Archive Page 2

26
Apr
16

Set Long Term Goals to survive content droughts

We’re looking at 14 months without any new content in the Warlords of Draenor expansion.  And yet I still have plenty left to do.

Early in the WoD cycle I set up some long term goals.  Collecting pets and mounts, earning reputations, getting achievements, leveling alts, making gold, etc…

As I played the game I would do these in small doses.  I didn’t try and race through them. Slow and steady. At this point, I still haven’t completed many of them.  I actually feel rushed.  It is true that my game time has fallen to maybe two or three hours a week, but I still feel that I have plenty to do to keep me occupied.

Each time I log on I have some activity that I can work on and make progress.  I’m never bored.

By this point, after five expansions, we should expect that content won’t come as fast as we’d like it.  I think that too often we jump into the game and try to do everything in a hurry.  If you set long term goals and maintain a moderate pace you’ll make the game last longer.

 

19
Apr
16

Still no spoilers

Until this point I have kept myself out of the loop on Legion.  I have not looked extensively at class updates.  I have not taken even a single glance at the Artifacts or the Class Halls.  I can tell that these are works in progress and so I have covered up my ears and said la la la la to keep from seeing them in an unfinished state.

With the announcement that Legion will drop on August 30, I expect that the game will move into beta by May.  At that point I’ll probably start looking at the way things are shaking out.

If I get invited into the beta I will play it.  I have been in the beta for the past several expansions and I try to do my job and give feedback, find bugs, etc…

On that note…

I’ve been playing WoW for a long time.  Is it my memory playing trick on me, or is this extended “alpha” testing new for Blizzard?  Hear me out…

In the past few expansions, the beta test populations have gotten larger and larger.  People have come to think of beta as early game access, rather than testing and bug fixing.  I suspect this might be frustrating for Blizzard.  When folks don’t get a beta invite, they get angry. (entitlement issues)

How does Blizzard fix this? They could just give out fewer beta invites.  However, that will alienate or anger an already dissatisfied player base.  So instead they run their usual beta testing but call it “alpha”.  No one is angry because there’s no expectation to get invited to a limited alpha, and they are waiting for the beta and their inevitable invite.

When the game does finally go to beta, lots of invites go out and it is essentially early access in everything but name.

So is Blizzard just changing the names to keep everyone placated? Lets see how many of us get into the beta.

12
Apr
16

Forever a… Lock?

In the current content lull, I’ve been working on alts.  I’ve never been an alt-o-holic.  I have some, but I’m not over loaded with them.

My main is, of course, my rogue.  I also have a max level druid that I play and raid with.  I have a max-level paladin that I keep leveled and geared in case we need a tank in a pinch. I have a max level shadow priest for when I feel like doing caster dps.  I also have a max level arcane mage that I use for for inscription and enchanting, but I do find him fun to play.

I have a 2nd rogue and a warrior at level 92 to have more garrisons for gold making.

That leaves me with shaman, hunter, death knight, monk, and warlock that I have never leveled up to or even near the level cap.  I’ve heard that locks are fun these days, so I decided to give the lock a go.

Well, at low levels it really sucked.  For one, the demon pets are too strong (same complaint I have about hunters).  I can sick my pet on things and then go off and pick flowers while the pet does all the work.  I never get hit or even bothered.  Some people see this as a feature, but to me that’s dull and uninteresting.

Second is that it was too repetitive.  There wasn’t enough variety in the attack options.

Worst, though were running dungeons.  With just one instant nuke (HoG), in general I would get one or maybe two casts off per pull.  I finished in dead last in damage on every dungeon run I made from level 20 until level 80. I got kicked out once and threatened on other occasions due to low damage. I had to stack haste, haste, and more haste on my gear just to get off more casts to do decent damage.

Plus the lack of a speed boost was annoying.  I was often left behind in dungeons, and I’d catch up in time to get one cast before everything was dead.

