Showing posts with label patch. Show all posts
Showing posts with label patch. Show all posts

Thursday, 21 July 2011

Firing up for another daily grind

A look at the new shape of Firelands dailies 

daily-questOnce again I’ve been struggling to find much time to play WOW over the past few weeks, when I’ve managed to get on, even if it’s just been for 10 minutes my first priority has been to carry on with my auction house experiment; my second task, time allowing, has been to work through the new Firelands dailies. I wrote a brief post just before the Firelands patch asking what the casual could expect from the new content, in particular looking at the more ‘personalised’ dailies.

Firstly, the way the new dailies works is a little different to that of other ‘rep’ type dailies, you don’t directly gain rep by doing x, y and z, instead you collect tokens. Mark of the World Tree to be precise; in order to get anything from these dailies you need to collect 150 of the little buggers, at which point an NPC will become available from whom you can buy goodies from. Further NPCs turn up varying number more, according to Wowhead a total of 695 will currently unlock all of the available NPCs.  Now I like this idea, in some respects, and hate it in others, as a casual you are at no more of a disadvantage than raiders (other than perhaps they have more time to play), as you can only get the marks from dailies, you can get a maximum of around 12 per day (it varies according to how many NPCs you’ve unlocked) after the initial introductory quests which give a few extra, so you’re going to be grinding for 33 days completing each quest to unlock everything (again according to Wowhead). There is no tabard so it’s not like you can hit a few instances over the course of a weekend to max your rep out like the others.

I’ve said it before, and I’ll say it again, it’s not all about the gear; gear is a means to and ends, my primary goal is enjoyment, so what about the quests? I’m not a big quester if I’m honest, they’ve been a means to getting to the top level over the years, and nothing more, yes there's been the occasional chain to get an item, or that really are fun, like the crucible type chains, and then the horrible Onyxia and molten core type key chains which are occasionally fun at first but a complete pain in the proverbial when you come to run alts. On the main part, I’m not one of the people who’ll just churn through them for the fun of it. I’m not interested in the lore, or the ‘story’ (I know it floats some peoples boats, just not mine.) in fact the second I discovered the macro to speed up quest text in Vanilla it was a permanent resident in my macro book; click the NPC, hammer accept, and jog on, that’s me. I’m not a fan of the cut scene for the same reason, but that’s a different story (pun intended).


On the face of it the Firelands quests are a bit different from the norm; rather than, say, the Jewel crafting dailies, where if you need to inflict stardust on ten different people, every other jewel crafter on the server will be doing the same, the Firelands quests are randomised for you, there are a pool of quests from which you get a random selection to do each day (the numbers vary again depending on how many NPCs you’ve unlocked). One of the reasons I’ve never been so interested in the MMO story element is that they never felt that, well, epic. “you young Troll! Go kill MEGADRAGON the undefeatable beast that’s been stealing our carrots and has slayed every Troll before” only if you don’t mind waiting in line for the seventeen other peeps who got there first to finish killing him it’d be appreciated, ok, thanks, bye…. Not for me thanks. With the randomised aspect, you AND ONLY YOU, are on that particular quest chain. RIGHT! Wrong. Whilst the quests are essentially randomised from a pool of possible quests, there's so many people wading into the new content at the same time, that you’re still competing for the same mobs as everyone else. Yes there’s improvements, all of the big mobs are killable by the same people concurrently; they can’t be tapped, so you only have to hit it once before it dies to get credit, so there’s not as much of the listless hammering of the /target megadragon /cast <instant spell> macro to tap monster before that nasty Paladin gets there first. When it comes to punting bears onto trampolines, or reviving exhausted allies (who look shocked for a few seconds, before stumbling round a bit and then falling over again) you’re still essentially grinding stuff and competing with everyone else on the server.

