WoW Insider Show with BRK and BBB live tomorrow

WoW Insider Show with BRK and BBB live tomorrow

 

Should be a great show tomorrow on the podcast, as we welcome two terrific WoW bloggers to the table. In one place together for the first (second? third?) time ever, both Daniel “BigRedKitty” Howell (who has his own very popular, very well-done podcast, by the way, if you haven’t heard it yet) and John “BigBearButt” Patricelli will be in attendance. And we’ll be talking about, as usual, all the biggest stories from the past week in Warcraft, including how the new Kara boss is going (and almost gone), whether Karazhan itself is too easy these days, and that whole class forums megaton yesterday (that turned out to be a dud, more or less). And we’ll cover the end of the zombie event, too, and whether or not it worked the way Blizzard planned it to, or if they cut it short early because of all the griefing.

The show will air live at 3:30pm Eastern (time zone calculator) over on our Ustream page. Lots of people have had questions about how to get the show lately (and of course, it hasn’t helped that our feed is going through some growing pains), but all of your questions should be answered in our last podcast post. And we’re working on the quality issues, too — I can assure you that the recording issue has been fixed, so no more tinny voices this week.

But you don’t want to wait until the recording anyway — join us on the Ustream page tomorrow (or just come back to this post — the stream is embedded after the break), and you can chat with us and other listeners live, as well as vote in polls and participate in a rumored “aftershow” that’s been popping up after we’re done recording lately. See you tomorrow!

 

Wintergrasp Feedback

Wintergrasp Feedback

I’m really starting to like Wintergrasp as it is coming along. I realize not everything is implemented at the moment but I want to leave my general impressions.

 

Most of my suggestions relate to the items on the ground because for the most part they seem to be working pretty well.

 

I really like the RP-GGs and the ILMs. These two items are what makes it possible for a single player to potentially defend against a siege weapon. The 10 second charge time on the RP-GG feels perfect because it really sets up the big 20000 damage to the siege weapon you are aiming at. After a couple shots with the RP-GGs, I can run in with the ILMs and finish off the tank at very little risk to myself assuming that people in the siege weapon don’t get out and attack me.

 

I honestly don’t really feel like the land siege weapons are too strong at the moment. If anything, I think that the turrets on walls and towers are too powerful in some situations. I can’t give feedback on the flyer or the shredder at the moment except that, it is very hard to take down flyers at the moment, though this is likely to change when the shift to HK based rank ups is implemented.

 

The mines need a little bit of work. I would almost go as far as to say I don’t think that people should be able to set them off at all. This prevents most of the griefing that has been going on with these. I definitely like that I am able to use them to destroy a vehicle that I am riding if it is at low health and I don’t want to leave it behind. I’m not really sure how to counter the fact that this will ultimately lead people being jerks and destroying their own factions siege weapons. Right now I’m somewhat conflicted on this. Perhaps allow mines and RP-GGs to affect abandoned siege so that the ability to destroy siege still exists. But not siege controlled by your own faction. I absolutely don’t recommend putting a delay on the mines. I really like being able to run up and toss them under a vehicle. Remember, they must be combined with RP-GGs to be able to solo a siege weapon, and there is plenty that the opposing force can do to prevent the attack.

 

As I mentioned above, I think that the tower cannons need some work. There are several problems with them. First off, as I have seen recommended before, they need to be moved farther forward so that I can shoot people closer to the cannon. It’s doesn’t make sense that I can’t shoot siege against the wall as the cannons are most effective at shooting at the slow non-agile siege weapons. Second, I think they need to be more destructible by players. I feel that Siege weapons should be good at combating siege. And a single player should be _able_ to destroy siege if left unattended by other opposing players. And I feel that siege weapons should not be so great at killing players. I think the best way to deal with this for the cannons, may be for them to do massive damage to themselves if they shoot the tower or ground or wall they are standing on. I don’t think the cannon should be able to to damage the tower or walls it’s on because that leads once again to suicidal jerk-baggery. But the cannon should kill itself in I’d honestly say 4 or 5 shots. This forces players to decide what they want to do to the cannon. One other thing I think is that I would like RP-GGs, if it is decided that they shouldn’t damage buildings, maybe they could do 10k a shot to cannons.

