Showing posts with label Cataclysm. Show all posts
Showing posts with label Cataclysm. Show all posts

June 19, 2011

WoW Warriors: How to level in Cataclysm

One of the things I get asked to do is explain not how talents and abilities work, but rather how best to level a warrior. I'm always taken aback by these kinds of questions, because I feel that leveling (whether it be a warrior or another class) in WoW has never been easier than it is in Cataclysm. But, since the question comes up a lot between emails and Twitter, I feel like I should spend some time discussing it. I expect to be doing a lot of discussion of wow patch 4.2 in the weeks ahead, so now is probably as good timing as it gets to cover the leveling game.

Let's discuss leveling. For purposes of the discussion I went and rolled a tauren warrior on Sisters of Elune. Yes, I have a problem. Still, I managed to level out of the tauren starting area without any heirlooms in one night, so it should serve as a useful tool for discussion.

Starting Out

For starters, having recently leveled a druid, a rogue, a shaman and a hunter past level 20 (the druid is level 77, the shaman max level, the rogue level 32 and the hunter level 19) I can tell you that leveling a warrior is no longer harder than leveling any other class. Between level 1 and 10, you lack the power of picking a talent specialization, but you still have all the tools you need as the 1 to 10 content is designed around your character and his slowly growing toolkit. Really, what's most important to keep in mind for a leveling warrior is how to focus on one target when questing. With Victory Rush as powerful as it is for soloing and questing, you simply need to maximize your one-at-a-time killing rate so as to pop up another Victory Rush in order to heal you while fighting more than one mob.

Your best bet as a warrior of those levels is to quest. Do not grind unless there's a quest that rewards grinding. Pick up as many quests as you can, especially ones that can be completed in close proximity to each other. Once you get access to Victory Rush at level five, you now have an ability that counteracts the greatest of warrior leveling weaknesses from the first four years of the game -- namely that warriors couldn't survive more than one mob adding on them. VR means that you, as a low level warrior, now have even odds of surviving when more than one quest mob adds. It makes it possible to grind quest mobs with little to no downtime. I can't praise VR enough as a leveling tool. The only ability that has more of an effect is Charge at level 3 because it gives you an opening move that guarantees you'll have some rage to hit Strike with. Strike is actually a fairly lackluster ability and you'll happily replace it with whatever your talent specialization attack is at level 10.


Once you reach level 13 or so, instances open up. Running an instance or two a day while questing in zones between them is probably the fastest way to level up, especially if you have heirlooms. Even if you don't (this article is written assuming you don't need them, because frankly, you do not) you can easily clear a zone in a few hours. As it stands right now, you can successfully level in any talent specialization, can level via tanking, can level through PVP, or mix in all these types of activity. I personally prefer to run one instance and do a few battlegrounds during a play session, then focus on clearing out a zone's quests. This usually nets me between five and seven levels for a few hours of play, depending on what level I am and how abundant the zones are in quests. PVP is probably slower than either questing or instancing, but it's still quite possible to gain four or five levels in three or four hours of PVP.

Try everything

As a warrior, you can tank in instances. Dual Talent Specialization is available at level 30 for a mere 10 gold, and if you have any interest in leveling more quickly and growing to understand the tank role, I recommend getting a second spec and speccing protection. At least until level 50, however, it's not necessary to spec prot to tank in the leveling instances. Any warrior can equip a shield and use Sunder Armor (gained at level 18) and their main attacks to hold threat in most situations. I myself have tanked up to Sunken Temple (an early 50's instance) as arms with a shield and one-hander. There's no reason not to try out protection as early as possible to gain access to talents and abilities that help with both threat and survival, but keep it in mind. Tanking is probably the fastest way to level a warrior right now, as you can queue pretty much instantly from the moment instances become available all the way to level 85.


After tanking, clearing a zone's quests is probably the fastest way to level, and is quite possible in any spec for a warrior. Gone are the days where tank specs couldn't kill anything, or fury simply didn't have the oomph under max level. Arms remains one of my favorite leveling specs simply because leveling as arms helps you grow into an understanding of one of the games more complicated melee DPS priority systems. Arms also works well as a tanking spec at lower levels and is, of course, a solid PVP spec pretty much from level 20 on. Fury really comes into its own at level 69 when you gain Titan's Grip or Single-Minded Fury, but arms and protection are always good from 10 to 85, and can easily be used to level through any zone, run instances, and PVP in battlegrounds. I found that PVP is very strong for buying gear at level 60 and 70 that will surpass what you could get in same level instances. The 60 PVP set and epic weapon will last you almost through to the next expansion's content, so if you're not using heirlooms please keep PVP purchases in mind. Frankly, even though I admit I'm hardly the best PVP warrior around (not even close) I found the rewards definitely worth running a few battlegrounds a day, and I even had fun doing it.

To sum it all up, I spent a little over week working on this toon, running instances, questing, and doing PVP between them. I got in maybe two to three hours a day, more on weekends, and without heirlooms I'm well into level 64. I'm wearing a full set of level 60 PVP epics simply because I could (I gathered the honor fairly easily). It's on par with Outland gear, although I expect I'll be replacing all of it soon with Northrend instance gear. It doesn't take long at all to level with the improved questing in the 1-60 zones, tanking is easy in any spec up to level 50, and I keep a prot offspec handy for when I feel like tanking now that I'm into more complicated content. Leveling a warrior has absolutely never been easier, and if you're one of the people asking me about it, I recommend giving it a try.

