movement

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  • The Art of War(craft): Motion Theory Part III

    by 
    Zach Yonzon
    Zach Yonzon
    02.20.2008

    Alright guys, you got me. Last week, I dissed Priests for their lack of mobility, but some of you, such as user thebvp pointed out that Priests are more slippery than I gave them credit for by pointing out their dispel abilities, among other things. With a little more thought, I really have to agree and re-assess Priests on the movement hierarchy. To kick off the final installment of this overly long review on class mobility, we'll start with a second look at Priests.PriestAs pointed out by your comments last week, Priests have the first tier Discipline talent Unbreakable Will, which is a key PvP talent that increases Stun resistance by a massive 15%. This gives Priests more flexibility to move, although a Rogue spamming Kidney Shots every 20 seconds will probably still be a real pain to deal with. While Priests have no natural movement enhancing capabilities, they benefit from instant cast spells in the same way that Druids do. In PvP, particularly in Arenas, the ability to cast Renew, Power Word: Shield, or Prayer of Mending while on the go is critical. I cannot stress enough how instant cast is king in PvP, and Priests have it in spades.Draenei and Dwarf Priests also have Chastise, which replaced Fear Ward. With a 30-second cooldown, it is a fairly reliable means of crowd control, arguably even better than the Paladin's 31-point Retribution talent Repentance. It is effectively a spell interrupt every thirty seconds, and the incapacitate effect gives the Priest a small window within which to move away from undesirable encounters. Of course, enjoy it while it lasts as Patch 2.4 reportedly brings a change to Chastise. It will no longer be a an incapacitate effect but a root. As far as movement goes, it's a winner, but will no longer be usable as a spell interrupt. The change also makes Repentance slightly less embarrassing.Dispel Magic is an instant cast spell that Priests can use to full effect because it is like a mixture of both Purge and Cleanse, usable on both friend and foe alike. Against magical snares such as Entangling Roots or Frost Shock, Priests can remove the debuffs on themselves as well as their allies. This ability extends to limiting the movement of certain classes such as Shamans, whose Ghost Wolf spell is actually a magical buff rather than a physical form, or Paladins, who rely on Blessing of Freedom constantly in PvP. Lastly, I forgot to mention how Priests and their friends can be highly resistant to fear thanks to the now-usable-by-all-races Fear Ward and Shadow Protection. Since a good number of Fear effects are shadow-based (Vims, I'm looking at you), the latter ability provides excellent protection against CC in PvP. Of course, as far as CC goes, Priests have Mind Control, so they can turn enemies into friends for a short while until they can run them off the side of cliffs or until the cavalry arrives. Good times.

  • The Art of War(craft): Motion Theory Part II

    by 
    Zach Yonzon
    Zach Yonzon
    02.12.2008

    Last week we went over the importance of motion in PvP. Unlike in most PvE encounters, movement is vital to PvP. Kiting and taking advantage of line-of-sight is standard fare, so unrestricted movement is essential. Thankfully, in World of Warcraft, plate- and cloth-wearers alike move at relatively the same speed. It's difficult to imagine PvP at a plodding pace, which is why movement-impairing spells and abilities are key to PvP.Every class has skills and talents that either enable unrestricted movement or hampers an opponent's ability to move. In PvP, learning to harness these abilities to the fullest can spell the difference between a mediocre PvP player from an excellent one. As a melee class, my favorite targets are those players who don't bother to move. Even melee classes engaging other melee classes benefit from constant movement, always trying to go behind the opponent to remove chances to parry or block as well as remove oneself from attack range. Let's go over the different classes and their movement enhancing or hampering abilities.

  • The Art of War(craft): Motion Theory Part I

    by 
    Zach Yonzon
    Zach Yonzon
    02.05.2008

    I was looking through some of the career (class) descriptions over at Warhammer Online, EA Mythic's much-anticipated MMORPG which touts a rich PvP experience as one of its selling points, and happened to go over their description of the combat system. Listening to one of their amusing podcasts, I got the impression that some careers (classes) move faster than others. This struck me as odd, if only because I've grown accustomed to something we take for granted in World of Warcraft. In WoW, all classes and races move at the same speed. With the exception of enchants, spells, or talents, all characters move at exactly the same pace. Size changes that perception somewhat, with Tauren seeming to move at a plodding step and Gnomes waltzing around like Oompa-loompas hopped up on too much caffeine.The martial arts is all about speed, about movement where there needs to be movement. More importantly, it is about freedom of movement. Speed is essential, but it can also be arbitrary because there are so many factors that affect it. Latency, computer power... all these things contribute to one's speed or reaction time -- or more accurately, how that reaction time translates into action within the game. That's another matter altogether. What we're going to look at today is movement. How we move, how fast we move, and how we can move better. When fighting a computer-controlled mob, with the exception of scripted events or certain boss phases, there is very little urgency to move. It's easy to kill most mobs by standing still and just attacking or casting spells. PvP, on the other hand, is all about movement. Standing still is tantamount to certain death.

