Monday, March 31, 2008

The Balancing of Alterac Valley

I remember when Alterac Valley first came out. You would enter a battleground and play for hours... strengthening troops, completing quests, summoning huge elementals to fight for you. You would leave the battleground later that night only to find it still going on the next morning. Changes were made to the honor system stressing fast honor and win or lose AV became a 12 minute lighting match to the other sides General.

During these lighting matches it became clear that the sides were not fair. At least thats the way it seemed. 90% of the time the Alliance would win in our battlegroup and I heard the same from several others. No matter how fast we raced breaking into the Alliance base was and is still harder then breaking into the Horde base. Blizzard seemed to think the sides were balanced, a lot of people just wanted mirror images... whats more fair then that.

Fast forward a year or two and Blizzard has tweaked a couple of things about the honor system. First honor is instant, you can leave a battleground and purchase something with your honor immediately. Second there is no diminishing returns on the honor that you do make. No more grinding out 4k honor at nite and logging into see you got an adjusted 3k honor.

There were a couple of changes made to AV in 2.4 as well. First the moved the starting spot for the horde way back to make the distance to objectives even. Then they set the hit points of Balinda and the Alliance General to the same values that the Horde's were set to, lowering them.

I would have thought that one of the direct alterations to Alterac Valley would have been the most telling of how the future battles would play out. It turns out that giving the incentive to defend through increased honor was all it took to swing the balance of AV.

The Alliance have an effective choke at their base as you cross the bridge. The Horde have an effective choke at Galv. However if your zerging past that point on both sides then the alliance choke becomes the unbalancing factor.

If however the Horde hold the line at Galv you find that they quickly have the upper hand defeating the Alliance by massive margins of 400+ resources. The Alliance attempt to use the choke at their base allowing the horde to cap everything in between. None of the changes that Blizzard made directly to the battleground have effected the outcome. However the indirect incentives to defense have swung the battleground heavily in favor of the Horde. I do not believe we are close to achieving any sort of balance in this battleground but I am interested to see what Blizzard's numbers suggest.

Are all battlegroups that previously favored the Alliance in AV seeing this huge shift in power towards the Horde?

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Saturday, March 29, 2008

The 2.4 Arena Forecast

Almost as if out of nowhere, Patch 2.4 caught us like a deer in its headlights. Of course we didn't quite go out with the ensuing splatter that should follow, we can expect some bloody animal carcasses to be lying about once the storm calms. So let's go to Ollie Williams now for the Arena forecast, Ollie how's about those druids?


"THEY GOT NERFED!"

Thanks, Ollie. But in all seriousness, the nerfs were predicted to be "not-so-big-of-a-deal", however they certainly were anything short of a big deal. A million bears simply reared their ugly heads back in anguish when they realized just how dire Blizzard's oncoming threats were. For those of you who have been living under a rock for all of 2.3, let's review the highlights.

4-Piece Set Bonus (15% movement speed outdoors in Bear/Travel/Cat form) - This set bonus was removed in place of something along the lines of a reduced casting time to one of their direct heal spells. Important? Immensely. An 18,000 armor bear used to be able to outrun you in arena, unless of course you had Fleet Footed, you'd still only be running about the same speed as a druid in any feral form whatsoever. Logically, this also destroyed how fast they moved in travel form, effectively making them 21% less of a headache to catch and blow up. Mutilate rogues may not notice as much as they still have a good lead in speed, but Shadowstep rogues will be laughing all the way to the bank with this nerf. What do I think? This nerf will greatly reduce the effectiveness of comps like Warlock/Druid and Warrior/Druid. While it is a significantly power-reducing nerf, it only levels the playing field for non-druid healers in all brackets of arena in terms of survivability. Druids are still the kings of kiting, but are really hurt bad by this nerf.

Cyclone range reduced to 20 yards (26 yards talented) - No more jumping out briefly from behind a pillar on the other side of the arena to cyclone something! From several games against and with druids, I've definitely noticed the fact that now a druid really has to get up in your face to get a cyclone off successfully. It is much easier to outrange a cyclone before it goes off, or to drop a fear on a druid in cyclone range (in the case of a priest or warlock), get a mana burn off, or otherwise simply intercept. The cyclone nerf is rather devastating in conjunction with a druid's ability to kite as easily also removed, since range is their best friend, and avoiding situations where they would get caught relies on the old range. 10 yards is very significant, indeed.

