Entries in cooldown (2)

Blue Stew: 9/3/09

Blue Stew is a new daily 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. It's a surprisingly tame day on the forums, folks. Well, of course there's the usual whining, and some questions about the Paid Faction Change, but if you want to find answers to those or discuss the new service, Project Lore's coverage is a really good place to start (I even wrote it myself!). With that said, I've still managed to cherry-pick a few things that I think are worth looking at: So Explain To Me Again... Weapon Skill: Quite possibly the most useless skill in the game! Wait, wasn't that supposed to be Spirit? Weapon Skill: Quite possibly the most useless skill in the game! Wait, wasn't that supposed to be Spirit? Nerthuz must be suffering from Memory Gremlins in her brain again, because she can't remember what she was told last time she asked about Weapon Skill. It must be hard with those nasty little critter eatin' up your thoughts and all. But, hey, she has a point. What is up with Weapon Skill, anyway? This is an issue we've covered here at Project Lore before. Why iTZKoopA posted something about it just one month ago, and he came to the conclusion that it was a sloppy, poorly-implemented stat, though it may have simply been used as a limiter to keep people from tackling mobs way above their current level. But, then, couldn't weapon proficiency simply be built into levels instead of being something you need to raise? Why not just tack on an extra five points every time you ding and automatically pro-rate new skills you learn from Weapon Trainers? Lore-wise, I suppose there is some sort of justification. Ancilorn points out, in accordance with the theme of Nerthuz's original post: "The worlds most skilled swordsman are not so skilled when it comes to wielding axes in combat. They would have to hone their skill to become competent at wielding axes in combat effectively." Indeed, it makes sense that while just about anybody should be able to theoretically wield any weapon, Weapon Skill is associated with how well they can actually do it. In real life, anyone can learn to shoot a gun, but not everybody can be a Bob Munden. Still, I think it's an iffy stat. It's not terribly inconvenient to max out, but it does feel kind of useless. Even if its inclusion can be justified, maybe it should've been tossed out like all those other stats were at BlizzCon. Cataclysm Compilation Nothing snarky to say about Frejya, the kind of person that everyone on the official forums should strive to be. And it seems that Blizzard approves, as well, as they've given her the hallowed green text of a V.I.P. (Very Important Poster). Now that the Cataclysm section has been opened, Nethaera thought it was high time to move Frejya's extensive and resourceful thread on the next expansion to the new forum. The only flaw with it, of course, is the lack of back-linking to Project Lore! Be sure to check it out if you need to know something about Cataclysm on the fly! Two Minute Buffs Need [To Be] Changed! It just wouldn't be a normal day on the forums without Ghostcrawler addressing a little bit of QQ. This time, 'letter Z' fanatic Bearlizion wantz to know why Blizzard dizcriminatez againzt all of hiz two-minute buffz. This is where I bring up something we talked about yesterday, namely people who don't play the game as it is and rather desire to play it the way they want it to be. Usually, this means ignoring basic play mechanics in favor of unrestricted convenience. Why can't people realize that without limiters placed on your class, it wouldn't be fun to play at all? Ghostcrawler's sage advice shines like a light from the heavens once again: "With warrior shouts, the intent is that the resources do matter. You might not have enough rage at any given moment and part of the skill required in playing a warrior is making sure you have enough resources to both shout and do your other damage." The fun in playing the game comes from strategizing in combat and figuring out how to manage your resources and when to use your skills. As I see it, most Warriors (especially tanks), already deal with a rather bland experience and the best thing to do would be to make them more complex, not easier to play. GC goes on to detail a couple of ways in which that could be accomplished, but the common theme seems to be restructuring rage so that a Warrior tank would have to pay attention to it throughout an encounter and not just at the beginning of it. You guys do remember the old days, right? When threat was actually something people had to worry about? I know I can recall the days of having to strategically limit my DPS and make alternate use of Feint and Vanish to clear my aggro on the target. His other core idea is perhaps putting key Warrior buffs on CDs: "Imagine (I am arm waving for a moment) that Battle Shout and Commanding Shout didn't cost any rage and in fact gave you rage, but were on a cooldown. Then using the shouts might become a more interesting choice -- you'd want to use them at moments when you're rage-starved and generally not when you have a full bar. However, you'd also want to keep them going because of their buff so you couldn't neglect to use them too often either. A challenge of playing the class / a test of your skill would be to shout at the right moment to keep the buff up but also make sure you earn the rage when you most needed it." Sure sounds more interesting to me! But I don't play a Warrior as my main, so I'd like to hear what you more experienced players think of this sort of change. Keep in mind that they're only ideas and this is not an indication that the development team is going to suddenly change the class' mechanics. I just happen to believe that making any class more strategic to play can only be a good thing!

