I have quite a bit of experience with all of the classes in the game, so I get quite envious of my alts sometimes. Though I love my Druid with all of my heart, there are certain abilities that make me occasionally contemplate switching sides. But as soon as this happens, one certain ability that my Druid has keeps me playing him in lieu of one of my alts. I'll tell you what ability that is at the end of this post, but first I'll go over the abilities I envy in my alts, in order of how much I envy them.
10. Mages: Teleport: Dalaran
As much as I would love to be able to summon my own food, the fact is that I rarely use food on my druid aside from for the buffs, so teleportation spells take the cake in this case. I picked Dalaran since it is the most convenient place to teleport to, but I would love to be able to teleport to any capital city of my choice. That said, Dalaran has portals to all of them, which is why I put this ability so low.
9. Warlocks: Ritual of Summoning
I don't think I need to explain this one. As someone who has run Violet Hold countless times (VH is located in Dalaran, and as such does not have a summoning stone), an ability like this would prove incredibly invaluable.
8. Paladins: Crusader Aura
As awesome as Divine Shield is, I really just wish I could travel as fast as Paladins can. It's a simple, almost petty jealousy, I know, but sometimes even my Netherdrake isn't fast enough for me.
7. Warriors: Shield Wall
As much as I appreciate Barkskin, the fact is that sometimes we need more than just 20% damage reduction. Why we Druids don't have a better defensive cooldown is beyond me, but as long as we don't, I will still envy this ability.
6. Death Knights: Pestilence
I was tempted to put Death Grip instead of Pestilence, but if I could spread my bleed effects from enemy to enemy, that would be fantastic. Think about how great it would be to be able to stack lacerate on one enemy, then spread it to all of his friends. The thought of it makes me shake with delight, quite honestly, which is probably why Blizzard gave an ability like this to Death Knights and not us Druids.
5. Priests: Wands
Since there aren't any Priest abilities that I really envy, wands are a good choice. Why? Because I have always wished for a mana-free way to cause of bit of damage while healing in tree form when my party vastly out-gears the instance. Melee-ing in tree form is a really bad idea, and shifting out to use moonfire means loosing healing efficiency. I really wish we could do something like wanding an enemy, but unfortunately, we have no such option.
4. Rogues: Vanish
As a Night Elf Druid, I do have Shadowmeld, but it pales in every way to Vanish, aside from the cooldown. Shadowmeld doesn't remove threat or allow for movement, and let me tell you, though it's great to be able to disappear while healing and reappear to rez everyone after a wipe, an ability like this would make it even better. Come on, Blizz, make it happen!
3. Hunters: Tame Beast
Though I picked this ability specifically, my actual jealousy is for hunters' ability to have pets. As a master of turning into an animal, shouldn't it be easy for me to recruit animals to fight on my side? Although pets are more disposable than they used to be since Blizzard abolished the loyalty system, when I first leveled my Hunter, I had a pretty deep connection with my pet. I had to earn his trust, and as an animal lover, to be able to experience that kind of virtual relationship again would be quite enjoyable.
2. Shamans: Reincarnation
When I spend time on my shaman, there is no ability I love more than this one. It's convenience while leveling cannot be overstated, and though it certainly finds less use at the level cap (keep in mind I don't raid or PvP much), it would still be incredibly useful for those bad runs and subsequent wipes when Shadowmeld doesn't do the trick.
And now for the ability that keeps me playing my Druid; the ability that, unless Blizzard adds a similar ability to another class, ensures that I will never permanently reroll.
1. Swift Flight Form
God, do I ever love this ability. I can collect herbs in this form without needing to "dismount," and the same applies for collecting items for certain quests. This allows me to be an actual "rolfcopter" as I fly away as the enemies try to attack me, allowing me to try a different position to pick up the herb from. The fact that I can use it in air means that I can jump off high ledges and use it to save time and my Druid's life. I can also use this "rofl fall" ability (name is my own) to save time when I need to fly over a mountain to get to the other side and then get to the ground quickly. But most importantly, this ability can be cast instantly. As much as I love looking at my Onyx Netherdrake, sometimes I just don't have that 1.5 seconds to mount up and fly away. That's when Swift Flight Form comes in. Perhaps it's only because us Burning Cruade-era Druids had to work for Swift Flight Form that we love it so much, but regardless, it is incredible. Here's to you, Swifty!
