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Posts with tag aoe

Encrypted Text: Rogues need to be number one

Every week, WoW Insider brings you Encrypted Text for assassination, combat and subtlety rogues. Chase Christian will be your guide to the world of shadows every Wednesday. Feel free to email me with any questions or topic requests.

Back towards the end of Wrath, Blizzard shared with us a lot of information about the then-upcoming Cataclysm expansion. The new 31-point talent trees were unveiled, along with the mastery bonuses for each tree. The mastery bonuses were heralded as the ultimate balancing tool: Developers could tweak these numbers without touching a tree's talents. Mastery would ensure that any given spec could be tuned independently of the other specs.

The concept made sense, as buffing individual talents had a tendency to cause players to just cross-spec into those newly powerful talents. The other option at Blizzard's disposal is buffing talents that are deep in a talent tree, which works well since we can only go 10 points deep into our secondary trees.

In order to buff rogues in the upcoming patch 4.2, the developers have used both approaches. Our assassination and combat masteries are both being buffed by 5%. Deep talents in each tree, like Vile Poisons, Savage Combat, and Sanguinary Vein, are also being improved. Finally, subtlety rogues will see Hemorrhage's base damage improved by 40%, although it remains to be seen how this change affects the spec's viability.

Even with these buffs, combat and assassination rogues are still slated to be well behind most other classes. Rogues are generally middle-of-the-pack in DPS for most tier 11 bosses, and these changes will just make us "less behind." Other classes might ask us why being "average" is so bad. Average might be okay for a hybrid, but rogues need to top the meters -- not for our egos, but by design.

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Filed under: Rogue, (Rogue) Encrypted Text

"Fast patch" 4.1.0a patch notes

Just when you think you're used to the way things are going, Blizzard releases something new. Today's notes aren't a list of hotfixes; they're a "fast patch." This means when you log into World of Warcraft, you're going to have a mini-patch to download -- and it also means that some major issues are being addressed, including one that's been bugging raiders and anyone trying to use AoE spells since 4.1:
  • The targeting reticule for AoE spells and abilities like Magmaw's chains should no longer disappear when players cast spells.
  • Animations while mounted should work normally again. Say hello to your ponies, they're now moving correctly!
  • Character legs should move properly when the character is moving.
See the rest of the notes for 4.1.0a after the break.

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Filed under: Bugs, News items, Cataclysm

Arcane Brilliance: Patch 4.1 PTR for mages, (very) early edition

Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week, we discuss the upcoming patch 4.1, which hit the PTR in the wee hours of Thursday here in the North Americas, sending WoW bloggers everywhere into an early morning, sleep-deprived fit of feverish typing, followed by a deep and possibly fatal sugar and caffeine coma. For those who were lost, we mourn you -- but not for long because we gots deadlines, yo.

So yeah. In case you've been stranded in some Mesopotamian nation or another without internet access for the past few days, we've got a new patch on the PTR. It's not the most earth-shattering patch we've seen, but for some reason I'm just inordinately excited about it. I woke up this morning with dreams of raptors, tiger/panthers, and armored bears fresh in my mind. I was quite sad when Zul'Gurub vanished from the game, but every time I flew over that part of Stranglethorn Vale and saw that the ancient troll city was still there, empty and tigerless, I felt a surge of hope that until the structures themselves vanished, the instance wasn't truly gone.

Just the idea that Blizzard is willing to take old raids and turn them into heroic 5-mans for me to churn through in my daily valor point farming efforts is a cause for celebration. Though old 5-mans get new life whenever you level a new alt through the old content, no single part of the game falls into misuse more completely than obsolete endgame content. To see some of it repurposed in such a relevant way, well ... I'm just giddy. Like a schoolgirl, only male and 30ish. Similar outfits, though. Cough.

So there's a lot there to look forward to, you may be saying, but what about mages? I come here to read about magecraft and also to hear about how warlocks drink their own urine. Where's the info on the parts of the patch that are specific to me? I hear you, reader who I just made up. Read on, and we'll talk all about the few but significant mage changes we can expect in patch 4.1.

