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Posts with tag wow-patch-4.0

Arcane Brilliance: Random postpatchery


Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week, Arcane Brilliance brings you a random collection of thoughts, impressions, half-baked ideas, and unprovoked hatred for warlocks spawned in the wake of the single most significant patch in the history of WoW. But then again ... except for the patch part, that pretty much describes every Arcane Brilliance, right?

I thought I'd throw that picture of the tier 11 mage set up there to start the article because it looks so awesome. Someone in the comments section last week suggested I spend an entire column waxing poetic about how cool our tier 11 looks, and I want you to know that I gave the idea serious consideration. Could I come up with a thousand words on one set of gear? Yes, yes I could. Would it be worth reading? No, probably not. But did I want to do it anyway? Yes, yes I did. Let's leave it at this: I really, really want to put that flaming skull mask on my mage's face, and I don't care how many warlocks raid bosses I have to kill to make that happen.

So now that the insanity of patch week has come and gone, how are you coping? Got your mage's specs all sorted out? Comfortable with your new spell rotation yet? Updated all your addons? Disconnected a few dozen times trying to summon the Headless Horseman? If you're still looking for a bit of help, check out last week's column on mage specs, glyphs, and spell rotations for a basic primer. This week, I figure I'd just spend the column going over a bunch of stuff I ran out of room to mention last week, along with a few new things that have occurred to me during this week's play.

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Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance

Arcane Brilliance: Getting your mage up and running in 4.0.1

Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. Except for last week, when Arcane Brilliance was unable to sit upright, formulate a complete thought, or control the vast majority of its bodily functions.

Some of you speculated that the reason I didn't write an Arcane Brilliance last week was that I was busy slaying warlocks. I regret to report that this was not the case, though the desire was certainly there. The sad fact of the matter is that I was out last week with what I believe was a case of what 14th-century Europeans called "The Plague." I woke up on Tuesday morning with a headache, which soon progressed to waves of nausea, racking coughs and severe congestion, and by Thursday, I was shambling through the streets at night in search of brains.

Thankfully, I seem to have made a full recovery, though I still crave brains. I'll let you know how that goes. While I was indisposed, it seems a patch of some significance has dropped. Then we got nerfed or something? All I know is that I logged in on Tuesday night and my fire mage was doing a buttload of DPS, and then I logged in again two days later and he was doing maybe one-and-a-half cheeks' worth of a buttload. It was super fun.

So, massive buffs followed by massive nerfs aside, we should probably talk a little bit about this whole patch thing. By now, I assume most of you have already respecced your mages, for better or for worse. Even still, I feel like a 4.0.1 primer is in order. Click the link below and you'll find a basic starter guide for getting your mage back on his feet after all this craziness. This week we'll cover specs, general rotations and glyphs.

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Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance

Patch 4.0.1 PTR Patch Notes, PTR is live

The full notes after the break. They are essentially what we've been seeing for a while with the past Cataclysm builds, but this is for the 4.0.1 PTR. In addition to the patch notes being released, the actual patch is now live (and downloadable if you're up for a 16gig file tonight).

Premades on the PTR will be coming in a few days, but are currently disabled.

Zarhym -- 4.0.1 PTR Realm Status: Live
4.0.1 Public Test Realms are: Live

Updated 9/11/2010


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Filed under: News items

Ghostcrawler on Cataclysm's talent tree philosophy, abilities, and Ragnaros

Ghostcrawler posted a bit this evening on the philosophical direction Blizzard is taking in Cataclysm in three important areas:
  • Talent trees
  • New spells and abilities
  • Recycled raid content
The discussion originated from a mild QQ post about what the poster felt were the flaws in Cataclysm, and Ghostcrawler took that opportunity to clarify a few things that the community has been talking about since the initial announcement at BlizzCon 2009. Chief amongst those is that they are specifically designing talent trees now with an intention for there to be 5 to 10 talent points that can be spent where the player wants -- and that talent guides like you find in WoW.com's class columns will only go so far in the selection of the idea talent tree; the rest of the talent selection will be left up to the individual user.

Of course, this information isn't exactly new per se, but it's interesting to hear some of the refinements of it all as Cataclysm's development progresses.

Ghostcrawler's full statement after the break.

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Filed under: News items, Cataclysm

GC clarifies ArPen's stat removal and others


Ghostcrawler's hoping this answer "gets read," so we'll help. A player asks why Blizzard is worrying about armor penetration with the Scourge Strike ability -- isn't, they ask, ArPen getting removed in Cataclysm like we heard at BlizzCon? The answer is basically no: Armor Penetration rating is getting removed from gear (along with Block value, Defense, Attack Power, and a number of other gear stats), but Armor Penetration as a stat is not getting removed from the game. Talents and other abilties will still depend on removing and penetrating armor, even if your gear selection won't revolve around it. They'll still be balancing it, but as players choosing gear, it won't be a part of our calculations there.

Make sense? Just because you don't see, say, Attack Power on gear doesn't mean you won't have an Attack Power number governing how much damage you do. It just means that the AP you have will come from stats like Agility and Strength (depending on your class and a number of other factors) rather than gear adding directly to AP. Of course, as Ghostcrawler says, these changes aren't even coming until patch "4.0" and the Cataclysm expansion, so there's still lots of gear choices and balancing to do before then.

Filed under: Odds and ends, Buffs, Death Knight, Forums, Cataclysm

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