And that's it. Sorry to all of you other classes that don't have our awesome raven form, but just remember, each of you has something that I envy as well.
Showing posts with label class. Show all posts
Showing posts with label class. Show all posts
Saturday, October 17, 2009
Monday, October 12, 2009
About me
I decided to finally write this post, since its really silly to not have an introduction of some sort in my blog. My WoW name is Ardol, my real name is Owen, and this post is about me.
Note: My blogger name was once O-Digga, so any comments that appear by that name are mine.
History of Ardol
My first character was an undead warrior. I decided to be a warrior class after I had seen an episode of Cheat on G4 about WoW and they recommended a warrior for anyone starting out, since they could take a lot of damage. Some of my newbie-er habits included only having one quest in my quest log at a time (so that I could focus on it) and selling my ore and skins to vendors (I didn't know about the AH). I got him to level 13, and when I joined a guild, I saw that the GM was a rogue. I had heard all about how awesome rogues were, so I rolled a troll one. He only got to level 8, when I decided to try a paladin, since Cheat had referred to them as a hybrid class, and I knew I wanted to be a hybrid. He was very boring, though, so I dropped him and rolled a hunter on a new server with one of my friends. He was alliance, so rolling on that server made my transition from horde to alliance complete. I got my hunter to 22 before my friend left the server and I decided to reroll to start fresh. I left the horrors of the RPPvP server and rolled a druid. I played my druid on and off and simultaneously sampled every class in the game before realizing that the druid class was for me. It took me a year and a half from when I started playing to get him to 70 (he was 46 when BC came out).
What attracted me to the druid class was the idea that they could tank and DPS with one spec, and since I wanted to be a hybrid, this was perfect for me. I leveled my druid feral and only had a brief fling with resto during BC. Aside form that, I was feral only until dual specs came out, when I made my second spec resto and put together a healing set. Since then, the healer shortage on my realm has become a tank shortage, so I have shifted my focus from healing back to tanking, a focus I will probably retain through Cataclysm unless healers are in short supply again. For the longest time, my healing set was better than my tank set, but now my tank set is better than my healing set, since that's the one I focused on after the healing shortage became a tank shortage again.
Why the name Ardol? Well, when I rolled my hunter, I named him Arder. Don't ask why; I thought it was cool. When I rerolled, the name was taken, so I chose Ardol instead. Why do I keep it? Meh, I'm too lazy to change it, even though I have a shaman named Ollendi so I'll always have that name reserved in case I ever decide to spend the ten bucks. (If you don't understand why I want "Ollendi," just read it aloud. Still don't get it? It reads, "I'll end thee." I know, it's a name more suited for a PvP'er, but like Arder, I thought it was cool.)
History of Owen
Due to the inherent risk in putting anything too personal online, I will simply tell you that I am currently a full-time student studying mathematics. I play video games in my spare time, including WoW and Rock Band, and I also enjoy biking, reading, drumming, and, of course, philosophy.
Achievements I am proudest of:
2. Lil' Game Hunter 50
( 11-22-2009)
Note: My blogger name was once O-Digga, so any comments that appear by that name are mine.
