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Posts with tag classes

Officers' Quarters: Does class matter?


Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.

Hello, fellow officers! This week I received an interesting question in my mailbox. It's not something I've really thought about before, but I think it's worthy of discussion. Here it is:

Hi Scott,

I had e-mailed you a couple months ago with a question. I don't remember what it was (lol), but you answered it and it helped me out a bit. I wanted to return the favor by giving you an idea for a column. I've always thought about what role a guild leader, like myself, should be playing, in relation to class, in a guild. Most Guild Leaders I know are Tanks, as am I. I just thought it would be a cool column for you to do.

Ghostey
<Struggle of the Common>

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Filed under: Analysis / Opinion, Raiding, Officers' Quarters (Guild Leadership)

A new blogger survey, this time for DPS

Last weekend we spotlighted the big healer survey that went around the blogosphere a little while back -- it was chock full of information straight from healers about their classes and abilities and what they thought of them. Now, Death Goddess is aiming to do the same thing for DPS classes. She's only got a few blogs who've answered so far, but they run a good range, from hunter to warlock to mage, and maybe getting the word out like this will encourage a few more DPS-style bloggers to put their answers in the pot.

As long as we're going to keep encouraging this meme (or non-meme, as they may be saying), I'd love to see some of this stuff quantified a little bit more. It'd be interesting to put into numbers which kinds of classes like their roles best, or which situations each role likes to play more (do healers prefer raiding over 5-mans, or do DPS prefer to play solo rather than PvP?). The healer survey was a treasure trove of raw anecdotal information, but it'd be good to see this put into a spreadsheet or graph, and maybe give us a more quantified look at what people think of their class. We'll keep an eye on the DPS data and maybe try hashing it out once the list of those surveyed becomes pretty substantial.

Filed under: Analysis / Opinion, Virtual selves, Odds and ends, Raiding, Classes

Rawr updated to 2.2.25 [Update: 2.2.27]

Rawr is a great third-party app (it's open source, and doesn't interface with the game at all) that's designed to help you figure out everything you need to know about your character, including how to best buff, enchant, and gem up your gear and set up your stats for whatever you'd like to do. It started out as an app strictly for tanking druids, but recently, it's grown to include pretty much all classes and stats. Our good friends at sister site Download Squad just recently found out about it, and they've got a nice basic writeup posted that serves as a good overview if you've never used the app before.

They also mention that the app just got another update, to version 2.2.25, and all of the release notes are posted over on their site. They're also looking for help -- if you're a C# developer, or know one who can work on their rogue and hunter models, be sure to let them know. Since the program is open source, anybody who knows the code can jump in and add their own features, or fine-tune the class choices, which then helps out everyone who uses the software. Rawr is definitely an excellent resource for anyone looking to get their gear perfected -- it's a free download for Windows on their site right now.

Update: Since this post was written, the app has been updated to 2.2.27. That was fast!

Filed under: Items, Tips, How-tos, Classes, Buffs

The argument for paladin stances

Righteous Defense lays out an intriguing argument for an idea that I still personally can't get behind: paladin stances. The recent changes around patch 3.3 have shined a light on paladin versatility, and basically, paladins are forced to pay the hybrid tax three times over -- because they can do it all without limiting themselves, they can't do anything as well as other classes. So RD makes the suggestion: instead of letting paladins have all of their spells under any aura, it's time to narrow things down a bit. Devotion Aura becomes tanking stance, gets Righteous Fury's threat bonus added to it, and enabling it makes pallies lose some other abilities (Avenger's Shield is RD's suggestion). Retribution Aura becomes a DPS "stance," with added benefits and costs, and so on. By forcing paladins into a playstyle, you can give them extra power, because you've taken away versatility.