It’s a step in the right direction, don’t get me wrong, but so much more could be done. I’d like to see more in the ways of phasing being used so that when you kill MEGADRAGON, you and you alone are fighting it, you’re already zoning into Firelands for half the quests, which would suggest it could be on a different instance server, so why not ensure there’s only one character in each ‘instance’ on each particular quest, or at least only a few. I like the combination quests, the ones that aren’t party quests, but several people can kill the same hard mob. I like the ‘different’ quests of punting things into the water, although the stupid bear-up-a-tree quest is already doing my nut. Actually it would probably require far more quests to choose from in the random pool to make it viable, that and enough server power to accommodate the extra phases and instances. All of which means cost, and cost means less profit, so I doubt we’ll see anything like. For the moment I’ll continue grinding coins, at least until I get to 250, just so I can say I gave it a fair crack, doubt I’ll go much further though as chances are I’ll be ready to strangle the developers by then.

Thursday, 14 July 2011

Glyphs are back on the menu, ish.

How did the aggressive under-cutter fair?

menuiconA couple of weeks ago I wrote about the bottom falling out of the Glyph market, this was entirely down to one individual who was selling just about every glyph possible at a knock down price of 25g.  I managed to catch up with him via in game mail and he was kind enough to explain is reasoning; briefly he was trying to force new entrants out of the market by removing the profit for them, thus increasing his profit in the long run by reducing competition, the full post is here. Anyway, it seems the day has come where the glyph embargo has been lifted, and to my surprise it seems to have worked! perhaps not as well as may have been intended, there’s still a fair bit of competition about, but the prices seem to be higher, or at least there seems to be more highly priced (200g+ glyphs) on the market.  I have to admit, I was a little sceptical, mainly based on the fact that people can’t go bust in WOW, so they could simply stop selling for a while and come back to the table when the prices increase (I suspect they still might). 

For the moment the ‘lesser’ Northrend and older glyphs are generally going for around the 100g mark and the newer and more in demand ones for anything up to 300g.  This is far above the prices seen before the undercutting, though there are still the glut of pointless or underused glyphs and the ones that are commonly used to level the skill that skulk around in the sub 30g category.  I suspect the undercutting had some effect, and some of the sellers have taken a break from selling glyphs, as I did, and simply haven’t noticed the prices have gone back up yet;  I also have a sneaking suspicion that the Firelands patch has something to do with the price increase - people suddenly realising, as with flasks, that they need a few glyphs and ‘panic’ buying.  That said, the glyphs don’t seem to be flying off the shelf at the minute, trade is steady, I generally sell 1-2 per listing where as I used to sell 2-5.  It may also be that the sellers prior to the patch had gotten bored of the raiding content and were spending their time crafting and selling, now there's new stuff to do they’ve dropped the crafting to wade into the new content. 

I’ll be mailing my friendly seller to see if I can get his take on proceedings, I’ll also be taking the time to relist all the cheap glyphs I accumulated over the last couple of weeks, having had 2 shots at listing so far, I reckon I’ve made about 1k of the 2-3k I spent having sold only 5 0r 6 of the 80-90 I bought.

Sunday, 3 April 2011

Levelling trade skills: pure, pure tedium.

tediousI’m sat here, sad as I am, trying to level blacksmithing from zero.  It’s gash, I mean really gash, I’d derive more enjoyment from continually inserting hot needles into my left eye for three hours than the mindless grind it’s taken to level from zero to 250 in blacksmithing.


Ok, rant over, on a serious note, why? WOW is supposed to be a fun game, the endgame is slanted towards various trade skills to maximise tanking / dps / healing output and the ;best’ trade skill for particular roles or classes tends to change now and then as new releases are a made which forces the more hardcore players to drop one skill and level another.  should this really take the best part of 10 hours to do? (if you ignore the time spent gathering the materials).

EDIT: I wrote this post almost a week ago but have been sitting on it as I published the GM interviews, in the mean time the gits insigtful people over at wow insider posted a similar article here which covers some similar topics, I didn't steal their ideas.... honest, I wrote my blog post first... :-)


Added to the fact that with blacksmithing it takes roughly 8 seconds to create and item, you also need to smelt the ore, AND Blizzard in their wisdom removed the ability for addons such as the Advanced Trade Skill Window to queue multiple items (you now have to manually click ‘process queue’ to move to the next item type), so you cant even go away and make a cup of coffee, or do something slightly more interesting like admire the growth rate of your garden while your toon hammers his head against the anvil repeatedly.  Whether it’s blacksmithing, or any other trade skill, the story is pretty much the same.