 

One final thing I want to bring up are no defense situations. There are times when there is nobody defending the keep. This actually, in the current system, makes it impossible to take back because siege weapons cannot be taken out. This could hypothetically lead to one faction having the world buff from Wintergrasp indefinitely on some servers. There needs to be a way for a single player or a group of players to acquire some sort of siege damage other than the engineering recipe. In light of this change, I would suggest fixing the side entrance on the west side that allows attackers to jump inside the keep without tearing down a wall. I’d consider trying preventing players from picking up the RP-GGs and ILMs from bases controlled by the opposite faction if RP-GGs are given a siege damage component. That, or let catapults do siege damage to the walls again, and then vastly reduce their HP.

 

Also, with Wintergrasp and eventually SotA coming online full force soon, maybe it’s time for a pvp focused forum?

 

Is looking for a few good DPSers

Is looking for a few good DPSers

Greetings,

 

Steel Knight Sentry is a semi-hardcore guild from the Lightbringer Realm that joined Beta as a guild with the intent to get into Raid Content Testing, however, sadly due to unforeseen circumstances where we originally thought we’d have a full 10 man raiding group, we’re coming up three DPSers short.

 

With the level cap raised to 80, Raid Content will be coming before we know it and as such we’re starting to get our act together to actively test it as well as level 80 instances.

 

What we’re looking for is DPSers such as Druids, Hunters, Mages, Paladins, Rogues, Shamans, Warlocks or Warriors. Sadly we are not excepting ANY DKs. We already have one as part of our main raiding group as well as 4 people in the raid team that will have a DK at max level by the time raiding kicks up and have expressed a desire to semi-actively test it in raid conditions.

 

The main purpose of this group is TO TEST and LEARN encounters. This means we will be spending extra time playing with bugs if we find them or working on different ways to do bosses that might not be the intended direction of the development team to see if we can break it and report about it. Straight out exploiting is not something we condone or tolerate.

 

Our Raiding Schedule will be 2-4 days a week between Sunday - Thursday starting between 7:00P - 8:00P Server time. Specific times will be set down based on the final group we put together.

 

If you are interested, in being a dedicated member in our testing commitments please hit Kalbri, Gingersnap or myself up in game.

 

If you don’t have a great team mentality or a outstanding testing/learning attitude, please don’t bother talking to us.

 

Design flaw: scaling mana return

Design flaw: scaling mana return  

Just because I could return some mana to my party with Judgements of the Wise does not mean that I can actually make a PROFIT chain-casting Holy Light.

 

I do not forsee mana returns going “profitable” anytime soon. A shadow priest who tunes their gear very well might get close to the “equilibrium point” where they can continue to cast in a self-sustaining way. There is nothing too terrible about this. The mana-returning classes have it as part of their JOB description to maintain mana as long as possible. If they can reach equilibrium, it just means they are being very successful at their job.

 

I agree with you that having a trivially endless tide of mana all the time with no interesting cost/benefit choicesis not the point of mana. But neither is it the point of mana that you should constantly be going OOM and becoming helpless all the time. Potion Sickness shows us that Blizzard no longer intends chain-chugging potions to be one of the ways we avoid the OOM. Yet we must assume boss fights are still meant to last longer than one or two minutes when every class with mana would go OOM without constant potions. So we have to assume that mana is meant to be the currency used by the frugal to reach a creative equilibrium and maintain a healthy pool of mana a good long time.

 

This isn’t so terrible as it sounds. Think of warriors in raids and Rage. The thought of a warrior going permanently “OOR” or a rogue going permanently “OOE” or a death knight going “OORP” for the rest of the fight is just laughable. Why should mana users risk a state of hitting rock bottom and permanently becoming OOM and useless just because their Power bar happens to be blue? If you start seeing mana as slower a form of rage, energy, or runic power, an inherently renewable resource that is just a bit more tricky to keep a full pool of, you will be on your way towards what appears to be the new WoTLK paradigm for mana.