On top of that, I hate managing pets.  The pet has caused problems in a couple of dungeon runs due to pathing oddities or pulling extra mobs.

I don’t really know how I made it, but now at higher levels the lock is starting to perform a little better. If I time things well I can do competitive damage.  Plus the pet makes questing efficient since I can pull a lot of mobs at once (at low levels I wasn’t doing much questing)

I doubt I’ll be playing this toon with any frequency once I hit the level cap, but it has been an experience.

Next up… maybe shaman?  I really didn’t like DK or monk in the little I played them, and I’ve had enough with the pets for now so I’ll wait on the hunter.

08
Apr
16

I’d Like To, But…

Its not that I don’t want to play.  I’m still enjoying the game.  I’m not burnt out.  I’ve been leveling alts.

But…

  • the kids have baseball and band
  • my job has become very demanding
  • I make a full dinner for the family every night
  • it’s baseball season

Once upon a time I would have scheduled those things around WoW.  Now, I fit in WoW whenever I have a break in those things, which is rarely.

The only thing I really have left on my WoD bucket list is to get the Moose.  My item level is 710, so I’m reasonably sure I can get into a raid.  But its been so long since I have raided, even on LFR, that I don’t remember any fight mechanics and I expect I’d be kicked after a wipe or two.

22
Nov
15

Rogue Talents Datamined – Subtlety

Disclaimer: datamining is unreliable.  Nothing here is certain to make it live.

Disclaimer: these talents, even datamined, may not be in their right place in the talent tree.

First, it must be said that Subtlety Rogues have new baseline abilities.  This is important to set out first because many of the talents modify them.

Shadowstrike – Appear behind your target and attack.  Awards two combo points.  This will replace Ambush and Shadowstep.  Requires stealth.

Shuriken Toss – Formerly a talent, now a Subtlety baseline attack from range. Awards one combo point.

Nightblade – melee finishing move that does Shadow damage and reduces movement speed by 50%

Now that that is out of the way, let look at what the dataminers have found in the Legion beta files.

Subtlety Talents:

With the removal of Honor Among Thieves, the combo point generation will be very different for Sub rogues.  The new baseline ability Shadow Techniques gives a chance to proc combo points from autoattacks.  That will replace HoT.

Eleven out of twenty-one of our old talents have been removed for Outlaw spec.  Here are the new talents that replace them:

New Talents

  • Master of Subtlety – its back!  Attacks made from stealth and for 10 seconds after cause 10% additional damage.
  • Weaponmaster – Your attacks have a chance to hit the target twice each tie they deal damage
  • Gloomblade – basic attack, replaces Backstab.  Does shadow damage, awards one combo point.  No positional preference.

One interesting aspect of Subtlety rogues is how much of their damage is being shifted from physical to shadow.  If they use the Gloomblade talent and also use Nightblade as the finisher, then only their autoattacks are doing physical damage.

  • Deeper Strategem – can gain up to 6 combo points, and finishers can use up to 6 combo points
  • Acrobatic Strikes – increases the range of your melee attacks by 3 yards
  • Into the Fray – increases your movement speed at all times by 15%
  • Deeper Strategem – you may now have up to 6 combo points and finishing moves can cosume up to 6 combo points
  • Vigor – increases maximum energy by 50 and base energy regeneration rate by 10%
  • Soothing Darkness – Heal 3% of your life every second while you stay in stealth
  • Strike From the Shadows – Your Shadowstrikes also stun the target for 2 seconds.

Strike From the Shadows is interesting.  It turns Shadowstrike into a combination of Shadowstep, Ambush, and Cheap Shot all in one.

  • Tangled Shadow – Nightblade now reduces target movement speed by an additional 20%
  • Premeditation – Cheap Shot and Shadowstrike generate 1 additional combo point
  • Alacrity – Finishing moves have a 20% chance per combo point to grant 1% haste for 20 seconds.  Stacks up to 25 times.
  • Expanded Technique – your combo point generators now have a chance to trigger Shadow Techniques

Expanded Technique should just be built into a baseline ability.  Otherwise it is dull.