  • Super Smash Bros. Brawl tidbit roundup

    by 
    Jason Wishnov
    Jason Wishnov
    05.31.2007

    For those not compulsively checking the official Smash Bros. website daily for bare snippets of information, we here at Wii Fanboy have decided to perform the service of coalescing tidbits into tidbigs. Over the past week, a few interesting details have surfaced.Most of the reveals are item-based: you may now move freely with projectile weapons (finally!), and as detailed earlier here, the new "Gooey Bomb" item was unveiled. The most interesting new item, however, is the Smash Ball, which activates character-specific "Final Smash" attacks. Mario's is entitled the "Mario Finale" attack, which unleashes a spread-fire explosion attack, and we've seen Link's Triforce blade attack in an earlier video. Since most competitive Smash Bros. players contend without the randomizing effect of items, it'll be interesting to see if this affects higher-level gameplay.Also unveiled are some of Pit's (of Kid Icarus fame) attacks, which include a controllable arrow of light and limited flight capabilities (most likely the Up+B special). Brawl looks like it's coming together nicely ... do you guys agree?

  • Leg spines set to give robots better footing

    by 
    Darren Murph
    Darren Murph
    02.17.2007

    Just what we need: an invention to make the robotic armies that will one day surely turn against their creators better scramblers. Regardless of future impact, researchers at the University of California and Pennsylvania University are envisioning "leg spines" that would allow robotic creatures resembling insects and spiders to scramble across gap-ridden surfaces much better than they currently can. The scientists carefully watched slow-motion footage of arachnids dashing across wire mesh and noticed just a 22-percent slow down from running across solid ground. Apparently, the little buggers are able to distribute their weight just so across their myriad of legs, so that there's usually one leg that catches another's fall and prevents the creature from getting too caught up. This biological method is being applied to robotic limbs, assisting crawling creatures to make it across less-than-ideal conditions by utilizing mechanical feedback. Look, we're down with eight-legged freaks, we're just not so fond of these things possessing an inhuman ability to track us down should a case of mutiny sweep the robotic world.

  • Shocking study reveals that activity in gaming fights obesity

    by 
    Darren Murph
    Darren Murph
    01.05.2007

    Providing a mighty blow to both "research studies" and the value of Ph.D degrees everywhere, the latest rubbish information to come flowing from the Mayo Clinic's research lab is as close to an insult to intelligence as you can get. While it may have been somewhat understood that television can act as a painkiller for children, and that wireless headsets actually don't improve driving safety, this obviousness of this one takes the literal cake. The study, which is proclaimed as the "first to scientifically measure the energy spent playing video games," proved that sitting around while gaming burned the same amount of energy as kicking back and watching the tube, but when engaged in a "camera-based activity" (Eye Toy?), the "energy expenditure tripled." It was also shown that walking on a treadmill while gaming it up also tripled the energy burned, but it showed a "fivefold increase for the mildly obese group" of participants. While these results may be miles away from shocking, the most depressing aspect of the entire study was the conclusion that the results were so awe-inspiring that "they warrant further studies in randomized trials." Now, who's paying for this hoopla again?[Thanks, Mike]

  • Latest iPod remote accessory: an umbrella?

    by 
    David Chartier
    David Chartier
    08.01.2006

    Those searching for something a little more unique in realm of iPod accessories need look no further than the iBrella, certainly one of the most ingenious iPod remotes I've ever seen. With the power of an accelerometer, a hall-effect sensor, a gyroscope and a PIC microcontroller, this clever iPod hacker was able to turn his umbrella (in stylish white, of course) into an iPod controller, complete with movements for volume adjustment, track selection, play/pause and even a mode switch. I wonder if Griffin is trying to get in touch with this guy as you read this.Check out Proto-typen.org for more details on the what and how.[via Engadget]