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Matthew Rossi

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Matthew Rossi is not a figment of your imagination. Matthew Rossi does not live in Edmonton, AB, in the cold and storied northlands of Canada. Matthew Rossi is not a large silithid. It's possible that this bio is not entirely accurate.

Mists of Pandaria Beta: The evolution of itemization

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Let me introduce you to the Massacre Sword. It was, and still is, a solid leveling green with a rather good model. I point it out to you to show you the odds of getting one with stats you'd actually want on a warrior, paladin or hunter (the three classes that would be using the sword at the time the game launched) and how likely it was you'd get, say, a Massacre Sword of the Boar or Whale. Granted, you could get a few fairly useful combinations (one of Strength or Agility, say, or a good two stat combo like Bear, Tiger, Eagle, Monkey or Gorilla depending on your class.

This was a green drop, of course. It wasn't meant to be the best of the best, just something to pick up and use on your way to dungeon loot. It's hard to compare it to what it would be replaced by nowadays, because a lot of that gear was re-itemized when Cataclysm came out and the dungeon levels were adjusted up or down. I remember replacing it with Lord Alexander's Battle Axe, followed by a Demonshear and an Arcanite Champion, before forays into Molten Core and Blackwing Lair. It's fascinating to consider how itemization works as a tool in driving players forward. Bad itemization, while baffling at times when encountered in game, actually serves a purpose in the hands of the developers. An item with too good of a stat spread can actually serve as a hanging burr, sticking to your character long after it should have been replaced.

I mention this because, to my mind, Mists of Pandaria is the first expansion to really know this, forwards and backwards. This is the expansion that will use gear design to motivate you better, more skillfully, and more expansively than ever before.

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Filed under: The Burning Crusade, Wrath of the Lich King, Cataclysm, Mists of Pandaria

Mists of Pandaria: Sunwalker Dezco for Warchief

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Spoilers for Mists of Pandaria in this post.

I cannot tell you how much I enjoy Sunwalker Dezco. As a tauren, I love the idea that there's a tauren presence in Pandaria, and that unlike most of the Horde the leadership of said tauren, actually uses the quotes around the word Warchief when talking about Messere Hellscream.

I first met the Sunwalker in the Krasarang Wilds. He was leading an expedition to Pandaria inspired by the visions of his wife. After that, I ran into him again helping out against the mantid, then in Kun-Lai Summit at the Temple of the White Tiger, where he gives out a quest to meet with one of the August Celestials within the Temple of the White Tiger. After Xuen, the White Tiger, tests your mettle, he allows you and Dezco (if you're Horde) to go south. Pretty much everything Dezco says or does shows that he's loyal to the Horde, but clearly less than enamored with Garrosh and his particular way of leading it. Dezco is very involved with the quests leading to the Vale of Eternal Blossoms as well as Krasarang and Valley of the Four Winds, and he's at once a determined bringer of the light and a much more tolerant and reasonable Horde figure than we've seen in some time.

I'm just glad to see a new, no-nonsense tauren lore figure, and to see the tauren taking some initiative in Pandaria. And I admit, I love the idea of a sarcastic tauren paladin.


It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Analysis / Opinion, Lore, Mists of Pandaria

Enjoying the spoils of progress

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I enjoy a lot of aspects of World of Warcraft, and one of those aspects is the actual playing of the game. I like combat, whether I am tanking or DPS, the active working through of encounters and even the unfolding of trash pulls. I like learning what new mechanics do, how fights unfold and how they can be successfully completed. I love all of that -- but what I also love is the period after mastering content.

I shamelessly admit it here. I love when content goes on farm. I was ecstatic as Firelands went from hard to easy. I love feeling my gear improve, seeing my DPS or health go up, looking at my avoidance and mitigation and realizing that yes, I actually can get passive unhittable just through gear. (I'll miss that when the two-roll combat system comes out.) I like going back, months down the road, and tearing Baleroc in half like wet tissue paper. Remember me?

Part of this is simply because I like WoW best when I'm killing stuff. I don't like to sit idle in Stormwind or Orgrimmar, and I'm not terribly moved to stand around hawking my crafting wares or playing the Auction House. These are fine activities, to be sure, but they're most certainly not what I like to do in the game. No, the reason I played seven years ago is the reason I play now, because I like to hit things in the face with the largest possible things I can.

And taking their stuff -- I mustn't forget how much I like taking their stuff.

