Monday, December 28, 2009
His most recent post was titled "I was a jerk pug tank", which tickled my funny bone as I had done something similar this past weekend.
I think it was Friday and I was doing the random heroic which dropped me into hHoL. Don't remember the party other than there was a rogue in it. I'm known for having a bad memory, so sticking out in my mind is either a tribute to your skill or a tribute to your utter lack thereof. As one might guess from the title of this post, it is the latter...
The rogue managed to pull hate off me on every pull up to the first boss. I'd mark targets, and then I'd lose on of the secondary targets. I dunno, maybe they were going after secondary targets b/c they'd live longer so they'd lose less combo points since of course the tank would taunt it off them. By losing less combo points (possibly also using Rupture), they'd get more DEEPS(!) on the meter, which is (of course) all that really matters.
We went right at the first intersection and cleared to the far right corner. General Bjarngrim was coming down the ramp, the lightning debuff gone. By this point, I had already noticed that the Rogue was being stupid, so I resolved not to taunt targets off them anymore unless it was the main target in the first few seconds (I put out enough TPS to hold threat off of anything but decently geared Hunters and Warlocks, both of whom have an aggro dump anyway...). I mark the two adds as the priority targets, then pull.
So we start killing, nothing special, and the first add goes down. Then by halfway through the second add, I see that Bjarngrim is at half health. Hmmm... Well, not hard to see what happened. After the first add went down, the Rogue decided to prioritize his position on the damage meter over doing the instance as a team. So about the same time as i notice this, I notice that the color around the Rogue's life bar has turned yellow, indicating they are getting close to pulling aggro.
I'd be lying if I said I didn't crack a small smile as I knew what was coming and decided to stick to my guns in letting him die.
So the yellow glow turned to red, and Bjarngrim turned on his new friend. There was a good two or three seconds which was more than enough for me to react (as I had shown earlier in the instance) as Bjarngrim tore the Rogue to little pieces. Meanwhile, the rest of the party finished off the second add and then moved on to the boss, easily defeating him.
Afterwards, nothing was said, I quickly rezzed the Rogue and we went on our way. Not surprisingly, the rest of the run was smooth, and the Rogue either spammed FoK or stuck to my target like glue.
Maybe I could have dealt with the situation in a more diplomatic manner, but I like to imagine that this really hit home the point that each person is responsible for their own survival on some level and it's not the tank's job to make up for their lack of control or desire to max out their DPS over being a part of the team.
My guess about how long it would take me to get my shield that I posted about in my previous post turned out to be sadly too accurate. Running regular HoR at least once a day (often more than that) every day since 3.3 went live and I only just got the Splintered Door of the Citadel. I went from just barely having gotten the gloves and shoulders of T9 to 5/5 T9, the iLVL 245 shoulders, having both 245 librams, and being only about 20 emblems short of having the iLVL 245 helm before I finally saw the shield drop. Prior to getting it, it was one of my three remaining iLVL 200 pieces I still had. Despite the dour mood running HoR constantly left me in, at least it gave Emblems of Triumph, which allowed me get something from all those "wasted" runs.
After getting my shield, I was too pumped to sleep (despite the late hour) so I ran a number of random heroics to get the last badges I needed to replace my helm. This had a number of benefits including getting me back over the Expertise soft-cap.
Additionally I scraped and saved my Emblems of Frost enough to get the Corroded Skeleton Key yesterday afternoon. Between doing two of the weekly random raids and a PUG ICC-10 (with a good amount of help from fellow Maintankadin poster Thornir and my lovely girlfriend), we cleared the entire instance and managed to get the achievement "I've gone and made a mess.", I got all the emblems I needed a good week or so earlier than I might have otherwise.
In other news, my DK has been brought out of retirement. Not to make him my main again by any means, but mixing gearing him up with making money. "Making money?" you might ask. Well, as everyone who's paying attention to the various game news reporting sites knows the new Legendary, Shadowmourne, will require twenty-five Primordial Saronite, plus the new crafting recipes for ICC also cost one (or more?) of the same. Primordial Saronite is the new "orb" for this patch, and costs 23 Emblems of Frost along with having a chance to drop inside ICC (I believe...). On top of that, Primordial Saronite is not BoP and is able to be put up on the AH. So after realizing this (I knew it, but kinda had a brain fart about it), I started running my DK through one random heroic a night along with trying for the weekly random raid. And last night I got the emblems I needed for my first Primordial Saronite. Sold it for 2.4k, which is probably cheaper than some servers, but whatever. I'm gearing up my alt, and getting paid (albeit in an indirect manner) a lot of money to do so. I approve of this.
I realize in retrospect that my assessment that queue times for random heroics is not quite as fast as I guessed. For we tanks it's blindingly fast even at off-times. Queue times of over a minute are rare and I've only been waiting for two minutes once. For healers it is close to this, from what I understand, with the average being a minute. Meanwhile, the glut of DPS leaves them with a long queue time, the shortest listed average I've seen while playing on my DK, who I've changed as a primary role to being a DW Frost DPS, is 8 minutes and some as high as 15 to 20 minutes. Sheesh!
As for why I changed Kazalix to primarily being a DPS, while I love tanking, as I've mentioned elsewhere, tanking on a DK is a bit more than I can do effectively, so instead I hit things and have fun doing so. Though I am kinda considering going back to using a 2H. As a DPS, using fast weapons is less of a big deal to me, plus I'm now a Draenei and the male Draenei 2H animation is less ridiculous than the male Human 2H animation (as shallow as that is, it was a deciding factor for me...). Maybe when I get my second Battered Hilt (first one will go to my girlfriend for her Enhancement Shaman), I'll see about either a Blood or Unholy DPS spec with the STR 2H Quel'Delar.
Wednesday, December 9, 2009
I got to try the new random dungeon thing for the new LFG tool. First off, not surprisingly, the LFG tool is BLINDINGLY fast. I got into a Heroic Gundrak run which went smoothly other than me getting knocked into the pool between the 2nd and 3rd boss (turned the targets around then got hit by a knockback off the ledge. Go me).
Next I queued up for the new 5-mans on normal mode. I had done ZERO research into the instance (mostly to avoid lore spoilers) so I figured doing it on normal mode would be a good learning experience. It definitely was, plus this time I got to see the Disenchant option in action (though I understood it's mechanics before). Managed to take down the first two instances before I had to go off to my weekly nerdfest (D&D!).
Afterwards before bed, I queued up for the final five-man (Halls of Reflection), got into one that had cleared the first two bosses and all that remained was the final gauntlet run. Did that really fast and completed it and then at the end of the instance you can get onto your airship (The Skybreaker for the Alliance and Orgrim's Hammer for the Horde). Not sure about the Horde, but it seems that a number of those who do it on the Alliance side get logged out when they try to get onto the Skybreaker.
Then I queued up again to do the instance, this time getting into one that hadn't been done before. Sadly I had a fail Elemental Shaman who insisted on running up and using Thunder (the knockback), sending all of my targets flying. RAGE!RAGE!RAGE! This was even worse as the first 10 pulls are a mix of casters and DPS. This morning I found out abou the LoS trick, which will be immensely helpful as the mobs are annoying if you're trying to pull them all together. After that went up to the gauntlet again (this time noticed the room beyond is made to look like the Throneroom of Lordaeron... NICE!) and completed it again, and as before got disconnected when I tried to get onto the Skybreaker.
