Monthly Archives: November 2009

Macros – Changes Needed in Cataclysm, Maybe?

Well Cataclysm is going to introduce a new fly in the ointment of macro writers for Druids.  A spec I know Lissanna will break as soon as the expansion launches and she hits 81 is going to be the true Restokin spec.

What I mean here is that the stance/form/state dynamic array needs to be changed.  Currently Moonkin and Tree form are exclusive.  As soon as you hit 81 you could have both forms.  Both forms now sit in slot 5 of the druid form list if they have either talent otherwise it becomes flight.

Is this a big deal no I admit it is not.  However for consistancy sake and so that generalize macro sets could be developed it would be useful if for druids the form numbers were static.

0 – Caster

1 – Bear

2 – SeaLion

3 – Cat

4 – Cat (Stealth)

5 – Travel

6 – Moonkin

7 – Tree

8 – Flight

9 – Ret Paly DK form, So we can Tank and crank out the damage. (Ok wishing here).

Either way if static numbering is implemented cool if not I know we will adapt.  However more character specific macro slots would be useful.  Say 45-60ish.  This is just a target number that I would need so I could create a full set of macros for each Talent Spec as a druid and still have a little room to spare.  Personal wish here but hey my blog.

***** Edit*****

I forgot to mention before this posted that currently with Rogues Non-Stealthed is stance 1 and Stealthed is stance 2.  Where with Druids you have to use the Stealth modifier to differentiate.  It would just make some of the macro syntax tighter.

Posted in Uncategorized

Macros – and so it begins.

For a while now I have wanted to put some of and eventually all of the macros I use up here as a resource.  A resource for both me and for anyone else interested in them.

I have them saved as a page rather than a post.  You can find them under my pages section and I have linked the first few here below.


[[Druid Macros]]

[[Warrior Macros]]

I recommend that anyone interested read the [[Macros]] page first.  I have a particular play style and may need some translation for others.

One overarching theme that I try to accomplish especially in the case of Warrior/Rogue/Druid is match up similar abilities that are exclusive to a particular stance/state/form so as to reduce the number of buttons I need to have mapped.

Well if you have any questions please let me know.

Posted in Uncategorized

Paladin Lay on Hands, my 2 cents.

Well I have been watching thread meters, mmo-champion and the Blizz Blue tracker on the forums reading over the QQ and quasi discussion about the balance of this ability.

Having tanked a little bit on all 4 classes, something like LoHs for Paladins need to be there as an “oh shit” button.

In my opinion how I would balance the ability would be the following.

  • The base ability becomes 20% of health usable on yourself or another.
  • Though a glyph you add 10% to the ability
  • Talents
    • Protection
      • Change “touched by the light” such that the +10% crit heal is now +(5/10/15)% LoH healing on Self
    • Holy
      • Give similar effect to the touched by the light effect and maybe a mana boost or something extra to caster if cast on another target.

End result gives in the ballpark the following table.

Protection To Self: Between 20-45%

To Others:  Between 20-30%

Holy To Self: Between 20 – 30% + bonus

To Others: Between 20-30% + bonus

Retribution to Self: Between 20-30%

to Others: Between 20-30%

You may ask why I favor Protection in this case? At 45% it is similar to what Warriors and Feral Druids get when you combine “Last Stand/Survival Inst” + the Rage based Regeneration ability and have it glyphed.  Paladin’s don’t have a Last Stand per se so just giving a flat out boost would be acceptable while still “nerfing” it from 100%.

I know in the end that balance testing would be needed if anything like this was implemented but at least IMO this seems like a good compromise to the issue.

The other issue that is a problem for Prot. Healing is that they just need to remove Spell Plate, but that fix which would finally put an end to the issue is too big to be dealt with in a non-Expansion content patch.

Posted in Uncategorized

Groups, Guilds, Raids and Battle.Net

For 4-6 weeks now I have been contemplating greatly on these subjects even came up with a few catchy titles to call posts about several of them at a time. In this time we have heard a bit more information about the future of some of these topics. Additionally I have seen some other information about similar issues in other games that I follow. So rather than trying to tease apart these topics I am just going for a single summarized post. The previous titles were: “Groups, Guilds and Raid IDs”, “The New – A New Hope or Phantom Menace”.

All of these topics orbited a concern of mine with regard to Cataclysm. We need more things in WoW to bring players together rather than to stratify them into discrete types. This massive categorization may have resulted prior to TBC, however my highest level character was 54 at launch time for TBC. So if it existed in classic WoW where it was a “Raid or Die” mentality for any form of progression, I do not really know.