August 29, 2010

Shadow Priests: The four best things about Cataclysm

In between the fevered dreams, cough syrup benders and The Golden Girls marathons associated with my most recent cold this week, I resolved to pen the greatest Spiritual Guidance article of all time. After all, Hemingway's genius came from the bottom of a bottle. Perhaps then it would stand to reason that the true genius of Fox Van Allen would come from the bottom of a bottle of CVS Nighttime Cold and Flu.

Alas, that was not to be the case. In my hastily written Twitter screed, "The best things about Cata for spriets (sic)," I praised Blizzard for the way it made quests smell in Hyjal. The third best thing about Cataclysm was, "wait hold on no no no wait." Cold medication is serious business, kids. That's why they keep the good stuff behind the counter.

Thankfully, the cold has finally lifted (mostly). Thinking with a more sober mind, I've come to the realization that the idea of a "favorite things" list is a decent one (sup, Oprah?); it's just that my execution was a bit off earlier in the week. After the break: My real picks for the "best" changes to shadow priests (so far) in Cataclysm and a chance for you to chime in on your favorites as well.


Inner Will

While it's not technically a shadow priest talent, Inner Will is something that every shadow priest should be excited about. Not necessarily for situations where you're in battle, but for every single moment you spend outside of it.

A huge chunk of our time in World of Warcraft is spent meandering around the big cities -- buying reagents, traveling between the auction house and the mailbox, picking up trade goods and hunting down Wild Mustard. The idea that less of my time will be wasted doing the least fun thing known to man in game -- traveling -- is a blessing worthy of inclusion here.

Shadowy Apparition

Let's be honest: No list of favorite shadow priest changes in Cataclysm would be complete without a hat tip to Shadowy Apparition (also known as ghostly aspects of our shadowy hatepower). It's absolutely overloaded with "cool factor."

There are a few minor issues holding me back from proclaiming this to be the best thing about Cataclysm, at least for now. Shadowy Apparition seems to be something of a technical nightmare for Blizzard to implement. Each new beta build comes with a fix or change to the ability, but it still remains pretty bugged. The apparitions tend to chase down the wrong target, and they still hit for the wrong amount of damage (at least, I think they still do -- it's awfully hard to tell with the damage numbers turned off). That's forgivable, though. The concept behind Shadowy Apparition is sound, even if it isn't correctly implemented yet.

A few weeks ago, the talent underwent a pretty major artisitic change. The old "floating skull" Shadowy Apparition is gone; instead, the ability now procs clones of yourself (as Blizzard had originally intended). It looked a bit glitchy the first time I saw it in action on the battlefield, but when I played around with training dummies, the animation seemed to go much more smoothly. I can't help but wish my ghostly aspects of shadowy hatepower were in Shadowform, but that's a minor concern.

The more pressing concern is the tax these extra shadow priests could have on your graphics card. I play on a fairly modern desktop, but I have plenty of friends who play on more dated machines and laptops. If you're the type of player who prefers 10-man raiding to 25-man raiding simply because the former gives you better frame rates and performance, then Shadowy Apparition could severely bog down your computer on a movement-heavy fight, even if you're only running a 5-man instance. Seriously, the proc rate on these things is just that generous. We could fill a whole raid with these things.

There's still plenty of work for Blizzard to do with the talent, but what I've seen so far in the beta is promising.

Paralysis

Seriously. I'm excited about Paralysis.

When I play World of Warcraft, I try my best to be a team player. And really, when you're taking on 5-man, 10-man or 25-man content as a shadow priest, that's supposed to be your primary focus -- working as part of a team. DPS players tend to fade into the crowd as the least important aspect of any raid encounter, so anything I can do to add some more value to the team, I do. When I play my elemental shaman, I use Wind Shear every chance I get. On my shadow priest, putting two points into Improved Vampiric Embrace was an easy call.

That talent is going extinct in Cataclysm, and I've been keeping an eye out for a new talent or ability that might take its place. For a time, I figured that ability could be one we already have, Silence. But we're pretty deep into beta already, and developers are still keeping it gated behind a two-point investment in Improved Psychic Scream.

I won't give up hope that we'll someday be able to use Silence in PvE as well as PvP, but just this month, Cataclysm gifted shadow priests with an ability that I'm quite intrigued by: Paralysis. The downsides are obvious -- it's a stun snare that puts you at the total mercy of the random number generator. It's not really an interrupt, like that beautiful Silence talent Blizzard insists on us never being able to take. And of course, we have no idea how effective this will be on non-player characters -- Blizzard has a habit of making bosses totally immune to stuff like this.

But here's the upside: It's a new concept and a new ability that doesn't require me to give up a mapped keyboard key to use. As I play Cataclysm more and more, I'm starting to get button fatigue by the sheer number of choices I have. Between Mind Spike, Dark Archangel and a rekindled interest in Shadow Word: Death, managing the new abilities along with the old standards seems clunkier than ever. I can see Paralysis bringing a nice benefit to my time soloing and to my 5-man groups, and the idea that I don't even need to waste a global cooldown to use it just feels like icing on an already sweetened cake.

An understanding of how shadow priests work

Back in Ulduar and Trial of the Crusader, hybrid classes were poor, abused step children. Elemental shaman had to deal with gear loaded with useless MP5. Shadow priests had gear loaded with sub-optimal spirit. Why was that?

Um ... well, you see, cause resto needs MP5, you know, and ... uh ... and holy, holy and disc are two ... uh ... spirit ... um ...

OK, so I'm not really sure what Blizzard was thinking back in ye olden days of World of Warcraft 3.2. But you can't take a look at the way shadow priests are being designed for Cataclysm without getting a sense that shadow priests -- and in fact, most hybrids -- are finally getting an appropriate level of commonsense design. Shadow priests are the kings of the damage over time spell. It only makes sense that haste should be a powerful stat for us, right?