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Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance

Spiritual Guidance: Cataclysm heroics vs. Wrath heroics

Every week, WoW Insider brings you Spiritual Guidance for discipline, holy and shadow priests. Fox Van Allen, your shadow specced host for the Wednesday version of SG, once again finds himself suffering from an IRL version of Devouring Plague. This means three things: 1.) This version of SG was written under the influence of cough syrup; 2.) this version of SG is likely to be a disjointed mess; and 3.) Fox fell asleep on the keyboard three or four times in the middle of writing it.

This past weekend, I've been playing around a little bit with my druid. It's the first I've really played it since patch 4.0.1 went live, and it's really amazing how much has changed. I'm casting Wrath to buff Starfire, and then I'm casting Starfire to buff Wrath. There are a couple new "faux power auras" to learn, too. I kind of like the new mechanic, but the feel of it is just so different than what I was used to back in the days of yore. (For those keeping track, "yore" means, like, September.)

Shadow priests are somewhat fortunate in that our spec worked well enough in the world of patch 3.3.5 that it didn't need some kind of Lunar Eclipse/Solar Eclipse gimmick. Cataclysm plays a lot like patch 4.0.1, which plays a lot like patch 3.3.5. That doesn't mean there aren't notable differences in the way the game plays, though, especially when it comes to something so seemingly familiar as your daily heroic.

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Filed under: Priest, (Priest) Spiritual Guidance

Arcane Brilliance: Mage AoE in Cataclysm, part 1

It's time again for Arcane Brilliance, the weekly mage column known for its special five-alarm chili recipe. It's a delicate blend of three different conjured beans, spiced up with Fireballs, Scorches, and slow-cooked over a smoldering Flamestrike, loaded with lamb, bacon, and the occasional roasted monkey, glazed with a dusting of Frostfire, then lit aflame with a Pyroblast. And the secret ingredient? Warlock tears.

If there's one thing mages have been known for during the course of this fine game we all play, it's mass murder. We have at our disposal a wide array of spells that wreak havoc over a large area, perhaps more so than any other class. When it comes to killing things in large numbers, mages are remarkably adept. It's a role we embrace wholeheartedly.

AoE has evolved quite since the inception of the game. In vanilla WoW, AoE was a great way to get yourself killed in an instance, a method of attack that was mostly limited to solo farming and certain trash pulls. These days, with the ability tanks have to hold multiple mobs with relative ease, AoE has morphed into the go-to way to deal with multiple-mob pulls of all shapes and sizes. Crowd control has gone the way of Wand Specialization; it simply isn't required in most situations in Wrath.

Cataclysm is bringing with it some fairly sweeping changes to the way we utilize our AoE repertoire. The developers have stated their intention to return us to a time when we actually had to worry about things like crowd control and pull-sizes, and though we're not reverting completely, pulls on the beta certainly feel more like vanilla or Burning Crusade pulls than anything we saw in Wrath. Join me after the break and we'll go over how our AoE spells will work in this coming era.

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Filed under: Mage, (Mage) Arcane Brilliance, Cataclysm

The Light and How to Swing It: Less AoE


With the Light as his strength, Gregg Reece of The Light and How to Swing It faces down the demons of the Burning Legion, the undead of the Scourge, and soon an entire flight of black dragons.

Paladins have changed a lot over the course of the game. Originally, we were intended to just be healers with some additional specs for leveling. Then we were suddenly able to tank and everything was about reflective damage with a dozen or more things hitting you at once with a DPS spec that was usually relegated to the PvP scene instead of in raids. Finally, we've reached a point where all three specs are pretty viable in both PvE and PvP content. That isn't to say that they're the most phenomenal things to ever appear for those particular parts of the game but that we can still be competitive no matter which spec we choose.

The problem with our class is a lack of tools. While our melee components were slowly built out of what was intended to be a healing support class, we've still got a lot of vestiges of the old days tacked to us. Sure, we had a fairly large overhaul in how a lot of our mechanics worked at the start of Wrath of the Lich King, but that isn't to say we're perfect yet. In fact, we need a few more tools in order to make it in Cataclysm.

