Skip to Content

WoW Insider has the latest on the Mists of Pandaria!
  • Derrek
  • Member Since Aug 30th, 2009

Are you Derrek? If So, Login Here.

WoW238 Comments

Recent Comments:

Encrypted Text: The Shock and Awe build {WoW}

Apr 4th 2012 1:57PM Leveling a rogue as Sub in the BGs is possibly the most fun I've ever had playing solo in this game. Combat is all well and good, Assassination has its place, but there's nothing like being the invisible agent of instant death whose very name causes your enemies to flee in terror ( and by the end of the match, they WILL know your name! ).

Note to those who love rogues: The Shock and Awe build works in lower-level PvP as well, with a few modifications ( though obviously you can't pick up all the talents in the Assassination tree ).

I drop Hemo, Energetic Recover, and Sanguinary Vein in favor of 2/2 in Initiative and 3/3 in Honor among Thieves. The reason is at level 73 in full Brutal Gladiator gemmed and enchanted for Agility, my crit is juust under 40%, which means Ambush will nearly always crit, and as it does, generate not one but TWO additional combo points, one each from Initiative and Honor among Thieves.

Note that Honor among Thieves is arguably the more important of the two, as it lets me rack up talent points while I'm still setting up for the Ambush ( assuming my allies are critting, whatever they're doing ). If no nearby allies are critting on things, with my base 40% crit chance, my fast autoattacks will likely generate a free CP for me in a matter of seconds. As my rogue gains experience and, inevitably, levels from all the delicious gankage, her Crit Rating scaling drops considerably, thus making Honor among Thieves even more important ( Ambush crits are essential to generating 5 CP before the enemy can react, and if you can't do that, nearby teammates while you're stealthed will fit the bill too ).

Once I have 5 CP, it's game over. Eviscerate, and if it doesn't finish the enemy outright, follow up with Backstab - they nearly always try to flee, and those who don't are open to a Gouge/Backstab combo. Often, just autoattacking will finish them off - 40% chance to crit for some 900-odd main hand weapon damage? Heck yeah!

The only necessary addition to a Shock and Awe build is an addon to track your killing spree and shout out encouraging remarks such as "Dominating!", "Unstoppable!" and "Wicked Sick!!".

And please please please, for the love of all things instagib, never engage an opponent in mismatching gear! Transmogrify everything you have to to something that looks good, cause if you're not gankin' with style, you're doing it wrong.

The Queue: Why it's not time for a warlock tank {WoW}

Apr 3rd 2012 2:51PM "There's also a point where Blizzard can do too much in an expansion. A warlock tank would need to be a complete reinvention of the standard tanking mold. There'd need to be extra mechanics added in for survival and avoidance (can't just have a straight mitigation tank). There'd need to be considerations given to PvP class balance; there'd need to be even more variables added to the way raid encounters are designed, etc., etc. ... The list goes on. When you introduce a new variable into an already complex system, if you're not careful, you can entirely unbalance the equation. Right now, I think adding a warlock tank would screw up the matrix pretty good."

And Monks aren't somehow doing that already?

To counter your point, Adam, now is the -perfect- time to introduce Warlock Tanking for the exact reasons you stated as opposition to it. Everything is in flux right now. Everything needs to be balanced against everything else.

If Blizzard is going through all that trouble with the new class ( one that can perform all 3 roles ), the new spec system, the new talent system, and all that jazz, how is adding one more role for a currently existent class ( a role for which most of the abilities and mechanics are already there, in place, and functional ) going to somehow overload their plate with balance issues?

Your arguments just don't make any sense to me. We're in Beta for a reason, and that reason is to make sure the new things work without breaking the old things. Introducing a new role to a class is something that has to be done with a new expansion.

It IS time for a Warlock tank. And Beta is why.

The Queue: Braggosh Day {WoW}

Mar 30th 2012 1:09PM He'll Rising Sun Kick you into the next dimension ( always proccing a third kick, of course ).

