27 October 2009

Early T-10 Armor Art Review

Chalk this one up to my attempt at increasing post counts, and that I'm kinda tired of talking about set bonuses, but lately as the PTR rages on, there have been more and more model previews of the Tier-10 armor sets. Today I'd like to give my early general impression of the styles used and how they stack up, as a whole, to previous sets. If you'd like to actually see the sets, bounce on over to MMO-Champion and browse the news posts (I'm not collecting all those here, I don't like you that much).

First off, these new sets are a radical shift from the faction specific sets we've seen in Trial of the Crusader. In place of shiny faction armor well crafted for warfare, we will be treated to somewhat grotesquely designed armor pieces reflecting the undead nature of the Citadel. For some classes it works, for others... not so much. For instance, Death Knights are, by nature, evil, and the attitude they present is that of the vicious yet elegant swordsman. As such, the Death Knight armor set is very dark with glowing highlights, and the obligatory skulls abound. It is also somewhat reminiscent of the saronite starting gear (massive plates strapped over fur linings).

Other classes, however, to not quite transition well into "demonic" mode with their armor sets. Paladins suffer from this. Paladin armor sets have always been geared towards the bright, "holy-warrior" image, with brighter armor and shining highlights. For Tier-10, however, the colors have been radically toned down and subdued. And there are skulls. Skull on paladin gear. That's like putting flowers on Death Knight gear. To me it just portrays the wrong image. On top of that, the Paladin set just isn't that visually appealing. It's, well... boring. Another class that doesn't quite make the transition to this new environment is, surprisingly, Warlocks. Warlock sets have always been demonic in nature, which fit well thematically during the BC era (and, arguably, the BC era 'lock sets were the best looking). But undead just isn't quite the same thing as demon. The 'lock T-10 armor set is just laughable. The witch hood just doesn't quite evolve on top of previous sets (though few things compare to the Grand Apothecary Putress armor that was T-8). The shoulders on the 'lock set also look as though the 'lock is wearing an entire wing of the Saronite Citadel, which just looks ridiculous. It doesn't fit.

And finally, there are some sets that, well, I guess just need to be seen in game to give them a true evaluation, because these sets, from the screen shots, just look pretty... meh. Take the priest set. Very small number of colors used. There just isn't much depth to the set. The model itself seems pretty sedate, too. It looks like it could be a dungeon set. T-8 Priest seemed very regal, as though it demanded authority. The use of color helped to accent the armor nicely, and the ninja-hood was just icing. Very fitting of a healer, especially one that devotes themselves to the Light (it made less sense for shadow, but I don't like shadow). I want to see the druid set in game, too. It seems to have captured the scourge themes we'll be seeing in the Citadel while retaining the nature aspect of the class. It looks like robes covered in Venus Fly Traps. From the screenshots, it appears to be the most polished (texture- and geometry-wise), but I'd like to see the set in game to see if there are any animations or additional effects that come with it.

In closing, I would like to give mention to what may end up being the coolest looking set in T-10, the Mage set. The Mage set combines elegance with evil, in a way only the darkfallen San'layn can. So at least one class has something radically imaginative to look forward to. The rest of us get reused themes, dull decorations, and under-refined armor (even considering the function-over-form mentality of the Scourge).
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19 October 2009

Tier-10 Set Bonuses: Death Knight (Tank)

Part 3 in my ongoing set bonus examination. Today's post will review the Death Knight tank bonuses. If you haven't been following, the Prot Paladin and Druid posts are up. Enough with the pleasantries, moving on to the important stuff. Here are the bonuses as they appear on the PTR:

  • 2 Pieces (Tank): Increases the damage done by your Death and Decay ability by 20%.
  • 4 Pieces (Tank): When you activate Blood Tap, you gain 12% damage reduction from all attacks for 10 seconds.

