Archive for the News Category

As we prepare for our journeys

Posted in Guides, News, Shadowpriest, Theory with tags , , on September 3, 2012 by Natarumah

With the release of patch 5.0, the servers have been flooded with people resubscribing to get into the game before Mists releases. There’s something cute about dozens of people milling around in confusion, trying to find out what their talents are doing, whether their class is still competitive and where they can train for pet battles (which they can’t, until Mists launches).

Shadowpriests are in a good spot at the moment. We’re not so overpowered that the nerfbat looms over us, yet we’re not so much behind or broken that we can’t simply play the game. In fact, I would categorize us as the “somewhat boring, safe choice” at the moment. Warlocks certainly had all the goodies, but from their angle I see a lot of complaints about mana issues, restrictive rotations and the lack of DPS cooldowns.

Our basic rotation

Priority one: Keep up Shadow Word:Pain and Vampiric Touch at all times, on all targets. Shadow Word:Pain gives us Shadow Orbs and Vampiric Touch regenerates health and mana for us.

Use Devouring Plague at 3 Shadow Orbs to be safe, or use it whenever the old one starts to drop off (this may be a DPS loss). Mind Blast on cooldown, Mind Flay as filler. Assuming that you took From Darkness Comes Light and Divine Insight as talents, you’re going to see 2 procs:

When your FDCL procs, your Mind Spike becomes Instant cast, costs no mana and doesn’t wipe DoTs. This is the only time I will use MS, and combined with the Mind Spike Glyph it meshes well with Mind Blast. When DI procs, you get an Instant cast, free Mind Blast. So two procs to juggle, not too serious.

Finally, <20% Health you start prioritizing Shadow Word:Death for execution – if you have it glyphed you can use it while on the move even above 20% health, but otherwise there’s little reason to touch it. Its damage is inferior when not in the Execute phase. Multidot when there’s 2-3 targets, above that target your tank and Mind Sear away.

Cooldowns

First off, Silence and Psychic Horror are now baseline. These are great tools while questing and even in dungeons, but they were never worth it to invest talent points in. Rather than including them in the new talent choices (where they would again be ignored, most likely) the Developers decided to add them to our standard toolkit. I am grateful for this, because it also gives us baseline PvP ability right off the bat.

The first tier of our talents are all about control – which you take depends on your personal preference and content. Dominate Mind is great for instancing and mayhem in PvP. Psifiend is of most use when you expect to stay around a single spot for some time – this usually is a raiding situation where you need to keep adds of you – but this is mostly good as healer defense. The Void Tendrils are a good go-to and the one I took for myself – an AoE root around yourself is a great escape.

Your talents will hold a few other choices, most of them up to you. One of the talents I picked up to test them out was our Camouflage, which is simply hilarious. I can’t really judge how effective it would be in a real raiding situation, but in an Ulduar fun-run we had I managed to get aggro on some mobs, and then pop this. They went after my decoy and started hitting it – and by the time it went poof they had to move all over the room to get to me again. This is great as an escape mechanism, especially when combined with Fade, but it will also surprise a lot of people in PvP.

Vital statistics

With the gear chances, Hit isn’t really going to be an issue. We will gain Spell Hit from Hit, Expertise and Spirit now. If you are anal about the hit cap, then the Human race is for you: Expertise bonus with Maces as well as a Spirit bonus. If you are an experienced Shade, 13% Hit will be plenty.

We still favour Haste, but Crit and Mastery are now on a more equal footing. Since they both do the same thing (doubling damage) the only difference is that Crit can help our Shadowfiend cooldown via Mind Flay while Mastery cannot. That said, to prevent gimping yourself due to Diminishing returns, balancing Crit and Mastery isn’t a bad deal. After all – you can have your damage doubled by both a Crit and Mastery at once.