I have two gripes about the new instance and the LFG tool, one minor and one major. The minor gripe was that I couldn't get onto the Skybreaker in either of my attempts. I figure this is due to the lag on the system as God and everybody does the three new instances. And I've heard rumors that it was a problem specific to cross server groups made by the LFG tool. Hopefully they will get this ironed out tonight so I can do it when I get home.
The Major gripe I have is that the first HoR pickup I joined was it was mostly completed (I really wanted the 2nd boss for his shield). It's not that I missed out on the shield that bothers me, but the LFG tool will replace someone who goes away. Not a real problem for a regular 5-man, but what about a heroic? If someone is lost, those players are locked into that heroic partially completed. The person brought in has no warning that he's being brought into a partially completed instance so he may be stuck in a bad situation, or the rest of the party is. Just have to pray for not being in a group with a failure.
Despite those gripes, I really love the new LFG system. It's much faster and easier than before. No putting up a list of heroics I want to do, then going off and questing for a while, maybe getting interrupted half way there or while I'm in the middle of a quest. My plan for now is to do one random heroic daily for the day to get my 2 Emblems of Frost (saving up for my super STA trinket! I should get it in a month or so...) then doing each of the ICC heroics for the day (I liek purplez), then doing HoR over and over and over and over until I get the shield and replace my stupid iLVL 200 sheild. -_- It's one of 3 iLVL 200 items I still have, and outside of a raid, this is the only upgrade available to me. There isn't even a heroic option other than the one I'm using now.
Finally, one personal bit of bitching... I was one quest away from getting the achievement Proof of Demise (which is now a Feat of Strength which I have on my DK). RAGE! Though at least I'm not Njall. The last quest he needed appeared Tuesday morning and he did the run and was moving like a bat out of hell to get the credit only for WoW to crash on him (as the servers probably went down) and he couldn't get back in. Now the quest is gone from his log but he still has the quest item. Ouch! I'm sorry Njall.
Monday, November 2, 2009
Then on Sunday the guild put together an Ulduar run that turned into FL + Naxx. It originally had ten people, but after two no-shows (again), and one saved to Naxx and not wanting to get saved to Ulduar for one fight (on Sunday night? What?), which left us with seven folks (and a horribly undergeared and badly played eighth). Anyway, we chose to do Naxx to assist Alix in gearing up more quickly and it was definitely a score. Only did two wings (Spider and Plague), but netted me upgrades for my bracers and gloves and a good sidegrade of a ring.
All-in-all, I feel that Alixander is finally ready to join my guild in Ulduar10. He's sporting 28k Health unbuffed which puts him only 2k short of Kazalix unbuffed. While he still sporting a few iLVL 200 blues (cape chest and boots), he also has a number of iLVL 219 or higher items gotten from various sources. He's definitely not main-tank material yet, but he's definitely on his way.
Friday, October 23, 2009
Death Knights:I was like "WHA?" but then I thought about it for a second and it makes sense. I posted about it in my post "Back from Limbo" but even with the 3.2.2 addition of Rune Strike to ToT, the current implementation of DW Tanking is pretty much non existent. The crux of the problem is that DWing DKs (whether tanking, DPSing or PvPing) need a Slow/Slow setup and almost all the tanking weapons (which is the only effective way to reach the Defense Cap when not using a 2H and RotSG) are 1.7 speed weapons or faster. Completely ineffective as DK tanking weapons.
Rune of the Stoneskin Gargoyle: There is now a 1-handed version of this rune in addition to the current 2-handed rune.
So Blizzard realized this and is having DW DK tanks take the same approach as 2H DK tanks: Use DPS weapons and have them give a Defense boost through the enchant instead the weapon. The 1H version to give 13 defense points per hand (IIRC) and a passive 1% health bonus.
Now, I should be thrilled for this. Honestly I am a bit. But not ecstatic. Why? Well, I've been feeling this way more and more lately: I (personally as in me, not everyone) am not as effective a tank as a DK as I was as a Paladin. It's a number of things that have contributed to this feeling:
- I have grown less pleased the rune system for tanking as time has passed. Sure, it has endless power and you need never fear running out of rage/mana, but at the same time it creates the problem that if you need a specific rune for something and you just accidentally used it, you're now up the creek no paddle. This is primarily an issue for talented tanking powers (Unbreakable Armor, Bone Armor and Vampiric Blood), which call for a rune of the type matching it's talent tree... This isn't much of a problem for Blood DKs, but Unholy and Frost are regularly using their Frost or Unholy runes on IT, PS and Oblit/SS and Blood Tap does not play well with Unbreakable Armor (I can't speak for BA, but I would imagine it's the same) so you can't one-button macro it if the matching natural rune is on cooldown. As a result of this Unbreakable Armor, despite being one of the best cooldowns I have, I almost never use unless I'm on a cooldown specific fight.
- The introduction of the Dual Spec. One of my major gripes in tBC was that my healing wasn't needed and my DPS blew (as it would with a Prot Spec and my only DD attack being Judgement). Even without dual specs, Prot Paladins now have 3 DD abilities at their beck and call, boosting their non-reactionary damage a lot. But now that I can spec to Ret if we only need a single tank, I feel I'll be able to contribute a lot if we only need a single tank.
- Less complexity. This one is really the biggest of the "personal" reasons, as in it only applies to me. As a Paladin in tBC I needed to keep track of a number of things, such as my active ability cooldowns (Holy Shield, Judgement, etc.), long cooldowns (which were primarily trinkets then) the placement of my enemies (and if they are running away from me) and the status of my allies. As a DK I need to keep track of all of those things in addition to tracking each type of rune (need to track them separately since there no overlap on them) and also my Runic Power. While I realize that Paladins have also increased in complexity with the 96969 rotation (assuming you don't use a macro) and the introduction of altered cooldowns like LoHs becoming a 20 or 15 minute cooldown and Divine Protection becoming a Shield Wall like ability, but even then they have about as much to track as DKs not counting runes and RP.
I hit 80 about two weeks ago and have been running a lot of instances both PUGged and guild runs and this past weekend I broke past the 540 defense barrier. While I know I was fine past 535 for non-raids, and I'm definitely not geared well enough for raids, it's still a major point to get past.
Now I'll just keep pushing on the non-raids, specifically ToC to soak up the purples I don't have yet from it, maybe even getting my guild to do a Naxx run (both for achievement's sake and for possibly more loot). So I'm back on the light side of things and pretty pleased as such.
Tuesday, September 15, 2009
I'm interested in seeing how they introduce Druidism to the Worgen. It doesn't look like they are taking the "Worgen can change shape, so of course they are Druids" approach... They showed the Night Elves so maybe they will learn Druidism from them. Though I seem to recall mention about "old allies" or something? Maybe they plan on trying to connect the Worgen in Ashenvale to the ones in Gilneas (wait... what?).
Interesting side note: Go take a look at the Cataclysm teaser video again. Go ahead, I'll be here when you get back. ... Back? Okay, you saw that cool scene where the human starts turning into a Worgen? First one arm becomes wolf-ish, then the other and he stares at it, then he fully Wolfs out!
Looks kinda cool, right? Some of you probably think that it's just there for the teaser, but you'd be wrong. In the demo I got to play at BlizzCon, if you went through an out-of-combat transformation, then you'd got through that exact animation. Sweet, eh?
Anyway, for those who don't know, when you aren't fighting you can choose between staying in your normal human form or staying in your full Worgen form, or swap back and forth as you see fit (maybe you think you look awesome with a certain helm looking a certain way depending on form). Though no matter what, when you engage an enemy, you'll change into your Worgen form, though the transformation is instantaneous instead of a couple second animation (thank god on that regard...)