 

Glyphs

Glyphs

What he’s referring to is the “Glyphs” tab in the game rather than the glyph helm enchants. To answer the original question, I have only seen what some of the glyphs will do but have yet to see where we will acquire them. It’s quite likely that they will be created via the inscription profession. The following information was obtained from MMO-Champion and is merely a short list to give a few examples:

 

Miscellaneous

 

Glyph Mastery (Passive) - Unlocks an additional Glyph.

 

Hunter

 

Venomous Mana (Glyph Passive) - Empowers a Greater Glyph to grant your Viper Sting ability an additional 15% chance to resist dispel effects.

 

Mage

 

Glyph of the Penguin - Empowers a Minor Glyph to cause your Polymorph: Sheep spell to turn the target into a baby penguin.

 

Druid

 

Glyph of Natural Force (Class: Druid) - Empowers a Greater Glyph to avoid interruption caused by damage while casting your Wrath spells by 50%.

Glyph of Moonfire (Class: Druid) - Empowers a Lesser Glyph to reduce the rage cost of your Demoralizing Roar by 20.

Glyph of Thorns (Class: Druid) - Empowers a Minor Glyph to reduce the mana cost of your Thorns spells by %s1%.

Glyph of Wild Endurance (Class: Druid) - Empowers a Minor Glyph to increase the duration of your Mark of the Wild and Gift of the Wild spells by 30 min.

Glyph of the White Bear - Changes the appearance of your bear and dire bear forms to that of a polar bear.

Glyph of Frenzied Regeneration - While Frenzied Regeration is active, healing effects on you are 20% more powerful.

Glyph of Growl - Increases the chance for your Growl ability to work successfully by 8%.

Glyph of Mangle - Increases the duration of Mangle by 6 sec.

Glyph of Swipe - Your Swipe ability now hits 1 additional target.

Glyph of Shred - Increases the damage dealt by Shred to stunned and incapacitated targets by 20%.

Glyph of Rip - Increases the duration of your Rip ability by 3 sec.

Glyph of Rake - Your Rake ability prevents targets from fleeing.

Glyph of Swiftmend - Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.

Glyph of Innervate - Your innervate ability now has an additional 20% strength mana regeneration effect on you in addition to the effect on your primary target.

Glyph of Rebirth - Increases the amount of health on a character brought back to life via Rebirth by 100%.

Glyph of Regrowth - Increases the amount of your initial Regrowth heal by 50% if your Regrowth effect is still active on the target.

Glyph of Rejuvenation- While your rejuvenation targets are below 50% health you will heal them for an additional 50% health.

Glyph of Healing Touch - Decreases the cast time of Healing Touch by 1.5 sec., the mana cost by -25% and the amount healed by -50%.

Glyph of Lifebloom - Increases the duration of Lifebloom by 1 sec.

Glyph of Starfire - Your Starfall ability increases the duration of your Moonfire effect on the target by 3 sec.

Glyph of Insect Swarm - Increases the damage of your Insect Swarm ability by 30% but it no longer affects your victim’s chance to hit.

Glyph of Hurricane - Your Hurricane ability now also slows the movement speed of its victims by -20%.

Glyph of Starfall- Increases the duration of Starfall by 2 sec.

Glyph of Wrath - Increases the chance you’ll resist spell interruption when casting your Wrath spell by 50%.

Glyph of Moonfire - Increases the periodic damage of your Moonfire ability by 75% but initial damage is decreased by -90%.

Glyph of Entangling Roots - Increases the damage your Entangling Roots victims can take before the Entangling Roots automatically breaks by 20%.