When Vampiric Touch and Devouring Plague became haste-affected spells in Patch 3.3.0, the wall started to crumble. In 4.0, Shadow Word: Pain gets affected by haste, too. The piece that I truly appreciate, though, is the continuity of thought in the design process. Blizzard gave us something to benefit from haste, while simultaneously reworking our talent tree to highlight the stat. If you'll recall, a few weeks ago, Shadowform was changed from a 5 percent crit buff to a 5 percent haste buff. And just this past week, we saw the developers retool Darkness. What was once a static increase to shadow damage is now a 1/2/3 percent increase to spell haste.

That may not seem like a big deal to the casual observer, but this kind of coherent thinking was largely absent from the design of shadow priests throughout Wrath. It's refreshingly welcome to see it turn up in Cataclysm.

No one cares what you think, Fox

That's what my mom used to tell me, anyway. Good ol' mom.

Seriously, though, now that you know what I think about what's coming for shadow priests in Cataclysm, I'd like to hear everyone else's impressions on the beta so far. What's your favorite part about shadow priesting 4.0? Are you loving Dark Archangel? Do those silly little shadow orbs excite you way more than they excite me? Maybe you're just so darn excited about tauren priests that you can't think about anything else.

Now's your chance to sound off. As for me, I'm going to go finish off that bottle of cough medicine and watch some TV until next Wednesday. I hear Match Game's on.

August 7, 2010

WOW Cataclysm still on track for a 2010 release date


Around this time last year, we reported that Blizzard CEO Mike Morhaime said the World of Warcraft: Cataclysm expansion was targeted for a 2010 release. It's been a while since we've heard anything related to a release date, though, so we thought perhaps the date had slipped a bit.

Not so, apparently! In the latest Activision-Blizzard investor conference call, the companies reported their earnings for Q2 of this year and also spoke a bit about why, all things considered, 2010 will be a good year for Activision-Blizzard. Blizzard reported excellent earnings, as always, and noted that despite economic turbulence, World of Warcraft has maintained 11.5 million subscribers. The biggest news, though, was that Cataclysm is still on track for a 2010 release. During Mike Morhaime's address to investors, he said:

"... I'd like to point to the release of Cataclysm, being our best expansion yet for World of Warcraft. Although an exact release date has not yet been announced, we're on track to launch the expansion by the end of the year. As with all Blizzard games, though, we won't release until it's ready."


Good news for us the fans. It's getting harder and harder to wait, even (or especially) with the beta being available. We'll keep you guys posted if we hear anything more specific regarding a release date.

July 28, 2010

Wow Cataclysm Beta: Holy power questions


Holy power is the big conversation topic for paladins right now (well, that and mobility in PvP -- but that's always a topic of conversation for paladins). For those of you who have been out of the loop, Blizzard announced during its last developer chat that for the betterment of the class, paladins would be receiving a new resource called holy power. This would be used in conjunction with mana for a variety of new and existing abilities.

So after having played with holy power on the beta realms, we decided to ask our Twitter followers if they had any questions or concerns about this new system for us to look into.
Soranomaru asks:

"How fast does it accrue? How do you spend it effectively? Is it a mechanic to empower spellcasts or another ressource like mana?"
Short answers: Currently, every 3 seconds for ret, 4 seconds for prot, and 6 seconds for holy due to the abilities and talents they'd be using to earn it. Usually, three points is the most efficient. It's a secondary resource, like runic power is to runes on a death knight, and there are certain abilities that use it and other abilities that have nothing to do with it.

Long answers: Holy power is a secondary resource that you'll have along with your current mana bar. As retribution and protection, you'll be using Crusader Strike to build up your holy power points (HPP). If you're holy, you'll still have access to Crusader Strike, but you will also be using Holy Shock to build up that HPP. The most HPP you can build up at a time is three, so you'll be earning and spending fairly quickly. Some abilities give a flat rate based on how much holy power you put into it (Word of Glory), while others get much more efficient with the more points used (Templar's Verdict).

Fuubaar18 asks:

"do you think holy power was built for rets and spilt over into holy & prot or does it feel like it was meant for all 3?"
Blizzard has actually said that the devs originally came up with this concept for retribution and liked it so much that they decided to build it into both holy and protection. Holy seems to be adjusting to this new system quite well, as one of the original spells designed to use this was a heal. The spec that seems to have had the most trouble adjusting thus far is protection, but with the latest beta build, it appears they've worked some of that out. It's still rough overall, but the developers are slowly starting to get some polish on it.

Velidra asks:

"If holy power are going to be persudo combo points, are blizzard worried that the concept might work for dps, but not healers?"
It looks like Blizzard was concerned that such things might happen, so the developers have built several ways for holy power to be helpful specifically for healers, both baseline and into the new holy tree. First off, Holy Shock will be your primary holy power generator (HPG), so that you aren't reliant on Crusader Strike like protection and retribution. There is also a talent called Tower of Radiance in the current build that gives you holy power whenever you cast a direct heal on your Beacon of Light target. Between the two of those, you should be able to build up holy power without too much effort.

That holy power can be used with the new Word of Glory ability that heals for a scaling amount depending on how much HPP you had stored up. This is an instant, no-mana, no-cooldown direct heal. So, if you're in the middle of a running fight (and you've picked the talents for this to work), you can hit Holy Shock on your Beacon target, which will earn you a combined two HPP, and use that on Word of Glory for another heal while Holy Shock is on cooldown.