Is there not an easier way? I think so. First up, I’d like to state that I don’t think trade skills should be given to players on a plate, there should be some effort involved in levelling a skill, but the top level has gotten so far beyond that of the original level that it’s just another tedious grind.  Levelling to the top level in any profession takes an enormous amount of materials see here for blacksmithing as an example; its fair to say that people levelling trade skills support the WOW economy in a number of ways, in increasing demand from purchasing materials from the auction house, in reducing supply, from not offering those materials they have collected for sale on the auction house (or making the herb and mining nodes more sparse).  Now I’ve levelled two characters recently, both of which have been miners and herbalists, and I’ve banked everything I’ve collected for just such levelling as I’m trying to do with blacksmithing; even with all this banked ore, I still found myself buying stacks of the stuff from the auction house, or heading out to low level zones to collect the stuff.  Now I’m not the type of player who can see a yellow dot on my screen and not go collect it, this would indicate the materials requirement is far over and above the amount a single character would collect in the course of levelling, even with the occasional trip out to grind metal veins or herbs.

This may not necessarily be a bad thing, and may be by design; it keeps the the effort required to level a trade skill, and it keeps the older content useful (although barely in my opinion).  However when you consider trade skills were meant to be levelled in the main part with characters, for those of you who started a character back in vanilla WOW who levelled their trades with their character it was a straight forward task of making stuff as you got the material; your trade level stayed roughly in check with your characters, with a little bit of extra effort here and there, and the final 50 points or so taking the additional effort once you hit 60.  The trouble is, this final 50 points or so existed at the end of each expansion, so platos have developed at the headline skill level from each new release which are a complete pain, rather than just the end game final 20% of levels which should be difficult.  Here are a few suggestions for Blizzard on what I’d like to see to improve things:

Re-evaluate the amount of raw material required to level certain trade skills: blacksmithing seems far more difficult than alchemy for instance.

Reinstate the ability to queue trade skill activities with addons such as the advanced trade skill window, I understand the reasoning for removing it, but it simply doesn’t do what it’s intended to, it just makes the task of levelling more arduous.

Add the ability to queue multiple ‘breaking’ activities; disenchanting, milling and prospecting are even worse than crafting skills, at the very least let me mill by stack rather than per 5, but preferably add the ability to queue multiple stacks of material.  I acknowledge this might be dangerous with disenchanting, so how about only allowing it for greens.

Remove the levelling, platos which exist in the last 20% or so where, in previous releases, they where the top end of the trade skill level.

Add more lower level ‘multiple level’ items; most of the crap which is made is simply vendored anyway, why not add more items which cost 5 times more to make, and add 5 levels.  Or even better, taking into account my suggestion above, just up the level boost of a few items and leave the material requirement the same.

Look at the possibility of buffing players ability to level trades from other tradeskills, how about an enchanted blacksmithing hammer which adds an x% chance to double the level gained, a potion of superior tailoring reducing the amount of cloth required to make a bolt for the next hour, or a scroll of mass disenchant which allows you to disenchant every green item in your inventory. etc. etc.

Add the ability to ‘pay’ for bulk levelling at a trainer; rather than going away and self teaching the first (say) 300 levels in a crafting skill, why not turn up on the doorstep of your profession trainer with a set amount of materials, or a bag full of gold equivalent to the value of those materials which it would have taken you 6 hours to churn through and just exchange it for a level boost.  This would still require the materials, or currency value of those materials, so wouldn’t harm the economy (and done right could be used to boost it).  I’m not suggesting that this replace the whole levelling process, just a percentage of it – perhaps only available to accounts who have one character with a trade skill at it’s maximum level?  This is exactly what happens in real world industry today, you can go to a library, read about stuff and practice yourself, you can learn on the job as an apprentice, or you can get a ‘boost’ by going on an intensive training course – the training course accelerates the learning curve for the easier, apprentice level stuff, but the artisan level skills only come with practice.

Whatever is done, do something to make trade skills less tedious and more desirable, WOW is a game, it’s about entertainment, much of the recent development of WOW has been to make the game more accessible to the mass market, take the same principles and apply them to trade skills!