History of Ardol
My first character was an undead warrior. I decided to be a warrior class after I had seen an episode of Cheat on G4 about WoW and they recommended a warrior for anyone starting out, since they could take a lot of damage. Some of my newbie-er habits included only having one quest in my quest log at a time (so that I could focus on it) and selling my ore and skins to vendors (I didn't know about the AH). I got him to level 13, and when I joined a guild, I saw that the GM was a rogue. I had heard all about how awesome rogues were, so I rolled a troll one. He only got to level 8, when I decided to try a paladin, since Cheat had referred to them as a hybrid class, and I knew I wanted to be a hybrid. He was very boring, though, so I dropped him and rolled a hunter on a new server with one of my friends. He was alliance, so rolling on that server made my transition from horde to alliance complete. I got my hunter to 22 before my friend left the server and I decided to reroll to start fresh. I left the horrors of the RPPvP server and rolled a druid. I played my druid on and off and simultaneously sampled every class in the game before realizing that the druid class was for me. It took me a year and a half from when I started playing to get him to 70 (he was 46 when BC came out).
What attracted me to the druid class was the idea that they could tank and DPS with one spec, and since I wanted to be a hybrid, this was perfect for me. I leveled my druid feral and only had a brief fling with resto during BC. Aside form that, I was feral only until dual specs came out, when I made my second spec resto and put together a healing set. Since then, the healer shortage on my realm has become a tank shortage, so I have shifted my focus from healing back to tanking, a focus I will probably retain through Cataclysm unless healers are in short supply again. For the longest time, my healing set was better than my tank set, but now my tank set is better than my healing set, since that's the one I focused on after the healing shortage became a tank shortage again.
Why the name Ardol? Well, when I rolled my hunter, I named him Arder. Don't ask why; I thought it was cool. When I rerolled, the name was taken, so I chose Ardol instead. Why do I keep it? Meh, I'm too lazy to change it, even though I have a shaman named Ollendi so I'll always have that name reserved in case I ever decide to spend the ten bucks. (If you don't understand why I want "Ollendi," just read it aloud. Still don't get it? It reads, "I'll end thee." I know, it's a name more suited for a PvP'er, but like Arder, I thought it was cool.)
History of Owen
Due to the inherent risk in putting anything too personal online, I will simply tell you that I am currently a full-time student studying mathematics. I play video games in my spare time, including WoW and Rock Band, and I also enjoy biking, reading, drumming, and, of course, philosophy.
Achievements I am proudest of:
2. Lil' Game Hunter 50
1. What A Long, Strange Trip It's Been 50
02-15-2010
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Friday, September 25, 2009
Should Blizzard buff/nerf classes based on popularity?
This question has been on my mind ever since I read a WoW.com post that said that because druid tanks were the least popular kind of tank, Blizzard was hesitant to nerf them. This was part of a longer article about the relative popularity of certain tank classes, which showed that warriors were the most popular tanks by far, with druids being the least popular. The article speculated that the reason for this was that warriors have always been viable as tanks, but paladins and druids only became popular as tanks with the advent of Burning Crusade. Even then, paladins were arguably better tanks than druids, and only recently have druids become truly viable as tanks. Death Knights have been popular ever since they were added to the game, which explains why they had no problem carving out a part of the tanking community for themselves.
But I digress. The fact that Blizzard was hesitant to make any changes to an unpopular class got me thinking: should Blizzard buff or nerf classes based on how popular they are? Although the popularity of a class can be viewed as an indicator of its relative strength compared to other classes, such a comparison is misleading. After all, for the longest time, hunters were the most popular class in the game due only to the fact that they were a good class for newbies. Death knights are now by far the most popular class, but I would argue that this is due to their newness, and not their relative strength compared to other classes. The popularity of a class can be based on many things, meaning you cant take it to be an indicator of that class's relative strength.
This means that Blizzard can't use class popularity as a guide on how the classes should be buffed and nerfed, but does that mean that it shouldn't factor in at all? In an ideal world (of warcraft), it wouldn't. The classes would all be able to stand out on their own merits because they would all be fun to play, and thus you would have players dedicated to their class who would play it come hell or high water, even if their class were nerfed into the ground. Thus, if every class is fun to play, then Blizzard doesn't need to factor their popularity in how they buff/nerf them, since that class's devotees would continue to play as that class.