CrimsonTemplar asks

"what kind of healing is that free heal (from Holy Power) going to do? Little heal (less that current FoL)?"
From the look of things on the beta, without talents a fully charged (three HPP), Word of Glory will do more healing than Holy Shock but less than Flash of Light. The numbers may change slightly or dramatically between now and release, though.

holyret asks

"Doesn't it feel like Holy (WoG) and Prot (HS) get very little use out of Holy Power compared to Ret (TV/DS/Inq)?"
I'd have to agree that there isn't any real choice for holy at the moment. Prot does have the option of using Word of Glory as an emergency self-heal instead of using Holy Shield. They can also both use Inquisition, but unless you're over-gearing the content or soloing, the 30% holy damage increase for our healadin brethren won't be that useful. I'd like to see another option for either just holy or something baseline for both prot and holy to take advantage of.

Alliancesjr requests

"Make it more flashy than just a buff. A holy version of Shadow Orbs/Lightning Shield/Water Shield/etc., maybe."
It's really a combo-point-type system that we're going to build up and burn through fairly quickly. However, a visual cue for when you earn some holy power might be helpful, much like watching for any type of proc. If they don't add it, you could always do something cool with Power Auras. I know that I will.

Ghodamus asks

"Only the obvious question; how will this effect my bubble-hearth?"
Heh, your bubble hearth should be unaffected by holy power itself ... for now. However, Divine Shield will have a shorter duration than the casting time for a hearthstone. The developers have joked that they may create a Glyph of Divine Shield that decreases your hearth stone cast time to sync up with the Divine Shield duration. For the moment, it's nothing more than a quick quip from the dev chat.

June 19, 2010

WoW Grim Batol preview released

Blizzard updated the official community site this evening to supply us with a preview of one of the upcoming 5-man dungeons in Cataclysm. This time around it is Grim Batol, a dwarven-made fortress with a long and twisted past.

Called to action by the red dragonflight in the Twilight Highlands, players will be charged with putting a decisive end to the foul machinations developing within the level-85, 5-player dungeon of Grim Batol. The ferocity of the enemies within should not be underestimated, and with the assistance of brave Red Drakes and a handful of explosives, players can thin the ranks of Grim Batol's occupiers through bombing flights into the ruined city's corridors. Regardless of how successful these attacks might be, General Umbris will not allow his army to fall so quickly. In the end, adventurers will be left to their own devices, venturing into the darkest recesses of the dwarven fortress, where a nightmarish enemy is taking shape. Will you be able to uncover Grim Batol's secrets and emerge unscathed, or will your destiny be sealed within this tortured city, like so many brave heroes before you?

For the full zone preview, head over to the official World of Warcraft community site.

May 15, 2010

Guild life pre-Cataclysm: Surviving the end times

When I inherited leadership of a successful 25-man raid during The Burning Crusade, I had a steep learning curve. After the first year, I had mastered the fine arts of recruiting, juggling subs, managing raid time, resolving disputes and running a tight ship. Little did I know what awaited us when halfway through our Sunwell Plateau progression, Wrath of the Lich King was announced! Fortunately, my guild was able to weather the storm, and now that we are closing in on Cataclysm, I am much better prepared.

Guild masters who haven't experienced the pre-expansion blues may find themselves overwhelmed with the task of keeping their once tight-knit community from turning into a ghost town. Some players may choose the months before an expansion to take an extended vacation from the game. Others may choose to focus on a favorite alt, and still others are chomping at the bit to farm the highest tier of raid content in order to complete their ideal gear sets. No doubt all three types of players are in your guild. How are you expected to funnel everyone's pre-expansion desires and expectations into group-friendly activities that keep them logging on night after night?

Keeping a raiding guild together during the months before an expansion can be a daunting task for a first-timer. Here a few tips and tricks I learned from the last expansion:

  • Find out what people's plans are. Does your MT want to take an extended break from the game? Are your top DPSers begging to switch to their alts for raid content? Is your best healer logging in less and less as BlizzCon draws closer? Is the guy you just recruited bitterly complaining that raids are more and more infrequent? Talk to your guild as a whole and ask them what they want to do with their time. Often, you'll find that there are ways to keep burned out players interested in the game while pleasing the more active ones.
  • Set an end date for raiding activities. Players often burn out at the mere thought of running the last tier of content forever. An end date gives a clear-cut block of time for relaxation before the coming expansion, and you'll find that a lot of players will thank you.
  • Start an alt program. Whether it be an alt raid or rotating alts in on farm nights for a chance at gear, you'll find many raiders will tackle content with renewed vigor if it's from a different perspective. Be sure to be fair about it, though -- alts must be reasonably geared for the tier of content, and they must not be allowed to take gear over the mains that are carrying them through.
  • Give sponsored nights off to players who are extremely burned out, or let them play their off spec for the night. Can you 24-man the first wing of ICC? Great! Give that healer who's been begging for some extra sleep a night off with no penalty. Alternately, let him DPS for an evening. Be sure to extend the offer to other players who are feeling run down.
  • Set up some fun activities to shake up the monotony. The achievement system is a great source of ideas for your raid. Never completed The Immortal in Naxx? Take an hour and a half and go for it! Take an evening to grab your protodrakes from Ulduar, or go get A Tribute to Mad Skill on Heroic Anub'Arak. The possibilities are endless, but be sure to keep it low-key so that it feels more like a fun vacation and less like extra work.
  • Speed runs became a fad in The Burning Crusade, during the incredibly long span of time between the releases of Black Temple and Sunwell Plateau. A 25-man can compete against their own or others' best times for an instance, or several 10-man groups from the same guild can compete for prizes. Find ways to make it interesting!
  • Use an incentive program. At the end of each expansion, I liquidate the guild bank and split the spoils among the players who are still active at my end date. It makes everyone very happy to get a payout for their time and effort, and can often sway people to stick around for a cut of the spoils.
  • If you absolutely can't keep it together, grab your active players and offer your guild's services to another group on the server that's struggling for numbers. By helping others, you'll get your raid fix, and you can be sure that the other group's leader will thank you.
Whatever route you decide to go in order to breathe life back into your guild before an expansion, be sure to communicate your intentions with your guild members. Pre-expansion apathy can be tough going for even a seasoned guild master, but remember: This is the famine before the feast. In a few months, the hectic scrambling to hold things together will be replaced by an overflowing roster and a band of refreshed guildmates ready to stomp through tiers of new content.

