- After a few weeks, those jerks who constantly say "go go go" in runs will have died a lot and will either have stopped playing or learned to stop doing that.
- Same for people who feel the need to pull while the tank/rest of the group is regaining mana and so on.
- Abilities that haven't seen much use in Wrath of the Lich King will probably make a comeback. You're going to need to learn to Polymorph, Sap, Trap, Hex and use other forms of CC.
- For the first few months of Cataclysm, at least, there will have to be more of a focus on skill and execution than numbers. Switching targets properly, not breaking CC before it's called for, and using your abilities at the right time will be rewarded.
- You're going to get whole new dungeons you haven't seen hundreds of times already, with all-new mechanics. Glory in once again having no idea what this pull does.
Posts with tag dps
My name is Sarah, and I have a problem. The diagnosis is farsightedness, a result of focusing on Cataclysm to the exclusion of all else. The quests, the new casting priorities, the shiny surroundings, and the fact that I get to be a dwarf instead of a draenei ... So much to think over, so much to explore! There is nothing cuter that a dwarf shaman, except maybe those new armadillos. Where was I, again?
Now, patch 4.0.1 is on the PTR, dragging in new talent trees and new hit numbers to consider and the removal of Sentry Totem. Time to start paying attention. We must not let the sacrifice of Sentry Totem be in vain! There should be no expectations of balance at this point, as all these new level 80 shiny things are developed with level 85 in mind. There are still questions pending on some of the details, so whether our flames are bright or storm clouds are on the horizon for elemental is up for debate. From hit caps to casting priorities, we've got a bit to get through in my inaugural Totem Talk, so sit tight, make sure you know where your towel is and everything will be just fine. I hope.
Now, where to start? Oh, yes. Hit.
Here's the thing: I've been a mage from day one, when I first started playing WoW a good two years ago. I always liked being a mage in Dungeons & Dragons, so I figured I would like being a mage in WoW. I was right. In fact, I love being a glass cannon. (OK, I don't love the glass part so much, but I really dig the cannon part.) I'm not a great mage; age and fingers that were broken by judo or baseball have slowed me some. Still, I am a good mage. I hold my own, doing anywhere from 7-12k DPS depending on buffs and what I am watching on TV.
The thing is, as much as I love being a mage, making my own food and teleporting all around, I hate taking forever to queue. I also started thinking, "Hey, there must be more to simulated life than just standing back and blasting things." I decided to try a new character. Not having the patience to level a character from 1 to 80, I figured I'd go the death knight route. After all, DKs are mage-killers; they are the anti-mage. So after two years of being nothing but a ranged DPS machine, I rolled a DK.
Addons 101 has covered a lot of ground for new players looking to get into addons for the first time. We have discussed what addons are and why you would want them, and we have gone over some of the basic elements of the World of Warcraft user interface and how they can be improved upon. I hope that some people have gained some knowledge into addons and have had their fears alleviated somewhat -- addons won't hurt you, I promise!
This week, Addons 101 looks at what I call the other essentials. These are interface elements that have become important over the lifetime of WoW but are not intrinsically understandable just by looking at the user interface the game presents you with. Before I start, let me say that Blizzard has taken steps in the right direction on many of these items, but addons still do the job better, for the most part. We will discuss terms, recommend certain addons and hopefully give some good explanations for any questions that might be had. As always, if you're an interface and addon newbie, I'm more than happy to field questions at email@example.com (remember the one "t").
Filed under: Add-Ons
I love being melee. I love being up in the middle of the fray right on the boss' heel, breathing in the fumes of battle and mashing my abilities as fast as global cooldowns will allow. But the cost of being in the heart of the action are cleaves. And whirlwinds. And tail swipes, dragon breaths, shock vortexes, running around the room chasing ads, and oh yeah, dodging cleaves. Did I mention whirlwinds yet?
Granted, there's not as much hate on melee in Wrath as there was in The Burning Crusade, but our DPS is still limited by time on target. We are after all, melee. Yet the great thing about enhance is when we're not in melee range, we can still lob some spells and drop some fire bombs all while running around dodging those whirlwinds.
It was Sindragosa's Permeating Chill that first got me thinking about maximizing my damage output while I'm not doing melee attacks. Also, her Blistering Cold got me wondering about ways to keep damage on boss even while running in the complete opposite direction. What follows are some of my simple strategies for maximizing time on target and keeping the damage pumping even while running around.
This article originally started as an enhancement shaman's guide to cooldown usage in ICC but given that cooldown management is universal to all damage dealers I've expanded the scope of the article. Actually, "expanded the scope" is a bit grandiose; it's more accurate to say I just changed the wording from enhance-specific spells to using the generic 3-min, 2-min and 1-min cooldowns.
In some cases I kept the enhancement abilities because they bring other abilities in addition to just straight damage. Here's a quick rundown of our major cooldowns for the unenhanced:
- 10 min – Bloodlust/Heroism – you know it and love it
- 10 min – Fire Ele (5 min with glyph) – yeah he's dumb but what do you expect, his brains are on fire
- 3 min – Berserk & Bloodfury – Troll & Orc racials, respectively
- 3 min – Feral Spirit – two wolves who do damage and heal you simultaneously. Rad.
- 2 min – on-use Trinkets – Currently my trinkets are not on-use but I take them into account in case yours are
- 1 min – Shamanistic Rage with t10 2pc – normally this is a mana-regeneration and damage-reduction spell but with 2pc t10 it increases damage.