On a personal note: preparations

For alts I often rely on the Darkmoon Faire to get around those pesky sore spots in levelling professions where I’d need to sink in tons of gold. Alas, the Faire’s quests weren’t properly reset this month so that plan went out the window. Since I don’t know whether I want to focus on levelling my Warlock, Death Knight orPaladin after my Priest, I gave them all sufficient shiny gear to survive the starter zone. With my Warrior at 85, I now own an 85 of every class except for the Shaman, which I just never really got into. If I find the energy, I might decide to spend the time before Mists leveling it to 85 just to have a “full stable”

I am looking forward to the pet battles, but I can already see an issue on the horizon. There are quite a few pets of which I have 5 or more copies – in Mists we will be limited to three of each type. As we can’t crate them for trade before Mists actually launches, I worry that some of these pets will be crunched in between “can’t crate it” and “crate or lose it”. With a modicum of common sense, Blizzard will first enforce a “never gain more once you have three of a kind” first and not hard enforce the limit until a month or so passed.

My focus points on the moment are getting my Warlock her droolishious Conquest outfit for mogging, now that it is available for Honor. I was already halfway saving conquest, but things speed up nicely this way. Second on the list is winning that darn Fishing Competition so that I can get my Salty title. Problem is, I am hated by Booty Bay leaving only the Dalaran fishing competition – and that’s a tight window.

The future of Shadowpriests

We are safe for the moment, a good choice. I can see how people from less favored class reroll when they get disappointed about how their classes turned out after the beta. Many times the beta’s start was shiny and new, and the Developers tried lovely new things – only to discard them (like Warlock tanks). But these ideas rooted in the minds of people, as they really liked them. And now that the patch is here, they see their class hasn’t even got half the shinies it was offered.

With Shadowpriests receiving little to no “fun” goodies (less shadowy shadowform? Shadowy pets? Why would I take those?) and is using basically all the old abilities in a slightly modified rotation from before, I think we came out better than I expected. Good damage (but not jaw-droppingly so), plenty mana and a Shadowform that just won’t quit – what more could you wish for?

Ahead of the game

Posted in Guides, News, Shadowpriest with tags , , , , on July 30, 2012 by Natarumah

So, with the annnouncement of Mists of Pandaria to be released September 25, we can conclude that the Beta and PTR have done their job and all that is left is some touch-up points. Sadly, this means that while the Shadowpriest remains a solid class and probably will do really well in the DPS department, we still get shafted with a lack of interesting goodies. The new DPS rotation will probably remain a more simple “keep up 2 dots and hit buttons that glow up” – but at least we’re not broken!

This post isn’t going to be a very long one – my plan for this week is to scour all resources I have (Beta/PTR info and the like) to make a preliminary stat and spell priority listing.

Leveling and Storyline

Mists will have a good old, solid storyline with overall more interesting quests than “slay 12 boars” (although they are still represented, and the Nesingwary Safari will follow us into Pandaria). A lot of phasing makes the questing zones very dynamic, and also means that once you pass certain quests, you leave people behind in their own phase. This spreads the load a bit, and you’re not going to have everyone on a single pile.

The quests are also woven into the dungeons and raids, meaning we will have less “tacked on” raids where the storyline seems only sideways connected to the main plot (Throne of the Four Winds link with Deathwing was tenuous at best, and even Blackwing Descent as fun as it was merely was a son-of-DW event). Some of the dungeons are actually quest hubs on themselves, meaning that the leveling zone and dungeon are directly connected (as was done in Cataclysm).

All in all I am very pleased with how the questing was done – and for the Alliance I truly love how Anduin Wrynn shapes up to be a real leader character.

Dungeons and Raids

Admittedly I have done no dungeons or raids in the beta, but looking at some of the videos on MMO-Champion I have to say that raiding looks to be more interesting – especially for the tanks. I mean, us DPS are happy enough when the numbers fly, but tanks like to have some mobility and survivability challenges, neither of which were properly done in Cataclysm.

Cataclysm saw the rise of some truly bad tanks, who learned very little about mititgation, use of cooldowns, mobility and situational awareness. Hard Mode Spine of Deathwing suddenly jumped up – here survivability and awareness are paramount to survival, and new tanks had to relearn quite a bit to cope with it. Conversely, old school tanks quit in digust at how brainless tanking seemed to be, and even a large portion of tank bloggers and theorycrafters became extinct. Granted, they loved Heroic Spine – but didn’t want to wade through the rest of Dragon Soul to get there.