May 13, 2010

WoW Cataclysm profession preview

Blizzard has just released a large preview of the major changes coming to professions in Cataclysm. We already know that there will be new recipes to craft and materials to gather, and that there will be another 75 points of skillups required; however we haven't really seen a clear and concise outline of what's changing until now. Listed below are the major changes to the overall professions, as well as new enchants and gem modifications.

Blizzard's full announcement after the break.

The highlights:

  • Blacksmithing, Leather working, and Tailoring specializations removed.
  • Blacksmithing, Leather working, and Tailoring will create their starter sets of PvP gear, which will be upgraded with new recipes every season.
  • New elixirs will be about 75% as strong as flasks.
  • An enchanter vanity pet is being added.
  • Engineering is still being designed, but expect new unpredictable gadgets to use on yourself or enemies.
  • Engineering will be able to make powerful bows, crossbows, and guns.
  • Scribes will see a "cleaning up" of minor glyphs.
  • Three new First Aid bandages.
New Cataclysm weapon enchantments:
  • Avalanche -- Chance to deal Nature damage on melee hit/spell hit.
  • Elemental Slayer -- As expected, this enchantment helps players deal devastating damage to elemental creatures.
  • Hurricane -- A stacking haste proc.
  • Heartsong -- Mana regeneration through increased Spirit when chain-casting spells.
  • Many more maximum-level enchantments are still in progress.
Gem changes:
  • Hit is now Blue.
  • Mastery and dodge are Yellow.
  • Intellect is now Red.



Wryxian
While the Cataclysm updates to many of the professions are still deep in development, we wanted to share some of the work that's been going on, as well as a high-level look at any lessons learned or changes to their underlying philosophies during the design process. Please be aware that not all professions have the same extent of information available right now, but each is receiving the same love and attention as the next.

Take heed of these teasers as you look forward to your new rank of Illustrious Grand Master!

Please enjoy!

General
  • Perks will continue to exist across all professions, and will upgraded appropriately.


Blacksmithing, Leatherworking, and Tailoring
  • Many of the green (and possibly some blue) items made during the process of leveling these professions will contain random stats. In most examples, two stats on these items will be set, and two will be random. The idea with these items is to mix up the skill leveling items so you're not just, for example, creating 10 pairs of boots that are all exactly the same.
  • Superior-quality items that require more materials than other recipes in the same skill range provide multiple skill-ups. For example, if a recipe takes three times the reagents, it will give you three skill-ups.
  • We didn't feel like we were getting much flexibility from specializations, so they have been removed for all three of these professions. The intent was to help people diversify their profession to feel different from that of other players, but through other professions we've found systems that work better to this end, such as simply making recipes available that you can earn over time.
  • To follow up the previous change, all items that required a specialization are now useable by anyone.
  • Tailoring the high-end Cataclysm items will center around a single cloth type that can be crafted through five different recipes -- each with their own material components and a long cooldown.
  • All three professions will create their starter sets of PVP gear, which will be upgraded with new recipes every season. In general, these are meant to keep pace as an entry-level PvP set below whatever the current Hero Point set is.


Alchemy
  • New elixirs will be about 75% as strong as flasks. So you can get more total stat points with two elixirs, but flasks will still be the best at giving you a single offensive or defensive stat.
  • New unique material used by nearly all high-level recipes will be created by alchemists on a one-day cooldown.
  • New Mysterious Potion created with common materials restores health and mana in a massively random range, as well as sometimes granting the benefit of another potion. The health and mana range is from 1-20,000 and is able to crit. The minimum amount restored, however, is scaled upwards by the Alchemy skill, making it a great choice for alchemists to keep for themselves.
  • All potions and elixirs now use the same basic vial type. Flasks still use a fancy vial.
  • New Alchemist Stone.


Enchanting
  • In general, material component costs for most recipes are more moderate in how much they require, while the highest-end recipes will still require large quantities. The goal of this change is to make the leveling recipes more consistent and not create unintended roadblocks in getting to the higher skill levels.
  • An enchanter vanity pet is being added.


New Cataclysm weapon enchantment preview:
  • Avalanche -- Chance to deal Nature damage on melee hit/spell hit.
  • Elemental Slayer -- As expected, this enchantment helps players deal devastating damage to elemental creatures.
  • Hurricane -- A stacking haste proc.
  • Heartsong -- Mana regeneration through increased Spirit when chain-casting spells.
  • Many more maximum-level enchantments are still in progress.


Engineering
  • Engineering is still being designed, but expect new unpredictable gadgets to use on yourself or enemies. Toys, explosives, and even a new vanity pet or two. Oh, and powerful mechanical bows and crossbows in addition to guns.
  • In general, we want Engineering to remain a tradeskill mainly focused on creating fun or useful gadgets for the engineer, but we are exploring options for items that can be sold to other players for profit.


