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Posts with tag dungeon-runners

The Light and How to Swing It: Gearing a new level 80 tankadin, part 2


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.

We're still talking about fresh, up-and-coming tanking paladins who have just hit level 80 and are looking for gear. After taking another look back at it, most of last week was concentrating on items from reputation vendors and craftable items that you could either make for yourself or nab off the auction house. I decided that I could have done a lot more with various tanking drops from dungeons and items from the emblem vendors. So, this week we'll take a look at just about everything a level 80 can nab from a dungeon for tanking, and next week we'll take a look at what you can do with all of those emblems you earned up running dungeons.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

The Light and How to Swing It: Bad habits in dungeons


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.

If you've never seen the "How to Paladin" series by stoker2 ... don't. If you have seen it, my apologies and I will continue to attempt to stop Michael Gray from linking them in Moviewatch. However, I thought it would be a perfect example of things paladins shouldn't do for a lead into my article.

We're going to talk a bit about bad habits. Some of these bad habits come from learning your class while soloing and the differences you have to make in your playstyle when questing versus when dungeon running. Some of these bad habits are born out of running mostly PvP content and then moving from there into PvE, where the same tricks are more harmful than helpful.

Still other bad habits come from having extremely powerful gear. When you overgear content, you start to lose sight of what it's like to have to work at things. You forget that you used to do 1,800 DPS on a good day in your quest greens and what tricks you used to work through each pull. You also start to do stunts that would have wiped your party without question three tiers of content ago.

After the break, we'll take a look at a variety of these bad habits and talk about why you might want to break those habits before the Cataclysm.

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Filed under: Paladin, (Paladin) The Light and How to Swing It

Mashing up WoW data (when we can get it) in outside applications

The New York Times has an article up about Microsoft's latest attempt at figuring out mashups-- squeezing the data from one piece of software into another, and World of Warcraft gets an interesting mention. Apparently students at Bentley College in Waltham, Massachusetts are working on how to put WoW player data into Facebook accounts.

We've covered this type of thing before, but Blizzard has a long way to go in making their data open to any players who want to use it. Just recently another MMO named Dungeon Runners decided to break open their player data, into a form that almost anyone could use, and we know that Blizzard has the ability to share lots of data online, but they still haven't opened it up yet. 2.4 is giving us a lot of different ways to view our combat data, and almost every day the Armory adds new features, but none of them have yet been aimed at getting the data out of there and doing cool stuff with it elsewhere.

Maybe the reason for this is that they're planning to do it themselves. At any rate, there is a ton of information on Blizzard's servers that players would love get their hands on, and there are plenty of things on the other end to do with it. All that's required is for Blizzard to give us some hooks in, and then real WoW mashups can begin.

Filed under: Patches, Analysis / Opinion, Blizzard

On scalable instances and including everyone

Think it's "ridiculous" that you need exactly 10 or 25 (or 40-- or 3) people to raid? Beefpile does. He wants a World of Warcraft that conforms to his wishes-- if he's got seven players, they should have an instance to go without grabbing three more or leaving two behind.

And there is such a game-- it's called Dungeon Runners, or Diablo II, or any other game that scales itself to match the players in it. But there are, of course, tradeoffs to such a system. If you have scalable instances (or a scalable overworld, or anything else that scales according to the people playing it), then you start to miss out on some of the development choices you can make. Many of the best bosses in the game don't work unless you have a certain number and a certain mix of characters involved, and any scalable instances would miss out on that design choice.

It's the same reason we haven't seen single-player instances yet-- because making things scalable would mean that developers would have to make everything accessible for all classes, and therefore they would lose the design that made the game so popular in the first place. If you want to play a game that scales to as many players as you have, you're welcome to play something else. But if you want to experience the content designed by the WoW programmers the way they intended, you've got to log in with what each instance requires.

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

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