Right, standard deal here. The 2-piece bonus provides a damage increase to an ability (the Druid and Paladin bonuses did the same), but the Death Knight bonus is much less exciting. The Druid and Paladin bonuses buffed abilities that are used all the time as part of a regular tanking ability rotation. Death and Decay, however, is the Death Knight's situational AoE threat generating ability. It is not something used while tanking single-target, primarily because of its cost. DnD uses one of each rune type, which is tremendously expensive. On top of that, let's not forget that it is designed to hit multiple targets, so it won't (or shoudln't) ever beat out a single target ability like Obliterate, otherwise why have anything other than AoE spells in the game? There may be some situational use for this set bonus, however. While a main-tank won't be too thrilled, it has the potential, when combined with the Glyph of Death and Decay, to turn a DK into a superior AoE tank for situational encounters and trash, which could speed up clearing to the next boss. In the end, though, it seems entirely situational at best, and although I'm not thrilled with it, I will reserve final judgment until setting foot into the Citadel.

The 4-piece near mirrors the Druid bonus. In this case it is tied to Blood Tap, another 1-minute CD ability. It's also the same 12% damage reduction that druids receive. As I pointed out in before, this damage reduction is powerful when compared to avoidance, because mitigation works no matter what your situation (stunned, feared, etc). Combined with the other (as some would call them OP) cooldowns Death Knights posses, it should be a nice boost, and yet another indication that we should be seeing some seriously healer-taxing encounters.

So one mediocre and (as of yet) untested bonus and one carbon-copy bonus. It could be worse, but then again Death Knights have started to fall back a bit in tanking power, though that really means much to other players when complaints come from the class most favored by Blizzard's Art Department. Just look at the DK Tier sets. Each one more class defining than the last. Beautiful.
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16 October 2009

Tier-10 Set Bonuses: Paladin (Prot)

Today is part 2 of X (where X is the number of posts it takes for me to get tired of writing about set bonuses), and in this post I will be examining the Protection Paladin Tier-10 set bonuses. I have had the most tanking experience as a Paladin aside from my Druid. I have been tanking as a Paladin since BC, where Prot Paladins were un-hittable block machines that craved spellpower, an odd remnant of the old ways of itemizing and paladin spell mechanics. The class has undergone quite a few changes, especially in the tanking department, to the point where the once AoE masters now have solid single-target threat and are quite capable main-tanks. Tier-10 has some interesting things in store for the Prot Paladin, not the least of which is the 4-piece set bonus. Here are the set bonuses as they exist on the PTR now:

  • 2 Pieces (Tank): Your Hammer of the Righteous ability deals 20% increased damage.
  • 4 Pieces (Tank): When you activate Divine Plea, you gain 12% dodge for 10 seconds.

As with the last post, I'll start with the 2-piece bonus. Hammer of the Righteous is a core Prot Paladin tanking ability (it is, after all, the Protection 51-point talent). It is a strong ability that, when glyhped, will strike 4 targets. The 2-piece bonus will grant it additional damage. 20% is nothing to scoff at. It is a quite major increase in the damage of an ability that can effectively glue 4 mobs to the Paladin at one time without much work. On top of that, it will apply stacks of Seal of Vengeance/Corruption for even more threat on tertiary targets. Again, as with the Druid feral 2-piece, it's not terribly exciting, but it is, nonetheless, a significant boost to a strong ability.

And now the 4-piece. Ah, yes, here we get our ability altering bonus. Divine Plea is a favored ability by any Paladin spec, but especially so to a Prot Paladin thanks to the Glyph of Divine Plea, which grants the Paladin 3% damage reduction for the duration of Divine Plea; thanks to talents, Divine Plea can be kept up indefinitely. The trick to this bonus, however, is that it pops up when you activate Divine Plea. What this means is you must use the ability (which is on a 1-minute CD). No a huge issue, except that you will almost always pop Divine Plea while running in to engage a mob. Like I said, it won't ruin the bonus, unless there happens to be an encounter in the Citadel that requires massive avoidance boosts within the first minute but not in the first 10 seconds. Anyway, on to the usefulness. 12% dodge is a truck-ton of dodge. My Paladin sits at about 53% avoidance against a level 83 mob in a 10-man raid. This bonus will put her up to my Death Knight in terms of avoidance, and WAY past my Druid. Also note that it says 12 percent, so you will get the full amount as it does not suffer diminished returns the way dodge rating would. It may sound good, but it has two serious drawbacks compared to the Druid bonus.