Drinking effects have diminished effects for the first few moments of trying to drink - Not a direct druid nerf but it definitely impacted them as would a mack truck running head-on into a golf cart. With the ease of staying caught up to druids this patch, getting those ninja ticks of a drink off won't be quite as easy since now you have to wait a good number of seconds before you start getting minimal benefits of a drink. This means catching a druid 3-5 seconds into a drink will basically nullify them gaining anything out of it.

Enough about druids altogether though. Here are some of my predictions for the 2.4 Arena scene. Any team based around druids may experience a bit of difficulty or less success with their furry healers of choice. Less reliable CC and less survivability overall means you might want to consider opening your doors to other healer options. The Eurocomp (aka 5432) loses Cyclone as a reliable targetted CC from druids in particular, and may not be quite as overpowering towards the comp it directly counters (2345/6). Mana Burn 5v5 comps may not suffer quite as much as the Euro relies mostly on it's CC power. By taking Cyclone's range out it loses that same drive but by no means will relatively skilled druids find it too taxing, assuming they aren't focus fired now. While Euro may feel the pain, Mana Burn teams, which rely on outlasting momentous burst and slowly whittling away another team's mana may make a comeback as a popular composition...maybe. While the nerf to drinking accentuates the control of mana with this comp, mana draining effects were slightly nerfed, meaning it could go either way. Resilience now affecting mana drains puts a bit of a damper on teams that rely on mana burning to win. In this case, we can only wait and see.

In 2v2, Druid/Warrior is suffering a major blow as a result of this patch. Killing a warrior's partner is now a sensible option, and pressuring a druid's healing power is not as daunting a task as it once was. Mix that with easier to dodge CC and the effectiveness of the colossus that is currently dominating most 2v2 brackets may crumble a bit. I say crumble, but all this really does is even the playing field for other 2v2 comps. Priest/Rogue in particular will become a top dog again for sure, since they have reigned in the past, and only with the emergence of teams such as Druid/Hunter and Druid/Warrior did they recently fall to a lower step on the podium. There's no telling if this nerf directly damages Druid/Hunter's unparalleled control over a single target during extended fights, but we may not experience the same 30+ min battles that this comp is known for. Mage/Rogue gets a subtle little buff, only really helping Mages out in extended battles. With cheaper spellsteal and blink mana costs we should be seeing Mages running out of mana in mere seconds a thing of the past.

Paladins
may make a re-surfacing as viable healers in 2v2 and 3v3 though the buff they received isn't incredible, it is definitely a step in the right direction. For those of you who don't know, Paladins received a significant buff to Holy Shock, an instant heal/damage spell that is on a 15 second cooldown. This likens their clutch healing ability to that of Swiftmend, only 3 seconds slower but delivering the same potential burst heal that may help Paladins in the long run. While the plate heal-pistons were always some of the best stationary and mana-efficient healers, they have suffered the most criticism because of their ease in being CC'ed long term. The Holy Shock buff may make them slightly more viable now, but don't go throwing away your priest (or druid) for a paladin just yet, rogues!

3v3 Double Melee teams may take a small hit as far as using Shadowstep rogues goes. The fix to Cheat Death is noticeable as many players are blowing right through the 90% damage reduction and getting kills off on the formerly 99% mitigated damage buff used to ensure the survival of. With this, potentially you may start seeing Shadowstep rogues spend those 3 talent points into something else, like Master of Subtlety or Enveloping Shadows, though many will still swear by Cheat Death if nothing more than a single GCD save. I personally would experiment with and without it and see what I think is more valuable. So don't put all your eggs in one basket, as the saying goes. The talent is now working as intended. Ret Paladin/Warrior may use Shamans a lot more often now, instead of Druid healers for the insane damage output Windfury grants them. Druids no longer being the survivable titans they were, of course. Which brings me onto Shamans.

