Entries in buff (3)

Blue Stew 9/22/09: The White Magic User's Burden

Blue Stew is a semi-regular column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. How Do You Separate Yourself? As a rogue, I absolutely never feel remorse for any of the actions that I perform. I play the game perfectly and I'm not afraid to Vanish and hide if I sense an impending raid wipe (don't judge me, you'd all do it if you could!) It would be so much easier if healers could just turn their fellow raiders into zombies when they died. It would be so much easier if healers could just turn their fellow raiders into zombies when they died. so when Neonpeon mentions his "burden," I have absolutely no clue what he's talking about:

"I find I have a bad habit that I need to break. I'm hoping some of you have experience on something that worked. The bad habit is that when I heal I suddenly take on every life in the raid as if I'm the only one responsible for them. When someone dies, no matter what the cause, I feel guilty that I couldn't save them. Even with multiple healers in the raid I take every death as a personal failure. Over the course of a night it really affects me even when half the deaths were impossible for healers to prevent."
Guilt? Personal failure? I don't think I'm familiar with these concepts...
"It doesn't bother me that a virtual character ceases to live for a brief instant. The loss of a digital life is not worth concern. It's that people dying means the raid wipes and more and more time is wasted. The remorse comes from knowing that if you could have kept that person alive, somehow, that you could have downed the boss and moved on to the next. It's the time lost and the head bashing against the same encounter that is the struggle, not a virtual avatar changing states in a digital world."
Ohhhhh... OK. Now you're speaking my language! Who does like waiting around for wipe recovery. I may not understand the healer's plight, but I suppose it wouldn't hurt to relieve them of it once in awhile. In all seriousness folks, while I can't say I've ever felt the same way as Neonpeon does, I do recognize who easy it is for us normally self-reliant DPS class players to forget who's keeping us alive during a boss fight, and there are always a few things that we can do to keep them from pulling their hair out. Rogues in particular can use skills like Feint to reduce predictable, incoming AoE damage or Cloak of Shadows to get rid of a harmful debuff before it causes any pain. But every one of us has the ability to be aware of what's going on around us. Be vigilant for void zones, fires, and other common raid hazards during a fight. You might just save your healer's life. It's the least you can do when they're saving yours with a well-timed heal every few seconds. As I haven't had much experience with playing healing classes or specs, is this something that's common amongst you guys and gals? What about the tanks out there? Do you suffer from a constant feeling of remorse, or do you just let it slide off your back and keep trucking along like nothing ever happened? While guilt can be a powerful motivator, it can also be a terrible burden that drags down your performance if you dwell on those feelings too much. Blue Nethaera abides:
"You do need to find ways to get yourself away from blaming yourself too much when someone dies. It happens. Shrug it off and unless you purposefully let them die or made some error in judgment, don't sweat it. If you do make an error, apologize but don't wallow in it. It's easy to get wrapped up in the concern of being excellent at what you're doing as a healer and a point of pride keeping everyone alive. The very best healers are concerned with these things, but the most important thing to remember is to have fun with it and if someone gets on you for what they feel you are doing wrong, ignore it. As long as you know what you are doing for the group and are doing your best, there isn't anything they can say to take that away from you."
Recent In-Game Fixes - September 2009 - 9/22 Even though the release of 3.2.2 caught all the attention today, Bornakk makes us aware that there were a few extra tweaks hotfixed into the game:
  • The Faction Champions encounter in the normal 10-player and normal 25-player Trial of the Crusader instances have had a number of spells and abilities altered which should result in less overall damage.
  • The Anub'arak encounter has been changed on all difficulties. Anub’arak now attacks faster, the Nerubian Burrowers should hit a little harder, and their Expose Weakness ability now caps at 9 stacks.
  • Some season 7 arena weapons will now have a socket.
  • Threat of Thassarian will now properly halve the damage of Rune Strike for the off-hand strike.
  • Soulstone Resurrection now fades upon entering raid combat if the character who cast it is not present.
  • The Idle/Inactive debuff is now cleared upon round switches in Strand of the Ancients.
  • The Mistress of Pain will now target more accurately in the 25 man Heroic Jaraxxus encounter.
  • The damage of Hunter’s Volley ability has been increased.
Personally, I'm not sure how I feel about the changes to Faction Champions. While it's a slice-o'-pie on 10-man at this point, my guild has still run into a major wall while trying to take them down on 25-man. I agree that they should remain untouched for heroic, but I'd be lying if I said I wasn't in favor of at least a tiny nerf to their damage-dealing capabilities. We still haven't figured out how everyone suddenly starts dying after we take out the healers. The other changes to Trial of the Crusader seem less drastic, with Anub'Arak getting a small buff (and he really needed one on normal, he's way, way too easy as it is) and the Mistress of Pain being a little easier to control (as a melee DPS I can't stand how she jumps around all the time). Hunters should be happy with their Volley buff, even if it is only incremental. I'm still QQing about what they did to Fan of Knives (though I can't complain too much, as our single-target damage has gone up with changes to Envenom and Master Poisoner). Missing Brewfest Quests? Euro players like Sakhar have been wondering what's up with the absence of Brewfest quests like "Catch the Wild Wolpertinger!" and "Pink Elekks On Parade." They were completely removed from the holiday last year, Blizzard citing that tweaks needed to be made to them could not be completed in time. However, both made their triumphant return in the 2009 version of the beer-chugging event. Well, they did in the United Stats anyway. Sorry to say, friends across the pond, but for one reason or another, they chose to leave them out on European servers. Vaneras confirms it:
"The Brewfest quests ‘Pink Elekks On Parade’ and ‘Catch the Wild Wolpertinger!’ were removed to ensure that World of Warcraft contains content that complies with regional game rating requirements."
And fellow Blue Wryxian backs him up:
"This is unfortunately not correct. The Pink Elekk and Wolpertinger quests are deliberately not available in Europe. Though we would like to have them available here too, this isn't possible I'm afraid."
With the rest of Brewfest left, presumably, intact (not to mention that the real-life inspiration for the holiday, Oktoberfest, comes from the Old World), I'm left wondering why these seemingly innocuous parts of it were nixed. If I had to venture a guess, it's that, despite the theme of getting pissed, both quests run with the idea that your character can see things "under the influence" that they wouldn't be able to when stone-cold sober. As Vaneras said, this is a "game rating requirements" issue, which probably means that even if the drinking is OK, associating hallucinogenic properties with it is not. Otherwise, you know, all the little kiddies out there would be breaking into their parents' liquor cabinet and going three sheets under in order to find the horned rabbit hiding under the house.