Goblins: While I'm still a bit bothered by this, Blizzard is good at crafting a solid story, so I wouldn't be surprised if they gave a decent reason (though I question if it will stand up to the test of time being that Goblins are quite mercenary and very rarely tugged by their heartstrings...) for them joining the Horde.
As far as the range of classes go, I'm pretty happy with them. The closest thing that comes to something that I'd have issue with is the Goblin Shaman, but at the same time I could totally see them making deals with the Elementals, thus binding them to their will. There's no give and take here in Goblin Land.
Racials: First I'll list the new racials available to the Goblins and Worgen:
- Rocket Jump: This sorta works like a reverse Disengage, jumping you forward. Could be handy in PvP for quickly closing the distance to a target or running the hell away, or for charging into melee if you're not a Warrior (could definitely see the value for Goblin DK tanks). Shares a two minute cool down with Rocket Barrage (see below).
- Rocket Barrage: Launches a volley of rockets at your current target, dealing fire damage that should scale (with level? AP or SP? Not really sure). Shares a two minute cool down with Rocket Jump
- Time is Money: Goblins are always on the go. Time wasted is money not gotten, so of course goblins would always want to go a little faster than everyone else. This manifests itself in a passive 1% haste boost to their attack speed and cast times.
- Better living through chemistry: Goblins are the iconic alchemists and this takes the form of a 15 skill bonus if the Goblin is trained in Alchemy. Additionally they will also gain a bonus (unknown amount) to any healing and mana potions they use.
- Pack Hobgoblin: Introducing a new "race" in Cataclysm, your goblin will be able to summon, every 30 minutes, a "Pack Hobgoblin" which will give you access to your bank. While the time limitation are strong, you're essentially doubling or tripling your inventory space. This is going to be great for going out and farming for extended periods of time. No more need to throw away all those grays and whites to make room for the stuff you'll make a profit with. Now you can stuff them in your bank and sell them later. Forget to grab a quest item or piece of resist gear out of the bank for that boss fight? No problem! Definitely an awesome racial.
- Best Deals Anywhere - Best possible gold discount, regardless of reputation. This one is just HOT! Still want to do some of the rep grinds for the rewards, but imagine how much money you'll save!
- Shapeshift: Doesn't give any racial bonuses or anything. Purely cosmetic, changes you from a Human into a Worgen and back again.
- Aberration: Reduce duration of Curses and Diseases by 15%. Certainly handy, especially in PvP against Warlocks and Death Knights.
- Flayer: Skinning skill +15, skin targets faster and you use your claws (don't need a knife). Much like the Goblin alchemy bonus, this takes the normal skill bonus and adds a little extra to make it worthwhile.
- Viciousness - Increase damage by 1%. Kinda like a counterpart to the 1% haste bonus the Goblins have, the Worgen get a straight up 1% damage bonus. In high endgame, this will be quite powerful (as of right now, it'd be worth 30-50 DPS in most cases, which is awesome).
- Darkflight - Activate your true form, increasing movement speed by 70% for 6 sec, 3 minute cooldown. Sorta like a shortened, more powerful dash or sprint. Will be handy for getting around in the 1-19 range, plus fantastic for BGs like EotS and WSG.
A couple things that are likely to be added, using these two races as templates:
- 1% passive combat bonuses. These won't all be simple stuff like "1% bonus to damage". I'm sure Blizzard will figure out clever ways to alter this, but still have it be a 1% bonus that makes the race fun and unique. Additionally, don't expect all of them to actually be damage bonuses. Consider the Goblin bonus is 1% bonus to haste, which includes spell haste. This makes Goblins better healers than Worgen since the Worgen bonus is only to damage. Additionally, there's nothing saying that it has to be a damage bonus... I could totally see them giving peace-loving, tree-hugging hippy races like the Draenei, Tauren or Night Elves a 1% passive bonus to all heals cast (this would definitely work well for the Tauren as after Cataclysm goes live they will be the only race in the game that has access to all four healing classes).
- Crafting skill bonuses will be given a passive minor bonus. Keeping in line with the bonus given to Worgen on skinning, I could see Tauren being able to pick flowers faster or maybe an increased chance to get an additional herb (like the Lotuses or Swiftthistle). Other race's bonuses will be minor as well, but still helpful. I could imagine a Gnome being given a passive bonus that lowers the chance of a critical failure when using their engineering devices. Draenei maybe are given a 1% bonus if they make their socket bonus or something. Blood Elves could be given a chance to get an additional enchanting material when they disenchant items or maybe they can just disenchant more quickly. Nothing too powerful, but a nice bonus if you are playing that race.
- I'd also expect an overhaul of other outdated racials. Endless Breath? It's nice and all, but now that you can hold your breath for 3 minutes, it's value is much diminished (but still handy, just not as handy...). Things like that I expect will be given the once or twice over to see if they can't be improved or replaced (Wisp Form and Cannibalism also spring to mind...). Heck, maybe they'll even replace the racials based on specific weapons (i.e. the ones for Humans, Dwarves, Orcs and Trolls) and give them ones which are always active!
And for those wondering about it, I'll give my thoughts on the new race/class combos in a different post.
Anyway, I'll start this off with the quotation of my introduction:
Much belated (which I blame on a combination of work, Batman: Arkham Asylum, Final Fantasy Dissidia, and another thing I'll post about later), here's my post on BlizzCon, or at least the bits which really stand out in my head:
Opening Ceremonies was dominated, for me at least, by the announcement of Cataclysm. I'll openly admit that I was almost completely wrong on my predictions about the expansion. I knew it would be called Cataclysm (the name was trademarked here in the States months ago), and I was kinda right about the revamp of the Old World (since I figured with the potential addition of new races and new race/class combos they would want genuinely new content for old players who are leveling anew). I was kinda right about the new race/class combos following a logical path I got from Arioch.
Though at the end of the day, my core thoughts were all that it was a sham and I was wrong. I'll now give Boubouille's leaks more credibility.
Friday, August 28, 2009
While there are probably people who are interested in hearing my thoughts on said event, I wanted to get this post out there before I forgot my thoughts about it.
First off, let's go over the very little we do know:
- Blizzard is releasing another MMO.
- It's a new Intellectual Property (IP).
So with so little to know, what is there that I could speak about? Is it that it's a new MMO? No. There are a ton of new MMOs, and really with the announcement of Cataclysm, Blizzard has shown that it has no intent of dropping its flagship moneymaker (WoW) the moment this MMO goes live.
But the development of new IP is big news. Not just because it's Blizzard, though that would be enough for me. I'm a huge fan of Blizzard's previous games, having beaten almost every one multiple times. Warcraft. Diablo. Starcraft. All amazing games and/or series.
But this brings up a question... Blizzard has both the Diablo settings and the Starcraft settings that they could expand into for the MMO market. Who here can honestly say they wouldn't sign up immediately for Worlds of Starcraft? So why make an entirely new IP?
Now, time out for a sec. I don't remember where, a while back I saw a blog post about the perceived "death" of new IPs for MMOs (if anyone recognizes the blog post I'm referring to, could you direct me to it?). The basic assertion of the post was that why should a company spend time and money developing a brand new IP for an MMO when there are, literally, hundreds of different settings which could all easily be used for MMOs?