Unfortunately for those in favor, I don't think it'll ever happen. First of all, we already have a class in the game that uses stances, and I think that this type of gameplay is too close for Blizzard's comfort to implement in the same way on paladins -- they want the classes to play different. Second, the paladin class design has always focused on the versatility of being a hybrid. While paladins may want to limit themselves to see buffs, Blizzard has never shown an inclination to limit pallies' versatility just to make them more powerful. I like the idea of Righteous Fury's buff getting linked up to something else (it definitely seems like it's out there on its own as an arbitrary tanking buff), but paladins getting a fully implemented stance system doesn't seem likely at all.

Filed under: Paladin, Analysis / Opinion, Odds and ends, Raiding, Classes, Buffs

All the World's a Stage: The voices of every race and class speak in RP

All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.

All the World's a Stage has been a voice for roleplaying in WoW for over two years now. I didn't quite realize it at the time, but the article entitled "So you want to be a bad guy" was just about at the 2 year mark for this column! To celebrate belatedly, today we'll review some of the other websites about roleplaying in WoW out there. If you like All the World's a Stage, you'll probably enjoy these as well.

In addition, you will find that some of these websites have similar, but unique pages with information about roleplaying the various races and classes of Azeroth. So for those of you who would like to have a reference to all these articles in a single place, I've collected them all together in one list at the end of the article. This list includes my own articles, as well as those of all the other websites I'm about to mention which follow on the same theme.

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Filed under: Horde, Alliance, Lore, Factions, Guides, RP, Classes, All the World's a Stage (Roleplaying)

Defeating the anxiety of running your first instance

One of my favorite WoW blogs, HoTs and DoTs, has a great post up about Dungeon Groups 101 -- the very basics of running instances. You may think that there's nothing more basic to the game than getting in an instance with four people and taking down a few bosses and trash, but you'd be surprised. Even in a social game like this, one of the first hurdles newbies have to deal with is joining a group to play together. They worry that they'll do things wrong and that other people will make fun of what they're wearing or playing, and that worry keeps them from enjoying my absolute favorite part of the game.

Cassandri's writeup is an excellent read for anyone who feels that way (and feel free to pass on this post to any friends or relatives you know who've been too leery to join an instance yet). She does do some basic knowledge stuff in there, just hints on the classes and what they can all do -- and our WoW Rookie posts will help out with that stuff too -- but more importantly, she says what lots of new players need to hear: that messing up in an instance isn't that big a deal, and that playing together with others (which is the reason why we're all playing an MMO rather than a single player game in the first place) is more than worth getting past any anxiety around joining a group. I've read a lot of comments like the one Cassandri quotes in her post, too, and I'm here to tell you: if you haven't run an instance yet, it's time to stop worrying about what it'll be like and give it a try.

Filed under: Analysis / Opinion, Virtual selves, Instances, Bosses

Ghostcrawler and the "hybrid tax"

Ghostcrawler has put a significant sticky up on the forums about what he calls the "hybrid tax" in terms of PvE play -- there's been some back and forth lately on the forums about hybrid classes and what they should and shouldn't be able to do, and GC wants to put any confusion about what Blizzard intends "hybrids" to be to rest. Very basically, he says that there are three roles in the game (tanking, healing, and DPS), and if a class can respec to perform a different role, it's considered a hybrid class. Otherwise, it's a "pure" class. This means a few things: pure classes, he says, should have slightly higher DPS ("all things being equal," and when does that ever happen?), because they don't have the option to switch out. There's no rule as to how much better that is, but as a tradeoff of rerolling being the only way for "pures" to switch, they get to be a little better. That's the "hybrid tax," and mages, hunters, rogues, and warlocks don't have to pay it.

Hybrids, however, do, and that means that paladins, druids, priests, shamans, and to a certain extent, warriors and death knights, will in Blizzard's view never be able to equal "pure" classes in terms of DPS output, with everything else being equal. You may love your ret pally, and he may be in uber gear, but he should never be able to pour out as much damage as an equally specced and geared hunter, because you can switch to healing, and the hunter can't.