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Filed under: Paladin, Cataclysm

How not to aggro your tank with AoE

Reader UnstØppable writes in with a question I thought would benefit others: "Does the Bladestorm aggro problem ever get better? What I mean is, I've seen it countless times, the arms warrior enters the dungeon, the tank lets out a sigh (sometimes it's me), we pull the first group and everything goes fine, until he hits that Bladestorm button. That's when somehow he manages to pull aggro from every mob and their mom and makes both the healer's and the tank's lives hell or usually ends up dying within seconds."

Part of the problem here is that certain classes/specs have no aggro dump or reduction ability and as a result their big DPS moves generate a lot of threat. Arms warriors, most DPS death knights (at least the blood and unholy specs I've used) and retribution paladins have limited aggro reduction at best (pallies at least have Hand of Salvation but that's a band aid at best) and while tanking threat (especially AoE tanking threat) requires ramp up time, it's very easy to hit the Divine Storm, Death and Decay, Pestilence, Whirlwind or Bladestorm buttons. (Enhancement shamans with Spirit Weapons seem to be okay, I rarely pull aggro even when I go nuts with Fire Nova.)

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Filed under: Paladin, Shaman, Warrior, Analysis / Opinion, Death Knight

Lichborne: A death knight primer for tanking 5-man dungeons

Welcome to Lichborne, the weekly death knight column. This week, your host is in a bit of a tanking mood. Those Emblems of Frost don't earn themselves!
So when the Dungeon Finder came out, it was pretty cool even for DPS. A 10 minute wait for a DPS slot for a 5-man dungeon is pretty insanely awesome. If nothing else, it was certainly faster than the old way of sitting in Dalaran for 2 hours picking your nose and watching the LFG channel.

Now that the dungeon finder has been around for a while though, things are getting a bit stickier for DPS. My server averages around 15-20 minutes for a level 80, and I've heard some battlegroups are up to 30-45 minutes, even at prime time. To make matters worse, tanks and healers can continue to boast instant or near-instant queues almost everywhere, leaving the poor DPS green with envy.

Now technically, this is how it's almost always worked. Tanks and Healers get groups pretty quick, DPS has to wait around. And all told, the dungeon finder system is still pretty cool, and you still get a group faster than the old way. That said, now that we've had a taste of true power, I'm sure we're all loathe to lose it. Luckily, death knights have an out: We can go tank.

Whether you're a DPS DK considering going tank for shorter queue times, or a 5-man DK tank newbie looking to up their game, this column's for you.

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Filed under: Analysis / Opinion, Tips, Instances, Guides, Talents, Death Knight, (Death Knight) Lichborne

The Queue: There's more than one way to skin a worgen


Welcome back to The Queue, WoW.com's (almost) daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Adam Holisky be your host today.

So my thought process Monday morning goes like this. Kubien asks a question about skining worgens. My cat is next to me vying for my attention, and after headbutting me for a few minutes decides to pounce on my arm. Luckily I'm a fatty so all is good and he just bounces off harmlessly to the floor, but it makes me think for a minute about punishing him. Then I remember the old saying, "There's more than one way to skin a cat."

And from cat, to lolcat, to lolwowcats.

I'm sorry Warcraft community, I really am. But what's done is done. Let's just move on and go have some tea and crumpets.

Kubien asked...

"While killing Worgen in Silverpine Forest the other day, it occurred to me I can skin them. When Alliance play Worgen, can I skin them? Please!"

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Filed under: Analysis / Opinion, Blizzard, Economy, The Queue, Worgen

Patch 3.3 PTR: Area-of-effect damage cap change


The area-of-effect damage cap is something that doesn't get talked about a whole lot. The first time I noticed it having a real effect on gameplay was in Mount Hyjal ("Hey, warlock! Wake up and throw us another Seed of Corruption!"). So what is it and what is patch 3.3 doing with it?

