Mar 2nd 2010 9:01AM Mastery is likely the way Blizz will be implementing the removal of the boring and necessary talents in all the trees. You know, the ones that just boost a core stat like strength for plate DPS, spell power for casters, or stamina for tanks. Those are the talents that we currently view as the default talent choices. I don't think it will be a way that they give players the "fun" talents that we might have seen as glyphs or a tier bonus.
Its actually quite ingenious; this way they can rip apart all of the trees and still maintain the expected performance in all the classes / specs. Expect to see balancing acts in future patches to the mastery bonuses, instead of tweaking entire talent trees.
Feb 10th 2010 6:13PM I find it funny that in the picture for this article that the player is shown equipping the Maghari's Chieftains Staff, and not a Nibelung. Just thought I'd add my 2 cents.
But as a person with this staff it really does have a cool factor, but the proccy nature of it means its destined as a trash or heroics staff. Consistency in progression is what wins in my book.
Jan 2nd 2010 10:09PM The column has been edited, but I think its still wrong and contradictory.
"...physical cannot effectively damage the Fanatics, and magic can not damage the Adherents. So your physical damage should be attacking the Fanatics, and spell damage should be attacking the Adherents."
If physical cannot damage fanatics, why would you put physical / melee on fanatics? Likewise if magic cannot damage adherents, why would they be on the adherents?
Oct 27th 2009 8:36AM One way to make cross-realm raid work is to change the way raid IDs function. Currently the raid ID is a uniques code shared among the participants and tracks the progress / state of the instance. But what if the raid ID was personalized to each player, such that it would track current progress through the dungeon. So if you started a raid pug and then broke up, each person would have their progress stored to them. If they got another group, and the new people had no raid lock, they would be able to continue through. If they had an incompatible lock, then they would be locked out. If you got back with some of the previous group, you would be able to continue, as you would all have the same progress. There would be no raid ID stealing as each member would have their progress saved to them, no one can go in and steal your instance, the instance state is saved to the individual. I guess getting back with the old group might be tricky, maybe something could be done in the interface to match up saved groups.
Oct 23rd 2009 11:31AM Here is a question I've always had: "What exactly does Blizzard do on maintenance day? Its all very mysterious. It would seem that with today's technology, realm servers should be able to run 24/7 without a restart, especially at the scale WoW is rumoured to be run. We've had a couple weeks where there was no maintenance at all."
Oct 23rd 2009 11:00AM Question about leaching swarm, (a) does it leach 10% of your maximum health or (b) 10% of your health at the time each dot is applied? For example, if you had 10k health, that would mean 1k dmg per tick. However, if its 10% of your health at the time the dot is applied, then the first tick would be 1k, the second 0.9k, the third 0.8k and so on (for you mathies, the nth tick woud be = [beginning health]*0.9^n). The distinction is important. I only know this fight from a range DPS' perspective and I can only imagine what a healer must think when the entire raid looks like its dying.
The strat of keeping everyone at half health to minimize Anub's life stealing would only make sense if (b) was the case. But I was thinking that if that were true, then the math would tell me that it would be a long time before this ability alone will kill you. Ticks at really low health become diminishingly small, almost negligible.
Ahhh but then there is a minimum it will leach, 250 hp. So health at 2500 appears to be an optimal point where it heals Anub for the least. And then we layer on Penetrating Cold for 6k frost every 3 sec.; have two healers blanket HOT the raid. I think a holy priest has an ability to heal more when health is under 50% and so do druids with a rejuv glyph, that should be enough to heal through that ability and maintain everyone's health at the limit, check with your healers to find out how much their spells tick for. Its a game of numbers, you don't want any more raid healing you need to control it; so no random wild growths or circle of healing or chain heals or vampiric embrace unless ppl are really low. If you are seeing health bars moving a lot, then things are out of control. Have your health meters reading numbers instead of %.
I think all I am saying when it comes to raid healing phase 3, is that even though it is recommended to keep everyone at 50%, for those willing to stretch it and kill him faster, there is a relatively large buffer between 50% and 2500 hp as long as you can control Penetrating Cold. I am assuming there is no other source of damage to the raid. The weird thing is that the healing demands go down the lower you maintain everyone's health. If the phase 3 is lasting too long or healers are going oom, knowing there is a buffer may help.
Not sure how the ability make-up changes in heroic mode, but maybe pushing health levels lower there could also help.
Oct 22nd 2009 2:55PM Getting a little off-topic but I like the idea of a rating system. Keeping dungeons to a realm, you do get to know ppl and their reputations. If we open it up to other realms it gets harder to track who you pug with. I've had awesome experiences pugging (46k hp paladin tank, yes please) but also have had wipe fests and the odd piece of loot drama. A rating system like an e-bay thumbs-up, thumbs-down system either at the end of ea heroic would be an interesting change, or a voluntary send out of an in-game "rate-me" dialog. It says more about you as a player then how many bosses you've downed or which achievements you have accomplished (or dragged along in). It would certainly do wonders for enforcing good behaviour rather than allowing trolls and ninjas to wrap themselves up in a blanket of anonymity. Even better if you could see these ratings before you agree to the PuG.
Back on-topic, I'm sure someone will make an addon to look-up your fellow puggies and gear-score them if you are really that picky about it. These days its more likely you're playing with established players in alts. Its been months since I've seen anyone discuss strat in party chat. I think its a good change, you don't have to participate in it if you don't want to. It gears up people to be raid-worthy to the latest content which really goes to solve the problem of the trickling train of adequately geared players for the latest raid as they are successively rolled out. I got to bypass Naxx raiding and headed straight into Ulduar / TOC mostly on the back of heroic pugs.
Oct 19th 2009 4:32PM I had the same question, circling around Dalaran an extra 30 sec is ridiculous. I'd like a "direct flight" if that was at all possible. Does anyone have a record of which flight paths are more efficient if done by FP vs manual flying in a straight line? Some of them aren't too bad but others are too scenic when all you want is to get from A to B. I realize flight paths are there to show the grandeur of the places and showcase all the hard time spent creating it, but it would be nice to have the option.
Oct 9th 2009 2:22PM So this is a nerf. But the more interesting story is why it is being nerfed. Which leads to speculation... Maybe Ony is too easy to manage if you have massive AoE. Maybe they are designing an encounter in Icecrown and realized that this is an issue, so they are are pre-nerfing it to avoid the QQ that would happen if they did it later. Or maybe large scale PvP alla Wintergrasp is a little out of control if you have an army of moonkins chain-starfalling (wipe out an entire army in a 30yd radius and never have to target a single thing). The mind does wander.