Now back to the new MMO. If the above blog post is true, why is Blizzard... the leader of the MMO genre and one of the biggest names in the gaming field, doing something that makes so little sense? Or... does it make a lot of sense?
Blizzard has, since the release of tBC, increasingly prioritized Game Balance over The Lore. And while I'm a little sad, it's overall made my gaming experience that much more fun, which more than makes up for it. Prior to tBC, vanilla WoW was, almost blow for blow, a match to the lore of WC3 and the novels along with previous sources. If anything, it just expanded on what we already knew, fleshing everything out.
But they found that being too adamant about sticking to The Lore would cause serious, serious issues. The imbalance between one side having Paladins and the other side having Shaman is a stellar example of this. I'm sure there are other changes I could think of, but none spring to mind... but you get the idea.
So they chose flexibility over rigidity for the pre-existing storyline to make the game play experience that much better. While a part of me despairs of the changes to the story and moving away from what it was between the end of WC3 and the start of tBC, I realize that Blizzard is a business and will do what's best for the company. And honestly, as a game (but not a consistent storytelling device), WoW is a stellar success.
Now, let's take a step back from WoW and look over other MMOs based on existing IPs. I'm going to discount FFXI since each one is based on it's own world (even though I feel that it was a financial success, but that's separate).
I would say that the only other MMO based on an major existing non-MMO IP that has succeeded was UO, but that game was released back when there weren't many other real MMO options. UO, EQ, Meridian 59, The Realm Online and Asheron's Call were really it in those days.
Games like SWG, DDO, WAR, AoC, MxO, The Sims Online, and LotRO are all generally considered pretty spectacular failures.
I feel that part of the problem (though not the entire problem) is either you go into the game wanting it to match the source it came from and it does not, or it does match said source, but does so closely that it's no fun.
Early versions of SWG illustrated sticking to the source too well, making the game quite un-fun to play. SOE made SWG take place during the Galactic Civil War. As most already know, by then almost all the Jedi were wiped out. So as a result, when SOE was designing Galaxies, they made the Jedi class so hard to unlock that initially no one could figure out how to do it. Four months after the game's release no one had figured it out, and in retrospect it's pretty obvious why. I mean, in a Star Wars game there are those who will inevitably want to play Jedi. In fact a lot will. Sticking to the lore and being like "only a few and they have these limitations" pretty much hurt SWG from the get go...
Then later on SOE changed SWG to a system less skill tree based and more classical (ha ha, see what I did there?). In this case, when you started you picked your class of which one was Jedi. This created the other side of the problem. Sure, anyone could be a Jedi but it had to be balanced compared to the other classes. Unfortunately, they didn't rebalance other classes to bring them up to Jedi's power levels, they beat Jedi with the nerf stick until they were a shadow of their former selves. Thus while the game was balanced, it bore so little resemblance Jedi presented in the movies that it was an insult. With the game originally balanced around "normal" people, with the force sensitives being hard to unlock and having limited lives (no joke on that on...), it was okay. But bring the Jedi down to an equal level with everyone else just made them underwhelming.
In a very round about way, I'm saying that having an existing IP is actually showing itself to be a liability and not a strength. Sure... you don't have to spend as much money developing it, but balancing between being true to the lore and not alienating the fan and making a fun game is tricky at best and impossible at worst.
Even WoW suffers from this. As I mentioned, I quit the game entirely for a number of months because of the changes they made to the back story when tBC was introduced. I'm sure I'm not the only one (at that point Blizzard had around 5-6 million subscribers... no way I was the only one). And I came back, but who knows how many didn't? And as things went on, the lore was again and again changed for the benefit of the game which probably had a similar effect.
By making an entirely new setting, Blizzard is freeing themselves from any existing lore limitations! They can build the entire setting with how to make the best MMO they can think of in mind. Honestly, I'm even more excited about the prospects of this new MMO now than I was before (and honestly I was pretty excited...). If Blizzard can reproduce their success in the MMO department that they had with WoW in this new MMO with a lore that is completely without need for a retcon, I will love it SO MUCH!
P.S. Sorry for taking so long with this post. It ended up going through four iterations of this post before I felt it was a smooth read.
Thursday, August 27, 2009
For those of you unaware of "ConPlague", it's what happened when you get a few thousand people from all over together in tight confines, have them run themselves ragged so their immune systems are weakened and then BAM! Down you go.
I'm at work today for the first time since I left for BlizzCon on Friday morn, and even now I'm not 100%. Nose is still a bit stuffed up, throat a bit sore, but I think I've got the actual serious aspects of the sickness defeated. Even then, I can't really afford to just slack off more if I can help it.
So now back to your regularly scheduled blogging.
Friday, August 21, 2009
Tobold posted about them in an article titled Not Believing Everything (Also, thanks for pointing me at RSS feeds allowing me to read your full posts Tobold), and I have to admit that while I disagree on some of the details, I think his overall assessment is correct and that this is just someone pulling a hoodwink over others eyes for their own jollies.
First I'll touch on what Tobold pointed out:
"The level cap in the next expansion will be slightly lower than expected this time around; 85. This suggests Blizzard wants more room for expansions before hitting the level 100 cap." Already highly suspicious. There is no such thing as a level 100 cap. There is no reason at all for Blizzard not to add 10 or more levels per expansion and arrive at level 200 or more one day.
"Troll Druid" In the list of new race / class combinations there is just one new race allowed to play druid. Which would give the Horde two druid-enabled races vs. the Alliance's only one. Never going to happen.
My gut reaction is it is to facilitate the faction transfer process. How many Alliance paladins are out there that want to make the switch to the Horde but don’t want to be a blood elf? (To those of you in that camp – you don’t know what you’re missing /flex).
How many Horde shaman want to turn traitor but don’t want to be a space goat?
What if they don’t have The Burning Crusade expansion? “Ah, yes. I’m a human paladin and I want to switch to the Horde… but I never upgraded my account so can’t quite be a blood elf… so, what are you going to do with me? Upgrade me for free?” Yeah right. Now you can be a cow. Like it.
"Part of the redesign of the Eastern Kingdoms and Kalimdor is the introduction of flying to the two continents" There is already software available that allows you a virtual flight through Azeroth, basically a viewer of the World of Warcraft. And when you use it in the old world, you notice that large parts are just Potemkin villages, places of which only the facade exists. Enabling flying in the old world would mean completely redoing every single bit of that world, so people don't fly up and see behind the empty facades. Given the huge amount of work that would be, and the speed at which Blizzard traditionally works, this is rather unlikely.
With the potential addition of two new races, suddenly the dearth of new content in the 1-60 run rears it's hideous head once more. Sure Blizzard could do what they did in 2.0 and spread a spattering new quests across the zones with Worgen and Goblins popping up at the various quest hubs (wait... there are already Goblins at the various Horde quest hubs...), but it doesn't make the portions where you're stuck without new quests any faster.
Some people would just request that they remove the 1-60 (or even 1-70 or 80) grind. Have characters start at 55 like DKs, or even 60 to get past it all. While this has it's merits, what about those who want to do the newbie zones? Should there be a one-way trip to 60 or 70 the moment you finish it? Would it only be available to the new races or good for anyone?
Instead, doing a massive overhaul to the design of the old world, they will give players who start one of the new races or one of the old races a whole new set of quests to go through. And if all the new quests are not counted by the old quests' completion tracker, then if you don't want to start a new character, you can just run back to the old world on your level 80 and stomp through every quest for the thrill/lore of it.