Shamans, the class most people like to focus fire in many cases (3v3, 5v5 mostly) may be on their way to being a lot more viable as healer choices (or maybe even melee choices) in your composition. While elemental shamans got a major shaft, bringing 2345/6 teams down to a level playing field with other compositions, resto shamans are now starting to pick up the new Enhancement talents that grant reduced snare time and instant ghost wolf. From the perspective of a warrior the new Toughness talent makes it incredibly hard to keep a shaman locked in place very long before having to refresh hamstring (or piercing howl). Quite literally, every other GCD I found myself having to hamstring, or risk being kited by a shaman, who also upon getting out of my hamstring is able to instantly ghost wolf for slightly increased speed. This gives them an overall edge in escaping warriors, and makes it even more annoying to stick crippling on them, between cleansing totems and their own spammable de-poison. Expect to see shamans playing a bit more competitively at higher ratings, with a new bag of tricks at their disposal.

Mutilate Rogues did receive a nice buff this patch, but by no means will this fix the spec overall. I myself have been playing around extensively with the bonus 15% crit from Puncturing Wounds and found the buff to be well received. As I said, this definitely isn't fixing the underlying problem of Mutilate specs in general, that is lack of mobility, but it definitely accents our ability to burst, which is what the spec is designed to do. Now with more reliable crits, you can definitely expect your combo point efficiency to skyrocket as this fun, but mostly "underdog" spec. Just because of the change in general, and the bandwagony state of the rogue community, expect to see a lot of fledgling mutilate rogues, or old supporters giving it another chance. Of course give it a month or so before most of them respec back to Shadowstep.

Most of the highlights of the patch really lie on the drastic blow received by druids, as far as arena goes. Quite a few say Blizzard overdid it, some say it has been long overdue. The only question arising now is that Rogues are once again on the list for future nerfs, as they have quickly become significantly more popular as far as arena representation goes. As it stands, at high ranking competitive arena levels Rogues have overtaken Warriors, and the spotlight has kind of shifted off of them as of late. No longer do you really see Warriors being criticized as the most overpowered class. Rogues shot up a good 2%, bumping Warriors to 3rd as the most represented class at high level arena. Druids still dominate the #1 spot, of course, but I'm predicting this will fall to more mediocre levels now that the whole hype has calmed down. As a direct result, and the fact that Rogues are still very powerful, we may even see Rogues reach the top of the pedestal this patch.

Finally, while season 4 hasn't even been remotely announced as coming soon, competition at all levels of every bracket is somewhat intensifying, as potential season gladiators are pushing to get their teams set high in the battlegroup early. Expect a bit of a tide of difficult opponents in the low 2000's until most of the teams reach their goals. Team selling will most likely continue till late into the season, or until the 2 week warning for end-of-season rewards. If you already are part of a high rated team that is set for Gladiator, now might be a good time to sit on and it and wait, as many higher active teams will be playing often to top themselves off a bit, or to pad. Especially former druid-based teams may or may not stop queuing as a result of the nerfs.

One final note on useful PVE additions to your PVP arsenal, healers! Heroic Magister's Terrace (the new 5-man dungeon located on Sunwell Isle) provides a very nifty healing trinket that may be worth your time. This drops off the 3rd boss in MrT (an Arena style 5v5 encounter) and from quite a few games with both of my healer partners, we've found this trinket to be extremely useful in many situations. A few notes about the Vial: It is off the GCD completely, like any trinkets. It also is stackable to full potential during the preparation period of an arena match. It is on a 2 minute cooldown, and the heal effect can crit, however it is affected by mortal strike and other healing debuffs. From what I understand the user's +healing has no amplification effect on releasing the trinket. The holy power stacks are not dispellable. You may see this a lot in 2v2 and maybe 3v3 brackets as another "oh shit" button used by many healers. So make arrangements to farm this handy trinket in your spare time!

This is all very silly of course, seeing as Blizzard distinctly said that season 4 was still a long ways off. I'd give it about 2-3 more months to let the new PVE content stagnate a bit before they release it to the Welfare Epic community, as to keep the content from getting too old, too fast. Just call it a hunch. Season 3 is still somewhat fresh to many people.

This has been your Roguespot Arena Forecast for 2.4, good luck and have fun! And remember, don't take your warlocks to 3v3 anymore! ;P

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Friday, March 28, 2008

How to World PVP on a PVE Server!

Well I wanted to find something to add to my PVP Notebook. Who would have thought that my inspiration would come from a PVE server? The other day I stumbled upon this video.



This is pretty hilarious. Using a disguise to make himself look like a Furbolg and /walking instead of running around the player creates a perfect setup for flagging an unsuspecting player. Once the target engages you are free to attack back of course.

