Replenishment Functionality

Replenishment Functionality  

Hey!

As it now stands, replenishment is pretty much a raid only skill, meant for keeping your mana up over a long period of time. For soloing or 5 man content, we’re having to constantly cast fresh spells because nothing really lasts that long. Honestly, I’d prefer the old mechanics back, but if they must be kept, this is what I suggest.

 

Replenishment - Mechanics

Will grant up to 10 raid/party members with Replenishment, restoring 0.5% mana every second for 15 seconds. If 10 applications cannot be given, the effect starts to stack until 10 applications exist, prioritizing the member with lowest mana. Can only receive Replenishment from a single source. Stacks up to 5 times. Renewing replenishment will not add additional stacks.

 

Example:

 

25 man raid: 10 people with mana receive Replenishment. Odds are no stacks.

 

10 man raid:

 

If 10 people use mana, each will receive the effect.

Say if you have 2 rage/energy/runic power users, the 8 remaining mana users would receive Replenishment. The two additional stacks would go to the two mana users with the lowest percent of mana.

 

5 man group:

 

If all members use mana, each would receive two stacks of Replenishment.

If you have a rage/energy/runic power user, the additional 2 stacks would be given to mana users with the lowest percent of mana.

 

Solo:

 

Replenishment would grant you 5 stacks.

 

Because of the nature of how encounters work when you’re alone, with a group, or a raid, this almost works out perfectly. Raiding, fights are longer, and should be harder! You should have good control over your mana. And don’t want to go into the next fight without full mana anyways; drink up. For parties, things should move a bit quicker! Though Replenishment is better, I wouldn’t want to be relying on it right up through a boss without drinking beforehand. And for Solo, it helps downtime alot. At the rate most people will be going through mobs, 25% at 5 stacks isn’t to much. Currently, paladins can burn through 50%+ mana if they’re not using Seal of Wisdom. We could use our OTHER seals to fight with again!

 

I’m totally happy that Judgement is fixed. But Judgement of the Wise is not returning near enough mana to make us use anything but Seal of Wisdom, or drinking after almost every pull. For shadow priests, you could go on almost indefinitely with a rotation of Vampiric Touch, Mind Blast, and Mind Flay. But again, this change pretty much negates that. Not sure about the other classes, never played em. But I’m not to worried about Hunters with their new Aspect of the Viper. Please look into this, as I’m sure you are! I agree some talents should be useful in raids, but not specifically for raids. This helps with our mana problems, and keeps your raid utility.

 

State of Lake Wintergrasp

State of Lake Wintergrasp  

In response to the recent interest in Lake Wintergrasp, we’d like to take a moment to share the current developments with the zone.

 

As many of you have noticed, it is currently half implemented. We’re working as quickly as possible to get it into a fun and enjoyable state. To help provide better feedback for PvP testing, we’ll be temporarily providing Honor and Arena gear from a vendor in Wintergrasp. The rate at which you receive honor has been accelerated to help players gear up quickly while helping us test the zone. In addition, we are also providing Arena points during the beta for testing purposes so that players can PvP in a complete set of PvP gear.

 

We’ll let you know when the zone is in a completed state. Please keep in mind the current zone and reward structure are temporary.

 

Tabard tab, like mounts/pets

Tabard tab, like mounts/pets  

Reposting, the original one hasn’t show up yet in quite some time.

 

First of all, one of my favorite changes coming in WotLK is that Mounts and Vanity Pets are now in a tabbed and slotted GUI and no longer take up bag space, since so many people collect them and there are so many out there to buy/earn/win/etc. I love this feature and playing on Beta it has made my experience that much better. Such a simple idea and yet so much impact!! Thank you, Blizzard!

 

However, I was at the bank trying to decide what tabard I wanted to throw on based on new gear, and it came to me that (I believe) it should be simple enough to have a Tabard GUI as well, to store all of our extras in. There are so many out there, far more than Mounts, and probably just about as many as there are vanity pets. Most people have collected several, even if inadvertantly.