Inscription
  • With the large number of class changes coming with Cataclysm, many existing glyphs will see new functionality.
  • Minor glyphs are woefully uneven from one class to the next right now, so they're a focus for us to clean them up and try to ensure that everyone has minor glyphs they're excited about.
  • New Darkmoon Cards will be added, with hopes they'll all be as awesome as the Greatness card.
  • We'll be adding more major glyphs as well, but in the hopes of making them as balanced as possible, we'll likely wait until after the expansion ships to add any for the new abilities in Cataclysm.
  • New and more desirable off-hand and relic recipes will be added.


Jewelcrafting
  • Some gem colors have changed! Hit is now blue. Mastery and Dodge are yellow. Intellect is now red. These simple changes have created a much more diverse matrix of gem cuts.
  • New Jewelcrafting dailies will be introduced.
  • Many cuts are being added to support the new Mastery stat.
  • Some new Cataclysm jewelry recipes have completely random properties, and can sometimes create superior and epic versions.
  • Jewelcrafters will have some fun new (and potentially lucrative) vanity items, including fist weapons, rhinestone sunglasses, monocles, and stardust (sprinkle on players for entertainment).


Herbalism, Skinning, and Mining
  • All Cataclysm herbs have the chance of containing Volatile Life.
  • There won't be a new Lotus equivalent in Cataclysm. Alchemists will use the more reliably-found Volatile Life to create the new high level flasks.
Herb Example:
  • "Heartblossom -- Named for its deep red color, this delicate flower grows close to the ground, and always in pairs. If one blossom is taken, the other flower begins to wilt immediately and dies soon after. It is considered very unlucky to disturb a Heartblossom without blessing it first."
  • Savage Leather, the basic Cataclysm leather, can be gathered from most creatures found in the expansion areas and can be converted to Heavy Savage Leather at a 6:1 rate.
  • Pristine Hide, the rare Cataclysm hide, can be found when skinning creatures in the expansion areas, or be converted from Heavy Savage Leather.
  • Obsidian is the new common mineral found when mining in Cataclysm, and can contain gems, Volatile Fire, and Volatile Shadow.
  • Elementium is the new uncommon mineral found when mining in Cataclysm, and can contain gems, Volatile Fire, Volatile Water, or Volatile Earth.
  • Pyrite is the new rare mineral found when mining in Cataclysm, and can contain gems and Volatile Fire.
  • Previous Elementium Ore and Bar used for classic quests will be renamed to Elementium Ingot and Hardened Elementium Bar.
  • We like the gathering perks as they are; not a game-changing bonus but something themed and fun. But as all tradeskills are in the design stages these are still being discussed to a degree.


Cooking
  • Cooking is still in the early stages, but we plan on continuing with daily quests, feasts, and some fun new recipes.
  • We liked the cooking dailies that had players picking up items that spawned in the world near the quest giver, so most if not all new cooking dailies will work similarly.


First Aid
  • Bandages will have a short cast time and put a heal over time effect on the target for 8 seconds. This effect is broken by damage.
  • Three new bandages! That's right: THREE!

Bandage preview:
  • "Dense Embersilk Bandage" Heals for 34,800 over 8 seconds. Requires 3 Embersilk to create.


Fishing
  • Lots of new fish and other fun items to catch! Fish are still used to make premium food.
  • New fishing dailies.

February 28, 2010

WoW Cataclysm: New Caverns of Time

The recent Twitter dev chat confirmed what is fast becoming a tradition: We will be getting a new Caverns of Time instance with the upcoming expansion. It's certainly not something I have much trouble with. The Caverns of Time are an excellent tool for looking back and understanding old pieces of the story that brought us to the current world as it is. Unfortunately, the devs were not willing to drop any hints as to the exact nature of the new instance, but we can, of course, make our own guesses.

The original questioner suggests War of the Ancients as a possible destination. In a way, that might be an interesting battle. It would, if nothing else, give us some insight into the character of Malfurion Stormrage, who promises to be a key figure in the expansion. That said, Rhonin, Broxigar, and Krasus have already traveled back in time to deal with the War of the Ancients, and you'd have to think that if you keep shoveling more time travelers back there, something's bound to give.

As far as my own preference, I'm really hoping to see the Fall of Stormwind to the Orcs as a mission. Many players seem to have only joined for Warcraft III at the earliest, and most do not read the novels or comics, and may not understand how deep the Alliance and Horde rivalry truly goes, and what battles happened in the distant past that have created the type of atmosphere of growing distrust and anger than has only been exacerbated by the events at Wrathgate.

For me, I'd love to see an instance that begins in the Stormwind Throne Room where Garona has just assassinated Llane in front of his sons' eyes. Then we would have to lead Varian out of the castle and through the streets of Stormwind and to Anduin Lothar, who is directing the retreat of the civilians and preparing for the march north to Lordaeron. It would be a great way to get some background on the Horde vs. Alliance thing that promises to heat up even more in Cataclysm, and allow the Alliance to get some quality time with some of their greatest heroes, especially the lion himself, Lothar.

February 4, 2010

Daelo and Ghostcrawler discuss the Lich King


The latest edition of Blizzard Insider, Blizzard's very sporadic email newsletter (and no relation to our old name, WoW Insider) has been released. Issue 32 features a note that the Starcraft II: WIngs of Liberty site has been revamped, blurbs about the mobile Authenticator and the Armory app, and some calls to buy their merchandise.