It makes me wonder what other strategies to PVE players have for getting the opposite faction to flag up? How do you engage in world pvp on a server that has it switched off by default? I am looking forward to hearing your methods.

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Thursday, March 27, 2008

Deadly Throw or Throw? Both Please!

A couple of weeks ago I got the bright Idea that I needed to start consolidating the buttons on my n52. Sure I have multiple states available but what's the point of having all those buttons available to press if your not using them.

In an effort to focus my attention on the buttons that matter most in Arena and allow for some other buttons to get space on my bars like /focus macros I started looking for ways to take similar buttons and make them one.

The first such macro that I found that has really helped was a Deadly Throw / Throw macro.

/cast Deadly Throw
/cast [equipped:Thrown] Throw; Shoot

This macro was taken from WoWWiki.

Using one button it will Deadly throw if you have the combo points and if you do not it will Throw or Shoot if for some stat related reason your equipped with a bow, gun or crossbow.

Simple yet effective. 2 buttons becomes 1.

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Wednesday, March 26, 2008

MobMap

Today I wanted to check out a mod I wish I had when I started leveling Cerias. It's a map mod that is your all in one solution to finding stuff in wow. Mobmap integrates with the Map and allows you to search for items, mobs, quests, etc right in game. If you need bloody strips of meat off of random wild life creature 001. Then just search for bloody strips of meat. It will tell you what mobs drop that item. Then select one of the mobs to see an overlay of white dots on your map where that NPC can be found. It works for just about everything and makes certain items in your quest log clickable making searching for stuff a breeze.




You can download MobMap at http://www.mobmap.de this is a screenshot of mobmap in action. There are several ways you can try to install it. Through their auto updater tool at mobmap.de or through curse's updater tool. I recommend hand installing and maintaining this one. Make sure you download the addon and the database in the language you need. I have a friend that used the updater program from Curse and ended up overwriting his English database with a German database.

Mobmap is perfect for figuring out a path to follow around a zone or the quickest route to hit all of your quests. Of course its especially handy at getting you moving on a difficult quest. If you only have one monitor then the real advantage of this mob comes into play in that you do not have to alt tab out of wow.

Enjoy,

CS

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Tuesday, March 25, 2008

Arena Trends, Pots, and Black Kettles

Actually I'm quite guilty of this myself. How many times have you run a 2v2 composition, a 3v3, or a 5v5 and run into another team that made you think to yourself "god what a bunch of lamers, running XXX/YYY/ZZZ, wow that takes skill". You just ran into Priest/Mage/Rogue and you're running Warrior/Rogue/Druid. Well gosh, Pot, meet Kettle. The fact is every team composition out there is "pretty lame", and we can muse on that all we want just to make us feel better about our own compositions, but when it comes right down to it we are guilty of the same thing.

The team compositions are lame, but they work. And this is the means of succeeding in arena. It breaks my heart to say that a lot of team makeups might be more "fun" because they're wierd and all, but many players are out to win. They don't care about playing fair, or playing with honor. Now, I draw your attention to a very dead-on article regarding the "Art of Video Game War" as I like to call it: Playing to Win

If you are not about to read that whole article then let me sum it up for you. You don't get first prize by playing honorably. You don't win a duel by bringing a knife to a shootout. You don't- well you hopefully see where I'm going with this. A lesson to learn is that the most successful arena players win by minimizing their disadvantages and adjusting their advantages to the times. Each season brought about new compositions that became widely popular due to this very fact. PMR was extremely strong in season 2 with it's heavy CC and ability to drop a lot of burst damage very quickly. 2345 dominated the 5v5 bracket until a counter (2346) was found, until another counter (euro, or 5432) was found. This is how the times change. Flavor of the month comp will be a FOTM until the new FOTM takes it over, and everyone will flock to that. This is not necessarily "cheap" or "lame", but top players take advantage of these head starts to win.

Of course all of the above is not to say that everyone who doesn't play a FOTM matrix isn't going to win, after all most of the comps played are, or were FOTM at some point in time. Just because the flavor has moved over to the next jug in the ice cream freezer doesn't mean the old flavor has gone out of style, of course.