 

Right now I have the following taking up space:

Guild tabard

Sergeant’s Tabard

Scarlet Tabard

Tabard of the Protector

Tabard of the Illidari

Tabard of the Shattered Sun

Tabard of the Flame

Competitor’s Tabard

 

(sorry if some names aren’t exact, going off of memory)

 

And I have the option to get more, such as Consortium, Sky Guard, Ogrila, Shatari … the list goes on for what’s out there for me to just pick up from a vendor or what not, and I’m sure there will be many, many more to come!

 

So, how ’bout it, Devs? Can we get some Tabard love, too?

 

I’ll be your best friend.

Sands of Uldaraan/Strand of the Ancients

Sands of Uldaraan/Strand of the Ancients  

Which is it supposed to be named? Also queue up on lich king please ;-)

 

Only been able to play two rounds of it, and I’m a little confuzzled on how to win or lose it, the whole match was only 8 minutes.

 

It’s my new favorite BG. I ran it like 10 times tonight. Though it seems to have died off so I logged off.

 

Basically you start on a boat. Don’t run off the boat until the game starts or you get ported back.

 

Someone grabs the tanks, people can either hop on the tank or run behind. Take the tank up to the closest doors and blow them up. If you’re not in the tank, kill the defending gun turrets and any horde in the way.

 

Crash through all the gates, capture the flags, once you get through the last gate the round is over.

 

Then you defend. Defending is basically destroying the other team’s tanks before they can get through your gates.

 

Sometimes you defend first, sometimes you attack first. Just use either strategy and blow stuff up. It’s pretty damn awesome.

 

ETA: Er, replace horde with alliance if you’re a hordie. Teehee :(

 

Oh also, you only have, what? 6-7 minutes to defend. If you can keep them from getting up to your last gate, you win the round. That’s how you win at defending. If the game ends in a tie, it ends in a tie. There are 2 rounds. Period.

 

The truth about Ret fixes

 The truth about Ret fixes

Rumors and unsubstantiated news have been floating through the ether like confetti since last night, when Ghostcrawler predicted Ret was going to be nerfed. Today he’s finally out and said what they’ve hotfixed in and what’s coming in the future:

·         Nerfs:

·         Divine Storm now does physical damage instead of holy (live).

·         Repentance down to 6 seconds in PvP (from 10, live).

·         Buff:

·         Righteous Vengeance now applies a DoT “similar to Deep Wounds” instead of upping crit damage. GC calls it “a significant buff to the ability to make up for the damage lost to Divine Storm, but is also less bursty.” The DoT will not break Repentance. (coming before Wrath) Update: “It should end up at something like 10% of the crit damage each tick for 4 ticks of 2 seconds each (+40% and 8 sec total).”

·         Neutral:

·         Art of War improves damage done by Judgments, Crusader Strike, and Divine storm, instead of upping crit rate. GC says “net dps should be about the same but less bursty” (coming before Wrath).

·         Glyph of Crusader Strike now reduces mana cost, since the devs felt pallies were able to do too much damage on stunned targets (coming before Wrath).

·         Fixed a bug with Seal and Judgment of Light that would result in too much healing. Technically a nerf, but since it’s a bug fix I can’t really put it in that category. (live)

Overall, GC assures us that sustained Ret DPS remains the same as before this storm of changes; it’s just less bursty at the front end of a PvP fight. He also says “if we overdid it, we’ll be happy to back off some of the changes,” so we’ll just have to see how it works out, I suppose.

One more thing. This isn’t directly a Paladin change, but it will primarly affect Paladins, I think: the damage reduction Warlocks get from having their Felguard out with Master Demonologist is being extended to include Holy.

 

Arcane Brilliance: Post-patch madness

Arcane Brilliance: Post-patch madness


Each week Arcane Brilliance shows you what happens when Mages stop being polite and start being real. This week, Arcane Barrage gets all up in Living Bomb’s face, and fireworks ensue when Hot Streak hooks up with Combustion. Can Netherwind Presence and Missile Barrage learn to live together? Will Arcane Blast come to terms with the fact that it got raped? Will Deep Freeze finally reveal that it has Aids? Find out in this week’s Arcane Brilliance.