Thursday, 31 March 2011

Another day in the life of a Game Master

leprachaun2A continuation of this post the second in the series of my friendly chat with one of those shadowy figures who occasionally appear and solve all of your problems, if only real life had a submit ticket button….

Mystic: We’ve talked a little about your interaction with players, do you, or your colleagues, ever receive much feedback from WOW players?

GM: Well I can't really comment on others but I know I have popped up on a few sites for either what I have said, what I have done, and in some cases just someone wanting to shoot me some praise to the bosses. You can never tell when someone will take a screenie and then you are [in]famous on WOWbash or the forums.


Mystic: What’s the strangest, funniest, and most bizarre things you’ve had to deal with?

GM: Jees, where to start! I've seen it all from bosses who would not die, players stuck in things which boggles the mind as to how they got there, but the one that would stand out most from my time would be a Gnome who had a strange thing happen every time he logged in: I picked up a ticket which instantly made me go “ya right, no way, this could be going on!”  
The player was online so I popped in-game and asked him to show me what was going on...sure enough the player logged out and came back in quite fast; and there it was plain as day for even me to see! What was it you might ask...well the player would log out with brown hair and some facial hair....come back in with a pink mullet and his face would be totally new! EVERY time he did this he would have a new face / hair. We all laughed our asses off at that one, thankfully the player saw the funny side too. Anything can happen in this game and sometimes when it goes wrong it brings out a laugh or two.

Mystic: Enough about us mere mortals, lets talk about you; what are the best and worst points of being a GM?

GM: The best part would be getting to help someone who really needs it at the time. It's great to know you that someone who has come to you for help has gone away smiling and their issue sold.
Worst parts come in as the opposite of above; when you have done all you can and things just don't pan out the way you wanted. Such things can ruin the customers day and also yours when you know there is just not enough there to help. [doesn’t it just make you sick – Mystic]

Mystic Are there any perks to the roll?

GM: There are a few yup! Some nice pets, early access to beta releases of games, Previews and the chance to meet some really cool figures who are high up like DEVs etc.

Mystic: Has being a GM had any impact on how you play the game, has it affected your enjoyment at all?

GM: Yes it has in a few ways. The main one is an inability to switch your brain off while in game [as a player]. Every chat line, every moan, sick joke or flippant remark is scanned and you are mentally taking action and planning what you will do. Coming home from a long shift and then logging in to relax and play is very hard.
Now don't get me wrong, I still love the game and enjoy it but sometimes you just look at the screen, see some crap kicking off and you just say 'meh' and log right back out.

Mystic: Do you generally tell friends in game that you're a GM, and why do you / don't you?

GM: I do tell people what I do who are in the guild or close friends, but these are people I have played with for years and I know I can trust. The whole thing is it is a very touchy subject.
I'll put it to your readers [reader, I still don’t think it’s plural – Mystic] this way. Guild 'Awesome Sauce' is kicking ass in raids and is one of the best raiding guilds on the 'EU-WOWnub’ server. Now, people get wind that there is a GM in that guild. People come up with the idea that the GM is giving them extra items and using his powers to kill the bosses fast for them. The guild begins to get a crappy name and then someone decides to name the GM. The GM then gets whisper upon whisper and is forced to leave the server and Blizz are forced to disband 'Awesome Sauce' due to the GM being named.
Telling people can be dangerous not only for the GM but also his guild. It only takes one spanner to ruin it for a large amount of people. This is why I only tell people I trust, as I know they will not screw me, or the guild over. And just in case people are wondering...no I am not in a guild called Awesome Sauce, I’ve made it up for the example, so don't bother looking. [I’ve just checked, there are loads of Awesome Sauce guilds out there, but not on the WOWnub server… I’m not even convinced it’s a real server…. Mystic]

Mystic, so we’ve talked about the players, we’ve talked about you, lets switch tack again and talk about me….  From personal experience, and it’s one of my little gripes, there seems to have been a big influx of gold sellers in game spamming trade and general channels recently. Why do Blizz see Gold sellers as a problem (I know the answer but I want you to tell me ) What is Blizz doing to stop this? Is there anything the community can do to help?