  • Relentless Strikes – you gain an additional 40 energy when you enter stealth

Also, rogues gain a baseline ability called Master of Shadows at level 54 that provides 60 energy when you enter stealth.  Thus, if Relentless Strike is chosen as a talent you would get 100 energy.

I can’t really get a mental feel for this spec.changes to this spec.  It clearly intends for you to jump in and out of stealth as often as possible, which is interesting.  Not sure about the interplay of all the talents and new abilities.  I’ll be sure to try it if I get into the beta.

22
Nov
15

Rogue Talents Datamined – Outlaw

Disclaimer: datamining is unreliable.  Nothing here is certain to make it live.

Disclaimer: these talents, even datamined, may not be in their right place in the talent tree.

First, it must be said that Outlaw Rogues have several new baseline abilities.  This is important to set out first because many of the talents modify them.

Saber Slash – grants 1 combo point, has a 35% chance to strike an additional time, giving another cobo point and making your next Pistol Shot free.

Pistol Shot – Draw a pistol and fire a shot at your opponent.  Gives 1 combo point and reduces the target’s movement speed.

Run Through – melee finishing move

Between the Eyes – Pistol finishing move, 20 yard range

Now that that is out of the way, let look at what the dataminers have found in the Legion beta files.

Outlaw Talents:

Wow!  Fourteen out of twenty-one of our old talents have been removed for Outlaw spec.  Here are the new talents that replace them:

New Talents

  • Ghostly Strike – basic attack with your cursed weapon, awards 1 combo point, causes target to take 10% increased damage from your abilities for 15 seconds
  • Swordmaster – Saber Slash has an additional 15% chance to proc an additional free Saber Slash
  • Quick Draw – Free uses of Pistol Shot granted by Saber Slash now generate 1 combo point and do 50% more damage

Outlaw rogues will have to choose a preferred attack rotation.  Are you strictly sword/melee?  Then Saber Slash + swordmaster sounds good.  Want to weave in pistols?  Go with Saber Slash and Quick Draw.  Want to be a more ninja style?  Then Ghostly Strike can replace Saber Slash as your combo point generator.

  • Grappling Hook – pull yourself to your target
  • Acrobatic Strikes – increases the range of your melee attacks by 3 yards
  • Into the Fray – increases your movement speed at all times by 15%
  • Deeper Strategem – you may now have up to 6 combo points and finishing moves can cosume up to 6 combo points
  • Vigor – increases maximum energy by 50 and base energy regeneration rate by 10%
  • Iron Stomach – increases your healing from health potions, healthstones, and Crimson Vial by 30%
  • Parley – pacifies the target, who is forced to negotiate instead of fighting for 60 seconds.  Only works on humanoids, dragonkin, and demons.  Breaks on damage.

Parley sounds neat, and clearly invokes the Johnny Depp character from the Pirates of the Caribbean movies.  That said, I predict that no one will take this talent and it doesn’t make it to live.

  • Cannonball Barrage – Command a ghost ship crew to barrage an area with cannonballs, doing damage over 8 seconds and slowing enemies
  • Alacrity – Finishing moves have a 20% chance per combo point to grant 1% haste for 20 seconds.  Stacks up to 25 times.

I don’t get the Alacrity as written.  If it only lasts 20 seconds, there is no way to stack it 25 times, unless each new application also extends the duration of previous applications.  If that is the case, then as long as you use a 5-point finisher once every 20 seconds, you will eventually have +25% haste.

  • Killing Spree – no longer a baseline ability, now a talent (gasp!).

I think that moving Killing Spree to a talent is a good idea.  Lots of rogues get frustrated when the mechanics of a fight prevent the use of Killing Spree, or make it buggy.  This way you can spec out of it for those fights.

  • Roll the Bones – a finishing move that provides a random combat enhancement.  Number of combo points determine the duration.