3 reasons for casual players to be excited about Mists of Pandaria {WoW}

Mar 22nd 2012 3:17PM "...Also, with all the warlock changes, maybe more people will be rolling warlocks."

Not likely. People don't roll new toons based solely on how much that class has changed. If they don't have one yet, chances are they just don't care about what it's going to be like after 5.0. Does it look more appealing to them than it did before? Maybe, maybe not.

To cite personal experience, Elemental shamans look really fun to me right now ( in 4.3 ), but I can't for the life of me get one off the ground. Looks aren't everything. The actual class mechanics, gameplay, and overall feel contribute a lot to whether a class "clicks" with a player.

Warlocks still remain incredibly complex and I doubt that will ever change.

Personally, I like that there aren't very many of us. Those of us who do put in the effort and dedication to re-learn our complex mechanics after the sweeping changes ahead will have a blast KO-ing those who don't.*

"Which means even more dead warlocks to roast with your new pyroblasting panda-mage. >D"

You're just jealous that your toon doesn't physically catch on fire when you cast things.

*Contrary to popular belief, it isn't "mages versus warlocks". It's also warlocks versus warlocks. In an underground society where power is everything, one tends to not care about the other guy who happens to know some of the same spells. Let him die so I can steal his HK. I really don't care.

Warlocks getting a ranged taunt through glyph {WoW}

Mar 22nd 2012 1:58PM @Lunthus

I dunno, man, it looks a lot like this will actually work as a dedicated tank spec. You have to consider all aspects of Metamorphosis in addition to the glyph:

600% armor, 6% crit reduction, 50% stun/snare duration reduction, Demo's built-in AoE ( Hellfire, Immolation Aura, Shadowflame ), and my personal favorite, ~20% built-in damage increase that scales exponentially from Mastery.

Replace the damage increase with damage reduction and you've got some crazy good survivability there, since it scales with Mastery. We're already gemming, enchanting, and reforging for Mastery anyway, so just popping in the glyph to get a taunt, a real magic shield, and a fury generator, and I can see myself being a big purple winged tank all day long with absolutely no issue.

Want to just DPS demo? Remove the glyph and hey presto, back to DPS!

Words cannot describe how excited I am.

Blood Pact: A tale full of cheering and demonic fury {WoW}

Mar 21st 2012 2:32PM The thing about warlock tanking, Cheese, is that it would be totally awesome and unique among all classes because it goes against every precedent in the game. To elaborate:

First of all, nobody expected it. Then Wrath came along with Metamorphosis.

Back then, Metamorphosis was ( and still is ) a totally badaxe cooldown. But it had a lot more utility back in the day than it currently does. In addition to Immolation Aura and Demonic Leap, we also had Demonic Cleave which dealt a decent amount of melee damage ( yes, melee damage ), along with a fully functional taunt. Take all of those abilities, our ridiculously high threat generation, and an aversion to Soulshatter, put them all in the hands of a skilled player, and Metamorphosis could indeed be used to tank for a short time.

The intention behind the semi-tanky original design for Meta isn't entirely clear, but it probably had something to do with our innate ability to generate as much threat as most tank classes just by going through our normal DPS rotations ( even at the middle of the damage meters we had to Soulshatter a LOT ).

Those of us who enjoyed popping Meta and taunting in dungeons missed the taunt and cleave abilities when they were removed in Cata. There were other quality-of-life improvements to the Demo playstyle overall, but the utility was fun to mess with when we had it.

To answer the question of "why the 600% armor", given that Meta has moved away from the semi-tank cooldown it once was, I would say that it's there both for flavor and additional utility. In addition to the more flavor-oriented idea of demon form being harder to kill than clothie form ( which makes sense from every angle - I mean, it's a big cooldown, there's no reason for it not to be awesome! ), the Demo spec is well suited for soloing older content. It just makes sense to have that armor and crit reduction built in when you have elite trash packs hammering on you as you hellfire them all to ashes.