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Filed under: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Patches, Analysis / Opinion, Virtual selves, Raiding, Classes, Death Knight

The five classes of guilds

Blessing of Kings does a great job with this post of putting into words (and then extending) the idea of something we've talked about many times before: all guilds are not equal. He separates them into a kind of hierarchical class structure, with "Royalty" (guilds like Stars and Ensidia) at the top of the raiding game, going down to "Aristocracy" (guilds working on hard modes), "Gentry" (guilds who've cleared normal but haven't been able to do hard modes yet), "Bourgeoisie" (guilds working on normal), and the "Proletariat" (casual folks who haven't started raiding). I think he's squeezed things down a bit farther than he should -- I would call the "Bourgeoisie" level guilds still working on Ulduar and Naxx normal fights, as I think there are quite a few of those out there. But his points are strong -- there are bands of raiding guilds, partly by Blizzard's design and partly by mere fact that people approach the content in their own ways.

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Filed under: Analysis / Opinion, Virtual selves, Guilds, Blizzard, Instances, Raiding, Bosses, Leveling

Vanish "change" coming in patch 3.3


Ghostcrawler (who decided to back off the forums, and then decided to back off that decision slightly) is now back on the forums with word of a change that Rogues will probably be intrigued by: he promises, in patch 3.3, a "change" to Vanish. That's about all we get, unfortunately -- some players assume that it's the Vanish fix they've been seeking for so long, but it sounds more to me like a reworking than a straight-out fix, considering that he points out that if Blizzard finds it's too much of a buff to Rogues (is he actually saying that Vanish working as intended is OP?) then they'll nerf it down.

Anyway, as for when we'll get to try it out, GC gives an official "soon (tm)," so look for a fix on a 3.3 PTR near you coming up quick. Hopefully they've come up with a solution that both keeps Rogues happy in terms of using Vanish the way it's intended, and also keeps the ability in line with other classes in the game.

Filed under: Rogue, Patches, Odds and ends, Blizzard, Classes

Breakfast Topic: The one-of-every-class club


A friend of mine just dinged 80 again the other day, and it put him into a community that we joked about: the "one-of-every-class" club. Like a few of our readers (including William B, who emailed us a while back), he now has ten 80s, one of every single class in the game. It's not something I'd ever do, or ever want to do, but certainly there are probably quite a few people out there who've gone all the way to the highest level with every single class.

As Turpster would say, it definitely gives you a nice overview of how all the classes work and what their strengths and issues are. And of course it'd be handy to run instances with -- you can roll into endgame instances playing whatever role you want or your guild needs to have.

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Filed under: Analysis / Opinion, Fan stuff, Breakfast Topics, Leveling, Classes

All the World's a Stage: Cataclysm's new race/class combinations


All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.

As you know, the new race and class combinations coming up in the Cataclysm will open a whole new set of doors to people who want an alternative character choice that goes against the grain of their typical racial customs, to one degree or another. With the exception of a couple combinations that feel as though they should have been there from the beginning (such as blood elf warriors, which need no discussion here), each new possibility presents roleplayers with an opportunity to play an outcast of sorts, a character who has made a significant break from the traditions his or her race usually represent.

The lore behind each combination is not yet fully clear. We know tauren paladins will probably worship the sun and call themselves "Sunwalkers" for instance, but not much more than that. Some things are clear, though, and there's a lot to get the imagination going for those roleplayers who yearn to play something a little different.

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Filed under: Night Elves, Dwarves, Gnomes, Tauren, Undead, Trolls, Druid, Hunter, Paladin, Priest, Analysis / Opinion, RP, Classes, Alts, All the World's a Stage (Roleplaying), Cataclysm

Survey: Figuring out the faction transfer numbers


I've been thinking about this ever since the faction changes went live: obviously, Blizzard will never actually release the numbers on how many server transfers or faction changes they do, just because they are notoriously guarded about the information they release, not least because riots are pretty easy to incite on the forums (imagine the reaction if Blizzard officially said that Alliance was the more popular faction). But I wonder nevertheless: how many players have transferred their characters over from one faction to another already? And lots of people seem to think that the vast majority of transfers are Alliance to Horde (not to mention I've heard many anecdotal stories of people flooding back to the Horde), but is that true?