Just remember next time you step into arena, if you see a FOTM team comp, go ahead and call them lame for running it. If nothing else, they are probably mumbling on the other side of the field, the same thing about your team.

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Monday, March 24, 2008

Monday Morning Rant

I think I am going to make Ranting a Monday morning type of thing. I know you say how can you schedule a rant Cerias? By definition isn't it something you do when you lose control and make broad general claims that are not backed up by any substantial evidence in the heat of the moment.
Pretty much sums it up. However I get the most comments when I speak from my ass. Sooo expect more of it. Basically I have to piss people off to get them to post. Whether they get pissed off and support my general directive or get pissed off and post in contradiction doesn't matter. All that matters is that you care enough about something to post.

You know what pisses me off? The Official Rogue Forums. I have a problem with the name Official. Why are they the official rogue forums? Honestly blizzard you should appoint community run forums as the official forums. Even if it's not RogueSpot... it would still be better then directing your newer players to the cesspool of topics that is the Rogue Forums.

The World of Warcraft Rogue Forums have not seen a moderator in months, maybe years. If I could liken it to getting a haircut the Rogue Forums have a mullet. Nerf this, Overpowered that, rick rolled lol! There, just summed up 90 percent of the posts for you. At the very least Blizzard could pay for some decent moderation... it's not like your short on cash. I bet there are a lot of people that would do it for free.

It seemed like they had the right idea by making those Most Valuable Posters that post in sickly light green. Then they dropped the ball. Did they continue to make new ones? Even at RogueSpot I recognize that people leave the game or get bored with trolling the forums or put time else where.

This is such a basic element of forum management I don't understand how they can not find adequate moderation for their forums 24/7 . Out of the Millions of people and the Billions of dollars there has to be a way!

Because of this lack of moderation good information is lost by the wayside. Posts that should be stickied for new Rogue's to read is lost because the post eventually hits a limit of replies and then falls below the pruning limit and is cut from the forums.

We don't prune at all at RogueSpot I am sure you could find the first post ever posted on these forums if you really wanted too. Posts that deserve it get stickied. Hell we have an entire 2 forums of stickied posts. Those stickies are automagically listed on the front page here to your left under SI: Library.

This thread by Mephz on Mutilate should have been stickied weeks ago.
http://forums.worldofwarcraft.com/thread.html?topicId=5103943299&sid=1
It's still being bumped zealously but its halfway to oblivion. I am writing this post 5 days before its published... but I am pretty much guaranteeing that post will not have a sticky by then either.

Is it the off chance that your post might get seen by a blue. I can understand the attraction for people posting videos. You will get much bigger exposure. But for any reasonable discussion the wow forums just don't cut it. 2 Years ago the situation might have been different. Even I had my Advanced Rogue Guide 3.0 stickied in the Rogue forums for nearly 2 years as well of a bunch of other very useful resources.

In Summary. WoW Forums Suck... RogueSpot Rocks. Get over here!

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Sunday, March 23, 2008

Happy Easter Xerias!

Thats right happy easter to me. So I decided to grind Scryer rep the other day and to make sure I got the most of it I reenabled by Cheapshot and Sap Pickpocket macros. Nothing terribly fancy.


/cast Pick Pocket
/cast Sap

and

/cast Pick Pocket
/cast Cheap Shot

I hearth back into Shatt to Sell / Pick Lock / Mail Greens to bank alt and low and behold... I loot a Night Blade from one of the Strong Junk Boxes. I almost didn't notice it except for the fact I am not accustomed to seeing purple come out of a junk box. Anyway in most MMO's I have played there is a saying... PROOF OR STFU!

So here it is.



Step 1: Pick Strong Junk Box



Step 2: Loot The Night Blade and Tell Guild + World.

Step 3: Profit!



Step 4: Oh yeah include the original uncropped screenshots.

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Friday, March 21, 2008

Focus on the Details!

Focus is a feature that has been implemented for quite some time. When I got back to wow though I still had not worked with it much and didn't think much of it. It Arena or any other type of coordinated PVP (and even PVE) its amazing. I am going to try and break this down for the Rogues that have not tried this.

Focus sets a secondary sticky target. You can change your primary target all you want but your focus target will be the same until you decide to change it. Even after it has died. To set a focus target just target something and type /focus

If you have a unit frame for focus target you should see something appear. If you have everything in pitbull unit frames enabled you probably saw half a dozen bars appear. Just in case you ever wanted to know... Your focus target's target' target's target's target's is always Kevin Bacon.

