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Posts with tag resilience

Stats 201: Getting your secondary stats just right

Though we did an article covering the game's basic stats that will guide you through leveling any character, once you hit level 90 you need to start considering your secondary stats. These stats, like hit and expertise, become more important when you stop leveling through content and gear to stop at top-tier content. Unfortunately, figuring out what these stats are, what they do, and what you need isn't exactly self-explanatory -- sometimes even requiring you to consult an addon or website to figure out whether a new piece of gear is really an upgrade.

Fortunately, Blizzard is working on simplifying the system with Warlords of Draenor, removing a some secondary stats and the ability to reforge gear -- which will make it a lot easier to tell what gear is an upgrade and start using it immediately. Unfortunately, if you're a new 90 or you've just boosted a new character to 90, you still have to deal with the current system, so we'll lay out just what the secondary stats on your gear mean -- and how to tweak them to your liking with reforging so you're ready to hop into LFR or whatever else you want to do.

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Filed under: WoW Rookie

Blood Pact: Catching up on Patch 5.3

Blood Pact Catchup on Patch 53 MON
Every week, WoW Insider brings you Blood Pact for affliction, demonology, and destruction warlocks. This week, Megan O'Neill is free to pet battle all day, e'ry day.

I tried to gauge when Patch 5.3 would hit so that I'd end the series on World of Logs just in time, but unfortunately I overestimated and the new patch has cut me off. With my original plan of posts, I'd be a week short, but now...uhhhh it might be a halftime break.

In case you've missed the World of Logs posts so far, here's a recap:
  • A brief overview of ranking and the combo of how to tell what warlock or pet you would or should be looking at,
  • Looking closer at some of the graphs on World of Logs, and
  • How to use the buffs and debuffs graph to gauge proper cooldown or proc usage, as well as a basic understanding of what stats (for trinket procs) do for each spec.
I intend to explore some warlock-specific examples using the expression editor to dive deep into the combat log, but I'm not sure I can fit it all into one post. I'll finish the series off with a deeper look at the damage done tables and how the spells spread for each spec in general raid encounter styles.

But this week? This week is a little shorter and lighter while we go over what Patch 5.3 means for warlocks.

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Filed under: Warlock, (Warlock) Blood Pact, Mists of Pandaria

Patch 5.3 and more with Ghostcrawler

Patch 53 and more with Ghostcrawler
In case you hadn't heard the news, patch 5.3 is set to hit live servers tomorrow. While 5.3 doesn't include a new raid, there are a host of different new activities, including four new scenarios, heroic scenarios, a ton of pet battle changes, and of course the advancement of Mists of Pandaria's storyline as the heat ramps up between Alliance, Horde, and an outlier faction of Horde rebels. It's back to the Barrens again -- and this time, Crossroads isn't the area of contention.

But on top of all of the new content comes a ton of different class and content changes as well. We sat down to chat with Greg "Ghostcrawler" Street about patch 5.3's changes, as well as some upcoming changes for patch 5.4, response to subscription losses, Vengeance changes, that big unannounced feature we've all been dying to hear more about, and much more.

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Filed under: Interviews, Mists of Pandaria

Lichborne: The trouble with hit rating and expertise

Lichborne The trouble with hit rating and expertise
Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

Hit rating and expertise are the life blood of the max level PvE death knight. DPS death knights need exactly 7.5% hit rating and 7.5% expertise to avoid missing raid bosses or having their attacks dodged outright. Even tanks, while a miss is less of a big deal for them, may find hit and expertise helps them keep threat and prevent key debuffs from falling off the mob. They're so powerful that if you aren't near those caps, your DPS will suffer horribly, and in most cases, the one thing you do to increase raid DPS is to hit those caps if you aren't at them already.

Now, this is what we have reforging and regemming for though, right? Sometimes it's just not that simple. Today, we'll take a look at the problems with hit gear and suggest some solutions.

The big problem is that once hit and expertise do their job of letting you hit the mob, they are almost literally useless. Dual wielders get a little bit of extra help for their normal weapon hits, but 2 handed wielders get literally nothing else out of them at all. They're dead stats. Arguably, it's bad even if you are at the 7.5% caps, because that means you have a bit of hit and expertise. and expertise rating that's not needed for daily questing or dungeon runs, or even for most raid trash.

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Filed under: Death Knight, (Death Knight) Lichborne

Lichborne: The effect of the new stat changes on death knights

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.

We're still a couple of weeks away from the dam burst that is the Mists of Pandaria press event, but in the meantime, Lead Systems Designer Greg "Ghostcrawler" Street has posted a new Dev Watercooler. He listed some stat changes coming in Mists that, while ostensibly not as complicated as those in Wrath, still hold some interesting and possibly major implications for class balance in the coming expansion. Let's dive right in and see what they mean for death knights.