This begs the question, though; are the classes fun to play? Having limited experience with the various class, I can't truly say. I suppose the fact that, aside form death knights and paladins, the other classes have more or less equal representation at level 80 could be a sign that people enjoy playing all of them. Each class and each class's specs are unique in their own way, meaning there is something about each the ten classes and 30 specs in the game that appeals to some kind of player. That said, there are certainly specs that are more limited than others in terms of how they can perform their role (holy paladins, balance druids) and perhaps they could be fleshed out a little bit more, but people still play them, so they must be enjoyable in some way.
But I digress. The fact that Blizzard was hesitant to make any changes to an unpopular class got me thinking: should Blizzard buff or nerf classes based on how popular they are? Although the popularity of a class can be viewed as an indicator of its relative strength compared to other classes, such a comparison is misleading. After all, for the longest time, hunters were the most popular class in the game due only to the fact that they were a good class for newbies. Death knights are now by far the most popular class, but I would argue that this is due to their newness, and not their relative strength compared to other classes. The popularity of a class can be based on many things, meaning you cant take it to be an indicator of that class's relative strength.
This means that Blizzard can't use class popularity as a guide on how the classes should be buffed and nerfed, but does that mean that it shouldn't factor in at all? In an ideal world (of warcraft), it wouldn't. The classes would all be able to stand out on their own merits because they would all be fun to play, and thus you would have players dedicated to their class who would play it come hell or high water, even if their class were nerfed into the ground. Thus, if every class is fun to play, then Blizzard doesn't need to factor their popularity in how they buff/nerf them, since that class's devotees would continue to play as that class.
This begs the question, though; are the classes fun to play? Having limited experience with the various class, I can't truly say. I suppose the fact that, aside form death knights and paladins, the other classes have more or less equal representation at level 80 could be a sign that people enjoy playing all of them. Each class and each class's specs are unique in their own way, meaning there is something about each the ten classes and 30 specs in the game that appeals to some kind of player. That said, there are certainly specs that are more limited than others in terms of how they can perform their role (holy paladins, balance druids) and perhaps they could be fleshed out a little bit more, but people still play them, so they must be enjoyable in some way.
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Wednesday, August 26, 2009
How to assume a raid mentality
As I said in my last philosophy post, it is my opinion that the leveling process does not sufficiently help a player develop the mentality they will need to have when they start doing dungeons and raids. For those who wish to raid, 5-mans are usually the way to learn said mentality, and that's where players can practice their roles. Because players may not know how to approach their first 5-man run, I have decided to give a basic rundown of how a player should think about their roll in a run. Think of this as a teaching you the mentality you will need when you are in a group.
First of all, what are the roles that a player can fulfill in a raid or 5-man? A 5-man run is usually made up of a tank, 3 DPS (it stands for damage per second, but it means damager), and a healer. Here are the various classes and specs that can fulfill the three roles.
Tank: Any Death Knights (Frost is preferred, but as long as you are in frost presence and go for defensive talents, you should be all set) Feral Druids (spec'ed to improve bear form), Protection Paladins, and Protection Warriors.
DPS: Any Death Knights (Blood and Unholy are prefered, but as long as you take offensive talents and are in Blood or Unholy Presence, you will be ok), Balance or Feral Druids (Feral Druids will need to spec to improve cat form), any Hunters, any Mages, Retribution Paladins, Shadow Priests, any Rogues, Elemental or Enhancement Shamans, any Warlocks, and Arms of Fury Warriors.
Healer: Restoration Druids, Holy Paladins, Discipline or Holy Priests, and Restoration Shamans.
To describe the roles most simply, tanks take damage, DPS do damage, and healers heal damage. Tanking and healing are generally agreed to be more difficult roles than DPS'ing, as well as more consequential. I would say that tanking is most difficult, while healing is more consequential, but it's really a subjective thing. Considering that all classes can DPS, and that the armor you acquire while leveling can probably serve you as DPS armor, if you are completely new to grouping, it may be a good idea to start as a DPS before moving on to tanking or healing. That said, having some experience tanking and healing will definitely give you a better perspective on what your group-mates go through, so even if you don't think you can handle the roles, don't immediately think that they are beyond your reach. Many of the best DPS'ers I have played with have experience with tanking, as have some of the best healers.