GM: Well the main issue with this is that it can destroy a servers economy. If everyone has 1000000g, you start to see hyper-inflation [ok I reworded the bit about hyperinflation – mystic] the simplest items begin to cost stupid amounts, which forces new or honest players out as they simply can not buy anything. Blizz are very active on putting the smack down on these guys. If they are in game, just right click the name and hit report spam. Once this happens it lets the GM team know and then they go bye bye via the ban hammer!
As for what the community can do they can do the report spam action above and of course do not buy gold. Read this line carefully folks then read it again, WE SEE ALL. When we catch people doing this there is no mercy. You can have your account banned and the gold will be removed which means you can not buy that item you wanted, plus you are out of pocket on your real cash which you spent to buy the gold. Be smart and work for your money, it's better to work for your items and earn them fairly

Mystic: on a similar vein, as someone who’s suffered in the past from key loggers, account security seems to have been a big issue at points over the history of WOW, what tips can you give to people to avoid having their account compromised?

GM: Yes it is! Now I know a lot of people already know this but I’d like to stress account security is the players responsibility! It is up to you to secure your account, just as you can’t really blame the police when you get burgled if you’ve left the front door open with a big neon sign saying “out to lunch”, you can’t expect Blizzard pick up the pieces if you go posting your account password on Facebook.  No one is going to hold your hand on this one! here are a few tips:
1) DO NOT SHARE YOUR ACCOUNT! I can’t stress this highly enough, giving your personal login details to anyone is a security risk, even if you trust them, they are unlikely to hold your private data in as high esteem as you do.
2) Get an authenticator – this makes the account 99.99% un-hackable. [ahem possibly ahem – Mystic]
3) Be smart and do not go to stupid sites such as www.blizz.freemount.dontbestupidcom.cn – this links to gold sellers, they often obtain gold through these means, and will have no qualms about taking your money from you and then stealing your account details to take gold off you 5 minutes later
4) Same as number one
5) Scan anything you download to avoid Key loggers...AVG free FTW!! [other virus guards are also available – Mystic] 
I've had my account for 5 years now and followed those steps. To date I've never any troubles.

Mystic: well that’s about it, I’d like to thank you for taking the time to answer my questions on behalf of me and my reader, is there anything else you’d like to mention? [hoping he doesn’t go off on another Blizz corporate-gush  – Mystic]

GM:I guess what I would like anyone who maybe reading this to take away is GMs are here to help, are human, and are generally gamers too just like you. People think we are here to just thank for reports etc. but that is not the case. Every one of us on the other end of those in game whispers are players at heart, it's how we got the job! If we can help you in anyway we will, but if we can't it's not because we don't want to, it's more of case we are missing something vital. Treat us in the way you would want to be treated if the shoe were on the other foot [or hoof – Mystic] and we will all get along just fine!
As a closing note I'd like to thank you for the questions and I hope this shines a bit of light on the subject.  Have fun guys and I hope you all enjoy WOW for now and in years to come!

And that’s it for the moment, if you’ve any more questions for our friendly leprechaun then please let me know and I’ll pump him for information next time there’s a rainbow.

Friday, 25 February 2011

Nostalgic goodness or developer laziness?

The blogsphere has been awash with news of the instances in 4.1 since the first inkling that Zul'Aman and Zul'Gurub we're to make a comeback in the same way that SFK, Deadmines and Onyxia did in Cata, and Naxxramas did back in Wrath. There's been a mixed response on the blogs I've read, and the comments left on those blogs, some hailing it as a great idea, some lambasting blizzard for profiteering and laziness.