Blocking takes a week

While it doesn't directly affect us, the blocking changes will certainly shake up the tanking hierarchy that we're a part of, so it's worth pointing out that the usual single roll combat table for dodging, parrying, or blocking a hit is gone. Instead, the chance to block will be calculated only after the dodge and parry chance is calculated. This essentially means that being unhittable is gone. You can't just stack to 102.4%. Of course, death knights and druids have never been able to do this, but they will now be joined by the shield tanks.

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Filed under: Death Knight, (Death Knight) Lichborne

Looking at the PvP stat changes outlined by Ghostcrawler

I'm sure you all have seen the latest Dev Watercooler by the big man (Lead Systems Designer Greg "Ghostcrawler" Street) himself. And I'm sure you will all have noticed the biggest news in there (in my opinion, anyway) is the section about the PvP-related changes to resilience.

Disclaimer: This is not absolute. Just like the changes, it's almost impossible to see how they will play out without trying them for ourselves once the beta comes along. But I want to hear your opinions, both on these changes and on my thoughts. Let's talk it out, people!

First and foremost, I don't know about you, but I am really not digging the names. I reckon a tidy solution might be to sling in a PvP section in the character pane. If Blizzard did it within the character pane, it would just avoid the clumsiness of adding the "PvP" into the actual stat, and (I think) it would make it easy for players to understand what they were looking at.

Of course, Blizzard could call the new stats "Bob" and "Vera" for all it would really matter to their performance!

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Filed under: PvP, Mists of Pandaria

The Care and Feeding of Warriors: Let's get everyone tanking

Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.

Now for whatever reason, I've been tanking lately, usually due to a connection issue or what have you. It's one of those confluences of my gear's being just good enough and my no longer being burned out on the role. While I still define myself as a DPS warrior and raid with that as my main spec, I was surprised to find tanking wasn't that hard to pick back up. In fact, it may be a little too easy.

I hesitate to make this statement because, in part, I know I'm not a typical player. I main tanked for years. I tanked in vanilla, in The Burning Crusade, in Wrath, and for the opening of Cataclysm. I was the undergeared tank trying to do heroics in greens when the expansion came out. I was the guy tanking heroic LK. I've tanked in all sorts of situations and gear and specs. I tanked when TC only hit four mobs and did not work in Defensive Stance. What I'm saying is, I've been tanking for so long there's almost no way for me to evaluate how difficult tanking is for other players. I have years of muscle memory. I've kited. I've done adds; I've done bosses. I've picked up murlocs and traded adds on Yogg.

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Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm, Mists of Pandaria

Lichborne: What to do with your new level 85 death knight in patch 4.2

Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done.
So you've dinged level 85 on your death knight. Now what? Patch 4.2 bought a lot of new things for level 85s of almost any PVE playstyle to do, so you have options to choose from. This week, we'll take a look at some of the best things you can do to get yourself geared up and ready to hit the next level of PVE play once you hit level 85.

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Filed under: Death Knight, (Death Knight) Lichborne

Insider Trader: Make a profit from Cataclysm blacksmithing

Insider Trader is a column about professions by Basil "Euripides" Berntsen, who also writes Gold Capped about how to make money using the auction house. Email Basil your questions.

Blacksmithing is a very profitable profession at level 85 if you have the time to manage it. There are a few different markets that you have to choose from, so as soon as you have access to the Twilight Highlands metal trader, you will be able to start buying the patterns you'll need.

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Filed under: Economy, Insider Trader (Professions), Cataclysm

Cataclysm 101: A guide to PvP changes and challenges

There are quite a few changes to PvP in Cataclysm. Let's have a look at how the changes in the past few patches will affect the other aspect of World of Warcraft gameplay ...

Resilience is different

Resilience no longer reduces critical strike chance but instead only reduces damage across the board. As resilience is the premier PvP stat, this impacts gameplay in a major way. First, critical strikes are back on the table. This means that talents contributing to crit are valuable in PvP again. Burst damage from crits will happen more often, and players can opt to stack crit for PvP without it being devalued ... much.

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Filed under: Analysis / Opinion, PvP, Cataclysm

The Art of War(craft): The shape of Cataclysm battlegrounds PvP

Zach loves all things PvP, which is why Fight Quest is the only thing he watches on television. Well, that and Glee, which contains absolutely no PvP whatsoever. Except maybe if you consider Rachel Berry and newcomer Sunshine Corazon's rivalry some form of The Art of WarCraft. I mean, it could be.

I was supposed to go into detail with keybindings using an addon this week, but we'll put that on hold for now. We can always revisit keybindings another time, but so much has happened on the beta that it would just be wrong not to take a look at what's going on. By now, many of the abilities are pretty set, and with a rumored November release on the horizon -- an idea that's got some meat behind it now that the background downloader is working on a hefty 4 GB worth of 4.0.1 goodness -- it looks like what we see is what we'll get. The numbers will probably be tweaked up or down on some spells and talents, but for the most part, I think we've got a pretty solid feel for how the game will play.