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Hunters Getting Nerfed, DKs Getting It Both Ways & Mages Getting Buffed

Cha-ChingMages, Death Knights and Hunters definitely need to be aware of Ghostcrawler's most recent posts. The face of the forums has tore it up over the last two days, announcing changes to all three classes that are sure to upset some, but will having others jump for joy.

Some of the changes he listed are now part of the just posted v3.0.8 PTR notes, which include a new mount-based Achievement, complete with an exclusive mount as the reward. Although this probably isn't exactly what the people QQing in the comments of this post had in mind, it is a start. An expensive start considering if you bought ground epic mounts for half of the required 100 mounts, you'd be dropping something like 5000g. And I don't think there are even that many available.  So let's just call it a crapton of gold.

I will just start this off with the bad news. Dorkins, prepared to be nerfed to the ground. Ghostcrawler's notes specifically mention that Hunters, PvE Beastmastery Hunters to be more specific, are doing too much god damn damage for Blizzard's liking. While the designers hoped other classes would catch up to them, they haven't, thus comes a series of nerfs. The developers figured the best way to hurt PvE damage, while skirting the PvP balance issue, would be to heavily modify Steady Shot and Volley. Ouch!

From the blue:

  • Steady Shot – now only gains 10% of attack power as damage (down from 20%).
  • Volley – reduced the damage by about 30% for all ranks. Note that AE damage from many classes is very high right now and we are looking at all of them. Volley in particular had reached the point where some hunters were using it to the exclusion of most other attacks.