It's about that time in a major content patch when things start to slow down. We've run all the 5-mans we can stomach, and in Icecrown Citadel we're starting to really close in on our goals as the 20% buff and our accumulated gear help to fill in the gaps of what we need to succeed. As this happens, your wish list of equipment is undoubtedly getting smaller; maybe you're done gearing up, or are just waiting for a few more pieces to drop. Maybe you're cursing my name for reminding you that you've had the most terrible luck at getting that wand, cloak, or whatever to drop. But regardless of where you are, I'm certain you've found yourself thinking, "hmm, I could use that for offspec."
Like most classes, priests are starting to think about where to go next. Do I gear out an alternative healing set? Should I collect more spirit items for Cataclysm? Do I spend my extra badges on PvP gear? (Dawn says yes! But that's another article.) How about honing out skills in that other healing spec we don't like quite as much as our favorite? Oh, and then of course, there is always the sweet seduction of the shadows.
Today, I've put together a little guide for healing priests who want to dabble in the darkness of the shadow tree. While there are notable differences between the styles of playing holy or discipline, the switch to shadow is more than just tossing on some hit gear and taking a trip to the trainer. But before we get started though, I have a small task for everyone.
This article owes a heavy debt to Ambrose Bierce's The Devil's Dictionary. If you want to see a real master at work, read that.
Filed under: Humor
Fact: According to World of Logs, the top shadow priest DPS on a regular 10-man Lord Marrowgar kill was just over 13,000 DPS. Feel inferior? How about this, then: The top shadow priest DPS on a 25-man heroic Blood-Queen Lana'thel kill is about 27,600. I can't say for sure whether or not that's before the 20% buff went live, but when you're doing over 27k, who cares about that extra 5%?
I don't want you losing sleep comparing yourself to those fine players. For the most part, these numbers are a result of near-perfect gameplay, top-notch gear and sacrificing no fewer than eight mohawked gnome babies to the random number generating gods. Still, with all those gnome corpses piled in the corner of your room, you've gotta ask: "Why isn't my DPS as good as everyone else's?"
To those who expect one quick, simple answer, I suggest the following possible things you could be doing wrong:
- Dude, your "6" key is totally broken.
- You still have your fishing pole equipped, genius.
- The eighth gnome is merely wounded, not dead.
But rather than just looking at the top DPS of each spec, I thought it would be more interesting to see where the average DPS for each spec is, across all gear levels, all skill levels -- to get a glimpse of how the average raider is doing. While we don't have access to the DPS of every raider out there, we do have something close, and that something is World of Logs.
World of Logs is a combat log analyzer that many raids use to see how to improve their performance. It provides a lot of useful information, far, far more than just DPS, and they also post the top 200 DPS results for each boss and spec. About 30,000 raid parses are uploaded to WoL every week. Miles over at World of Logs was kind enough to spend far too much time writing and running custom scripts to provide me with a massive data dump of information not publicly available that lets us get a pretty good look at where the average raider's DPS is.
Join me after the cut as we take a look at both where the average DPS of each spec is in ICC, and where the top DPS of each spec is as well.
Filed under: Analysis / Opinion
Hello, Reader UI of the Week fans! Is everyone having a wonderful week so far? Great. Let's see if we can make this week even better with a gorgeous user interface design from WoW.com reader Lollypops. This week, we take a look at a user interface that strives to create a very uniform color scheme, and it ends up looking great. After getting into the user interface itself, we will discuss some tips and tricks on making your UI color match. Won't you join me?
Axes, maces, lightning, fire, frost, and wolves, and best of all, Windfury. It can mean only one thing: enhancement. Rich Maloy lives it and loves it. His main spec is enhance. His off-spec is enhance. He blogs about the life and times of enhance at Big Hit Box, pens the enhance side of Totem Talk, and leads the guild Big Crits as the enhancement shaman Stoneybaby.
After writing last week's article and then this week diving headfirst into some 10s and 25s I felt like the Glyph of Fire Elemental Totem needed some love. I felt even more so after looking at my combat parses for Lich King fights and noticing Fire Nova was my second highest damage ability. The fight is a long one -- a very long one -- and it got me wondering if I could step up my output by glyphing into fire ele. After all, who doesn't want more minions running around doing damage for them?
Fire ele has the potential to be a great glyph: the elemental is another pet doing good damage and we can still cast Fire Nova off the totem. Of course the downsides are deal breakers for the glyph in most cases:
- The pet is leashed to the totem
- Fire Nova's damage is lost if the boss or mobs move away from the totem
- The 5 minute cooldown is still longer than most boss fights
Read more to see when and where it's appropriate to glyph into this.
What it ultimately comes down to is the difference between a necessary ability and one that is useful but not necessary. You also need to take iconic roles into account. I doubt many would support giving warriors Blessing of Kings, Blessing of Sanctuary, Lay on Hands, the paladin system of Auras, or what have you. The ability to die without taking equipment damage via Divine Intervention? How much, exactly, is Charge worth and if it's so pivotal to tanking why are you rolling a paladin to tank instead of a warrior? How do we keep classes compelling and interesting while giving them the tools to do the same job?
Filed under: Analysis / Opinion
Personally, I hope that 'it might work for new classes' statement means we'll finally get something like a Warhammer Warrior Priest. I'm still jazzed from seeing Diablo III's version of the Monk and I'd be thrilled if they created a cloth wearing, staff wielding, spirit and intellect utilizing melee healer. I'm sad that they've ruled it out for any current classes (man, it would rock for paladins in my opinion and would single handedly make me like that class) but I'm very hopeful we'll be monking it up in an expansion or two.