Patch 3.0.2 mirrored at Big Download

Patch 3.0.2 mirrored at Big Download

Many readers are still reporting problems downloading patch 3.0.2, possibly the largest patch WoW has ever received (in terms of both file size and number of changes). The Blizzard Downloader is a clever adaptation of BitTorrent, and while it does a good job of lightening the load on Blizz’s servers and distributing the patch files to those of us who are able to forward ports and open firewalls, not everyone is in that position. Some people really just want a straight HTTP download of the patch files.

Fortunately, our sister site Big Download is here to help. They’re hosting all the patch files, for both Mac and Windows, BC players and classic. Part of the confusion here is that there were actually two patches yesterday, 3.0.1 and 3.0.2. They must be applied in that order, and then you’ll be ready to play. All the instructions are over at Big Download; they’ll have you up and running in short order.

 

Defensive pets a little more jumpy

Defensive pets a little more jumpy

A guildie of mine discovered this last night, and reader Theronis sent us a note today about it — after patch 3.0.2, defensive pets act a little differently. Before the patch, they would only attack an enemy automatically if they attacked you first, which made things a little tough with casters — pets in defensive mode wouldn’t actually move to attack until the first spell actually hit you. But after the patch, pets are a little bit quicker: now, they’ll move to attack as soon as you attack something, so you won’t have to wait around until you get hit before your pet springs into action.

However, this can be a drawback as well — while Theronis says it’s a good change and that his pets are smarter, my guildie had a problem: whenever he wanted to pull one mob out of a group, the pet would run in and pull them all. Anything you attack will get pounced on by your pet in defensive, and that might bring some unintended adds along for the ride.

Personally, I always keep my pets in passive — it only takes a split second to hit CTRL-1 to send them attacking, and I can much better control, both soloing and in instances, what my pet is up to at any given moment. It can hurt my DPS a bit if I’m not careful (since I’m a BM Hunter, my pet is a big part of my DPS, so if I forget to send him, that’s a bigger loss), but the tradeoff is that I can be careful about pulling adds and I have control of my pet all the time. If the “smarter” defensive works great for you, good, but if you find your pet springing in a little too early, you might try switching back to passive and just staying there most of the time.

Cape Art

Cape Art  

I think thats a cool idea to. I was also thinking it would be cooler if they added more animation to them, a lot of them (depending on your races) kinda look really stiff and only wave a lil bit exactly the same everytime. It would be neater it it would move in a few different ways similar to the way attacks work where its not exactly the same attack animation everytime you attack its kind of 1 of 3 random attacks. Capes could move different depending on a few things such as if your casting a spell or melee attacking it might wave a little differently or some kind of different animation. I know id love to see something along those lines, definetly would make me feel more immersed in my character and more variety is definetly a plus. What do you guys think?

I don’t know about you, but one of the things I hate about undead is that their spine sticks out through the cape. That NEVER made sense to me. I would like to see some dynamic flowing with the cape but I don’t know if WoW’s graphic engine can support it. It really seems like they are pushing it to the limits this expansion though

 

 

Alpha Character Unlock and Downtime

Alpha Character Unlock and Downtime  

Update: The Beta realms are now live and all Alpha characters are available for play once again! Thank you again for your patience.

 

Update: This process is taking slightly longer than expected. For this reason we are estimating that the realms will be back up by 6:00 PM PDT. Thank you everyone for your patience. :)

 

We will be bringing down all beta realms at 4:00 PM PDT in order to implement an unlock on the previously locked Alpha characters. We expect this process to take one hour and anticipate having the realms available for play at 5:00 PM PDT.

 

We regret to inform you that although the Alpha characters are being unlocked, Alpha Death Knights will not be returning. They have failed the Lich King for the last time and paid the price.

 

 

 

 

Ask a Beta Tester: The Borean Tundra, Paladin spells, and more

Ask a Beta Tester: The Borean Tundra, Paladin spells, and more

Welcome to Ask a Beta Tester! We’re not going to waste any time today, and just jump in feet first with Jerematic’s question…

Are there any other world PvP objectives, beyond Wintergrasp?