More interesting for WoW fans, though, is an interview with Scott Mercer (Daelo), WoW's lead encounter designer, and Greg Street (Ghostcrawler), a crab who needs no introduction. They discussed the arc of Arthas and the Lich King from Warcraft II through World of Warcraft (congratulations again to Blood Legion on their 10-man world-first).

Please note that here there be spoilers for some details about the Arthas fight, so stay away if you want it all to be a surprise.

The interview is fairly short, and a nice read if you have a few minutes. Here are my summary notes, though:


  • In Warcraft III, a big part of Arthas's role (design-wise) was to be the bridge between the human and undead campaigns. However, they didn't always know how big a deal he was going to be in the ongoing story of the Warcraft universe.

  • If you were around for the beginning of Wrath, you likely remember the developers talking about how they wanted Arthas to be a very real, direct presence for all players in this expansion, as opposed to Illidan's remoteness in Burning Crusade. Well, apparently they think it "worked very well," and "will likely adopt this approach for other villains in the future." I have mixed feelings about it myself -- I think it slightly cheapens the villian to have him running around in half the instances in the game. Overall I like it this way better than the BC way, but they could tone it down a bit.

  • One of the interesting things about the Icecrown Citadel raid is that the bosses all have a reason to be there. They're not just standing around. "Putricide heads up R&D" for the lich king, and so on.

  • I'm sure this information is out there for the finding right now, but apparently the Lich King fight takes place at the Frozen Throne at the very top of Icecrown, and falling off the tower is "a real danger." Also, Frostmourne is "a core mechanic of the fight itself."

  • The story behind the Lich King's big sack o' weapons: "The main idea is that the Lich King has an inventory of weapons that he has stolen and corrupted throughout his reign. These weapons originally belonged to characters like King Terenas, Antonidas, Sylvanas, and Muradin Bronzebeard." Awesome.

And finally, the devs tell us that the in-game event that kicks off Cataclysm will be "at least as big as the zombie invasion that kicked off the Wrath of the Lich King." I can't wait!

January 22, 2010

WoW 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.
From Bornakk:
We are currently in the process of applying a hotfix to buff resilience. While some modifications may be made, we intend to have this buff in effect for the remainder of the Wrath of the Lich King expansion.The change will double the value of resilience in reducing damage done by players. So depending on their current amount of resilience, characters might experience a 10 to 20% decrease in damage taken from other players. The critical strike chance and critical strike damage reduction components of resilience will remain unaffected by this change.We are also aware of the possibility that this change will make healing in PvP too difficult to counter. While we are not making any immediate changes to address this issue, we have prepared some further changes that will allow us to quickly deploy a PvP-only healing adjustment if we feel it is warranted.We will be applying this change very soon while we are between Arena seasons so we can evaluate how it works in multiple PvP scenarios for the upcoming Arena season, and as we continue to prepare for Cataclysm. As we have mentioned previously, one of the goals for Cataclysm is to have a PvP environment where it is harder to regularly achieve so much damage and healing in relatively few global cooldowns compared to what we currently have in the game.

January 17, 2010

Warlocks to get a new pet in Cataclysm?

Coming out of the Twitter developer chat tonight was this question and following answer, given by Ghostcrawler and J. Allen Brack:

Q. With the new skins for druid forms, what is the chance that warlocks might see race/faction specific demon skins or maybe a new one?

A. When you look around, there are a lot of say imp or voidwalkers we could use. It's something we talk about quite a bit. As for new demons, I hear warlocks are going to be getting some new spells for the next expansion...


While it's not a direct confirmation that warlocks will be getting a new pet in Cataclysm, I think it's safe to read into this and maybe get a bit excited about this one. I doubt they'd mention warlocks getting "new spells" in relation to getting a new demon if such an addition to the warlock class wasn't planned.So, new demons for warlocks? Probably. My guess is that it'll be a pet lava monster or something related to the elemental plane. Just the perfect kind of thing to pop up into the evil hands of warlocks from the sundered land in Cataclysm.

September 7, 2009

WoW Cataclysm's new race/class combinations

WoW Cataclysm's new race/class combinations
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.

Tauren paladins and priests

Here we have the most obvious departure from the traditions and culture of a race in WoW. Blood elves already had a somewhat convoluted path toward becoming paladins at first, but their story really played out throughout the unfolding of The Burning Crusade expansion, and eventually ended in a redemption that helped make their status as paladins seem much more reasonable. Still, even if you discounted all that, you could argue that the blood elves had once worshiped the light, so it made sense that they could come to do so again.

But the idea of tauren becoming followers of the Light seems absurd at first glance. The good thing is that we're pretty much certain that the tauren paladins will not be Light-worshippers as such, not in the same way that humans and draenei are. Rather, somehow a new perspective on their ancestral connection to nature will open for them a new sort of path that just happens to bear an uncanny resemblance to the paladins of the Light over on the Alliance side, much like priests of different races have different beliefs, yet share similar powers. Whatever it is will probably make sense for tauren paladins and priests alike, but will probably still be a sort of fringe culture for tauren, much like shamanism has been for draenei.

This option seems to be the craziest of the bunch at first glance, but when all is said and done, I suspect that tauren paladins and priests will be more connected and unified with the rest of tauren culture than we would expect by just looking at the WoW lore as it is today, before the Cataclysm strikes. Taking up sun-worship may be more like the dwarves discovering their ancient roots as special creations of the Titans than a true revolution in beliefs or values.

Dwarven shamans (and mages)

Speaking of dwarves, mages are one of those classes that they probably should have had from the beginning -- but shamans, on the other hand, may prove to be something more interesting. Shamans may not have all that much connection to the Titans as such, but they are very connected to the earth element, which the dwarves now know themselves to be born of. Some dwarves of the Wildhammer clan are already shamanistic to a large extent.