So to see mobility and awareness become key points in defeating some bosses is a sight for sore eyes – and might entice some of the good tanks to come back. They also hold great lessons for DPS – like adds that must be damaged from the back or they reflect damage. Like with Cayaclysm, it does seem that mobile DPS is more important as well. Expect challenge mode dungeons to be an excellent teacher in reaching for the bottom of the jar.

Preparations for the release date

Of course, there’s plenty to do before the release to ensure a smooth and solid rush to level 90. I have to admit that WoW seemed to be dreary and dull, with little reason for me to log in. I have played at least a dozen games over the last month, and in the end I still return to WoW. So to prepare, here’s a list of things I am planning to do, maybe it will be of value to you as well:

  • Clear out my bank alts and bank alt guilds to get rid of all pre-Cata stuff that is not critical to powerlevelling professions
  • Also throw all bound gear and fun items I haven’t used in more than three months into Void Storage – I paid for it, might as well use it
  • Gather and arrange enough pre-cata materials to level 2 alts worth of two professions (for one Monk of any kind and one Pandaren of any kind)
  • Gather enough materials to level all my characters’  professions another 5-10 points on Cata materials – mileage may vary
  • Place these materials in the alt guild – each tab named after the character it is for
  • Make a list of the pets I still want to gather before the pet battle system goes live – their prices might skyrocket after that if they are powerful
  • Re-arrange parts of this blog to record my levelling experience and screenshots of the areas
  • Make sure all my characters, before they go off to level, have cleared bags and updated gear
  • Install Mists of Pandaria
  • Go!

Conclusion

Despite myself, I am actually pretty excited about Mists of Pandaria. It feels different somehow – more casual and less hardcore, but also just as enchanting as TBC felt when it was announced. To be fair, it feels like a fresh start more than Cataclysm did. Where Cataclysm felt like the destruction of the old ways and the reduction of raiding and PvP, Mists seems more like building it back from scratch. The game has changed, and we have to change with it. As much as we might want things to remain the same (even if for just one expansion) I will simply see if I will fall in love with the new game over again.

Dot Removal – an early view

Posted in News, Shadowpriest, Theory with tags , , , , , on June 29, 2012 by Natarumah

One of the things that seems to be the newest hit in Shadowpriest design land is the “dot removal”. For one reason or another, after the relative faillure (read: very situational use) of Mind Spike, the addition of Shadow Word: Insanity seems to solidify the juxtaposed phasing of Shadowpriest abilities in a “Dotting up – Explode dots”  model.

How it is today

Mind Spike as a spell hits as hard as Mind Blast, but removes all dots on the target. Properly talented, it is buffed by Shadow Orbs and itself will reduce the cast time of Mind Blast, effectively making the next one instant. The basic idea is that this spell will only be used when its Shadow Orb-buffed damage exceeds the damage your Dots do in that time plus the time it takes to reapply them all.

Currently, the only time when this happens is when you have small, easily killed adds that you cannot AoE down, or on Spine of Deathwing (once you have 4piece T13). The latter is because you will use all cooldowns on the Tendon phase, meaning Shadowfiend will give you a lot of Orbs, causing practically all your Mind Spikes and Mind Blasts to benefit from a full three Shadow Orbs.

In Mists of Pandaria

You won’t have the tier 13 bonus, unless they choose to roll it into a talent or glyph, which is highly unlikely. This removes the benefit of using Shadowfiend as a buff for Mind Spike. This means that Mind Spike will once again struggle to overcome the barrier of (Damage Done)>(Dots DPS + DPS loss from recasting dots).

Shadow Word: Insanity has a similar model, except that it will extinguish your dots and then increase its damage done by up to 100% per dot removed. The bolded part is important, because it is dependent upon how long your dots were ticking when they were removed. This means that the SW:I will deal the most damage at the last second of each dot.