Anyone else’s head spinning like that chick in The Exorcist? I’m not saying I need a priest to come and cast patch 3.0.2 out of my body or anything, I’m just saying that holy crap. That was a lot of stuff, all at once. Even though I’ve been playing the beta, and constantly scanning this site and various others for information to prepare myself for all that was changing when the patch finally went live, it was still overwhelming to log in when my server finally came back up late Tuesday night and see how crazy everything had gotten. To be quite honest, I’m still adjusting.

In a ton of ways, what we’re logging into today is an entirely different game than the one we logged into five days ago, even though our levels are still the same, we’re still doing the same quests, and playing the same end-game content. Our mounts are still there, but in a different place. The bosses we’re fighting still look the same, but are now way easier to kill. Many of our talents have the same names, but now do completely different things. Spells that were previously good are now bad, and some that were useless on Monday are perfectly serviceable today.

With the information overload we’ve all been presented with, I have found it best to focus on one or two things at a time, instead of attempting any sort of larger view. I look at each change as I notice it, rather than trying to address them all at once, purely out of fear of my head exploding. If you missed them in all the chaos, Arcane Brilliance did a two-part preview of the major changes, and you can find those here and here. After the jump, I’ll go over some of the sparkly newness I’ve noticed but haven’t covered yet in this space, both documented changes that managed to surprise me as well as those that flew a bit more under-the-radar.

Hot Streak is awesome

This talent went through so many changes on the beta that by the time it became really good, I wasn’t Fire-specced and didn’t get to properly test it. It took me by surprise when I took it into an instance with my second attempt at a PvE Fire build (my first attempt took Living Bomb, which I will address farther down, and went into Frost for Elemental Precision, which I will also talk about later) and I realized that I was critting all the freaking time, I was never in any real danger of running out of mana, and my DPS was rock-solid. With a good tank (and all of the wonderful ways in which they can generate threat these days), the extra crits weren’t pulling aggro, and life was pretty much as it should be.

This is a very effective talent. I’m still learning to watch for when it procs, but with a combat log mod of your choice set to alert you when it does proc, you should be alright. The Fire tree in general seems very well balanced. It flat-out dishes up damage in large, meaty chunks. One part of the tree that I haven’t been impressed with, though…

Living Bomb is not

…is this. It isn’t terrible, I suppose. It is a fairly powerful AoE DoT, and is likely quite nice in Battlegrounds. The thing is, I simply haven’t found a worthwhile use for it in PvE yet. It will probably be fun to have while leveling in Wrath, but for the next month, I’m just not seeing a viable purpose. The global cooldown and mana used casting this in a boss fight is really wasted at the moment. Why? Quite simply, it doesn’t do enough damage yet. At higher ranks in the beta, this isn’t quite as much of an issue, but I’d still like to see the damage of this spell raised across the board. If it isn’t, the spell will go into the same category as Deep Freeze: a 51 point talent that isn’t worth 51 talent points. The extra point is better spent right now on Focus Magic (more on this later).

Arcane Explosion is bigger?

It’s entirely possible that I’m crazy. I’m not ruling it out. But I’ve seen a few scattered reports of similar experiences in various other places, so I’m just going to throw this out there.

Is Arcane Explosion bigger now? I never noticed this on the beta, but on the live servers it seems to be hitting things it never hit before. The radius seems to be significantly wider these days. I’m not complaining, mind you. If there’s one thing I think we can all agree on, it’s that explosions should be big. If I’m being stupid on this one, feel free to let me know.

Don’t bother with Arcane Blast

Seriously, it sucks. The PvE Arcane build I’m tooling around with at the moment is this one, and I only use Arcane Blast when Presence of Mind comes off cooldown, to use it on something with a cast-time. In fact, I’ve tied it to a macro with PoM, and the spell by itself doesn’t even warrant a spot on my action bar. The most effective spell rotation I’ve settled on is Arcane Barrage–>Arcane Missiles–>Arcane Barrage–>Arcane Missiles, with AB thrown in only when PoM is up, as I already said. It’s sad, really. The class designers over at Blizzard didn’t want us to spam AB anymore, and well, they got their wish. Their stated intent was to make it awesome to cast once, less awesome to cast a second time. Now I find it’s best to not even cast it once. Thanks guys, really. I know the class tweaks are nowhere near finished, so I hold out hope for better days ahead for this spell. Sort of. Bleah.