Death Knights are getting the opposite treatment of Hunters. The changes to the newest and most populous class - for the moment – revolve around modify tanking a good deal, while reducing their defense capabilities for PvP. Those PvEers out there, specifically the ones who rolled a DK for tanking, should be excited. From my understanding of the changes, and the class, the PvP modifications aren't nearly the nerf that Hunters received on the PvE end.  Blood Aura doing double the healing...think I may go Blood when I return to my DK.

As for our faithful Blinkers out there, some of you will be happy to hear that you have a buff coming your way. I quantified that previous sentence with 'some' because the buffs only apply to those mages that are Arcane spec. To be honest, I do not know, and possibly have never known, a mage that was Arcane spec. Nonetheless, Blizzard will has decided that that particular spec needs a hand, going so far as to completley redesigning the Arcane Blast ability.

  • Arcane Blast – overhauled. Will now increase the damage of your next Arcane spell by 15/30/45%. However using Arcane Blast itself does not consume the charge, but instead increases the mana of your next Arcane Blast, up to a maximum of 3 stacks (and a 45% buff). You can alternate Blast and Barrage to keep buffing Barrage, or you can build Blast up higher for a heavy mana cost.

To sum it up, we have Hunters' PvE being super-nerfed with a buff in survivability for PvP. Death Knight's Blood spec is more attractive for tanking, with tanking mechanics relying less on cooldowns and a small nerf to their defense in PvP. Arcane Mages get a nice bump in damage, however, Blizzard is keeping a close eye on them to see if they become too powerful in PvP, or the class in general taking the lead in PvE damage output.

As for me, my two main characters have barely been touched. Fan of Knives is now better, but my rogue lacks the ability, so blah. Circle of Healing now has a 6 second cooldown, instead of just the global cooldown. That sucks, but I hated spamming it so much anyways.

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WoW Life Lesson #3 - Buff Everyone

Whenever I'm running around IF or Shatt or Dalaran, going from mailbox to bank or Cooking trainer to cheese shop, I always pop an Arcane Intellect on anyone I can. Whatever their level or whatever guild they are in, I just top them off with a little AI, and hope they have a nice day. I'd even give it to horde players if I could. And really, what does it cost me? Not much. I'm gonna be in town for a bit anyway, or even if I'm out and about doing dailies, what's a little mana here or there? I regen it so quick or maybe I have to eat a Conjured Mana Strudel, but that's nothing really in the grand scheme of things. What is something is that 9 times out of ten, that person buffs me right back. I can't tell you how many pink paws or BoW that I have gotten just because I buffed them. And it all adds up. Over the course of doing my favorite dailies, that pink paw and BoW help quite a bit, And I'm sure they appreciate the extra mana and chance to crit. All and all, everyone wins when you just buff people. Now the same is true in RL. Randomly buff people. Go ahead. Do it and see how your day goes. What? You don't think you have buffs for people? Oh come on, yeah you do. Here's just a few: • A Friendly Smile - Places a blessing on a friendly target, increasing their Spirit by 50 for 15 min. • A Kind Word - Places a blessing on a friendly or unfriendly target, increasing their Spirit by 20 and reducing their chance to harm others by 20% for 10 min. • Compassion - Infuses the friendly or unfriendly target with a sense of connection thereby significantly reducing their aggro and increasing their ability to cast beneficial buffs for 30 min. • Understanding - Places a blessing on a friendly or unfriendly target reducing their chance to attack by 15% and increasing you reputation with their faction by 1000. • Listening - Increases you reputation with targets faction by 200% and increases the targets health and mana regen by 20% while spell is in effect. And those are only a few of your RL buffs you can give people. So go out and use them, and see what buffs you get in return. I am certain that you will be surprised with the buffs that you get. And if you know of any other RL buffs you can give out, or that were given to you, write them in the comments. It's always nice to know what buffs are out there.

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