In Wrath you can progress relatively well if you are willing to go at a slightly slower pace content wise through PuG-ing. So guilds only really benefit as an organizational tool, even then the tools for guild organization are more outside the game than in it. Don’t get me wrong I like and appreciate where the in game calendar is going.

From the other MMOs that I have played and read up on I will list a few general concepts that hope we see in Cataclysm.

  1. Break from the 1 character/1 guild paradigm. (I think this is one area where could really play a major role.)
    1. Move to a more direct 1 Player/Many Guild system such that the permissions of any player is the sum of their characters. So you don’t have to play Alt-Tango to get stuff between guilds and alts. When you go to access a bank or any system where you have different characters and or roles, add an intermediate interface that allows us to select the “role”/Character that we draw permissions from.
    2. Another great improvement would also be to extend all non-purchased(IRL Money transaction) BoA items to be Account Bound rather than WoW Account Bound, it would rock for collector’s editions to also work but I would rather have Heirloom Items and instant Gold/Item transfers between WoW accounts under the same account work first.
    3. Oh and on the subject of guilds, put in a feature to allow GMs to rename a guild, prior to guild Banks not a big deal. Now after 1000s of gold have been sunk into a guild bank that is an unacceptable loss for no good reason. Especially since all it really amounts to is an update to 1 field in a DB, if the DB is even remotely normalized.
  2. Improved AH, if nothing else move each AH to a Cross/Realm per Battle-group based system. This will help stabilize economies on old versus new, and low versus high population servers.
    1. Move away from the stack based unit of quantity for materials in the AH. 1 Character can place one auction per good per price. So whether you sell 10 stacks of 20 infinite dust or 200 stacks of 1 infinite dust it takes 1 entry in the DB and only gets translated into stacks when being mailed to the person buying the materials.
    2. Add a will buy X number of Y good at Price Z into the AH, the other have of a buy/sell market. This will also help keep prices from dropping below vendor, or at least add a little extra stability into the AH.

I could go on here but I first I want to make an observation/comment about If the vision of what is/will/could be is even a part of what I am hoping it to be then it will be one of the best trans-gaming community support structures ever built. I really have high hopes for it, in some ways maybe not with WoW but with a future Blizzard MMO, becomes the place where people meet/chat and greet, the game is where they just go to play. Even further the characters could be tied to some meta structure such that Character/Server becomes meaningless. The server is just that a server to run a shard of the game world. Thereby when a Battle-group or server goes down characters and everything else are still available to any other server to run on. You would then just have servers you prefer to run on because they are in the closest data center to you but you could still play anywhere. Now if “your” server goes down you are screwed so to speak. Not really for me as an alt-o-holic but for the average player. It is this dream/vision of what could be that led me to the title I mentioned in my first paragraph.

That grand dream being said, realistically it is not going to happen, or at least not anytime soon. If at any time I would expect something like that coming for the “next-gen” MMO that blizzard has in the works. I also would hope after Starcraft 2 is released and is more tested that friends within the same Battle group would be able to cross-realm invite for at least 5 man dungeons if not raids.

What all of this has in common is the need for Blizzard to create new and more ways to bring players together rather than splitting them up into different sub-groups. This is the main reason I really think that guild alliances need to be made. Maybe a charter with 100g fee and requires GMs from 2 guilds to “sign” the charter. Then the alliance could be formed and it would act as a super guild structure. Then you could have the “leveling guild”, “casual guild”, “RP guild”, “pvp guild” and the “raiding guild” all under the same banner. They would each keep their own channel but members of the alliance could “guest” into the guild channel as well as share an Alliance channel. Furthermore there should be no reason or restrictions made such that 1 guild could not belong to multiple Alliances, a 1 guild to many relationship. So 1 guild could be in a PVP alliance, Raiding Alliance, RP Alliance ect… Allowing a many to many relationship may be hell on the DB or conceptually for some but allowing the player base to truly group/ally/stratify as they see fit is in the end the best way to go. Then real analysis about the player base could be made by looking at how the players on a given server organize themselves. If at some point cross-realm guilds/alliances were ever possible to be formed it would be interesting to see how the player bases on different battle-groups organize themselves.

I apologize if this post is a bit all over the place. There were several large and complex concepts that I was attempting to express. It was also written over the period of a few days when I had time to tackle the issues. I will most likely come back to some of these concepts at a later time.

Posted in World of Warcraft