The draw of rehashing old content, from blizzards point of view, is pretty clear. Instance design is not an easy thing, simply reusing old instance 'skins' takes a lot of time (i.e. cost) out of the development and testing process so hypothetically sees more profit for them. If you assume profit equals entertainment value though (i.e. blizzard keep making profit as long as their game still entertains people) is this quite the case? Larisa talks about an analogous gum chewing exercise in diminishing returns with her post on the subject, and I have to say I agree (to some extent) with her on this; players play WOW for entertainment, entertainment comes in many forms, but in terms of raids and heroics you can safely say it generally comes down to a mixture of: the challenge, new experiences and loot. If the instance is the same layout and the same strategies, the longevity of the former two is diminished. That leaves you with loot, I've talked about this previously, people think they want loot, but actually they don't it's a pseudo-reward, people need loot to progress to the next stage in the game, it's a means to an end, nothing more (though I accept there are some people in the game who just want loot for loots sake). This potentially leaves Blizzard in a dangerous position which many companies see them self in; reducing costs to boost short term profits, but at the expense of future opportunity. Opportunity is a very difficult thing to measure, and because of this the men in grey suits tend to ignore it; if an organisation cuts costs and costs alone they eventually erode that company's ability to make and money, this is a long drawn out process and is hard to see happening until it is too late. In the same way, Blizzard could find themselves in the position of having a disenfranchised customer base, who up sticks and jump to another game where all of the content is new to them.

The flip side of the coin is actually two fold, firstly, a lot of the players who've been around the block and look back to Vanilla WOW with a certain fondness (despite all of its failings that we've all conveniently forgotten) the chance to run those early instances again, with an added bit of spice is quite appealing. But also, for those players who never played in the days of Vanilla WOW, and there are lots, all of these instances will be new (or very nearly new) to them.

I'm undecided as to whether it's actually a good idea or not, and I suppose the proof of the pudding will be in the eating. I suppose the trick for Blizzard to achieve success with this is balance. Mixing desirable old content with enough new content to attract new and old players alike without giving the impression of the stale gum Larisa refers to for those who've been there before. My fondest raiding memories of WOW are in the days of Molten Core, and Zul'Gurub, but actually thinking about it now, you can compare it to that old flame from school that you never quite got over, as memory fades the downsides are forgotten and the good memories highlighted. Just as in the days of progress raiding in MC, it was mainly fun, but quite often an organisational nightmare which took at least 30 minutes to set up, and 15 minutes per wipe to organise which turned into a monotonous, soul destroying, grind as people geared up for Nax. In the same way, when you really think about it, the old flame was a phsyco bitch from hell and you're well shot of her…. But that's nostalgia for you…

From the limited information which has been released, I'm thinking (or is it hoping?) Blizzard might have got the balance right, they seem to be following their tried and tested model of opening up end content to the masses, just in a different way, this time converting old end content to new 5 man stuff. I like the idea (I think) of the higher ilvl requirement which makes for a heroic-heroic of sorts. I just hope, I mean really hope, that this isn't simply the accountants standing behind the game designers, with their clipboards, ready to pounce on any though of innovation which isn't focussed at maximising short term profits for the shareholders. Old content is fine, so long as it's innovated around, taking the best of the old world content and building on that, so long as this is done in addition to new content and not instead of new content, and for the love of the children, please not all of the old content; there are some things that are best left forgotten (LBRS anyone?).

Wednesday, 9 February 2011

Melting faces after 4.0.6

As I've done for Holy, this is a look at the effects of the changes to the mechanics on your friendly Shadow Priest which should hopefully hit the EU servers today. As with my previous post, this is based mainly on the patch notes which MMO Champion have published and a few other sources that I've been reading.

On the face of it, not much has changed, the shadow priest specific changes are a measly two lines, looking at the general changes there are a couple more that affect shadoo and a glyph change, but that's it, so same old same old then yes? No.

Mind Blast now does 18% more damage than mind spike, now this seems to be a cack-handed way of describing what a spell does, basing it on what another spell does, but what does it actually mean. Well not much really, I suspect, for boss fights anyway; I'm yet to see the cold hard stats in the light of day, but I suspect this will still keep MB as a buff for other spells rather than a direct source of DPS. It will however increase your numbers on trash if you're using MS / MB / SW:D combinations because they go down too quickly to warrant a full rotation. Nothing to write home about really.

