior, you will find some useful nuggets in these top 10 tank tips. 10. Pay attention to what abilities trigger the global cooldown (and pay more attention to those that do not). For example, warriors can generate threat on a large group by charging a mob in the back and using Thunder Clap on the mobs in the front as you pass through them. This is possible because Charge does not trigger the global cooldown. Likewise, abilities like Concussion Blow and Rune Strike can be macroed into other abilities. 9. Use a unit frames addon. An addon like Grid, which is generally regarded as specific to healing can be invaluable to a tank because of the sheer amount of information that can be concisely displayed. Grab a few additional Grid modules like GridStatusThreat and GridStatusRaidDebuffs and, at a glance, you can see your threat situation, major debuffs, etc. as well as having a handy mouseover frame for the next tip.

  • WoW Rookie: Grouping 101

    by 
    Lisa Poisso
    Lisa Poisso
    05.13.2010

    New around here? WoW Rookie points WoW's newest players toward the basics of a good start. See all our collected tips, tricks and how-to's in the WoW Rookie Guide. Everyone's nervous the first time. It's a principle that's so, so true for so many endeavors -- and your first WoW instance is no exception. It's easy to feel bashful about dipping a toe into the dungeon pool, but there are so many good reasons to give it a try. Instances are fun. They're challenging, calling for new and different ways to play your character. They serve up eye-popping monsters and intricate lore. They offer great XP and loot. They're great ways to meet other players. The thing is, getting started can seem like an impossible hurdle. How will you know what to do? What if your group wipes? What if you screw up? What if your groupmates kick you out of the group? Relax. WoW Rookie's here to nudge you past those first, intimidating moments. Before you know it, that first instance becomes another, and another -- and suddenly, you're popping off an instance or two every evening, in between questing and leveling your craft, and you're loving every moment of it! Let's queue up and get started.

  • Aion producer talks stun removal, Dredgion tweaks

    by 
    Jef Reahard
    Jef Reahard
    05.02.2010

    The fourth and final interview in the Ask Kinslon series is hot off the presses, wherein Aion producer Chris 'Kinslon' Hager answers a few questions posed by NCSoft's Daeva of Journalism, a.k.a. Aquilanius. For the lengthy encore, Hager touches on user interface improvements, instance changes, and new skills as they relate to the upcoming 1.9 patch. "So to clarify, all classes will get the stun removing skill at level 40. The duration when this skill is used is seven seconds. It has a one-minute cool-down. I can almost see the Assassin's minds running now with new strategies to combat this. I am honestly very excited to see what the new strategies that this will generate combat. Our players are smart and adaptive, and I have no doubt we'll see some cool combat tactics come out of this," Hager says. The interview goes on to list some interesting tweaks to the high-level Dredgion instance, as well as movable hotbars and other long overdue UI tweaks. Check it out at the official site.

  • New Caverns of Time instance coming in Cataclysm

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    02.27.2010

    The recent Twitter dev chat confirmed what is fast becoming a tradition: We will be getting a new Caverns of Time instance with the upcoming expansion. It's certainly not something I have much trouble with. The Caverns of Time are an excellent tool for looking back and understanding old pieces of the story that brought us to the current world as it is. Unfortunately, the devs were not willing to drop any hints as to the exact nature of the new instance, but we can, of course, make our own guesses. The original questioner suggests War of the Ancients as a possible destination. In a way, that might be an interesting battle. It would, if nothing else, give us some insight into the character of Malfurion Stormrage, who promises to be a key figure in the expansion. That said, Rhonin, Broxigar, and Krasus have already traveled back in time to deal with the War of the Ancients, and you'd have to think that if you keep shoveling more time travelers back there, something's bound to give.