We know that, as much fun as an ability looks, players typically hate randomness.  Theorycrafters won’t be able to accurately assess the strength of this talent since it has random effects.  Therefore, I predict that no raiders choose this talent and it doesn’t make it to live in this form.

BIG changes to this spec.  It looks fun, but it also seems like it will have a lot of tweaking before it is finished.

22
Nov
15

Rogue talents datamined – Assassination

Disclaimer: datamining is unreliable.  Nothing here is certain to make it live.

Disclaimer: these talents, even datamined, may not be in their right place in the talent tree.

Now that that is out of the way, let look at what the dataminers have found in the Legion beta files.

Assassination Talents:

So we see that ten of our old talents have been removed or made baseline.  Here are the new talents that replace them:

New Talents

  • Master Poisoner – increases poison damage by 10% and non-damaging poison effects by 20%
  • Elaborate Planning – finishing moves grant 20% increased damage for 4 seconds
  • Hemorrhage (!) – basic attack that increases bleed damage on the target and awards 1 combo point.  Costs 30 energy.

Wow, Hemo in Assassination (unless this is a datamining glitch).  It costs more than half of the energy of Mutilate and does less than half the baseline damage, but the increase in bleed damage is hard to calculate.  It will be interesting to see if it is worth choosing that as a tier 1 talent over a more straightforward one like Elaborate Planning.

  • Deeper Strategem – you may now have up to 6 combo points and finishing moves can cosume up to 6 combo points
  • Vigor – increases maximum energy by 50 and base energy regeneration rate by 10%
  • Paralytic Poison – its back!  Removed in WoD, it has returned in a new form. Causes 10% increased duration of Cheap Shot and Kidney Shot.
  • Thuggee – Each time the target takes bleed damage there is a 15% chance to reset the cooldown on Garrote, but the silence from Garrote now only lasts 1 second.  Also, it makes me think of the second Indiana Jones movie.

If you take Vigor (3rd tier) and Venom Rush (7th tier) then you have 150 energy and a super-fast regeneration rate.

Thuggee seems odd.  Garrote only has a 15 second cooldown.  Do we need a talent that might reset it?

  • Numbing Poison – not the same as the old min-numbing poison.  Each application increases your damage on the target by 10%.  Stacks up to 5 times.
  • Alacrity – Finishing moves have a 20% chance per combo point to grant 1% haste for 20 seconds.  Stacks up to 25 times.

I don’t get the Alacrity as written.  If it only lasts 20 seconds, there is no way to stack it 25 times, unless each new application also extends the duration of previous applications.  If that is the case, then as long as you use a 5-point finisher once every 20 seconds, you will eventually have +25% haste.

  • Blood Sweat – every time you deal bleed damage, there is a 30% chance to spread it to a nearby target

Thank goodness there is no more reagent cost to switch spec.  People will be switching in and out of Blood Sweat for single vs multi target fights.

As typical with rogues, there are no sweeping changes here.  We’ll see more changes in the Combat Outlaw spec.




Armory

Dinaer - 100 Assassination Rogue (US - Sen'Jin)
Derence - 92 Prot/Ret Paladin (US - Sen'Jin)
Metius - 91 Shadow Priest (US - Sen'Jin)
Liebnitz - 100 Arcane Mage (US - Sen'Jin)
Fastad - 90 Subtlety Rogue (US - Sen'Jin)
Darishin - 100 Resto/Balance Druid (US - Sen'Jin)
July 2016
M T W T F S S
« May    
 123
45678910
11121314151617
18192021222324
25262728293031
Add to Technorati Favorites
website statistics








World of Warcraft™ and Blizzard Entertainment® are all trademarks or registered trademarks of Blizzard Entertainment in the United States and/or other countries. These terms and all related materials, logos, and images are copyright © Blizzard Entertainment. This site is in no way associated with Blizzard Entertainment®

Blog Stats

  • 1,257,899 hits

Follow

Get every new post delivered to your Inbox.

Join 42 other followers