When you hit a single mob or player with a spell, or some kind of crude inertia-based impact utensil, the game will work out how much damage that target takes. This is based on the various offensive properties of you and the spell or utensil, as well as the defensive properties of your target. The same is true for area-of-effect (or AoE) abilities, though these tend to do less damage to a single target. Add in some more targets and, while it's still fun to do lots of damage to one of them (with the casting and the poking with sticks), you may have a chance to do damage to all of them at once. Let's say that you can do 2500 damage to a single target with one spell or stab, but can only do 1000 damage to a single target with your AoE ability. If you have five targets that you can hit with your AoE, then that will do a total of 5000 damage. Already we're having more fun than just beating on the one target.

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Filed under: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior, Patches, Analysis / Opinion, Guides, Death Knight

The lost art of crowd control

The emblems changes are driving traffic back to the Heroics, and I love it -- 5-mans are my favorite thing to do in the game, and there's nothing more fun to me than sitting down with a group and trouncing a Heroic, reeling in all of the gold and loot we can carry. But there's something missing, still, even in these glory days of achievements and Stone Keeper's Shards and Emblems of Conquest. Yes, it's crowd control. Groups are still gung-ho on AoEing everything in their way, and Blizzard hasn't shown any indication, even in the design of the new instances, that crowd control is anything they want to keep around. I can't remember the last time I trapped something in a group on my Hunter, and I'm sure that the last time I did, some Death Knight broke it right open, Death Grip-ped it back into the group, and then AoE'd it down to nothing.

Bornakk actually replies in the thread that we're just being nostalgic for nostalgia's sake, and that even when CC was required, people whined that they needed to have certain classes in their groups. But what class doesn't have CC these days? Even Shamans got their CC, just as it wasn't actually needed any more. Crowd control added some semi-serious strategy even to trash fights in instances, and while we originally heard that it would come back at some point, Blizzard certainly seems to be done with it.

But we can be patient. The new instances in 3.2 are light to completely empty on trash, so maybe they're waiting for Icecrown to really put our CC skills and coordination to the test. I play a Hunter at endgame currently, so I might be biased, but I do love 5-mans, and I do miss the extra coordination and teamwork that a big CC-required pull provided. Hopefully they can find a way to mix that back in without requiring certain specs or classes to be along for the ride.

Filed under: Hunter, Mage, Analysis / Opinion, Blizzard, Instances, Raiding

GC: If you're OOM, tell your guildies to get out of the fire

Ghostcrawler did battle with the forumites this weekend, and the topic of discussion was the recent mana changes. Players are saying that the changes (including the BoW and Mana Spring change last week) are basically forcing them to bring more healers along to larger raids, and GC in return expounds on the raid balance that Blizzard is aiming for lately. Interestingly, it's not the 5 healers / 5 tanks / 15 DPS that you might think it would be -- Ghostcrawler says that if they aimed for that makeup, bringing more healers would often make the fights inconsequential.

He goes on to say that the way the fights are designed, you aren't supposed to run out of mana, as long as you're dodging the AoE and are geared up correctly. Making mistakes in gameplay digs into your mana reserves, and so when Blizzard nerfs mana regen, they aren't just trying to make things harder, they're trying to take away that extra breathing room that you get around errors. They don't want healers just healing through damage -- they want people trying to avoid it in the first place.

And, if guildies won't get out of the fire, and your healers keep running out of mana because of it, it's time to weed out the ranks a bit. Finally, GC adds what we've heard before: those looking for a tough battle in Ulduar likely won't find it right away -- the instance is designed to be only a little harder than Naxx. But the hard modes are where the difficulty will really ramp up. If short, says GC, if you don't have enough mana on the easy modes, it's not Blizzard's design: it's the way you and your guildies are geared and playing.

Filed under: Patches, Analysis / Opinion, Odds and ends, Blizzard, Instances, Raiding, Classes

Crowd Control to return in future instances

This opinion probably isn't shared by everyone, but I have to say: I miss crowd control in PvE. Nowadays, thanks to Death Knights or Blizzard or whoever you want to blame, instance runs are more or less zerg affairs -- everyone runs in on a cue, targets whatever the most dangerous mob is, and then lets the rest die off from the incidental damage thanks to their glyph-ed up, AoE abilities. But I long for a more civilized time when CC was used as a more elegant weapon, when a successful group was based on teamwork rather than gear, and when you needed a sheep, or a trap, or a banish, or all three, to make it through the instance.