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Say Hello To My Little Friends

Better than a Hunter, I get two pets.

I'm currently specced enhancement, which is my spec of choice for the time being. It's also the one I tend to recommend to shaman who are leveling up. Of course, both Elemental and Restoration have come a long way in their viability as leveling specs, but an enhancment shaman is able to solo with very, very little downtime, PvP decently, bring utility along with great DPS in groups, take on elites without breaking a sweat, heck I even tanked the ranged horsemen in 10 Man Naxx. Knowing the abilities that are at your disposal will help you make fights go much smoother. One of the key abilities available to enhancement shaman is Feral Spirit, the 51-point enhancement talent introduced in the Echoes of Doom patch. I said I would address my love for this tandem of wolves and you might have wondered what they do besides look cool and make lots of noise. I'll tell you right now - they are a versatile little cooldown that I've used in a myriad of situations. While leveling through Northrend, I used my wolves to solo most of the group quests that I encountered. My basic strategy when approaching an Elite was to start out with totems that would increase my damage output. That means Strength of Earth, Windfury, Flametongue, and Mana Spring. If I knew the enemy was a caster, I'd drop a Grounding Totem and wait for the cooldown to be up before heading in. Once set, I'd run in, let the dogs out, take some damage, heal with a 5 stack of Maelstrom Weapon when I got low on health, use my wolves' Twin Howl when I got too low on health to let them soak up a little damage, grab aggro again, and repeat. Usually by the time my wolves despawned, I was able to kill the enemy. If things got too dire, I'd use Shamanistic Rage or even Heroism, but most of the time I wouldn't need to go to those lengths. Now, while the additional DPS from the twins doesn't hurt, the real key to these guys is one of their abilities: Spirit Hunt. Spirit Hunt heals the wolves along with the Shaman, for 150% of the damage they cause, which ends up being a very nice HoT on both me and the wolves. This means that when I'm ping-ponging aggro on an elite by using their taunt, I generally don't need to heal myself during the time that they are being targeted and they don't need healing unless they're taking a severe beating. It also gives your healers a break during heavy raid damage and can give you a nice buffer in PvP so long as your wolves can stay on an enemy. Another useful ability that the Spirit Wolves have available is Bash, which is a stun. This is the only true stun that shaman have access to. It's amazing for PvE since it can give you an extra breath between damage, and in PvP, well, you can't do that while stunned. If you're a Shaman who's done any real PvPing, you know how much it sucks to be stunned, so start using it against all of those rogues and pallies. Unfortunately, the wolves will cast this as soon as they start attacking something, and although autocast can be turned off manually once the pets are out, it will turn back on the next time they are summoned. I've looked and tried hunter macros that turn off autocast, but they are not effective on the spirit wolves. Blizzard is aware of the issue and hopefully it will be fixed soon. Spirit Walk is the last of the wolves' abilities that I'll cover. It is a Sprint-like ability that increases your run speed and your wolves' run speed by 60%. It also clears any root effects on all three of you. Incoming AoE spell? Stuck in a Frost Nova? Getting kited? Running a flag? Trying to catch a flag carrier? For an enhancement shaman, if you aren't in melee range, you're missing out on a lot of your potential damage. Sure you can Lava Burst for a decent crit on top of a Flame Shock, but that's not how you get your damage done. Movement is critical especially in PvP. Spirit Walk will get you there faster than Ghost Wolf, frees you from roots, and even works indoors! (Insert Plea for Ghost Wolf Indoors, maybe a glyph? Please!). If used early enough in the wolves' 45 second duration, it can be used twice per summon. I often use it while running back in an instance if I know it is going to be a long one. Now, if only they were permanent and not just 45 seconds every 3 minutes...

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