Additionally, since the release of WoW, back when the core of the old world was designed, WoW has undergone massive changes. And I'm not just referring to in The Lore (though that alone could be enough), but also the technology of the game.
First off, the technological changes: Even if we look past the graphical upgrades, relatively minor as they are, there are additions such as Daily Quests and Phasing Quests. These two additions, especially the latter, would create a much different and more lasting situation in the world.
Imagine, first off the quests focusing on the Gnolls are removed from Lakeshire, so all the quests are focusing on the threatening Blackrock Orcs who control Stonewatch Keep. After defeating them, said keep is then filled with Alliance guards and others working to rebuild it. It could then become a quest hub to deal with the remnants of the Blackrock Orcs in and around Stonewatch along with the growing threat from the Gnolls.
And that's just one quick example I can think of. If pressed I could probably think of alterations for every zone currently in the game. Ways to give them a more concrete feeling. Additionally, these post-phase zones could be used to give a dynamic feeling to the growing conflict between the Horde and the Alliance.
What if, once you got to a certain zone, there were reports coming in that the other faction was moving in to take some strategic location, if they hadn't already taken it. So you, the loyal hero of your faction is tasked to attack an equally vital position in the hands of (whoever is the NPC enemy group of this zone), and take it in the name of the King/Warchief! So you go to this location, fighting your way through the zone and defeating the boss. You then report back to the quest giver, who thanks you for your work and tells you to report back to the location you just secured. Now it's a Daily PvP quest hub, all thanks to you!
So technologically speaking WoW's undergone major changes and the same can be said for the setting itself. Since WoW's release Blizzard has pushed the overall story forward, either via the game itself, or via companion products such as novels and the WoW comic book. While Blizzard as do minor things like adding and removing characters (for example, the removal of Katana Prestor and the "return" of Varian Wrynn), it's always been "fixable" with a quick change.
But if WotLK ends the way it's looking like it will end (with the death of the Lich King! O_O), this will be the most major change to The Lore yet. What difference will it make? Well, for starters, all the Scourge locations will be in disarray, their leader dead. The current implementation of places like the Plaguelands just make no sense with the Lich King dead. By redoing them, maybe focusing on other powers in the Scourge who have taken control of groups of its remnants (much like the Cerebrates did in Starcraft after the death of the Overmind).
Also, with the cold war between the Horde and the Alliance growing hotter with every patch, this will allow Blizzard to redesign many of the quests and zones to place a greater emphasis on it. This could very much be used as a replacement for the Scourge in certain zones such as Tirisfal Glades, the Plaguelands, and Silverpine Pine. If the Horde is depicted as defending itself against Alliance incursions in Silverpine and Tirisfal Glades, you still have a wide variety of quests, but they could show early the struggle between the two factions.
Other zones could also be used to emphasize the greater importance of the battle between the two factions, such as Ashenvale. Instead of having a few quests where you fought the enemy faction, we could have out-and-out war!
So while it would be time consuming, and a part of me wants more max-level content, I can understand the benefit that would come from redoing old content.
Anyway, all of this is just speculation. We'll have answers quite soon. In fact, I'm due to leave for BlizzCon in about and hour (and thus I cut down this post a bit...). Well, if you're interested in my thoughts and don't want to wait until after BlizzCon, check out my post below concerning my BlizzCon Twitter account!
See y'all later!
Thursday, August 20, 2009
Anyway, if you're interested in reading my thoughts on it, you can follow me there and I'll post as frequently as I can (though I'm afraid I'm going to prioritize listening to the panels to tweeting).
Tuesday, August 11, 2009
Trial of the Champions (that's the 5-man): Fun!
- The transfer from being mounted to fighting the three champions on foot is really clunky. Your still using your lance, everyone's everywhere, and God only knows who has threat with whom. My core group that I normally run heroics with has done it twice so far. We have nothing but iLVL 200+ gear, and many slots are 213 or higher. Yet on both of our runs we have wiped. I'm sure we'll get better, but I think this could have been more smoothly designed. Maybe not give us a chance to engage them on our terms, but give us a moment to at least get out of weapons, please...
- The second fights are cute, especially when Argent Confessor Paleteress (BTW, great reference!) summons an illusion of a fight of the past, but not particularly challenging. Got The Faceroller (hee hee!) achievement last night when we killed Eadric the Pure.
- The Black Knight (oh noes! I spoiled it! D:) is an interesting fight. The first time I fought him I missed out that there was a phase three... so when he died the second time I was thinking "Well there we go." only to have him get up again. It was like "Why won't you die!?" But after that we were fine.
- One thing I like that they did with this is that all the loot is on-par or better than Naxx loot, which means if you are like my guild and not deeply into Ulduar there are some decent upgrades. Heck, there are even good upgrades from normal TotC5. I plan on doing some PUG runs in the coming weeks.
Really beyond that I don't have a lot of comments. The lack of options for 1H tanking weapons makes DW tanking a non-option to me, so the major change to the Frost tree (my preferencial tree for DKs) doesn't matter.
Changes to other classes are interesting but not overly prevelant to me. About the biggest change is the addition of the Shaman Totem Bar, but that's because my girlfriend plays a shaman and we commonly instance/raid together.
I'm working on getting the Crusader Title and Exalted with the Silver Covenant so I can start doing the new dailies for the island north Icecrown and gain access to the new stuff that you can get for Crusader Tokens (or do you buy them with Emblems?). But I can't do them yet, so it's just more of the same. Woo.
And I haven't touched any of the PvP stuff added. Neither the new BG nor the revamped WG. I'm not really sure what to make of the revamped WG. Preface: My server is very badly imbalanced on the Alliance side of things. Prior to 3.2, when Horde was on defence they were almost assured to lose. One time I looked in the book outside of Arch's instance and the numbers were something like this:
- Alliance Successful Offensives: 328
- Horde Successful Offensives: 314
- Alliance Successful Defenses: 316
- Horde Successful Defenses: 39
No, I did not forget to add a number to that last bit. Seriously... they would only win when they were on the defense 10% of the time. As for why this happens, obviously because the Alliance can field way more players than the Horde can, even with the bonus granted for being outnumbered, they just get overwhelmed. Now with the sides being evenly capped at 120 per, I'm hoping it's more balanced. I'm just basing my statement on one of my friends saying a few unclear things. Honestly I hope it doesn't become an inverse where we were before, with the Horde winning all the time and the Alliance only able to occasionally take it from them only to have it stolen the next go around. Really, I want a nice balance between who has it and who doesn't.
About the only major change I've made recently has nothing to do with the patch and that was dropping Blacksmithing and Mining and taking Alchemy and Inscription on my main. My guild lacks high a raider who has either, so I decided to take both on my main.
Tobold goes on to comment about how the Worgen are speculated to be the new race for the Alliance and then quotes the basic info from the WoWWiki article on Worgen which describes them as horrible, bloodthirsty monsters. His next point is that the pretense of the Alliance being the "good guys" and the Horde being the "bad guys" is gone.
Aside: Technically if you do all the quests like I have, you realize the Alliance is no more "good guys" than the Horde are "bad guys". There are very good and very bad people in both factions, but in the end, mostly it's just shades of gray. But that's not the point of this post...
Then he postulates that this is another attempt to balance the factions, giving the Alliance a "monstrous" race while the Horde will get the Goblins, which gives them a cutesy race, broadening their appeal.
Whether this is an attempt to add appeal to the Horde or if it's just an attempt to give some cool new races, the statement that game design is more important than the lore is definitely not something new.