Focus Magic is nice

Put it on somebody who casts quickly and crits often. My personal favorite is a Holy Paladin, but it also works well on an Elemental Shaman, Boomkin, or another Mage. Pick the best choice in your group and buff them, then watch them buff you. It’s actually a kind of neat, unusual, synergistic mechanic. If you’re solo, just throw it on any passing caster, and watch the buff pop up whenever your new friend crits. As far as I can tell, there’s no range restriction on the buff. The extra crit is a substantial, sizable buff, and having it up on two casters is a large benefit to the group.

Threat? What threat?

I’m not even kidding. For the love of all that’s good and pure, fire away guys. We’ve always dreamed of that bright day when we could just go into a fight, guns blazing, and not have to hold back out of fear that the large monster we were pew pewing at might happen to turn its head our direction. Even while DPSing with a deep fire build, seeing some ridiculous Hot Streak/Combustion crit chains, I haven’t been in much danger of pulling aggro. Tanks can generate and hold threat so well at the moment that DPS can really let loose without fear for the first time in this game’s history. You’ll still want to watch your threat, just in case your tank isn’t quite ready for the spotlight, or you get some truly ridiculous crit chains going or something, but you won’t have to watch it nearly as much as you’re used to.

Get Surefooted and eat some Spicy Hot Talbuk

I’m not even kidding. These two things have suddenly become incredibly useful to Mages. Need hit rating? Can’t figure out how to fit Elemental Precision into your new build? Welcome to the alternative.

Before, finding a boot enchant as a caster was always kind of a waste of time. You could take your pick of a little bit of spirit, a smidge of mana per 5, or some stamina and a bit of foot-speed. Now we have a more valid choice. 10 hit rating is quite good, it comes with 10 crit rating as a bonus, and Surefooted is a relatively cheap enchant. Go get it. And if you still could use more hit rating, stock up on Spicy-Hot Talbuk. Go kill a herd or two in Nagrand and cook up some hit rating.

Glyphs are cool

It’s likely that there are already a few capped out Inscriptors (Inscribers? Scribes? Inscriptographers? Glyph-bots?) on your server. Seek them out. Get some glyphs going. They’re pretty cool.

Here are the ones we Mages currently have access to, as far as I can tell:

Glyph of Improved Scorch
Glyph of Frost Nova
Glyph of Ice Armor
Glyph of Icy Veins
Glyph of Ice Block
Glyph of Arcane Explosion
Glyph of Arcane Missiles
Glyph of Blink
Glyph of Evocation
Glyph of Mana Gem
Glyph of Mage Armor

There’s a little something for everybody there, and you should be able to fill your three major glyph slots with useful things no matter your spec. Pick some up. There’s literally no reason not to. Unlike Enchants, you’ll never outgrow a glyph. Your Ice Block will always be your Ice Block, and you’ll never replace your Mage Armor. There’s absolutely no reason to wait on these. The mats are relatively cheap, and though the rarity of high-level Scribes currently might mean getting gouged a bit on prices, making your spells better is still worth it. My favorites right now are the glyphs for Mage Armor, Improved Scorch, and Mana Gem.

Change, it is a-coming.

I don’t know if you’ve seen the latest beta build yet, but most of our most-used spells have been lowered in mana cost. Everything from Arcane Missiles to Fireball to Frostbolt and most spells in between have had their percentage of base mana cost reduced by an average of 2%. Living Bomb got a whopping 6% reduction, making it slightly more attractive, while Arcane Blast yet again got screwed, receiving a paltry 1% drop. Taken as a whole, this change is fantastic. Our mana situation at level 70 is excellent on live right now, but at 80 on the beta, it was unsightly. This is an excellent change, and should help us down the road quite a bit, especially if this change represents a trend.

