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Posts with tag class-mechanics

Wowhead introduces class guides

Wowhead has just launched a new feature for players new to the game, and players new to a different class as well -- class guides written for virtually every class and spec in the game. The guides act as a brief overview of what you'll need for the class you play, covering spells, talents, glyphs, enchanting, gemming, reforging, and even topics like tackling the Proving Grounds and Challenge Modes. Some guides also include basic DPS rotations for each spec as well.

Written by familiar faces from around the WoW community, the guides themselves are fairly basic -- you won't see any number crunching or theorycrafting. Instead, they act as a quick reference for players wondering what they should be doing with the character they play. That said, it's a wealth of quick-reference information that I'm pretty sure I'm going to keep bookmarked. Check out the class guides for yourself over on Wowhead.

Filed under: News items

Breakfast Topic: Which is the hardest class to play?

Rogue header
I have been informed by The Management that the answer to this question is a rogue. This is probably objectively true. Rogues are a finicky class to play. Gearing can be an inordinate pain, with new pieces of gear often requiring complete regemming and reforging for optimal DPS output. Rotations, priorities, and situational attacks are also quite complex, and I have a lot of admiration for accomplished rogues. I have a rogue myself, and if I'm away from her for even a few days, it takes me a little while to get back into the rogue play style groove. However, I cannot truthfully say that a rogue is the most difficult class for me. My main is a druid, and I have played feral spec since I started WoW (though I raid and run dungeons mainly as Restoration - I prefer healer queue times, who doesn't?) so roguish game mechanics are pretty familiar to me. No, to me, the hardest class to play would be a death knight.

I have never been able to make sense of death knight mechanics. I can recite them: abilities consume runes, which produce runic power, which is necessary for other abilities. In practice, though, when I play a death knight it always eventually boils down to button mashing, which is not fun at all. So, despite having rolled a death knight at least three or four times, each in an attempt to finally stick with the class, I've given up. Death knights and me, we just weren't meant to be.

I still don't understand why, though, because honestly the concept behind both death knight and rogue mechanics is really similar! It doesn't make any sense that I'd be perfectly at home with one class but not the other. What gives, brain? I feed you and give you sleep when you need it, the least you could do is be more consistent in your virtual-world data processing, okay?! Alas, I cannot change the natural order of things, and death knight mastery will likely remain my World of Warcraft white whale. What about you, fair readers? What is the hardest class for you to play?

Filed under: Breakfast Topics

Breakfast Topic: What class mechanics have you had to learn to deal with?

In yesterday's breakfast topic we talked about what dungeons you've had to relearn -- how to deal with people in them and how to deal with all the pulls. Right in hand with that is the various ways people play their class. Prior to patch 3.3 WoW players could be rather insulated in their groups and techniques. For example, on my server the hunter would always misdirect to the tank. It was a standard thing, and if the hunter didn't do it, he'd be griped at right away by the entire group. Tanks on my server also generally marked the first kill target, regardless if the tank was a pally tank or a warrior (or death knight or druid or shield-wielding shaman).

Enter patch 3.3 and cross-server grouping via the dungeon finder. Each person from each server now brings with them sometimes extremely divergent styles of play and ways they handle their class. I've found the number of hunters that don't have Feign Death on their toolbar to be astounding. On my server that kind of behavior would be shouted down in a big way. In cross-server groups, it almost seems acceptable.

A successful group leader, especially a successful tank that's aware of everything going on, will have to strike a balance between getting members to fall in line (for lack of a better phrase), or just ignoring the problems and dealing with poor game play. It's this coping technique -- the ignoring part -- that we're here to talk about today. What are the class and game play mechanics you've learned to ignore and just deal with players not understanding?

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Filed under: Breakfast Topics

Speculating on a new resource system for Hunters

As we said on the podcast this weekend, one of the most interesting things to come out of the Hunter Q&A last week was that vague about "long-term plans" to "[remove] the need for hunters to rely on a different resource system then mana." That one kind of came out of nowhere, and the answer was even more vague: basically, they promised to talk about it at BlizzCon. Of course, that's what our attracted our attention: is Blizzard planning on getting Hunters off of their mana system completely?

That would be quite a change -- since the beginning of the game, Hunters have relied on mana as their "resource" -- Warriors have Rage and Rogues have Energy, but Hunters somehow got looped in with the other DPSers as mana users. That doesn't make much sense -- not only does it depend on Intelligence (a stat which Hunters don't really have a reason to go after anyway), but it's lead to the problem of keeping Hunters powered up. Hunters are almost continually out of mana, and Blizzard has made some wacky mechanic tweaks (with both AotV and Replenishment) to try and keep them up and running.

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Filed under: Hunter, Patches, Analysis / Opinion, Blizzard, Classes, BlizzCon

We won't see many more class changes in Wrath of the Lich King, says Ghostcrawler

So here's some news that'll probably make you feel good if you're okay with your class and just want to grab consistent set of talent specs and go at it, but may get you a little down if you still dislike where your class is. Ghostcrawler said yesterday that he believes there won't be many drastic class changes. In fact, he says, most of the 3.1 class changes were meant to compensate for or tinker with the changes made in 3.0 or to further tweak the classes that got the largest amount of overhaul.

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Filed under: News items, Classes, Talents

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