See, avoidance does nothing to mitigate or otherwise prevent spell damage. It is useless against spells. It does, however, make it quite good for trash and add tanking, where I find avoidance to be quite useful since usually adds and trash are primarily physical based. The other major drawback is that increases your change to dodge does only that; increases your chance to dodge. It is up to the RNG to determine if you actually do succeed in your dodge. Avoidance tanks are scary to heal because, while they can go long strings of taking no damage, the damage they DO take is usually quite spikey. Also, because of the chance to dodge, anything that keeps you from being able to dodge, like getting stunned, completely negates the effect of this bonus.

The bonuses aren't terrible, and likely you will drop your old sets for them, but the Paladin 4T10 bonus is definitely on the weaker side of the tanking bonuses. I would much prefer something that buffed my Bubble Wall, but the dodge is a unique bonus that may find its niche in the Citadel encounters.
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13 October 2009

Tier-10 Set Bonuses: Druid

(I tried something for this article. I linked all abilities mention to WoWHead so you can see them if you aren't familiar with them. If this is a distraction, or if you would like to see it more often, leave a note in the comments)

Today marks the first in what I hope will be several posts discussing the strengths and weaknesses of the upcoming Tier-10 set bonuses. If you have not yet seen them, you can view them HERE. In this post I will be looking at the Druid set bonuses, starting with what I know best: Feral.
  • 2 Pieces (Feral): Your Swipe (Bear) and Lacerate abilities deal 20% additional damage and the cost of your Rip ability is reduced by 10 energy.
  • 4 Pieces (Feral): Your Enrage ability no longer decreases your armor and instead decreases all damage taken by 12%, and the periodic damage done by your Rake ability can now be a critical strike.
One thing to note about feral set pieces is that one set must cover two different specs and raid roles of the same tree, Tank and Melee DPS, which is why the Feral bonuses seem to carry a lot with them. The Tank half of the two piece bonus doesn't provide any added functionality to any abilities (which seems to be the case with a lot of the T10 bonuses), but it increases the damage of our spam threat abilities. Swipe and Lacerate are used in between auto-attack Mauls and Mangle cooldowns, and contribute a fair bit (in Lacerate's case) to a substantial part (in Swipe's case) of a Bear's threat. In AoE situations, this should be a near 20% damage/threat increase. On the DPS side of the set bonus, we see a cost reduction in the second most important ability a Kitty relies on (the first being Savage Roar), Rip. A typical Feral Druid DPS attack priority involves keeping Savage Roar up, followed by keeping Mangle up (if there is no Arms Warrior or no Bear Tank), followed by keeping our bleeds active (Rip and Rake). After those conditions are met, Shred is used as a filler and to generate Combo Points. Reducing the cost of Rip means I will have spare energy, which can be used to either hit with more Shreds, or fire off a Ferocious Bite.

