Druid Leveling 1-30, a recent reversal in my opinion.

For a long time I have always been a strong believer in the feral is the way to level 1 to Level cap. I have leveled 4 druids now from 1 – 30, 3 of them had 3 BoA items: chest, shoulder, weapon. The difference was in 2 cases I went with the rogue shared leather gear and the 3rd I am using my caster cloth gear.

Given this arrangement my Balance Druid utterly destroyed my feral leveling, when I was actually questing and not just doing dungeon murder sprees with an 80 and a tow cable. I went from 29-30 in about 20-25 minutes by running SM:Cathedral 3 times with an SM:Armory run in the middle some where. I would do SM:C in 3 mass pulls, lower Courtyard, Upper Courtyard and then the Cathedral proper in 1 pull with bosses. I have to say that is fun as hell when I remember the normal hell it is at level.

One of my favorite rotations before getting starfire I ended up making the following macro.

*subject to change, doing this off the top of my head at the moment.

/castsequence reset=target/10/shift Wrath, Entangling Roots, Moonfire

Most of the time my roots would break on Wrath anyway so 80% of the time I would need to recast it anyway. But from 15 – 20 I was using this on mobs 1-3 levels higher than I was and utterly destroying them with taking little damage. Now I was drinking after every other 2/3 pulls but they went so quickly that it really did not matter.

My new one that I am not using as much at the moment is the following.

/castsequence reset=target/10/shift Starfire, Entangling Roots, Moonfire, Wrath

Most of the time the roots will break between Wrath and Starfire but will always break after a Moon/Wrath/Star sequence.

Anyway I will most likely be giving this feedback to Lissanna just in time for everything to change with Cataclysm. I hope I get into Beta given my familiarity with every class now and having leveled so many toons I could give good feedback on the leveling experience. The xp/quest ratio was one of my larger complaints when in WotLK beta.

I will also add the actual macros to my useful druid macro section when I get a chance in the next day or so.

Posted in World of Warcraft | Comments closed

Fix Combo Points

This mechanic has always annoyed me a little bit and with the rewrite of everything that is coming in Cataclysm now it the best chance to get them right.

For example this new holy power mechanic that is being added to Paladins is to some extent how combo points need to work. The combo points for Rogues and Feral Druids needs to accumulate on the character and not the target. This will make for smoother game play in the end. Also to prevent the accumulation of a full 5 combo points, waiting a little bit and then opening with a large finisher on a different target put a gradual decay on either an individual combo point or all current stacks of combo points.

Individual Combo Point Decay
After X# of seconds 1 combo point decays, most likely longer than 2 seconds but less than 6 seconds so a full stack of 5 takes about 30 seconds to decay.
Timer is reset by melee attacks, like divine plea.

All Stack Decay
After X# of seconds all combo points decay, most likely somewhere between 15-30 seconds for this. It needs to be long enough that while dodging AoE in boss fights they will not loose their stack if they are careful. However it will prevent them from hoarding a large amount at the end of trash to open up on a boss or new PvP target with.

Actually for the same reasons as listed above the new Holy Power mechanic for Paladins will also need a decay like what I am suggesting here for Combo Points. The main reason I think this needs fixed for Rogues and Feral Druids is the new ability Rogues are getting to shift all combo points to a new target but not giving something like that to feral druids that use the same resource and mechanic. If it is good enough to rig a pseudo fix for one class then it is good enough for all that share the same core mechanic or just fix what is broken.

Posted in Cataclysm | Comments closed

Where to begin with the beta news?

Well it has been a while since I have posted something new here. There are several reasons for this. The primary reasons are I have been busy with IRL stuff and there really has not been much new confirmed information up until now.

Now that the dam has broken there should be plenty to talk about until the release of Cataclysm.

Posted in Cataclysm | Comments closed

Cataclysm Raid Lockouts and Progression – (“Expletive deleted” you) if you are not in the core group of a guild

From Blizz found here and here.

We’re continuing to refine the raid progression paths in Cataclysm, and we’d like to share some of those changes with you today. Please enjoy!

The first of the refinements being made is that we’re combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player modes of a single raid will share the same lockout. You can defeat each raid boss once per week per character. In other words, if you wanted to do both a 10- and 25-person raid in a single week, you’d need to do so on two different characters. Normal versus Heroic mode will be chosen on a per-boss basis in Cataclysm raids, the same way it works in Icecrown Citadel. Obviously the raid lockout change doesn’t apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.