Now that you have your focus set you can start writing focus into your macros. This is where I was orginally turned off to focus. I couldn't imagine a situation where I would want my blind button to only blind my focus and adding additional buttons did not appeal to me.

/cast [target=focus,exists,harm,nodead][harm,nodead] Blind

This macro will cast Blind on the focus target if it has been set to an enemy that is not already dead or it will simply blind your target if it is an enemy that is not dead.

/castsequence [target=focus,exists,harm,nodead] Sap, Blind

I beleive this macro will allow you to Sap and then Blind your focus. The only problem is that you wont be able to blind unless the sap was successful. So probably not something I would use. But you can see the benefit... one button that you press whenever its your turn to cc the focus target. Combine that with a warlock's cc abilities also set in a focus macro like that and you have a very nasty ability to keep one target cc'd while you dump your dps on your primary target.

/castsequence [target=focus,exists,harm,nodead] ShadowStep, Kick

If you have extra space on your keyboard or have a Nostromo you could set this macro up to Shadowstep to your focus and kick them. The only macro I have tested on this page in live is the first one. The last two are theory that should work based on macro syntax.

Macros adapted from WoW Wiki.
http://www.wowwiki.com/Useful_macros/Rogue

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Thursday, March 20, 2008

Knife and Club: Our Own Civil War

The rogue forums have been host to a civil war for months. No I'm not talking about the ongoing argument of posts involving what race is best, or why Warriors seem to have an affinity for applying large sticks to our skulls, or how we are overpowered. Although I'd like to point out that this just seems to be the new flavor of the month, as if I recall not even 6 months ago rogues were just catching onto HARP and starting to have a place in arena. My how the times change so quickly.

But no, this civil war rages on even now, and most likely has since HARP became popular. The civil war I'm talking about divides the dagger rogues and the mace rogues (this is a broad generalization of course). I say 'mace' lightly, as the flavor is Shadowstep, but most rogues still prefer to shove puffy cones of cotton candy up the derriers of warlocks despite the lack of any weapon spec.

If I could read minds, I'd hear millions of rogues groaning at the mentioning of the word "mutilate" right about now, or just "daggers" in general. But the ignorance of both sides is entertaining day-to-day on the forums.

On the northern border we have the religiously Shadowstep-only rogues that insist anything shorter than an orange mace in their hands might imply a relatively small electronic peen of sorts. Come on fellas, it's not the size that matters, it's how you thrust it!

But on the other side of the border is an almost cult-like following of the Mutilate spec (me included), that cling onto daggers relentlessly, hissing and screaming should anyone say anything bad about their precious poking sticks. There is no other way than Mutilate, no matter what you tell 'em.

This cold war seems to divide a class where most communities are pretty united. I mean walk on over to the warrior forums and you really don't see many--or any for that matter--Warriors who desperately cling to the possibility of Fury being viable in arena. While many would love the day they can go Fury, it is a general agreement that this is Taboo. Mages are unanimous on frost, Warlocks are steadfast on Soul Link, but the Rogue forums are almost evenly divided, at least in theory.

Here's the gem. A good rogue can master a spec, and be the official representative of it's potential. Anyone can say "Mutilate blows", but look up Megaphone and you'll see that it is carrying him very far. Likewise, anyone can instantly retort "Shadowstep blows", but you can't throw a stone without hitting a 2300+ rated shadowstep rogue on BG9001, for all I care.

A great rogue can not only master a spec, but realize when that spec should be adjusted, for what purpose, and what time. I'm not saying to drink any kool-aid here, but instead of clinging to one aspect of the game, be versatile once in a while. Try them both. Some people have and still preach eternal monogamy to their spec of choice. And both is just a very specific term, associating this line between the two "big" specs of rogue choice in arena. Can you get to 2000+ with Sublety Daggers? Tri-spec? If you find a spec that works better for X composition you can become the greater rogue by becoming versatile, and adapting to the needs of your teams.

While I'll preach on about Mutilate being the superior spec of choice, I also recognize its weaknesses, as well as its strengths. Much in the same way, I can appreciate what Shadowstep does bring to the table, but also be annoyed with its shortcomings, too.