Obviously, we don't have access to all of Blizzard's audience, and our polls are definitely much less scientific than the data Blizzard gets to look at (you better believe they're tracking transfers and faction and race choices with a close eye, just as they're tracking server populations 24/7), but just for the heck of it, we'll ask. After the break, we've got a few polls designed to give us a very general look at how transfers are playing out so far. There's a lot of anecdotal experiences flying around since transfers went live, but I'd like to know, a little more objectively, just how things are panning out.

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Filed under: Horde, Alliance, Polls, Analysis / Opinion, Realm Status, Blizzard, Factions, Cataclysm

Why your (race) can't be a (class)

Kisirani is tearing it up on the forums recently -- ever since she dropped that Tauren Paladins would be called Sunwalkers, she has kicked off a round of speculation and excitement about all of the new race/class combinations soon to be available to us in Cataclysm. But the number one question on everyone's lips seems to be: "If (race) can be a (class), why can't my (race) be a (class)?"

For that, Kisirani has an answer: because Blizzard doesn't want it to be. I have to say, I'm impressed so far with how Blizzard has tied these new class and race combinations into the lore of the world. We've only seen a little bit of how they'll do it, but while these new class/race combos could have easily just fallen into fan service (and that's definitely what I thought they were when Blizzard introduced them -- they'd abandoned all semblance of lore just to give players more options to play), it definitely doesn't seem that's the case. According to Kisirani, Blizzard is still thinking seriously about what races and classes fit together, and presumably all of the new combinations (yes, even Human Hunters, can't wait to see that one) will be explained in the end.

Good to hear. Of course, the reason they're including these combinations is partly fan service, and it's likely also meant to help folks rerolling to see all the new Cataclysm content. But knowing that there'll be lore behind all of the new combos is pretty darn exciting.


World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.

Filed under: Human, Gnomes, Tauren, Hunter, Paladin, Priest, Analysis / Opinion, Fan stuff, Lore, Classes, Cataclysm

Breakfast Topic: What do you think of new race and class combos?

One of the big things announced at BlizzCon were the new class and race combinations. These were originally datamined from patch 3.2.2 and include everything from Gnome Priests and Goblin Rogues to Worgen Druids. I'm especially excited about the last one.

For years, the race you played has been indelibly linked with the class and defined how you play the game. Say, for example, you like playing Night Elves, you're limited class-wise to rolling Druid, Priests, Hunters, Rogues and Warriors. On the other hand, if it's a specific class then you are sometimes limited to a particular race. So Draenei are the only Alliance race which can current become Shamans while the same is true, Horde-side, for Blood Elves becoming Paladins.

From a lore perspective, there is little preventing any of these combos. This is especially true as Azeroth expands and the game evolves. But readers, this is new territory for us, as WoW becomes more open. What do you think of the possibility of lore-centric or even playable class and race combinations?

Filed under: Druid, Paladin, Shaman, Patches, Blizzard, Breakfast Topics, Expansions, Draenei, Blood Elves, Lore, Classes, Wrath of the Lich King, Cataclysm

BlizzCon 2009: Class panel #2, the good parts version

The second and final class, item, and profession panel has concluded. Disappointingly, the presentation part of the panel was mainly a re-run of yesterday's, but the Q&A, of course, was all-new. There were even a few new tidbits in the presentation. Here are some parts of the presentation that are not repeats from yesterday:

  • They didn't give any new classes to Draenei because there are too many of the space goats already.
  • There's a chance that Hunter Aspects will go away entirely.
  • New tidbit on Archaeology: putting pieces of artifacts together sends you to "face some sort of challenge" out in the world.
  • They like the way fishing works in Animal Crossing, and might look to that for inspiration on how to rework the process.

And here are the good parts from the Q&A:

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Filed under: Fishing, Draenei, Classes, BlizzCon, Cataclysm, Archaeology

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