As to your comment that "If I wanted to play a tank, I'd make one", that's kind of a given. Every tanking class has the ability to DPS as well, and most do decent DPS in their tank spec and build. Feral Druids are ( until 5.0, anyway ) notorious for being able to dps or tank quite well with the same talent build and gear setup. If Demo tanking were ever implemented ( I seem to recall a blue post a while back stating that it's too much balance work at present ), it wouldn't be the only way to play Demo.

I say, give it a shot, Blizzard! I personally can't think of any reason why being a big purple winged tank ISN'T awesome.

Blue Posts and Other WoW News: Good and bad homogenization {WoW}

Jan 18th 2012 3:18PM "Now if only raise ally was on par with Brez (glyphed of course) or... is there a minor glyph for raise ally to full hp that I'm completely unaware of?"

Unfortunately no.

The theory is that us Warlocks got one for Soulstone ( half a glyph, actually.. from base 30% HP to 70% HP w/ glyph as opposed to the Druid glyph that bumps it up to 100% ) but it's a Major glyph so we rarely have an excuse to use it.

I'm hoping Blizzard will change this before Pandaria ( rather, before the Pre-Panda Patch ) as I've seen people take my B-Rez only to die seconds later due not to bad timing but to rezzing with too little HP for the healers to keep up during that crucial moment. Honestly it makes my battle rezzing ability feel quite weak and nearly useless at times.

While I'm still rambling on the topic, it would be nice if battle-rezzes - in PvE anyway - gave the player a short buff that reduced incoming damage for a few seconds so that healers have time to react to there being one more player to heal. Three seconds of 50% damage reduction in raids and dungeons would make using a B-Rez much more fun for those who would otherwise feel as if it had been wasted because of healers being busy focusing on other people, poor timing on the part of the rezzee, etc etc. Rezzing someone to get them back in the fight feels awesome. Rezzing them only to have them die seconds later feels lame.

TL;DR: Battle Rezzes need to be reliable across the board, not just for Druids.

The Queue: Dwarves, the answer to everything {WoW}

Jan 17th 2012 9:46PM People love Dwarves because Tolkien made them awesome.

The Queue: Dwarves, the answer to everything {WoW}

Jan 17th 2012 9:42PM It's due to the frameworks for iTunes and Quicktime being that much more readily available on Macs than on PCs. Every Mac comes with both installed out of the box; Windows has no built-in frameworks for either.

Breakfast Topic: Do you PvP to win or to make the enemy lose? {WoW}

Dec 31st 2011 6:02PM Depending on what mood I'm in, I have three identifiable mental attitudes in PvP:

Play to Win - This is usually the mindset I have when I play my healing toons, but I tend to use supportive team-play strategies on other toons as well. Fearing rogues off the friendly over there in the corner, dismantling the prot warrior who just charged our healer, deathgripping a ret pally off the flag carrier. Winning is the motivation but most of the reward comes from employing a tactic and seeing it carry through successfully. Over the course of the game, these miniature victories add up, and even if we don't end up winning the battleground, it's easier to shrug off a loss because I know I did my personal best to help the team and that's all that really matters. As the saying goes, it's not about whether you win or lose, it's about how you play the game. Running the BG with friends and guildies tends to help facilitate this positive mindset.

Play to Frustrate - I try to do this on all my toons but particularly my rogue and blood DK. Harrying, pestering, recklessly charging in to prevent a node cap for another few seconds, ganking stragglers on the roads, I pretty much do it all just to frustrate the enemy team. Usually in pug BGs but sometimes in guild runs as well.

Play to Kill - I don't care whether we win or lose, I just want to kill the enemy players. This mindset happens most often when I'm running on some sort of caffeinated beverage. Personal skill and pride are sometimes involved as well; plus it's just fun to challenge yourself to new heights of player-slaying. Killing-streak addons are particularly helpful with this, as it's a constant game of beating your own personal record regardless of whether your team wins the battle or not. I find myself playing like this in pug BGs more than anything else.

And yes, some may say that such a self-centered playstyle detracts from the overall goal of the battleground. But honestly, if a guy can't enjoy killing the other players in a PvP battleground, where's the point in the first place?