The new game mechanics will take some getting used to for some classes such as warlocks, who become a cooldown class, and paladins, who now manage a secondary resource. Players have all of the pre-Cataclysm and the grind to level 85 to get a good feel for things, and that should be plenty of time. But never mind the new abilities -- those are fun, for sure -- but there's an entire support system for World of Warcraft PvP that raises the bar in a way we've never experienced. New battlegrounds, a standardized currency on par with the PvE system, guild support ... Cataclysm PvP is going to be fun as hell.

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Filed under: Analysis / Opinion, PvP, The Art of War(craft) (PvP)

The Light and How to Swing It: Holy PvP basics


Every Sunday, Chase Christian of The Light and How to Swing It invites you to discuss the finer side of the paladin class: the holy specialization. This week, we discuss the basic tenets of holy paladin PvP.

When Wrath of the Lich King was released, Blizzard stated that it was one of their major goals to make raiding more accessible to every type of player. I'd say they achieved that goal, with just about every player who wants to able to experience a raid instance to see several of the bosses in each tier of raiding. With the easily obtained emblem and crafted gear, it's not hard for even newly 80 players to be raid-ready in a couple of weeks. Even the hardest instance in the expansion, Icecrown Citadel, is partially open to the most novice of PUGs. I think we can agree that Blizzard has figured out how to make raiding more accessible.

Their next project in Cataclysm is to bring that same level of accessibility to PvP. They've already planned world PvP zones with the explicit purpose of promoting PvP, namely Tol Barad. We can also expect the new rated battleground feature to allow larger groups and guilds to participate in PvP without being under the arena microscope. Add in slower PvP pacing via an increase in life and decrease in healing power, and it's clear that the Horde and Alliance will be slaughtering each other in new and magnificent ways when we're not busy fighting against Deathwing and his minions. If you want to be ready for Cataclysm's new PvP environment, your best bet is to start practicing now!

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

Shield spell effectiveness reduced in PvP

After the recent changes to resilience and the reduction of healing in PvP, we now move on to spells that prevent damage entirely. Power Word: Shield and Sacred Shield are also being affected, having their effectiveness in Arenas, Wintergrasp and Battlegrounds reduced by 10%. Bornakk broke the news to the forums, which responded about as you might expect, with people who rely on those mechanics frustrated and those who have to try and kill people using them jubilant. I know, I was shocked too.

I'm kind of on the fence about this change. On the one hand, man, as a warrior I hate beating on a shield in PvP. Hate hate hate. It does seem odd to me that we moved resilience to reduce all incoming damage and then reduced all healing to match, though. It seems somewhat like a complicated way to do nothing at all. As someone who sometimes goes resto on my shaman for PvP, I don't really look forward to having my heals heal for less, especially since it's a penalty that will hit me immediately while farming up honor for PvP gear to get resilience will take me time, time my healing will have been adversely affected throughout. How about you? Happy or unhappy about the latest changes in PvP?

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Filed under: Paladin, Priest, Analysis / Opinion, PvP

Patch 3.3.2: PvP healing change incoming

As many suspected might have been the case, the recent resilience change seems to have made healing a little too strong in PvP. To continue the efforts of slowing down the pace of PvP in the final arena season of Wrath of the Lich KIng, Zarhym has made the following announcement regarding healing Patch 3.3.2:
Patch 3.3.2 is bringing about a change to the way healing functions in Arenas, Battlegrounds, and Wintergrasp. We have applied a debuff to all players in these zones which will decrease the effectiveness of all forms of healing by 10%. This includes heals from items such as Healthstones and potions, however, it will not affect defensive shields or auras. This change is being made to balance the effectiveness of healing against the recent buff we made to the damage reduction component provided by resilience. Rest assured that we will be closely monitoring the effects both the healing and resilience changes have on Battleground, Wintergrasp, and Arena PvP game play to ensure that fights last a reasonable amount of time without overtly skewing the effectiveness of any class, role, or team combination.
Should we hear any further announcements today, we'll make sure to keep you posted.

Filed under: Analysis / Opinion, Blizzard, PvP

PvP Resilience Changes

It was announced today that there will be a major change to resilience, which is being hotfixed into the game as we approach the new arena season. The change is expected to be in place for the duration of the Wrath of the Lich King expansion; which we take to mean it will not carry over into Cataclysm.

This change will "double the value of resilience in reducing damage done by players," according to Bornakk. Players will see a 10% to 20% reduction in damage taken. However, this change will not affect critical strike chances or critical strike damage. If healing becomes too over powered with this change, Blizzard has a "PvP only solution" ready to go, however they're not rolling out that part of the changes just yet.

The full details after the break.

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Filed under: News items, PvP

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