Don't secede. Succeed.

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Wednesday, March 19, 2008

Proximo for the Arena

I am going to try to document the addons that I use on a regular basis, explain how I use them and create a new section / tab just for addons. I think I am going to hold off on the rants for now. My next one will declare me the new savior of the Rogue Community and that your all doing it wrong.

I have recently jumped back into the arena. I must say it is alot more competitive then I remember a year ago. You have people geared in full venge / vindicator that start teams or team hop for gold. PLing newer players like me above 1850. This means that when you play you are frequently running into very well geared, organized arena masters.

I have always been a fan of arena live frames back in the day so when I found out about Proximo and got it right away. I must say this has some really cool features.



- Allows you to set your right and left click to a variety of functions like /target /focus or a custom macro of your own. So that if you where a priest you could make right click target and dispell that player. Very handy.

- It does the ussual Syncing showing you and your teammates what your up against Shows cast bars / manabars

- Some feature for main assisting that I have not played much with.

If you pull up the options theres plenty to play around with as well. The only beef I have with this mod is that it was not easy to move around my screen. I had to put it into a test mode so that it showed up outside of an arena, then alt left click and drag. Needless to say it sat in the top middle of my screen for at least a day.

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Monday, March 17, 2008

In Response: Don't Worry, Blizzard Isn't Dumbing Down World of Warcraft

I don't consider myself an Elitist even though I share their views. I guess it is because I read this article and think to myself this would not be a problem if Blizzard would stop shooting themselves in the foot. I am not mad at the casual raider... I am mad at blizzard. They are screwing over the hardcore and casual alike and they are about to do it again!

The root of the problem is mudflation. The huge increase of stats from one level to another. A great example of this is the fact that you replaced purples with greens when you go into TBC.

Blizzard has stated that they like the way TBC rolled out that they think of it as a reset. Everyone gets to start out at the same place. The casuals probably even scream out that yea! this is what we want! However like most people ... we rarely know what we really want ... or to a lesser degree whats good for us.

Blizzard tunes their dungeons based on the gear you should have at certain levels. When TBC came out you had casuals that had geared up through ZG, MC and were cracking into BWL (they still had yet to experience ANQ, and NAXX. You probably had casual players that had kitted themselves out gradually in full epics and were becoming a force to reckoned with in a raid instance.

Then in one move Blizzard released TBC and reset the casual player to greens. With in months hardcore players were back in purples and raiding dungeons that require purple quality loot to break them with only a minor bump in their play. Casuals however were working their way out of greens into blues and getting their first purples. Blizzard smacked all of the casual raiders on the hand with TBC and said no no! Those epics are not from this expansion go get new ones. When if they had tuned TBC correctly with a gradual shift in power people raiding ZG would have been able to use their purples to start raiding kara... and gruul's and there would be a wide variety of gear but if you had already epiced yourself out it would be a gradual improvement.

Blizzard is about to do it again with WOTLK, they are going to smack you on the hand take your hard earned epics away and who is going to have the hardest time replacing them? Who is going to be relagated back to the bottom rung after working their way up the ladder of progression to try the next hardest dungeon. The casuals.

The hardcore raiders will blow through the levels and the gear upgrades in a month or two tops. I am mad at the situation Blizzard has created that they even need to use badge loot as a bandage. Like I said in a previous post Blizzard created this situation themselves and they are not catering to the casuals even if it does look like it from the outside.

If they were truly designing with the casual in mind they would make it so there wasnt such a huge gear gap between expansions so that the casual could continue to progress while raiding casually. How many casual guilds will be raiding a month after WOTLK? My bet... none.

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Friday, March 14, 2008

The Little Class that Cried Nerf!

Was it always like this? It goes without saying that WoW has been. I can't recall pre-wow if the situation was the same. I challenge you to go to any class forum and with in the first page you will find... Your OP... You play this class cause its EZMODE! X Class Takes NO SKILL!

I find it funny that all of the classes in WoW are actually perfectly balanced... they all take no skill. Well according to the forums anyway, and if you believe that I have a Black Temple attuned 60 Rogue in greens to sell you. Is it our first instinct as individuals that when we are beaten to make excuses, theories, and explanations of why it happened. Have we simply taken the next logical step which would be that once we are beaten enough we take to preaching our explanations and excuses to the masses to convince our peers of the same thing that we have convinced ourselves of.