There aren’t any objectives as far as things you can capture, no, not really. However, there are little PvP areas in certain zones. For example, there are PvP quests in Grizzly Hills. You take the quest, you are PvP flagged as long as you have the quest, and you have to complete it in a nearby area. In the Grizzly Hills example here, the Horde and the Alliance are duking it out in a massive logging camp that they’ve chased the Venture Co. away from. Have you ever wanted to ride down a river on the back of a huge log? Wrath‘ll do it for ya.

Chalios asked…

I’m a prot pally and I was wondering that since Blessings of Kings is going to be 2% stat increase base with an extra 8% on the improved version, will Greater Blessings of Kings start off with 2% as well at base and scale with the improved version or will it still be 10% and provide me with an extra 4 talent points?

The Greater Blessing will work the same way regular ol’ Blessing of Kings works in Wrath. 2% per talent point. You don’t get to skip out on spending 4 talent points.

Rylia asked…

Regarding professions: what’s the minimum character level required to get grand master profession level? i.e. if I want alts with every profession, how high do I have to get them?

It looks like level 60 is required for gathering skills, 65 for crafting skills. Although there are some oddities there, too. Play it safe and aim for level 65.

saldat asked…

Is there any news on allowing engineers to change specializations in WotLK?

Nothing that I’m aware of, no.

Sherp asked…

How much gold do Daily Quests earn in WotLK? Do they average 10g like the SSO dailies do, or is it more? Are there any other easy moneymaking venues?

More, depending on the quest. The super easy dailies that require no combat will give you around 15g at the level cap. The ones that require some work and fighting will give around 25-30g. Dailies remain the easiest way to make money unless you enjoy farming things, then gathering skills will always be worth absurd amounts of gold. Always.

BlindSeerWolf asked…

I read that Arugal and his werewolfs(worgen) are coming back in WotLK. Have you seen him/them?

I hate giving away story spoilers here, but considering this one was put forth by Blizzard themselves multiple times, I suppose it doesn’t hurt to confirm it. Yes, I’ve seen Arugal in Northrend. I won’t tell you where or when, however. I’ll leave that bit a surprise. You, too, shall serve!

Fobok
asked…

Maybe a simpler question than you’re used to, but… I’ve heard some people complain about Borean Tundra, but no specifics. What’s wrong with it? Is it the zone design, the look, the quests?

Borean Tundra is, overall, better than most of the zones we’ve seen so far in World of Warcraft. Compared to the rest of Northrend, however, it’s severely lacking. It just sort of has a lot of random different things going on that do not necessarily flow together very well. You move from area to area in the zone and there’s very little that meshes it together. You just sort of wander around doing random stuff. This is the zone with DEHTA, for example. Just a lot of weird things.

Borean Tundra is also home to The Nexus. The Nexus is cool, but doesn’t look anything like the rest of the zone and is completely cut off from the rest. That’s fine, it’s awesome and looks how it’s supposed to look. The issue is that’s not the only example of it here. It seems like the Borean Tundra should be three or four smaller zones, rather than one big one. I almost wonder if this is the first zone they worked on for the expansion, because it lacks a lot of polish and finesse you see elsewhere.

It’s not a bad zone, though. It’s just the least good in Northrend. There are definitely a lot of really cool, epic quests, but they’re mixed in with a lot more fluff and ‘meh’ content. I recommend doing the quests here eventually, even if it’s only after you’ve run out of things to do everywhere else. There is some cool stuff.

Just because it’s not my favorite zone doesn’t mean everyone dislikes it, though. I have friends that adore it and will be leveling there first. Me, though? Eh. Borean Tundra, more like boring tundra. /laugh track.

Ally_pally
asked…

I have a rather technical question. wowhead.com reports Seal of the Martyr’s Judgement as receiving 25% bonus from weapon damage as opposed to the Horde’s Seal of Blood which renders a 45% bonus from weapon damage. What are we really looking at? Is this a “balance testing” to figure out which Blizzard will use for both, or is alliance getting a toned-down version?