The picture above is a basic model of how this would work (click it for a larger view); base damage of the spell is rather low (arbitrary “half a DoT’) but is boosted by the consumed DoTs. It has a break-even point, after which the SW:I will deal more damage that the DoT itself, but you’d want to wait a bit more to ensure you also “cover” the time lost recasting the DoT.

This is split-second timing over 3 dots (SW:Pain, Vampiric Touch and the currently languishing Devouring Plague) and their respective durations. Fortunately it’s instant-cast, so it only has to overcome the barrier of lost recasting the dots, which you would have to anyway considering you cast this spell close to the end of a dot duration. There are a few scenarios to think of as to the use of (and reason to introduce) this spell:

SW:Insanity as a cycle ender

Basically, using SW:Insanity as close as possible to the end of the dots, using it to clean the slate and reapply all dots. This comes down to casting this spell every 12 seconds or so, after which you spend 3-4 seconds reapplying them. This could be a DPS gain or loss – but it would take quite some maths to figure it out since the break-even point of SW:I is highly dependent on gear and scaling. It is, without a doubt, hideously mana inefficient if not used at the split second before a dot would expire needlessly – and with three dots this is likely the case.

SW:Insanity as Burst

If the target is going to die before the dots will do their job (a problem we Shadowpriests are well familiar with) then you can use SW:I to “explode” the dots, allowing you to at least get some damage in before the target dies. This will be mostly useful in 5mans, where dot classes suffer noticeably under more bursty classes. If a mob has 1 million HP, and your party members burst more than you, you end up at the bottom of the meters. It may not be important, but neither is it fun – so this is probably the best use for this spell.

New mechanic is new

A last scenario is not a scenario for the uses of the spell, but the reason for its introduction: innovation. In order to distinguish us from the (arguably superior, more fun and better presented) Affliction Warlock, the developers tried to diverge our methods. We both rely on dots, but where the Affliction Locks use Malefic Grasp to “supercharge” their Dots, we “explode”  them.

This is of course a valid option, although I find my nose rankling at the thought of being a dot class that removes its dots willingly. Mind Spike at least was only marginally useful, so it was safe to ignore this spell all through Cataclysm until the Spine of Deathwing encounter. Shadow Word: Insanity is liable to become one of those spells the entire spec is going to be balanced around.

Conclusion

Maybe this is a gesture towards the Shadowpriests who clamored for maths and complexity, or maybe it’s an unintended complicated mechanism – this is its second incarnation, with a more clear description.

Personally, I think  the spell has potential in the margins. With superior gear, it’s possible an advanced Dot-Explode-Dot cycle becomes a bursty and viable way of dealing with bosses. It’s also a good way to ensure that your dots will not go to waste, as any lost potential is pumped into its instant damage. With proper development it might have use, but it will require more information and a truckload of maths to figure out when it’s useful and when it’s a loss.

The Old Gods and their new toys

Posted in Diary, Fun, News, Roleplaying, Shadowpriest, Theory with tags , , , , on June 3, 2012 by Natarumah

Things are starting to get rolling in the Priest department, it seems. When MMO-Champion released a video of the new priest animations (check it out here) by Kit, the first thing that went through my head is “hey – I think I see a theme…” which is a good thing, definitely. While the Holy and Discipline priests have their clear and present feels, I posted before on how Shadowpriests need to be re-examined and have their theme pulled tight again.

When I look at these animations, however, I have to say that the ballpark seems to be squarely in the Old Gods department again. Let’s have a look at a few telling animations, and see what we can gather from it…or what may be yet in store.

Psyfiend

The Psyfiend looks like a strange mixture between the Sha (The spiritual manifestations of bad and twisted emotions in Pandaria) and an evolved Shadowfiend. As you can see, it has the Shadowfiend’s head and back (including gaping maw) with its lower half devolving into a legless form of spirit and Shadows.

Considering that the Sha represent emotions and are a major threat to Pandaria, I wouldn’t be surprised if this cemented the link between the Shadowfiend being a gift from the Old Gods and the Sha being the creations or manipulations by one. Of course, we’d have to follow through on the Mists of Pandaria storyline in order to find out for sure, but the chances are high that we may find some solid linking between the various concepts.