The 4pc bonus is where we see that functionality change for abilities. By default, Enrage reduces base armor by a percentage (depending on whether you are in Bear or Dire Bear, so basically are you level 40 or not) while generating rage over the duration. It is a handy ability used at the beginning of a fight to generate rage before engaging a boss, though is not practical to use while tanking as it is a substantial reduction in mitigation, and if you are tanking Trial of the Grand Crusader you just can't afford it (though you will NEVER be rage starved in that instance). A deep Feral talent gives Enrage a small damage boost when active, useful for Off-Tanks on fights where aggro switches but a mob is taunt-immune (Void Reaver in TK: The Eye, for example), but otherwise goes unused. This bonus not only removes the penalty, allowing it to be used while tanking a boss, but goes one step further to offer another mitigation cooldown. Enrage is on a one minute CD, as is our other primary mitigation cooldown, Barkskin. With this set bonus, I can now run 12 up, 48 down of 32% damage reduction, which is a lot of reduction on not a lot of cooldown, or, for longer sustained damage, 24 up, 36 down of 20% then 12% damage reduction. My guess is that the first scenario will be the more likely one, meaning that bosses in Icecrown Citadel will be hitting hard but predictably, in the vain of Three Drake Sarth's Fire Breath.

The Feral DPS 4 piece has an interesting story to it (well, interesting if you were a Feral at WotLK launch). That bonuses use to be a part of a deep Feral talent Primal Gore, which now only grants the crit change to Rip and Lacerate. Rake was removed from that talent because it was deemed "too powerful". This seems to hold true since, even without Rake dots critting, Feral DPS is still highly competitive (though falls to the wayside when your gear falls behind, as I've noticed lately...). Also, traditionally, the goal of a set bonus was to challenge a player to decide at what point raw stats outweigh the benefits provided from them, which means the bonuses had to be good. Take the WABAC machine to The Burning Crusade expansion and look at the Feral 2pc Tier 4 set. It provided melee attacks in Cat a chance to generate 20 energy. This bonus was so powerful that it took until 4pc T6 to even consider dropping it, and with the release of the "non-set set pieces" (bracers, boots, belt) in Sunwell, the new hotness became 2T4, 4T6. It was that good. The reason it was so good is because it was a near direct mirror of an existing Rogue talent in deep combat, Combat Potency. I don't expect this bonus to be quite as necessary as 2T4 was, but it WILL be a nice boost to Feral DPS.

Overall I am very happy with the DPS side of the bonuses (especially with the mediocre T9 DPS bonuses), and the tank bonuses blow me away. I will for sure be aiming for 4T10 as soon as I can get my hands on it. This post has gotten longer than I expected, so for now I leave you with the Feral bonuses. If you would like to see your class's set bonuses features, leave a note in the comments or, if you are feeling so bold, write a short overview of them and send it my way and I will list them up here for you.
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12 October 2009

Should blizzard be rehashing old content again?

NOTE: Apologies to Pyros, he sent this to me three weeks ago. All I had to do was sign in, copy and paste, and publish, and it still took me this long. It's a bit dated, but still relevant.

With Onyxia’s lair released this week, there has been a lot of mixed feelings about Blizzard’s rehashing of old content. Using Naxx as the entry level raid for WOTLK kind of flew under the radar because most of the player base never saw much of the initial Naxx. I was in a pretty competent raiding guild at the time, but we only made a couple of forays into 40 man Naxx before BC was released and we all had more important things to do. Those brief glimpses were still more than most of the playerbase saw. Sure there were some who bashed Blizz for re-tooling Naxx for Wrath, (and making it much easier as well) But for the most part it was new content for players, so there was very little weight to those complaints. Complaints that it was ez mode were more prevalent and probably more justified. Everyone may not have taken it down in the first week, but there were probably not many raiding guilds who did not roll the place in pretty short order.

Wrath did see a couple of other launch raids that were brand new. They were single boss raids, but there was enough variety in early Wrath raiding to keep most folks happy. Even if you did not care for EoE or OS, they were new. New dynamics, new foes, and the new 10/25 man settings certainly gave us all something to do when we hit 80. True to form, Blizzard released another couple of raids in fairly quick order with Ulduar and TotC. Within 9 months of the expansion release, Blizzard provided us with 2 more high end raids. That is not bad for any MMO. It is not the same pace they kept back in the day, but still not bad at all.