Fortunately, crowd control isn't dead forever -- GC confirms that while Blizzard doesn't want every pull to take "months of planning" (and obviously they want you to bring the player, not the class, so requiring a Warlock or a Mage along isn't always the best policy), "there will be more CC in the future." Of course, whether that means raids only or future expansions, we have no idea. He does say that "Noxromulous" was made to be accessible, so you might think raids, but one instance players always mention in terms of 5-man difficulty is Magister's Terrace, and let's not forget that that one also came in a content patch.

Despite the bad rep that CC has gotten in PvP, it plays a significant role in the strategy of PvE, and lots of that interesting gameplay has really been lost lately. Hopefully in the future, we'll see Blizzard able to bring back sheep and traps in a way that will test groups without leaving anyone out.

Filed under: Hunter, Mage, Warlock, Patches, Analysis / Opinion, Blizzard, Instances, Bosses

How have the role forums shaped up?


When Blizzard first introduced the idea of the role forums, players were generally unenthusiastic because the original plan was to dissolve the cherished class forums as well. People warmed up to the idea once Blizzard decided to keep the class forums intact while still warning that they would probably devote a lot more developer attention to the role forums. With the addition of a new class, that made sense; being able to give more attention to just 3 forums is a lot more efficient than trying to spread individual replies around 10.

I genuinely like the Tanking forums. Many of the people posting are sincerely helpful, and take the time to answer questions posed by people new to the job and nervous about their performance. There have also been a number of interesting threads sparked by changes to general tanking practices, what tanks hate most, the ongoing debate concerning Blessing of Sanctuary and Druid AoE threat, Warrior viability on a 3D Sartharion, and concerns over Death Knight tanking weapons. The forum is usually a pleasure to read even if a few threads are kind of off-base, and I think the back-and-forth between four different tanking classes serves to take the edge off concerns that players might otherwise have been convinced were unique to their class (which, let's be honest, is probably one of the effects Blizzard wanted).

I don't spend as much time on the Damage Dealing and Healing forums because my main spends most of her time tanking, and things are a little more volatile over there (mostly because of current PvP concerns). Were the role forums ultimately a good idea? Are they -- shall we say -- working as intended?

Filed under: Analysis / Opinion, Blizzard, Classes, Forums

Shifting Perspectives: So. Um, do bears suck?

Every Tuesday, Shifting Perspectives explores issues affecting Druids and those who group with them. This week we shelve the column we originally intended to run due to a rather pressing matter.

OK, folks. I have a confession to make. This week's Shifting Perspectives was originally meant to be a full guide to gearing your Restoration Druid at 80, and I'm still going to post that, either this week or next. A lot of people have (correctly, I think) observed that this column has historically paid more attention to Feral than to Restoration or Balance, and it's my aim to balance (har!) that out a bit. Part of it is just that the people who play Druids on staff here at WoW Insider are usually feral, and part of it is that -- at least as of the last numbers we had on it -- most people playing Druids are also feral. I confess I would love to see the demographics on Druids post-Wrath, because I get the sense that Balance in particular has become markedly more popular.

But the Resto post is going to have to wait a few days, not least because my eyes are swimming from so much Wowhead. We found out today that Swipe's threat is getting a significant buff, but over the course of reading the pertinent forum thread and some back-channel discussion here, I ran across a few things concerning bear tanking that really made me sit up after the hell of tanking last night's heroic Old Kingdom and go, "Wait. It's not just me?"

Personally whenever I encounter serious problems in a dungeon I tend to chalk it up to the fact that I suck. I find this to be an efficient and typically accurate means of pinpointing the source of an issue. However, my fellow Druids, our problems may actually be more wide-ranging than that.

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Filed under: Druid, Analysis / Opinion, Instances, Expansions, Features, Classes, Buffs, (Druid) Shifting Perspectives, Wrath of the Lich King

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