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Filed under: Analysis / Opinion, Cataclysm

Know Your Lore: Archimonde the Defiler

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

Let this scar signify the first blow against the mortal world. From this seal shall arise the doom of men, who, in their arrogance, sought to wield our fire as their own. Blindly they build their kingdoms upon stolen knowledge and conceit. Now they shall be consumed by the very flame they sought to control. Let the echoes of doom resound across this wretched world, that all who live may hear them and despair.

He came to destroy the world, and he nearly did. If not for the combined efforts of the orcs of the Horde and their allies under Warchief Thrall, the human refugees led by Jaina Proudmoore, and the night elves under Tyrande Whisperwind, Archimonde the Defiler would have walked up to Nordrassil, the World Tree that sits atop Mount Hyjal, and he would have consumed it utterly. With it, he would have gained all the power of the Well of Eternity that has seeped up the tree's massive roots over tens of thousands of years, making him quite possibly the most powerful entity Azeroth has ever seen, even including beings like Deathwing, the Old Gods, and potentially even Sargeras himself.

In the end, however, the mortal races banded together in a desperate alliance and held Archimonde and his Burning Legion away from the tree long enough for Malfurion Stormrage to play a final, desperate plan that Archimonde couldn't anticipate, because it involved self-sacrifice, the loss of the night elven immortality. For Archimonde, who had lived for more than 25,000 years constantly coveting power, the idea of giving it up was unthinkable. Combined with his ego and arrogance, he was effectively blind to the danger, and so he died.

We hope. Make no mistake -- Archimonde, of all the Burning Legion, came the closest to actually destroying Azeroth. Neither Sargeras nor Kil'jaeden ever walked Azeroth bodily. Archimonde did. Neither Sargeras nor Kil'jaeden ever set eyes on the Well of Eternity. Archimonde stood mere yards from it, drawing the power from Nordrassil. The Defiler very nearly did exactly that to all of Azeroth.

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Filed under: Analysis / Opinion, Lore, Know your Lore

The Care and Feeding of Warriors: The fury of Diablo 3

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Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

The past week I have been doing two things in terms of my video game time. I have been tanking heroic Dragon Soul, and I have been playing a barbarian in Diablo III. And frankly, they bleed together, because although World of Warcraft's story draws directly from the Warcraft RTS and setting, WoW had Diablo in its DNA. Don't believe me? Roll a paladin in Diablo II, then go take a look at what paladin talent trees looked like when vanilla WoW launched.

So for the past week, as I contemplate the Mists of Pandaria revamp to talents and specializations, the huge rage redesign, and how the class is going to work, I keep casting covetous eyes onto the barbarian I keep rocking faces on. Now, Diablo III and World of Warcraft are different games with different design philosophies. WoW tries a lot harder for balance between competing classes because it has more classes. D3 has five classes, and no two of those classes does what it does the same way. The witch doctor and the wizard and demon hunter all fight from range, the barbarian and monk both fight in melee, but how they do these things is thoroughly different, and D3 doesn't have the tank/DPS/healer trinity to consider. You chug potions, you spec for survival, and you blow stuff up.

Still, there are things I really want to see Mists steal from Diablo III. Like, say, its version of Revenge. That thing is sweet.

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Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Mists of Pandaria

Skill Mastery: Shield Barrier takes the beating for you

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Shield Barrier is one of my favorite new abilities. One of the reasons I love it is that it scales both with the amount of rage you have when you use it and with your attack power, meaning that it will continuously get better as you level and gear up. Shield Barrier provides you with a damage absorption shield that, when used with the minimum amount of rage (20 rage), puts up a respectable amount of absorption. On my level 89 tauren warrior, above, it did roughly 6k with a baseline use, eating more than half of that Agitated Seedstealer's fire spell.

But when used at full rage, it can do significantly more. The most I've seen was a 20,000 absorption shield, which will admittedly be fairly rare because it's hard to ensure you have exactly 60 rage when you use the ability. You're more likely to pepper the area with 10k or 12k absorbs that make soloing an absolute dream. Tanking in 5-mans, it's still a potent part of your arsenal, but you're much more likely to alternate it with Shield Block there.
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Shield Barrier is an ability warrior tanks have probably needed for a very long time, a way to mitigate incoming damage no matter what it is. I personally love the ability.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Warrior, Analysis / Opinion, Mists of Pandaria

Know Your Lore: The Burning Legion

The World of Warcraft is an expansive universe. You're playing the game, you're fighting the bosses, you know the how -- but do you know the why? Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft.