We’re designing and balancing raids so that the difficulty between 10- and 25-player versions of each difficulty will be as close as possible to each other as we can achieve. That closeness in difficulty also means that we’ll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They’ll have the same name and same stats; they are in fact the exact same items. Choosing Heroic mode will drop a scaled-up version of those items. Our hope is that players will be able to associate bosses with their loot tables and even associate specific artwork with specific item names to a far greater extent than today.

Dungeon Difficulty and Rewards
10- and 25-player (normal difficulty) — Very similar to one another in difficulty; drop the exact same items as each other.
10- and 25-player (Heroic difficulty) — Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.

We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you’re able to gather the people. The raid designers are designing encounters with these changes in mind, and the class designers are making class changes to help make 10-person groups easier to build. Running 25-player raids will be a bit more lucrative, as should be expected, but if for a week or two you need to do 10s because half the guild is away on vacation, you can do that and not suffer a dramatic loss to your ability to get the items you want.

We recognize that very long raids can be a barrier for some players, but we also want to provide enough encounters for the experience to feel epic. For the first few raid tiers, our plan is to provide multiple smaller raids. Instead of one raid with eleven bosses, you might have a five-boss raid as well as a six-boss raid. All of these bosses would drop the same item level gear, but the dungeons themselves being different environments will provide some variety in location and visual style, as well as separate raid lockouts. Think of how you could raid Serpentshrine Cavern and Tempest Keep separately, but you might still want to hit both every week.

We do like how gating bosses over time allows the community to focus on individual encounters instead of just racing to the end boss, so we’re likely to keep that design moving forward. We don’t plan to impose attempt limitations again though, except maybe in cases of rare optional bosses (like Algalon). Heroic mode may not be open from day one, but will become available after defeating normal mode perhaps as little as once or twice.

In terms of tuning, we want groups to be able to jump into the first raids pretty quickly, but we also don’t want them to overshadow the Heroic 5-player dungeons and more powerful quest rewards. We’ll be designing the first few raid zones assuming that players have accumulated some blue gear from dungeons, crafted equipment, or quest rewards. In general, we want you and your guild members to participate in and enjoy the level up experience.

We design our raids to be accessible to a broad spectrum of players, so we want groups to be able to make the decision about whether to attempt the normal or Heroic versions of raids pretty quickly. The goal with all of these changes is to make it as much of a choice or effect of circumstance whether you raid as a group of 10 or as a group of 25 as possible. Whether you’re a big guild or a small guild the choice won’t be dependent on what items drop, but instead on what you enjoy the most.

We realize that with any changes to progression pathways there are going to be questions. We’re eagerly awaiting any that we may have left unanswered. To the comments!

In all honesty most of these changes I have been hoping for for a very long time. I have one very important problem with these changes however.

10 and 25 should not have the same lock out if not then lockouts need to change and not be tied to a particular character. This change totally screws over anyone not able to or chosen to go in the main guild run. It is a giant FU to the entire concept of having a flexible gaming environment. No 25 man guilds can no longer have the “main run” and have several 10 man runs for alts and gearing up under geared members.

This is just one more piss poor implementation on a design of failure that is the raid lock out system. I say let the people that can not pace themselves burn themselves out. Let us play and run the content on our terms not yours.

Additionally hard modes should be available from day one, not after any or the first clear.

Also make sure there is scaling in the hard modes and not the pathetic binary difficulty bullshit that has been a plague on the content after Ulduar. OS and Ulduar were the best designs for hard modes in how they worked, not necessarily how to activate them.

I am sure I will have more to say on this at some point. The only other thing I can say is the Rated BGs are looking better and better all the time if they don’t screw up the “time risk” versus “reward” there. I have a separate post that I have been working about my concerns for the future of PvP, it is not done yet however.

Posted in Cataclysm, PvE | Comments closed

WoW Economy & SC2 Beta Key giveaway

I was thinking about giving away a pet or something through Lissanna’s blog eventually but instead I want to generate some idea’s for ways to improve the WoW economy.

So here is what happened I am already in the SC2 beta from Blizzcon 08. I pre-ordered SC2 from Amazon.com and received an email from Amazon with a Beta key in it from pre-ordering the collector’s edition. I wanted the Thor in game WoW pet. But I now have a Beta key and no one to give it to.

For a chance at the key post in the comments section of this post your idea/opinion/concept of one way to improve the economy in World of Warcraft. Oh and getting rid of gold selling spam which should already be done does not count. Out of the acceptable ideas I will enter the email addresses into a spread sheet and either /roll in game or roll some actual dice to randomize it. So please enter a valid email address that will reach you when the form asks for an email address. This will run until Midnight Friday 4/23 as in 00:00 4/24 EST.

Posted in PvE, Star Craft II, Wish List, World of Warcraft | Comments closed