Enjoy this month, guys. It’ll continue to be a bit crazy, but I must admit it’s been incredibly fun so far. My plan this week is to try out some PvP specs (now that I can actually get into a Battleground on my server) and see how we’re stacking up in these last few weeks of level 70. I’ll let you know how that goes.

 

who ISNT going to play death knight in live

who ISNT going to play death knight in live

Seriously, everyone I’ve talked to so far thinks that the Death Knight is so much fun. Most of them are saying that they are going to be playing them.

 

Although I had pretty much made my mind up before beta test started, I am for sure playing a death knight as my main come Wrath retail, and I know alot of people have got to be thinking the same. So who ISNT going to play a DK, and why?

 

Personally, I’m fairly worried about there being just a huge DK population (and yeah, i’m adding to that problem) even at 80.

 

edit: oh and someone suggested in General that rest xp be given in Ebon Hold..i think that sounds like a good idea.

 

 

Are We Allowed to Post Videos?

Are We Allowed to Post Videos?

I can’t seem to find this in the Pre-Release Testing Agreement, and I’m still downloading the game, so I haven’t read the agreement as it exists in the actual client. So I figure I might as well make sure of it with a developer or someone on Blizzard’s legal team. So here goes:

 

Are we allowed to post videos of the beta content? I know in the original beta, video were not allowed. And I can’t remember if they were allowed during the TBC beta. So I’m wondering if they will be allowed for WotLK.

 

 

 

WoW Insider’s BlizzCon Bingo 2008

WoW Insider’s BlizzCon Bingo 2008

Our BlizzCon Bingo game is back for its second year — last year whether you won or not depended on what you saw, but people mostly were able to complete the necessary five across, with or without the help of the free space. This year, things are a little tougher, mostly because we just don’t know what Blizzard is going to do — will they announce the third expansion? Will they announce a new IP? Will they announce anything, or just treat the whole weekend as a Wrath preview?

Whatever happens, make sure you print out your bingo card before you go, and then throughout the weekend, cross off everything that you see on there. If, by the end of the weekend, you’ve nabbed five across, you win! And while last year, all you won was the satisfaction of seeing something cool, well heck, let’s throw something else into the mix — if you’re the first person to personally show me a completed bingo card by the end of the convention, I’ll have a prize waiting for you.

And no cheating! Trust us, there’ll be plenty of Paladin complaining at the Q&As — you won’t have to go do it yourself.

 

BlizzCon press conference with Mike Morhaime

BlizzCon press conference with Mike Morhaime

Mike Morhaime held a press conference earlier this afternoon, which WoW Insider was able to attend. I arrived a little late since it started before I finished up the UI panel liveblog, but I managed to catch a majority of the Q&A. Unlike the various panels, most of these questions were aimed at the philosophy and business model at Blizzard. How they’ve operated in the past, and how they’ll operate in the future.

BlizzCon itself came up a lot throughout the conference, the big question being will this BlizzCon be a letdown? There haven’t been any major announcements. Announcements, sure, but nothing on the scale of Starcraft II or Diablo III. Mike Morhaime actually seemed most excited about this particular BlizzCon, because it isn’t just showcasing one game. All three of their primary franchises have something new on the way, and fans of all of those games are in attendance. Beyond that, he believes the community is extremely important, and gatherings like BlizzCon are important as well. Blizzard themselves were blown away by just how many people were trying to attend the convention this time around. The number of hopefuls completely dwarfed both last year’s BlizzCon and the more recent Worldwide Invitational. Will BlizzCon continue to be an annual event? Maybe. They’ll focus on this weekend first, and then they’ll start talking about next year once it’s through.

What I found most interesting, though? Morhaime was asked what the most unusual, off the wall concepts they had for a game that simply did not work out. He mentioned a game titled Nomad that Blizzard was developing after Starcraft was first released. A game they had never mentioned or announced until now. It was a post-apocalyptic style setting, but each day they sat down to work on it, it was with a little trepidation. Eventually they asked themselves, “If we were going to work on just one project today, would it be Nomad or would it be something else?” They went with something else. That something else was World of Warcraft.