Now Blizzard has given us a novelty raid for the 5th anniversary. Welcome back Onyxia! With that announcement and subsequent release there has been a fair amount of criticism on the forums and the regular wow haunts about Blizzard reusing old content. I understand the sentiment, but I don’t think it really applies in this case.

The new Onyxia raid does not really factor into guild progression. To my knowledge, there is no “must have” loot drops for any classes. It does not open up any additional raids down the line. It really is nothing more than a fluff raid for a bit of nostalgia. Further, Blizzard did a fine job enticing raiders to go back to that zone, even players like myself who swore never to visit Onyxia’s lair again. I could care less about getting an upgraded dragonstalker helm. I never cared for that model all that much anyway. However, I will run that zone any chance I get for a shot at the Onyxia mount!

I am not a mount or vanity pet collector. I have the green proto drake, a couple of dragons from factions, and I still use my boring old wolf for my ground mount. The Onyxia mount is the first mount they have released that I really want. And I really want it. Having been in a raiding guild that re-built a number of times during vanilla wow, I ran Onyxia many more times than any player should. Same with the quest chains to open up her lair. It seemed that every week we would get a few new people in the raiding ranks who needed Ony drops to fill out tier sets. We always needed scales from her for more BWL cloaks. And being a hunter, I was always sympathetic to the newer hunters who were searching for her black sinew for their epic bow quests. I plan on riding Onyxia as payback for most of 05-06.

No matter how good you were at raiding, Old Onyxia remains one of a handful of encounters where 1 or 2 people can wipe the entire raid. It was quite possible for a well seasoned group who had killed Onyxia dozens of times to find themselves taking that long ghost run from the ogre camp on the other side of the map. All it took was one person to pull agro, or for someone to get too close to the whelps and a cakewalk encounter could instantly turn into a nightmare. For those reasons alone, I swore off the place. For me, Killing Onyxia went from being the ultimate achievement in the game, to something I never wanted to see again.

But you know what? I went back as soon as it was released. I went back for a shot at the mount, but I have to admit that I enjoyed the encounter quite a bit. We no longer used pet pulls to bring the warders in one at a time, and the fight has changed a little, but in no time I found my self at that old sweet spot on the wall where fears still kept you out of the lava bursts on phase 3. As an extra bit of nostalgia, one of my long time in-game friends and fellow hunter was right there in the sweet spot with me. The rest of the ranged dps hasn’t found it yet and knowing us hunters, I doubt we will tell them about it 

I did not get my mount yet. I don’t really care too much about the bag, but I will take one if the chance shows itself. The quest item and the helm I will probably pick up if no one else wants them. Still, the really nice surprise was to find that I enjoyed seeing (and slaying) the old girl again.

So, be critical of Blizzard if you wish. Some say the raid is too easy. Some say reusing content is lazy. In my opinion adding Onyxia back into the game was a lot less about lazy development and much more about throwing the player base a bone to celebrate 5 years of WoW. All in all, job well done.
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A full month :(

When I started this site, I told myself I would never write a post like this. Yes, it is one of those "I'm sorry I never write more often" posts that every blogger who is not getting paid eventually writes. The one difference here is that, well, I'm not sorry that I haven't written. Truth be told, my current environment is not very conducive to getting work done, especially writing. So had I been writing, you would be reading very forced articles that aren't very thoroughly written, and it may just cause people to stop reading (yes, both of you).

On to some good news. I have been a bit re-energized to write lately, but this time I will be relaxing my writing a bit, both in frequency of posting and post length. I will try to keep myself to a few posts per week, and I will keep the word count down, which means I will (or should) be writing more. Also, I will be branching out a bit outside of the realm of WoW and into general gaming in hopes to boost my post count. In addition, I am still interested in bringing in contributors willing to write about... well, almost anything gaming related. If you want to write and don't have any ideas, I can assist with that.

For now, I will leave you with another post from our hunter friend, Pyros.
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