If you look at the Sha on WoWPedia, you will find that there’s a good resemblance between the Sha types and the Shadowfiend, as well as the ominous stained glass window that was revealed  (which is of course a representation of Yogg-Saron). If we will be eventually facing an Old God in this expansion, it’s therefore likely to be a shadowy one – perhaps finally revealing where the Shadowpriests of the Horde and Alliance are getting their powers from.

Void Tendrils

Of all of the new Priest abilities, this is the most no-brainer of them all. Tendrils that look like any used by the Old Gods and their servants. From Ch’tun to Yogg-Saron, from Vezzax to Zon’ozz, you can’t seem to fight these guys without tripping over tentacles. And right now, Priests can do that exact same thing. It’s possibly the most telling example of the connection between the Old Gods and Shadowpriests, but also the most iconic. Raise your hands if you have run Ch’tun and Yogg-Saron even in Wrath to get your hands on any of the tentacle trinkets?

Mindbender

And the last of the abilities I want to focus on is Mindbender, allowing us to control others’ minds. Where the Shadowfiends dutifully suck out all of that delicious mana for us to use from our enemies the Mindbenders pop out of whatever Shadowy hiding place they come from and give us more soldiers to use in our battles – and these Mindbenders are creatures we’ve seen before. One of them controls Erunak Stonespeaker in the Throne of the Tides, and will jump to party members to do the same.

And one large specimen of this creature controls a Flesh Giant in the Twilight Highlands (Julak-Doom) while Ozumat is likely the largest specimen of this type encountered near Azeroth. The fact that this race is aligned with, and probably spawned by, the Old Gods and now in service to Shadowpriests is telling of our allegiance in the great race between Order (Titans) and Chaos (Old Gods).

Conclusion

We are looking at a solid design element here, Old Gods. People have speculated about them for years now, and I would be delighted if Shadowpriests were actively part of that lore. It’d make us bad guys, sure – or at the very least anti-heroes, but it would give us plenty of visual elements to give us new toys with.

Imagine powers based on the Faceless Ones, such as shadowy globs that explode on impact or eye stalks that cast Mind Flay? Why not some form of buff that makes us bigger and turns out arms into tentacles (or have them grow out of our backs) to show the corruptive influences of our magics?

And if you ever want to remake the Shadowpriest (like what happened to Warlocks) I can offer up one suggestion: replace the mana bar with a Sanity bar. As we go along, many of our abilities reduce our Sanity, producing various nasty visual results, until we ran out of Sanity and can no longer cast spells. We regain Sanity by draining it from enemies (as we do now) or by casting spells that are helpful to our raid (Shadowy healing, buffs, and the like). It might be that certain powerful abilities – instead of being on a cooldown – require the Shadowpriest to be below a certain level of Sanity (thoroughly insane to grasp these terrible secrets) before they can be used.

I hope Blizzard will stick with the Old Gods theme, because as you can see there is so much that can still be done and left to explore. It certainly would keep me playing my Shadowpriest!

How the East was won

Posted in Fun, News, Shadowpriest with tags , , , , on May 27, 2012 by Natarumah

Since there are little to no changes to the Shadowpriest on the beta of note (just continuous shuffling of abilities) it’s about time to look beyond the Shadowpriest itself, and look at the expansion as a whole. From what I’ve seen and what I’ve been told, Mists of Pandaria is going to be quite a different expansion to what we’re used to, as attested to by what the Devs claimed were their intentions and what’s on the Beta right now.

There will be more exploration in Mists

One of the key things here is that the vistas are grand, and areas are huge. There is so much to see, and a lot of detail in the terrain. There are also things scattered around the area from carts to boxes to tea sets still giving off steam. The visual experience is powerful, colors are bold and models are well-made and animated. Where once WoW’s cartoony graphics may have been an anti-aging method, here they actually look like they’re “in place” and meaningful.