Like I said, there were a lot of questions about how Blizzard runs things. Morhaime was asked how Blizzard chooses which franchise to work with next, and the answer was rather interesting. They decide what kind of game they want to make first (FPS, MMO, RTS) and then figure out what setting it will work with. They don’t necessarily say, “Let’s make another Warcraft game. How about an RTS?” They say, “We want to make an RTS. Which of our franchises is most appropriate? How about Warcraft again?”

This was the case with the infamous Starcraft: Ghost. They decided to make an FPS game, and Starcraft seemed to be an appropriate setting. In the end, though, Starcraft: Ghost just ended up not very exciting to them. When faced with decisions like allocating assets from one project to another, when the decision game down to focusing on Starcraft: Ghost or focusing on a project they were more excited about, Ghost just didn’t get much love. The example Mike Morhaime gave was, “If the Starcraft: Ghost team needed a 3D artist, and the Warcraft team needed a 3D artist, and they both liked the same guy…” Their decision to cut Ghost makes a whole lot of sense when you look at it that way. They weren’t excited about it, and there’s no sense in wasting resources on a project like that. There was also mention of Diablo III having been in development when Ghost had been canceled. That’s impressive.

Warhammer Online came up a few times, the first question being a rather amusing one. Morhaime was asked, “Have you tried Warhammer?” His answer was a very simple and conversational, “No. Have you?” The question was asked if Warhammer may have underestimated the logistics of running an MMO in the modern day, to which Morhaime responded that everybody underestimates the logistics of it. Blizzard themselves vastly underestimated it. Did Warhammer mess with Wrath’s release date at all? Absolutely not. Morhaime stated that trying to beat the other guys to the punch as far as release dates is just backwards and silly. Putting out an unplayable game first means that they’ll try your game, see that it’s awful, and go to the next big thing, which is probably that competitor you just tried to one-up.

That was followed up with: What in the world does Blizzard do with all of the money WoW makes in a year? “Building a spaceship?” A raw number was cited by the individual that asked the question, which matched the number a lot of us out playing WoW like to toss around. Morhaime quickly debunked that number, but didn’t supply another. Many of the territories WoW operates in work off of a different business models, specifically China and Korea, and in some of those areas other companies help them localize the game. Again, China is a good example of that. It’s a very profitable business, he said, but it’s also a very expensive one. They have 3,000 employees worldwide on their payroll, there’s maintenance, bandwidth, hardware, the whole deal. Is there profit? Oh yes. Is it is large as we think it is when we try to wrap our minds around 11 million players? No, it’s not.

The conference went on with many, many questions trying to get Morhaime to slip about any future projects, but he upheld Blizzard’s tightlipped reputation. The Warcraft movie was something he was willing to talk about, but only slightly. Is it still happening? Yes. He said that the process takes far, far longer than they’d like, but it is certainly happening. They’re still in the process of interviewing directors. When asked if Blizzard could and would pull and trash a script that they didn’t like, the answer was a yes. As with all things, if they don’t like it, it isn’t going to happen.

The final note (that was spread throughout the Q&A but I like keeping this neat and tidy) that was very popular was Blizzard’s relationship with Activision. Have they impacted things? Have they changed things for the worse, or for the better? Morhaime made it very clear: “They don’t nag us at all about our games.” He says that both Activision and Blizzard have things to learn from one another. If Blizzard takes another stab at console games, Activision has a lot of the infrastructure for that already in place. Activision has a strong interest in how Blizzard operates in general. Mike Morhaime mentioned one of those things is the fact that Blizzard has a very strong following in Asia, which is something very few American game companies has managed.

Oh, and their 12 foot tall bronze statue that was supposed to be in the courtyard of their HQ? It’s still on the way. It’s real bronze, and it will supposedly still be floating around somewhere 1000 years from now, assuming it doesn’t get melted down someday. And thanks to that statue, Morhaime says, people of the future will see it and think to themselves, “Wow, Humans sure were ugly back then!”