While it didn't show up in RTS games since they could tailor the races to work with where they wanted the story to go, the same doesn't work for an MMO, and especially one like WoW>
First off, even ignoring the potential issue created when they decided to make it Horde vs. Alliance (a design change they made, since some of the original concept art have, for example, Humans, Orcs and Tauren working together), just having to balance the classes against each other made things hard. This DPS and that DPS need to not be too different from each other. One race needs to not be better than another in a given role.
Then mix in the initial issues of Paladins and Shaman on differing sides of the faction divide, not to mention other issues such as the Alliance getting Fear Ward and the Horde not, and it's more than just balancing around the lore. Other issues also popped up, such as the overall faction population imbalance.
Because of this, Blizzard decided to do a retcon. This wasn't the first time they decided to do this... they'd done it before with the storyline for going from WC2 to WC3, but that was done to create a more interesting story, while this was done for more practical reasons.
Draenei were changed from all of them being creepy shaman humanoid... things (See The Broken) to Light worshipping noble relatives of the evil Eredar. This was something that blindsided almost all the lore fans that I knew. There was nothing to back this up. And I remember hearing from a BlizzCon panel that one of the reasons Blood Elves were chosen was to give the Horde a visually appealing race.
Some consider the decision to make Paladins and Shaman playable on both sides the biggest lore travesty, though I viewed it as pretty common sense and less of a big deal. Opening up access to a class makes a lot more sense than changing something's entire history (Draenei). And both races had a precedent for their given "new" class. Elves have always been very magical and the High Elves had priests in WC3, so becoming Paladins is not a huge step. And as I mentioned above, the old Draenei were Shaman to begin with, so... that's fine.
Now, when I found out about Draenei I was livid. I completely quit the game (this was, obviously, prior to me starting this Blog). Eventually I returned, but I returned to play the game, not enjoy the lore as I had before.
Sure, I still did and do all the quests in the game and find them fun, but I'm now far less concerned with the impact of the story since I feel WoW is a game that a story is built around, not a story that a game is built around. And honestly, I'm fine with that. I think it makes for a better game that way, and I'm generally unable to enjoy either half in a vacuum.
Tuesday, August 4, 2009
Kazalix (pronoucned Kaz-Alex)
Before I decided on doing it, I had jokingly said I'd change my name to that. Then when I did it, I logged in and one of my friends commented "YOU DID NOT!" to which I repled "I DID!" and that alone made the price of the name change worth it.
Monday, August 3, 2009
With 3.2 on the horizon, Blizzard is finally implementing something they mentioned in planning weeks ago: Making a talent in the Frost Tree which makes the abilities a Frost specced DK gets (including Death Strike) hit with both weapons if Dual Wielding.
For those not keeping up with MMO-Champion or the patch notes, the talent is:
Threat of Thassarian: New 3-point talent. When dual-wielding, your DeathAdditionally the talent is deep enough in the Frost tree that only those going Frost can get it (or at least you can't get enough talents in another tree that you can reach a major talent in another tree).
Strikes, Obliterates, Plague Strikes, Blood Strikes and Frost Strikes have a
30/60/100% chance to also deal damage with your off-hand weapon. Off-hand
strikes are roughly one half the effect of the original strike.
Now, as a tank, I'm not immediately viewing this as the best thing ever. First and foremost, it's not made with DW Tanking in mind, since it doesn't effect Rune Strike. Mechanically Rune Strike is next to impossible to make hit with both weapons. This is, obviously, because it is based on the next hit, so having the off-hand attack as well would be a bit unbalanced (especially with 1H weapons having a much faster swing speed than 2Hs, so they could theoretically get off more Rune Strikes). Having MH + ½ OH damage every swing, plus additionally the normal ½ OH damage would be crazy damage, thus completely imbalanced.
Instead, a possible fix to making Rune Strike valid while DWing, would be a modification to it's threat generation. Currently Rune Strike does 150% damage plus a variable number based on AP, with a 150% threat modifier. If Rune Strike was changed to do the damage it normally does, only with (this is a random number and not truly reflective of the number needed to balance out the loss of damage) 200% threat modifier, our TPS would remain where it was with a 2H, while our damage wouldn't skyrocket. Now, from there, let's look at the pros and cons of DW vs. using a 2H.
Higher TPS: Two Hander
Straight numbers here. A DW attack, even if it uses two slow weapons, will still do less damage than a two-hander. It's just the facts. Assuming Blizzard does not do something for Rune Strike, there's the loss of TPS there too. While it's true that white DPS while DWing comes out ahead of a 2H (again, pure numbers), Death Knights' reliance on using weapon-based Strikes makes 2H a stronger TPS tool.
Side note: Remember that other classes that can use 2H and DW don't rely as heavily on weapon-based attacks as DKs do. Warriors only valid "strike" build is Arms, which only takes it's damage from it's main hand. Shaman only have Storm Strike (Lava Lash only does OH damage), plus the damage from weapon enchants. Basically, no other class is like a DK, so comparing it to other classes that can DW and pointing out how them DWing is better is a moot point.
Higher Overall-Survivability: DWing
As of right now, the most efficient enchant to use for a DK is the Rune of the Stoneskin Gargoyle. Granting 25 Defense (non-diminishing) and a 2% health boost, this generally makes up for a DK not having access to a tanking specific weapon and a shield. While it's possible to take something other than SSG, you have to give up a lot in other areas because you're losing out on Defense.
Thus I constantly see people say that losing SSG makes you lose 25 defense, which amounts to 3% avoidance, not to mention that gear needs to be regemmed/re-enchanted for more Defense. These people are forgetting one very, very important thing about being a DW tank, and that is that you can... dual wield tanking weapons. Considering that Broken Promise is the best 1H tanking weapon currently available to a DK (will go over this later), and it gives 8.75 points (not rating) of Defense , if you were to DW two of them, you'd be sitting pretty at 17.5 Defense, thus meaning the loss of SSG actually only equates to a loss of 7.5 Defense points, and lose a grand total of 0.9% avoidance (and the 2% health bonus).
What I trade for those losses it the gain of 4% undiminishing Parry, along with a 50% reduction in disarm duration, and that's not counting any additional avoidance that one gets from Parry, Dodge, or Defense Rating on the two tanking weapons you choose to use. So in the end it's a decent gain in the avoidance department.
So! Great stuff, right? Well... not really. The catch on all this: Blizzard isn't changing how the damage is based. All the attacks that are modified by ToT still do a % of weapon damage, which means you still want the weapons with the broadest damage ranges that you can get. Basically, fast weapons are bad, slow weapons are good.
No problem, right? Well... not really. Go run over to Wowhead, go to the PTR side of things, do a quick search of one hand, main hand and off-hand weapons useable by DKs, are iLVL 200 or higher, and have defense rating on them, but are slower than 2.0 speed. Go on, I'll be here when you get back...
What did you find? Unless they added anything new since last night when I checked for new stuff all you found were the Infantry Assault Blade, a blue iLVL 200 sword from Heroic Utgarde Keep and Broken Promise, which drops from Heroic Naxxramas. That's it folks. Two weapons, and even the best clocks in at only iLVL 213.