Exploration also comes into play with the quests. Where Cataclysm led you by the nose, some quests and events in Mists you won’t find unless you go off the beaten path and beyond the area you are questing in. If you follow the quest lines alone you will level just fine, but to see all that Pandaria has to offer you will have to go down unused paths into the jungle or find long-lost caves and ruins.

Another nice touch is how the quests involving a dungeon actually take place in and around that area, instead of just leading up to it and then stopping cold of the instance portal. It makes the world feel that much more real, thought-out and immersive.

Mists of Pandaria will be more Casual-friendly

Unless the raiding model will be much improved from Cataclysm, and Blizzard gets their raid buffs sorted, it’s likely you will find the number of hard-mode raiders dropping severely (again). With the raid finder, the complexity of 25mans without the additional reward and the heavy focus put on 10man raiding, you will see that Hard Modes are going to be for an ever shrinking group of players.

On the flip side, WoW will be very inviting to more casual play. Pet battles and exploration for those who like them, the ability to farm your own plot of land (like done so beautifully in Lotro before – expect the pipeweed is missing) and the removal of the daily quests cap means that there is plenty to do even if you are not a raider. And if you fancy yourself a good player, you can always test yourself in the 5man challenge modes.

Blizzard seems to head for a Dynamic Server Model

There seems to be a lot of pressure on cross-realm interaction, especially in leveling zones. This seems great for people who want to do that Elite quests (which will make a comeback in Mists) but it does introduce one problem: cross-realm asshattery. Since there is zero responsibility or capacity for punishing people who misbehave on cross-realm areas, we can only hope that the improved reporting system (made quicker and more efficient) will actually curb leechers, trainers, kill-stealers, ninjas and pottymouths.

This is of course nice for people who are leveling, but do not discount the economic effects. Servers that are hardly used because no one was leveling in their zones (I am talking about the physical/virtual servers now, and not realms) can now be merged onto a single virtual server (the crossrealm leveling zone) meaning greater efficiency. This will cut costs and makes sure there’s a lot of backup capacity. This might also help with calamities and stability issues, not to mention look good on the next annual report.

Crossrealm leveling zones will still have their normal trading restrictions (like in random dungeons and raids today) but this might change in the future. And from there it’s only a step up to a truly dynamic server model, where your choice of realm is a choice when logging in, or even a click away (like in Champions Online). This would make the debate about merging realms and dying realms obsolete, as people could be dynamically redistributed. The only stable location would have to be the capital cities, where your guild and friend would be able to meet you when needed and you could organize your 5mans, raids and PvP.

If Fun>Profit run Game else Quit

Yes, an equation. Not very elegant but it proves a point: while some people play for challenge, most just play for fun. Where WoW was once a game where the elite few raided or PvP’d while the rest just stuck to 5mans, it’s now is a game where the casual player is the audience. Those people who want challenging raid mechanics, gear and titles as actual status symbols and truly diabolocial achievements to gain will probably need to look for another game. And let’s face it, it makes sense.

The top raiders once were teenagers, but they are now adults with responsibilities and jobs (for the most part), with the influx into the game being modern-day teenagers who (thanks to the Facebook era) don’t want to spend that amount of time on a game – especially if the same is offered by the free online and FB games of today.

But if you can adapt to the more casual mind-set, where maths are much simpler and gameplay is more set in stone, then Mists of Pandaria still has a lot to offer. I may not personally like how much the game has been made more simple, but it does allow for more expansions to follow and balance to be maintained more easily. And a game that can be upgraded and maintained more easily, and attracts a greater audience, will have a longer lifespan. It also will have more subscribers, which feed into R&D and Design, making the game more shiny. And I cannot find fault in that.

What I intend to do

My personal look at Mists is that I will definitely play. Question is whether it will be as a Hard Mode Raider, and whether it will be as Shadowpriest. So far Shadowpriests are solid in terms of rotations (since we don’t really get anything new anyway) but severely lack in fun (latest addition: a glyph to give your noncombat pet Shadowform – yeah, pass). Warlocks and Death Knights get a lot of shinies and look equally solid. So it may be that I decide to switch mains, or go Casual.

But I do know that I will be playing in the next expansion, and that’s a better outlook than I had a month ago.