Nonetheless, shamanism is something new to the general population of dwarves. Whether or not dwarven culture as a whole embraces it, it will be something most dwarves are not very familiar with, and didn't experience much growing up. I imagine it would be like the relationship between city-dwellers and rural farmers, who may generally belong to the same nation and culture, but maintain very different lifestyles within it.

Troll druids

As Michael and Daniel have already noted, there is a precedent for trolls shapeshifting and taking on animal forms already there in WoW lore. What isn't there is any sort of relationship to the moon goddess Elune and her son Cenarius, which normally forms the foundation of druidic culture. The likely connection between the night elves and the worgen indicates that worgen will have some sort of relationship with Elune, but there's nothing hinting that trolls would have one in the game at this point.

I always thought that druidism came with its own set of beliefs related to Cenarius, as well as protective attitudes about nature that I haven't seen trolls express so far. Could it be that some of the darkspear trolls are turning away even more from their vicious and barbaric past, and following the tauren druids in more constructive efforts to heal the world?

On the other hand, Michael and Daniel were thinking that trolls own belief system related to the Loa spirits could give rise to the same basic set of abilities as Cenarius-based druids. If so, this would create a "two religions, one class" type of system we will probably see emerge with the tauren paladins and priests. If so, then troll druids wouldn't be so much of a departure from their culture at all.

Human and forsaken hunters

Human hunters are likely to enter the game without any extra introduction from the new lore of Cataclysm, except maybe a bit about how the great changes in the earth have forced them to use more hunter skills in order to survive in treacherous places. Still, human hunters have been around for a while now, and it only stands to reason that they should be available to players.

Forsaken hunters have likewise been around for a long time -- Sylvanas herself is a "dark ranger," but in this case there might be an extra focus on a new regimen of dark rangers in Sylvanas' army. Far from being outcasts in their culture, forsaken hunters could be seen as their people's most elite fighting force.

Night elf mages (and orcish ones too)

Night elf mages are probably the most like proper outcasts among all the new combinations, since they openly practice something their race has sworn to abandon. As Metzen mentioned at BlizzCon, they're also a good opportunity to play a really ancient character, if that's what you'd like to do, since young night elves probably wouldn't have had much opportunity to study arcane magic lately. So if you're going to be a night elf mage, keep in mind that your character has probably been very solitary for a very long time, unless he or she would have studied either in secret, or in exile.

Orcish mages are an odd option because there's really no lore for or against them -- how orcs could come to be mages isn't really clear, but nor is there any reason why they wouldn't. Until some sort of story appears around them, it's hard to know how to roleplay one, except possibly as a former warlock, who has turned away from his or her demonological ways.

Gnomish priests

And last but not least, thinking of gnomes as priests brings to mind some exciting possibilities. I am thoroughly intrigued by the ideas Michael and Daniel had about a possible "Church of Innovation and Discovery" -- that a gnome could cast divine healing magic out of his or her faith in the constant exploration of new ideas seems perfect for their race.

Gnome priests wouldn't exactly be "rebels" as such -- gnomes don't have anything against religion as such, but up till now, the structured beliefs of other religions haven't really made sense to gnomes. Gnomes do have a lot of faith, however, especially faith in possibilities -- if you ask a gnome whether a problem can be solved or not, undoubtedly they would say yes, as long as they have enough time to figure out some sort of answer.

Still, gnomish priests clearly represent something new for their people, and an ambitious roleplayer could play one of those gnomes who thinks he knows what religion is all about but doesn't, constantly praying for the next boss to drop good loot or whatever, winking at his Light-worshipping friends as if they share a secret together.

September 6, 2009

Will you be checking out Cataclysm?

Goblins and Worgens, oh my! Changes in different mechanisms, and a complete revamp of World of Warcraft's old Eastern Kingdoms and Kalimdor. At BlizzCon 2009, Blizzard announced their next expansion, titled Cataclysm. Players will have the option of rolling a Worgen on the Alliance side, or a Goblin on the Horde side, exploring in new (old) lands and getting killed in new and exciting ways. Of course, for the lore nerds, Deathwing is popping up, ready to chow down on a bunch of new adventurers. That, as they say, is just the tip of the iceberg!

Is WoW next expansion Cataclysm now on your gaming "must have" list? Is the idea of being able to roll a Goblin who can access their bank remotely every 30 minutes something that catches your attention? Are you all about the Worgen, having been mauled by the Sons of Arugal in your earlier World of Warcraft career? Or are you pretty firmly burned out on WoW - or fantasy in general - and will instead be enjoying the silence as tons of MMO gamers stampede for the nearest game store at launch?

September 3, 2009

Official Cataclysm forum opens

The official WoW forums got another section today, one dedicated to the upcoming World of Warcraft expansion Cataclysm. There's nothing useful in the at the moment, like a roundup of everything Blizzard has posted about the third expansion, or short bullet pointed lists of major features (although we have such information in our Guide to Cataclysm).

These forums are open to the general WoW population, and are NOT the alpha / beta forums. The alpha has NOT begun yet. But things are at least moving in the direction of more Cataclysm presence in WoW's official community.

With WoW Cataclysm expected to be released in 2010 (remember, according to Mike Morhaime, not us), we should start seeing greater details about what was announced at BlizzCon in the next couple months. Lots of good stuff to know, and hopefully this forum will be a conduit for Blizzard's old top hats like Ghostcrawler to begin some more detailed information dissemination.