So by the time you're poking around hard modes in Ulduar or even normal mode on new instance when it comes out either tomorrow or the week after you'll start trailing behind in terms of available stamina. I mean, the amount of stamina that two Broken Promises gives you is about equal to what any other 2H will give you. By the time you start picking up even 10-man ulduar drops you're trailing, and you just keep falling further and further behind. While additional avoidance is good, falling behind in terms of EH is actually worse IMO. I've always been of the opinion that as long as you aren't neglecting either, EH > Avoidance. And yes I know it's only a little difference... but it will add up, of that I have no doubt. "Only 500 health" turns into "only 1,000 health" and keeps going.
It just doesn't justify itself in the end using two BPs when you have a perfectly good, up-to-date 2H.
Now, it's not a complete no-go. We don't have the full drop table from the new 5-man and the new raids, so it's possible that we just haven't seen some new slow 1H tanking weapon, but with Blizzard's track record, I wouldn't go holding your breath. Consider... one slow 1H tanking weapon in all the heroics (and only a blue, not an epic), one slow 1H tanking weapon in all of Naxx (both 10-man and 25-man), and absolutely no slow 1H tanking weapons in Ulduar, despite having something like over 800 pieces of loot between the 10-man normal and heroics and 25-man normal and heroics. If Blizz does add a slow 1H tanking weapon in this patch or in Icecrown, I'll do a respec, but for now it looks like I'll continue to use a 2H.
Addendum: I'm really thinking about how I'm going to respec for my frost tanking build. One of the other changes in 3.2 was dropping Blood of the North from 5 points to 3. Previously I had just enough points get what I needed for a 15/51/5 build but now with my two floater points, I'm not sure where to put them... it'd be one thing to slip them over to Unholy to get something like increased disease duration, but they need to stay in the Frost tree so I can get Howling Blast.
I'm considering pulling more points out some of the handy but not necessary talents to go for Icy Talons and Improved Icy Talons again. I had it before, but dropped it because we almost always have my girlfriend who plays an enhancement shaman. But with these damned floaters I might as well go for it and have her throw out the spell haste totem. It'll decrease my TPS a bit, but should boost overall raid DPS and I think that's probably the best for the guild. I mean, it's not like anyone can touch my TPS except the hunters when they are being stupid and not FDing... *glares at hunters*
Tuesday, February 10, 2009
I'd like to clarify that a lack of new posts has less to do with falling back out of posting and more a general lack of things to post, though I'll give a general update.
Two weeks ago my guild began poking Naxx10 with a stick. Naxx10 poked back, but we poked harder. First time in (even though we had an experienced Naxx raider and some good geared folks) we downed the full Spider Wing with a few wipes and then went to the Plague Wing. We got Noth the Plaguebringer on first time in. It was pushing on midnight server time when we reached Heigan and gave him a few attempts... *hums the Safety Dance* but were not able to learn the dance properly.
Then this past weekend we made our way in again, easily knocking over the Spiderwing with no setbacks at all and again finding our self at Heigan. Three tries of death, and we were ready to give up and try another wing but chose to gave him one last try. Managed to net us a win with three men standing. Warrior tank, Holy Priest and Retribution Paladin. Was a long fight but we danced right (and according to the people who did survive, their arms felt like jello afterward).
Also, if you're already dead, watching the Heigan fight while either Canned Heat (the song from Napoleon Dynamite that male Blood Elves dance to) or Yakety Sax (the Benny Hill Theme Song) makes it about a billion times better.
After downing Heigan, we continued on our way and took down Loatheb on our second attempt at it (first time the tank got hit with two seeds early on and people needed to slow up on DPS and we weren't able to down him in time...).
Other non-raidy news includes the acquisition of my first piece of Tier 7 gear: The Death Knight 10-man tanking chest. This is non-raidy news because I bought it with Emblems of Heroism. I chose the chest piece instead of the cheaper T7(10) Gloves for two reasons.
First off it drops from the Four Horsemen, and it's likely to be a while before we see those. As of right now my guild is only raiding one night a week (this is killing me!), so getting down Maxxena and then making our way to Loatheb took most of our night. Even if we were able to one-shot everything, that would leave us little time to poke the Construct Wing, let alone the Military Wing (I realize that we can do any wing we want, but that's beside the point).
Second off, on our first night in Naxx I got the tanking gauntlets from Grand Widow Faerlina, but I was still running around in the blue chest from Revered with Wyrmrest Accord, so it was a much larger upgrade. Yay for another piece replaced with a iLVL 200 epic!
Hmmm... what else... Almost done with the Elder achievement (just in time to boot!). All I'm missing are the Old World Dungeon Elders (can do those in a fricken snap!), though my friends are missing the Azjol-Nerub Elder, so on Wednesday we're gonna do a Heroic Azjol-Nerub run (would do it tonight, but tonight's D&D night! Woooo! I'm a nerd!).
Also managed to net myself the achievements for Exalted with Kalu'ak (Let us trade... for our prosperity.), Wyrmrest Accord and Knights of the Ebon Blade. Got Exalted with Alliance Expedition, though because I got Exalted with the Alliance Vanguard, I was given the achivement the moment 3.0.8 went live (whoops bug).
That about covers it for recent stuff. With me closing in on finishing up the rep grinds in Northrend (Revered with both Sons of Hodir and Frenzyheart, along with Argent Crusade and Kirin Tor) pretty soon I'm going to start poking the around Outland for the achievements up there. Rep grinds galor to spend my time doing while waiting for people to do other stuff. Honestly, it'll be a long time before I level up Alixander (if I ever bother to...)
Some people say the Construct Wing is easier than the Plague Wing. Others say the opposite. Not looking for opinions on what order we should do this in.
Thursday, January 22, 2009
In most of my analysis you will see disregard 'threat' stats like Strength, Hit
and Expertise. This is done with the belief that threat is a minor issue right
now. Gear decisions should be based on Survival stats alone. You'll get 'enough'
threat stats that come along for the ride.
From everything I've read about DKs, there's an interesting contrast. In most cases, DKs are fine for survival, but have some issues with threat generation. According to the EJ thread on DK tanking, most DK tanks once they get some gear on them are fine for taking damage (large health pools and armor levels for their gear quality make them easy tanks to heal, plus a lot of low cooldown "Oh Shit!" buttons).
Since I already am well over 540 Defense (was there before the patch, now I'm even more firmly above thanks to the Sigil of the Unfaltering Knight and the Rune of the Stoneskin Gargoyle), I can consider other gear and gems than stacking defense. There are a number of options available to me.
As a general priniciple I'm going to completely ignore Red, Orange and Yellow gems since they don't have Stamina on them. Stamina is a "Blue" gem stat, so only Green, Blue and Purple gems have it on them.
Enduring: +Defense Rating and Stamina: While I'm already at the Defense minimum, these gems are still valid since they will allow for either freeing up Defense elsewhere if you would prefer gear that has little or no defense on them (Some good rings are heavy with Dodge Rating, for example). Also a very good option after you hit the cap for spell hit.
Vivid: +Hit Rating and Stamina: Since a Death Knight relies on both magical and physical damage, hit is a very important stat. By increasing hit, you'll have less misses on all of your attacks. Also, a miss means a thrown off rotation, which can be really bad for a Death Knight since they should be active almost 100% of the time.
Solid: +Stamina: Obviously this is a high value gem, since tons of stamina will help out against all situations.
Guardian's: +Expertise Rating and Stamina: Much like the Vivid gem, the Expertise lowers the chance of a Parry or a Dodge, which means that there will be less thrown off rotations. Plus Expertise will remove our minimal chance to get hit by parry-gib, increasing our survivability. It's wonderful to have double-duty stats.