Mind Sear damage increased by 15% AND (and it's a big AND) you can now target it on a friendly player which is an even bigger DPS boost. Stay with me here… being able to target it on a friendly player is a DPS increase because it gives you one extra target to hit (it doesn't damage the target). Here's why; let's say you average 1000 DPS (for the sake of argument) using Mind Sear alone on a group of 5 mobs (i.e. you're targeting 1, and damaging the other 4) now you target the tank, and damage 5 mobs so 1000/4 = 250 dps per mob = 1250 DPS for 5 mobs which is a 25% increase. An additional 15% on top of that and you're up to 1437.5 DPS. That's a massive 43.75% damage increase (for 5 mobs, it varies depending on the pack size). Searingly HOT.

Shadow Orbs benefit from mastery increased by 16% this is a BIG change, I'm seeing on twitter and the occasional US based blog (who've already got 4.0.6) that this means that mastery is now more important than Haste! Did I not tell you it would be? Yes I did, right here.

Vampiric Embrace now lasts until cancelled. Finally! Do the same to Inner Fire please.

Glyph of Mind Flay no longer requires SW:P to be on the target, flay away boys! Given the mastery increase this may mean that you flay first, get an orb and then DoT up, this sounds dangerous to me, I need to do some nasty maths (or steal someone else's) but I don't have time at the moment. It may also make MF viable as a trash melter as a replacement / augmentation to MS / MB.



And that's it! Well, that's it for the patch notes, there is one more, potentially massive change to the way you'll need to stack stats. I'm hearing on the grapevine that Hit, or more specifically, the Hit Cap is back as of 4.0.6, there's nothing to indicate directly why this is in the patch notes, perhaps as a consequence of the Mastery buff. If this is the case, then there will be a lot of Shadow Priests breathing a sigh of relief, there was no definitive "you must have x% Hit" prior to 4.0.6 which left lots of muppets making totally unsubstantiated statements about it. If there is now a hit cap then it makes things a lot more cut and dry, get 17%, reforge and regem immediately. I won't tell you again. It might even make smelly Spirit more desirable.

I'm still trying to dig out some hard evidence for this, and have run out of time for the moment (some of us have work to do….) but I'll post an update as soon as I have anything.




 

Tuesday, 8 February 2011

A look at Holy Healing after 4.0.6

Disclaimer: this is based purely on released patch notes so far and may be subject to change

With 4.0.6 seemingly just around the corner, I've been having a read up on what it'll mean to me in both Shadow and Holy builds. I have to say up front, I'm a big fan of where the priest is at the moment, I can't really speak for Disc, but from both a Holy and a Shadow point of view they're both extremely fun specs to play, whilst not the easiest, definitely great fun. Who wants easy anyway? Easy is for wimps. I'm concentrating on Holy here, if I pull my finger out I'll get a shadoo version written some time tonight / tomorrow morning too

Whilst I'm definitely a fan of Holy healing, that's not to say there can't be improvements made, improvements can always be made… so firstly, why do I think Holy is such fun currently? I think it boils down to two things, firstly Chakra which allows you to 'specialise your mechanics' on the fly to suit the situation; the art of choosing which Chakra state to be in at any given time and predicting which one you'll need next is a fine art. Secondly, the choice and variation of spells, I don't believe there are any other classes which have such a variation of spells; this is daunting at first, especially when combined with Chakra but means that the way one Holy priest goes about healing will almost certainly be completely different to the next. My normal healing style is with Serenity active (direct healing) with a Renew on the Tank (plus up to two others) being renewed by Heal with Greater Heal and Flash Heal used sparingly depending on how hard the panic button is being pushed, with the odd Prayer of Healing to top up the Party. I'll occasionally use Sanctuary, depending on the situation, and obviously Prayer of Mending and Holy Word: Serenity as the situation dictates, I also tend to throw the occasional Power Word: Sheil around as a fire and forget spell to protect people who've been slapped if the tank is taking big damage too. Lightwell tends to be a boss fight only spell for me but is still an important tool.

I'm going to go through the changes I feel are relevant in the patch notes posted on MMO champion here in the order they appear.

Power Word: Shield mana cost increased by 31% with its effectiveness more than doubled, this is a huge change which will change how I use PW:S drastically, because of the mana increase I won't be using it where I don't think there's a good chance of it being needed, the changes to Renew (detailed below) mean I'll probably be using that as the fire and forget spell of choice. The increased effect makes it even more useful as a pre-fight cast to be used just before the pull (have a look at this blog post for more on pre-casting).