Personally I like to look inward, maybe its just not in my nature to level blame at another class when I am killed. Granted I always play a Rogue... I have 2 70's a Night Elf Rogue and an Undead Rogue. When it sucks to be a Rogue... I am still a rogue. I don't have a flavor of the month class. When I am beat in a 1 v 1 I look at my hotbar and analyze the last bit of my combat log... I should have done x at y time... and geez I still have evasion up... totally should have used that.

A lot of the responses I will undoubtedly receive will be ... of course you don't think about nerfing other classes ... your class is OP! OMGROLLMEINBBQSAUCE! But I don't remember the instantaneous call for Nerfing of one class or another in the other games I played. Even if there was the Dev's ussually responded STFU you newbs. Blizzard dev's are more of the "Yessir" variety I guess.

Granted I am used to the fact that I was given stealth to avoid confrontation. As such it was natural for me to be the least powerful class. I looked at every buff other classes received as something I needed to different. The strategy was constantly changing.

Reviewing the forums I have noticed that every class is OP, has a EZMODE, IMBA builds, and unbalanced abilities that have some sacrcastic pet nickname like... Cloak of Skill.

What does all this mean... how do you sum up this entire post... Take a step back, look inward, dont cry Nerf little boy.

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Tuesday, March 11, 2008

Blizzard gives into Generation Instant Gratification!

This rant has been boiling up from the depths for the past year or two. Each time I thought it would plateau, curb, or level off Blizzard surprises us with another amazing innovation that soothes and appeases the masses yet ruffles the feathers of the dedicated, sometimes lifeless mmo'ers.

I am not debating Blizzard's ability to make serious bank from their game. Obviously they are doing something right if they have the most popular MMO in the history of MMO's. I am questioning their attitude of caving to the needs of the lowest common denominator. The badge loot patch in 2.4 is the straw that broke the camel's back for me. Black Temple quality loots for running Kara and "Heroics." Heroics is in quotes because I have run a couple of these and they are anything but Heroic.

Understandably the Hardcore raiding community is taking up arms and complaining their loudest against the changes. It's a huge slap in the face from Blizzard. "Were glad that you spent months learning and breaking this content... spending more gold then a Chinese gold farmer would see in a lifetime. But were just going to let everyone else have the same quality loot for the work they have been doing in their Heroics"

Blizzard brought this on themselves though. Their plan of releasing expansions that nullify all of the content before it causes this rush to see end game instances that won't be worth a damn in a couple of months. Blizzard has alot of TBC content that a HUGE percentage of guilds have not progressed to. SSC, TK, BT and soon Sun Well. Before TBC it was Anqiraj, and Naxx. I remember both of those instances being out and I was still raiding BWL and Moltencore on a regular basis and enjoying it. When Wrath of the Lich King comes out all of the TBC instances will be worthless... the continent will be empty save for the one person per zone that will be leveling an alt.

But back to the present. Blizzard is going out of their way to make sure there are no obstacles in the way of the casual gamer. Taking away every last sense of accomplishment or symbol of status. There used to be quests that you couldn't find unless you moused over a foot print on the ground or an item hanging on a nondescript wall. Now all these items glow with sparklies and have a huge exclamation point on the minimap. You used to be able to ask a guard for help location a few important things in cities. Now you can use built in tracking skill to find an array of vendors and points of interest.

It does not end there. Each patch sees something that makes it a little easier. The experience from 1-70 was made quicker. For what? So people could make so many alts that they were forced to buy new accounts? But I won't be boycotting Badge Loot... no im not stupid I will stand in line and get my new daggers. I will hand in my easily farmed badges and shake my head at how absurdly easy this game has become. I fully expect that all characters to reach level 80 in the new expansion will have the latest season of Arena gear mailed to them.

I do feel sorry for every new player that will pick up this game for the first time in the coming year and level to 70 or 80 and never see BRD, Strat, Scholo, Diremaul, ZG, MC, BWL, Anqiraj or Naxx... will have no idea what it was to get attuned. Will only see a raid instance if they get bored... and even still they might just go in and solo Ragnaros to see what they missed but they wont understand that it used to be a 40 man raid that caused newbie guilds to wipe on the FIRST PULL!

~Cerias Shadows

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