They burn worlds to ash. They render the verdant uninhabitable. Theirs is not the evil of mad chaos, leaping to corrupt for amusement or decadence. They are the means by which the mad Titan seeks to unmake everything. They are the Burning Legion, and it is their purpose to end existence. Nothing less will satisfy Sargeras.

Yet even within the seemingly monolithic forces of the Legion, there's room for political intrigue of a sort. While Sargeras has seemingly caused his own exile from the seat of power, his former lieutenant Kil'Jaeden now leads the Legion, a position he seemingly aspires to hold indefinitely. And Azeroth is directly in his crosshairs.

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Filed under: Analysis / Opinion, The Burning Crusade, Lore, Know your Lore

How I learned to love tanking again

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So yeah, I'm tanking again. There are a few reasons for this. Reason #1 is my experiences testing prot in the Mists of Pandaria beta. Quite frankly, I think it's going to be much easier to level to 90 as a tanking warrior, what with the spec working quite well on the beta at the moment. Since I expect us to be doing so by August at the latest, I wanted to get a jump on things.

Another reason is simple necessity. We needed a tank; I happen to be capable of doing the job and doing it well. Even back when threat was harder than it is now, I always knew I was a respectable tank. I pay attention to my positioning, I know how to use my cooldowns, and I've got a lot of experience with the role. When my guild found itself short a tank, it seemed like the right thing to do. It's just plain easier to recruit a DPSer and have someone established doing the tanking.

I've asked before if it's time to kill tanking. Almost a year down the road from that question, here I am tanking again. I think what I'm learning is that, at present, it's fairly easy to tank decently and not very hard to tank well, but tanking itself is now split into two halves, and one of them is actually more difficult than it has ever been. It's easier to learn but not easier to master.

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Filed under: Warrior, Analysis / Opinion, Cataclysm, Mists of Pandaria

Know Your Lore: A look at the lore of Diablo

This special edition of Know Your Lore presents an overview of the lore of the Diablo games and their setting, the world of Sanctuary. Each week, Matthew Rossi and Anne Stickney make sure you Know Your Lore by covering the history of the story behind World of Warcraft. Enjoy this week's diversion into the world of Diablo III.

The Diablo games are very different from anything in the Warcraft setting, a far more black-and-white morality played out in endless cosmic war between absolute forces of order and righteousness opposing evil and chaos. This war, the Great or Eternal Conflict, is so massive in scale and scope that it can almost be said to be endless. The war predates the world of Sanctuary, the realm where mortal men and women are born and live out their lives. Indeed, Sanctuary itself was created by a rogue angel and his demonic lover and ally as a place to find an end to the war.

But before the conflict, before the universe itself existed, there was only Anu. Anu existed as a pearl, a central point which contained all evil and all good, all possibilities and all dualities contained within its mirrored surface. Yet Anu felt imperfect in its duality and sought purity in the rejection of its negative aspects, casting them aside to become a being of glittering diamond -- a perfected warrior. Yet what Anu rejected, his cast-off impurities themselves became perfection of a dark bent, forming the monstrous Tathamet. This seven-headed dragon declared war on the glittering Anu, who in turn sought to destroy that which he had cast out of himself.

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Filed under: Analysis / Opinion, Blizzard, Lore, Know your Lore, Diablo 3

The Care and Feeding of Warriors: Rage in the Mists of Pandaria

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Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

Because we already had a lot of stuff to discuss this week, let's look back at the Ghostcrawler forum post thread before we get rolling. A lot of the changes Dr. Street mentioned have gone live in the most recent beta build. I ran around and tested out the protection and fury changes while exploring Towlong Steppes, did some grouping, and in general played around to see what the average player experience would feel like. I haven't gotten a chance to play with the Glyph of Unending Rage yet, but I am definitely interested in doing so.

Frankly, right now, protection feels much beefier than fury. It seems like it hits much harder and takes so little damage that you can essentially never stop for food or bandages and are never in danger from quest mobs, whereas several times as fury I went below half health and into sub-25% territory. Instancing is still taking some getting used to. Right now, I think Shield Barrier is coming out ahead in terms of the mitigation abilities you'll want to rely on.

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Filed under: Warrior

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