Soverign: +Strength and Stamina: With threat being an issue, having more Strength helps to fix this issue, plus Death Knights have an ability called Forceful Deflection which gives 1 Parry Rating for every 4 Strength a DK gets, making Strenght another double-duty stat.
Regal: +Dodge Rating and Stamina: If you find yourself dying, but not having issues with threat, this is your best option for additional survivability.
Defender's: +Parry Rating and Stamina: The most undesireable of the various purple gems available to a DK. First off, due to just having a lot of Strength (my DK in a mix of blues and purples has around 800 STR) they will have a lot of Parry Rating. Since defensive rating stats (Block, Parry and Dodge) all suffer from Diminishing Returns now (implented, I believe, because of the Rogue who tanked Gruul and other bosses), so since a DK tank will already have a lot of Parry from Strength, getting more will do less than getting a Regal gem in general.
There is the option of choosing a AGI and STA gem, but that's a really bad choice in my opinion, since it gives so little crit, armor and dodge that it's almost painful, plus there's zero crit on tanking gear. Since crit is a stat that you get more for having more, since you're at an absolute minimum while in tanking gear, getting a little more is barely worth it.
Anyway, for now I'm gearing myself up with Vivids, Solids and Guardians'. I'm almost at the dodge cap for Expertise (have 21 expertise right now and need 23 or 24). I'm not sure whether I should concern myself with getting the additional 10% to completely remove parry chance. That's a lot of Expertise rating. Also working on getting my Hit capped for spells since I use Howling Blast and Icy Touch a lot as a Frost DK.
Tuesday, January 13, 2009
Anyway, what have I been up to? Well, work keeps me busy, which has been another thing prohibiting me from working on my blog (prefer to post while I'm at work during downtime... rather play games when I'm at home).
Still playing and enjoying WAR, though my guild formed of WoW friends kinda sputtered and died (coinciding with the release of WotLK... who would have thought!), so I joined Casualties of WAR (such a clever name), a guild formed of bloggers (but not only bloggers), and I play a couple of days a week with them.
Also playing WoW. As predicted, I've changed my main from Alixander to my new Death Knight. Was hoping to rename him Kaziel, but was made aware that a name is locked down for 3 months after a name change, so my options were either to transfer Kaziel (my mage) to a different server (didn't want to), delete him (no!), or rename him and then rename my DK to Kaziel later on (too much work). So I picked a new name for him (random name generator came up with Saiyarik) and threw myself into leveling with gusto!
I'm currently level 80, with a Frost tanking build and have completed, literally, every quest in Northrend, many of the group quests being soloed. DKs soloing capability is pretty crazy. Once I start gearing myself up with Naxx epics I'll start spending time soloing my way through old vanilla WoW raid content for rep (must... get... achievements!).
Also got myself to uncrittable by getting the Seal of the Pantheon a week or two ago. This is really hard as a DK before 3.0.8 since most gear's defense ratings are balanced around a tank having a tanking weapon and a shield, of which a DK deosn't do so well with.
Yeah, I know about the theories on EJ of DW DK tanking. I'm posting in that thread. AFAIC, with the forthcoming change to Killing Machine (the sole point of strength for a DW DK tank), DWing is mostly dead. I can see using DW tanking for certain spell heavy encounters (Kel'Thuzad for example) since you'll be able to maintain uncrittability without the new Rune of the Stonesking Gargoyle, plus can pick up double Spellbreaking runes on your tanking weapons for even less magical damage.
I've always been quite enchanted by Howling Blast, and my HBs seem to hit significantly harder than my Oblits anyway (averages around 400 more damage per attack, plus it's not parry, dodge or blockable) I'll probably put together a HB-centric build, picking up the new Killing Machine. Thankfully they are fixing it so that also the KB charge doesn't get used up if you have Deathchill active... or maybe it's the other way around. Either way, it's a win for those of us who like Deathchill for some awesome snap aggro, but also like KM. I'll generally use a powerful 2H like the Sword of Justice (despite being only blue, it's ridiculously slow speed and high stamina make it better than most pre-Naxx epics, like Titansteel Destroyer or Colossal Skull-Clad Cleaver) or Death's Bite and have a pair of 1H tanking swords ready to use for more magic-centric fights.
Anyway, my overall assessment on WotLK: Best MMO expansion, EVER. Not just best WoW expansion, but best MMO expansion. This includes City of Villains, which had previously held this title. While CoH/V may not have been my cup of tea, adding not only an entire new area, but adding an entirely new faction and making faction-based PvP valid, plus adding 5 new classes (with multiple new powers), it was no small feat.
While WotLK was missing quite a few things, even for an MMO expansion (looking at you 10-point Protection Paladin talent), what they did do was fantastic. Obviously there's the to-be-expected fantastic instances and bosses and new loot, new types of quest (oh all the mounts and machines and stuff that have their own spell bars!). But the one thing that really stood out for me amongst all the things done right was this: Mini-instances. I'm not sure what term Blizzard uses for them but it's when portion of an existing zone changes, either temporarily while you are doing a certain event, or permanently.
The first portion where this showed up was around the Wrathgate. Before, the place is flooded with Alliance and Horde fighting together to try to push back the Scourge menace and push into Icecrown Glacier. Then after the event everything changes (don't want to spoil it) and every time you go in there, you see the after effects of and don't see the undead everywhere in Wrathgate (addendum: remembering this awesome questline makes me want 3.0.8 even more so I can level up a Horde DK and see it from the Horde's perspective).
When you roll into Zul'drak you see it here and there (specifically when you go into the "Realm of the Dead" and when the Jaguar moves from one place to another). And then Blizzard just went hog wild, using it all over the place in Storm Peaks and Icecrown Glacier. I really can't wait to see the next expansion, because I expect Blizzard to be using this technique everywhere, and it will really feel like the entire world is evolving! Bravo Blizzard! Bravo!
Now, as I mentioned, Wrath is far from perfect. I felt, and still feel that Blizzard pushed it out a little earlier than they should have. Sometimes the changes to classes feel like things that should have been ironed out in beta, but at the same time I know Blizzard is always making these types of changes so it's hard to tell. But the lack of an 11-point talent for Protection is really a sign that Blizzard was rushing WotLK out the door. There are tons of other things that just don't mesh well, though none stick out in my head as prominently as the lacking of the Prot Paladin talent. Why was Blizzard in such a rush to release WotLK?
Well I think it was to compete with WAR. About the same time WAR hit the shelves, Blizzard did a massive Closed Beta invite (of which I was included). The Closed Beta servers slowed to a crawl. Maybe it was a stress test, but if so, it was never advertised as such. By timing this when they did, it gave those who wanted new content and were looking at WAR to sate their appetite an alternative.
Could I be wrong about WotLK being rushed? Completely. But by pushing out so close to the release date of WAR, they've sucked away a lot of players from WAR back to WoW (at a new high of 11.5 million players worldwide!). In the end they've hurt a potential threat to their dominance of the MMO genre, while reaching new highs. Even if WAR doesn't flounder and recovers from this (can't say how they are doing, where they were right after release or how much they lost since the normal sources of this info are about 6 months out of date), it took a good hit early on, which will hurt them.
If I was Blizzard I probably would have done the same thing. From a business perspective, it was a brilliant move. As a gamer who was going to play WoW anyway, it annoys me.
Anyway, not making any promises, but I'll try to get back into updating my blog. Hope everyone is enjoying whatever MMO is striking their fancy these days and having a Happy New Year!