  • WoW Rookie: Pro tips for lowbie dungeon runners

    by 
    Lisa Poisso
    Lisa Poisso
    02.11.2010

    New around here? WoW Rookie points WoW's newest players to the basics of a good start in the World of Warcraft. For links to all our tips, tricks and how-to's, visit WoW.com's WoW Rookie Guide. When you really need to know, turn to the hive mind. Readers had plenty to say last week about their trials and tribulations (and triumphs!) running the older instances of vanilla WoW and Burning Crusade. Thanks to speedy reader comments, we were able to update readers with a resolution to the looting mess that left most groups unable to complete the staff required to summon Ironaya in Uldaman. (Any other issues with tradeable objects inside instances? Let us know about them in the comments.) As the discussion wound through page after page of observations and frustrations and advice, a veritable gold mine of tips for running low-level instances emerged. This week, we'll recap those tips for new players who are making their way through the old instances for the very first time.

  • WoW Rookie: Trouble afoot in leveling instances

    by 
    Lisa Poisso
    Lisa Poisso
    02.04.2010

    New around here? WoW Rookie points WoW's newest players to the basics of a good start in the World of Warcraft. For links to all our tips, tricks and how-to's, visit WoW.com's WoW Rookie Guide. No longer do new players find their noses wistfully plastered against the front windows of instances in Azeroth and Burning Crusade, sniffing at the tempting scents within like ragamuffins on the doorstep of a bakery on an icy morning. Thanks to the Dungeon Finder, it's once again possible to have your fill of instances along the road to level 80. The Dungeon Finder makes things easy -- except, unfortunately, in situations when it makes them even harder. A post in the Blizzard suggestions forum points out several things that aren't working well or are outright broken inside various leveling instances. Some are minor quibbles, but one problem actually prevents cross-realm groups from completing a boss encounter. We'll fill you in on the issues, plus link you to this week's best WoW.com resources for fresh level 80s.

  • Have emblems ruined heroics? (Hint: no)

    by 
    Eliah Hecht
    Eliah Hecht
    02.02.2010

    Ardol has made a compelling post at World of Warcraft Philosophized, a blog which I can't remember adding to my feed reader, but which I'm now glad I (evidently) did, arguing that the current emblem system has ruined heroic instances. You should go read the whole post if you can, because it's well written, but here's his argument in a nutshell, as I understand it: A player who mainly runs heroics will quickly amass many Emblems of Triumph, thereby becoming easily overgeared for all but the most challenging heroics (i.e. Halls of Reflection). This makes them much less fun. Raid-oriented players who are running heroics just for the two Emblems of Frost at the end are not very fun to run with. He also proposes a solution: five-man instances should be ordered into tiers, like raids, and should award emblems on the same schedule as raids do. The first part of this suggestion is already partially implemented: Trial of the Crusader already came with Trial of the Champion, and Icecrown Citadel with the Frozen Halls trio of instances. But Ulduar did not have any attendant five-mans, and the same quality of emblems drop in every heroic (although the loot quality is differentiated).

  • What effect does the Dungeon Finder have on smaller servers?

    by 
    Allison Robert
    Allison Robert
    01.19.2010

    For a few days now, I've been mulling over a point raised by Spinksville in a blog post concerning the Dungeon Finder's impact on smaller servers. It was her contention that, although the Dungeon Finder makes getting 5-man runs faster and easier for people on underpopulated realms, the new tool was contributing (or likely to contribute) to the depopulation of realms without a lot of options for raiding. It's never been easier to gear up a character, she observed, and someone with a geared character is increasingly likely to want that toon raiding. However, smaller servers rarely field the array and depth of PuG raiding opportunities offered by larger realms. Her conclusion? "Being on a smaller server has never been less attractive for a casual player." While I go back and forth on that point -- lots of people will just gear a toon for its own sake without necessarily planning to raid on it -- I don't think she's entirely wrong, and I also think the larger point concerning the Dungeon Finder's potential impact on server communities is probably accurate.