Renew mana cost reduced by 24%. There's been a lot of, well, complete arse written recently about Renew not being viable anymore because of the mana cost, the fact is it's use has changed, it may not be viable to use Renew whack-a-mole Wrath style to heal everyone in a 100 mile radius but when combined with Serenity it is pretty much a free heal. The very fact that in some fights you can have 3 or even 4 Renews rolling on continual (free) refresh by throwing out heals on rotation make it exceptionally powerful. The reduction in mana cost won't have much effect on this use, other than extending your mana pool and giving you a bit more of a buffer, it will however make it more viable as a fire and forget heal where you just need to top someone up a little.

Prayer of Healing effectiveness reduced by 15%, you didn't expect it all to be good news did you? What Blizzard giveth with one hand they taketh away with the other… seriously though, if you're healing style is anything like mine, this won't make much difference. Yes there are some fights where you need to top everyone up quickly, and that will be more mana intensive, but under normal circumstances I can't see it affecting me too much.

Chakra now lasts 1 minute Amen! One of my (minor) gripes with Chakra is it runs out too soon, having to re-click it and then (in some certain circumstances) switch from the big or fast heal you're spamming to standard Heal to reactivate it can be fatal. On the flip side, a 1 minute length might be too long for some fights (Forgemaster Throngus anyone?). Whilst you can currently right click the buff to cancel it, it's a 30 second cooldown so it's pointless doing so. Leaving the the cooldown at 30 seconds might be a good idea, but I'll settle for a 1 minute duration, I think.

Binding Heal and Holy Word: Serenity now refresh Renew, more Renew lovin, thanks Blizzard. (Not that I ever use binding heal, and the later will normally be combined with another direct heal shortly after, but nice all the same).

Binding Heal, Flash Heal, and Greater Heal can now trigger Chakra: Serenity this was my only Major gripe with Chakra, when the brown stuff has hit the fan and you're dishing out the big heals, the last thing you want to do is have to drop off to a lesser heal, much more useful and a massive improvement.

Circle of Healing effectiveness has been increased by 30%. I almost never use CoH due to its mana intensity, this, combined with the PoH nerf make it sound almost viable, though I'll reserve judgement till I get to have a play.

Desperate Prayer now heals the priest for 30% of their total health – stop standing in crap and you won't need this anyway. I might bind it to an action key now so I can hit it in a hurry if needed, rather than have it languishing on my secondary bars.

Guardian Spirit: The absorb/heal from this ability can now never exceed 200% of the maximum health of the target. No biggy really, if your tank was taking this much damage chances are you're boned the second the effect lapses anyways…

Holy Concentration now increases the amount of mana regeneration from Spirit while in combat by an additional 15/30%, down from 20/40% even more reson to tear up and burn all of your Spirit gear… err, sorry, still in Shadow Priest mode. Bit of a ball-ache this, but again, nothing to be overly concerned about, Blizzard have already stated they don't want players sat there scratching themselves in inappropriate places for large durations of the fight in order to regen mana. I won't be massively surprised if in combat mana regen is removed completely at some point (Innervate and other 'specials' withstanding).

Surge of Light can now also proc from Flash Heal and Greater Heal, and can now also critically hit. Previously a bit underpowered, nice buff adding longevity to the mana pool again.

Glyph of Spirit of Redemption has been converted into Glyph of Prayer of Mending, which increases the healing done by the first charge of Prayer of Mending by 60%. This I like, an extra 6 seconds floating with wings isn't to be sniffed at, but as you get better, less and less useful (unless you have suicidal tendencies). 60% increase to the healing of the first charge of PoM is awesome, if used correctly (on the tank generally) it means that your total number of heals needed will be reduced, thus extending your mana pool further, who needs mana regen??

And there you have it, all in all some great tweaks to the Holy Priests arsenal, without too much of a reduction. Personally I don't care too much for in combat regen, I know others will bitch and whine about the nerf, but at the end of the day you just need to get on with it. This patch, in my view, is aimed to bring priests back to the fore in healing whether it be in instances, tank or group healing in Raids.