  • Breakfast Topic: What do you do while waiting for LFG to pop?

    by 
    Allison Robert
    Allison Robert
    01.11.2010

    Every so often, an email comes along the tip line that really gets the writers talking, and we received one such email last night from our reader Zikko, who was curious what people did while they were waiting for the Dungeon Finder to assign them a group ("Guess this only applies to DPS," as he/she observed). While Zikko usually does dailies, watches TV, or farms mats for cooking and fishing, he/she wondered whether anyone had hit upon a better way to pass the time while the Dungeon Finder went on the search. I include the writers' individual comments below, not just because it's a nice "slice of life," but I also think it's a good peek at how different peoples' experiences can be depending on the roles they play: Matt Rossi: I have time to inhale a couple of times during the LFD queue. Allison Robert: To amuse myself, I start counting, "One mississippi, two mississippi, three mississippi..." from releasing the mouse's left button on the Join Group option and the queue popping. However, I am likely to discontinue the practice, as my brain is having increasing difficulty remembering what comes directly after three. It starts with an F. I know it does. Alex Ziebart: When I'm queueing on my DPS, I tab out and play a different game for 15-20 minutes. On my healer, I brace myself so I don't get whiplash zoning into a heroic so fast. Eliah Hecht: I have about enough time to cross my fingers hoping it's not Old Kingdom again. Robin Torres: I tend to my farm in Country Life.

  • The Dungeon Finder and gear disparity

    by 
    Eliah Hecht
    Eliah Hecht
    01.02.2010

    There is some confusion as to whether/how the Dungeon Finder matches characters according to internal gear score. To the best of my knowledge, it actually attempt to create a discrepancy between characters' gear, so that you're likely to wind up with a few heavily geared members 'carrying' lesser-geared members. This is directly contrary to a claim I've seen circulating that the system attempts to match internal gear scores. If the system doesn't attempt to create disparate groups, it should, and if it does, I'm glad it does. It may be disheartening to see someone in your group in full blues or maybe even a couple greens, instead of the now-familiar suit o' purples, but as some commenters pointed out in my post on Dungeon Finder bingo, we all started out in blues and greens at 80 (with the possible exception of some crafted gear and BoEs), and heroics were designed to be run with that gear. Where are the epics supposed to come from, for a pre-raid character? Furthermore, a less-geared character might actually need some of the gear that drops in the ilvl 200 heroics (i.e. everything except CC, FoS, PoS, and HoR), which is a nice change of pace from the usual shardfest. It may take you a few extra minutes to farm your emblems, but PuGs are about more than just you: they're about a group of people coming together to help each other out, and enjoy a dungeon.

  • More options for party communication

    by 
    Mike Schramm
    Mike Schramm
    12.17.2009

    Our buddy Rufus from the WoW LJ brings word of a sneaky change in the recent patch: raid warnings (those warnings that pop up in the middle of your screen, created by typing "/rw" while leading a raid) no longer work in parties. Apparently you have to be in a raid to actually toss off a warning. Of course, that could have happened before this patch, but at any rate, it's in the game now. No more /rw in party chat. Not only is it a bummer because some people used to use it constantly to keep party members in line, but this also means that there's one less means of communication between all of these random parties forming out there on the realms. Sure, in a perfect world, everyone would know the fights and chat would be enough to make sure everyone was on the same page (or depending of your vision of a perfect world, everyone actually uses the in-game voice chat -- a quick survey of our staff here presumes that it works in cross-realm PuGs, but given that I've never actually seen it used on the live realms by anyone, who knows?), but we're hardly running instances in a perfect world. Sometimes chat is not the best way to get a complicated boss fight organized and ready.

  • Dungeon Finder tricks and tips

    by 
    Mike Schramm
    Mike Schramm
    12.12.2009

    When we last talked about this on the podcast, I said we'd basically have to wait and see how it all worked, but now that players have had their hands on the Dungeon Finder out on the live realms for a while, they're learning a few more tricks and tips about how to use it. As Rohan brings up over on the WoW Ladies LJ, it's easy enough to keep a good player once you've found them through the system: as long as none of you drop group once you're done with an instance, you can go back in and run as many as you want. Unfortunately, you can't friend them yet (hopefully that will show up whenever Battle.net functionality does), but the comments on that post point out that if you both sign up for an unpopular instance at the same time, chances are good you'll end up in the same group together (of course, that requires coordination, but maybe you can set up a time out of game). More tips and tricks for the new system after the break.