Regardless of what role you take, there are certain ideas you should include in the mentality with which you approach raiding or 5-mans. These may seem like common-sense things to veteran players, but then again, so will most of the things in this post. If you haven't grouped with other people in WoW before for longer than it takes to complete a group quest, think of these rules as ways of thinking about grouping with other people.
-I will recognize that there are other people behind that characters I play with, and I will recognize that they also have goals and things they wish to accomplish with this run.
-I will use abilities I may not frequently use while solo-ing if they benefit the group.
-I will not use my solo-ing/PvP spec while in an instance, unless my spec contains all necessary talents for both grouping and solo-ing or PvP.
-I will not stand in any fire/black zones/"bad stuff" unless that is part of the boss strategy.
-If I have not run the instance before, I will say so and listen carefully to and follow all boss directions given to me.
-Better yet, I will read the boss strategies on wowhead or wowwiki beforehand so I only need a reminder when I go into the instance.
-I will not run an instance I am not prepared for, gear-wise or skill-wise.
-I will bring the reagents I need for my spells as well as any buff food if I need it.
-I will not distract myself by talking on the phone or browsing the web, unless we are waiting for someone to come back from being AFK.
-I will not go AFK unexpectedly, for longer than is reasonable (5 minutes, usually), too frequently, or in the middle of a fight. I will use the bathroom before the run and will limit myself to one bathroom break during the run.
Now that we've gotten those out of the way, let's look at the mentality you need for each role.
Tanks:
-I will be willing to lead the run, unless I have very little experience with instances.
-I will make sure that all of the mobs we are fighting are fighting me, not any of my group-mates, unless letting them attack someone else is part of a boss's strategy.
-I will focus on causing maximum threat per second, not damage per second. (This is not as much of an issue as it used to be, since damage is now more tied into threat than it used to be, but it's still important to keep in mind.)
-I will face enemies away from my group in case they have a frontal area-of-effect attack, like breathing fire.
-I will only use taunt when an enemy is not attacking me.
-I will always protect the healer.
-I will set the pace of the run to be fast enough that the group doesn't loose steam but slow enough to let the casters regenerate their mana.
-I will use a healing potion when I need to.
-I will move the enemy if he needs to be moved.
DPS:
-I will not cause more threat than the tank.
-I will cause maximum damage per second using the right talents, spell/ability rotation, etc.
-If the enemy attacks me, I will not interpret it as a sign that I am doing enough damage.
-If I can heal myself (through spells or bandages) I will do so if the healer needs to focus on healing the tank.
-I will recognize that I am the most replaceable member of the group and will thus do as much as possible to be a keeper, i.e. to motivate the group leader to not drop me.
Healer:
-I will not spend my precious time or mana casting offensive spells unless I and my group-mates far out-gear the instance.
-I will do everything in my power to not run out of mana.
-I will heal the tank and myself first, then the DPS, then any pets if I have extra mana.
-I will keep a watch on myself to make sure I don't take too much damage or stand in a compromising position (in some "bad stuff", in front of the tank, etc.)
-I will focus on endurance healing when healing during a boss battle.
-I will use my most mana-efficient heals and will avoid overhealing unless the tank is taking a lot of damage and could die if I don't pump out the maximum healing possible.
-I will bring water to each run to regenerate my mana, in case there is not a mage to conjure food.
That about does it. As I said, if you have experience grouping with other players, then there will probably be nothing new in this post for you. This is simply a guide to how you should approach the prospect of grouping with other people and fulfilling your role well. If there are any important things that I missed, let me know so that I may make a more complete list.
First of all, what are the roles that a player can fulfill in a raid or 5-man? A 5-man run is usually made up of a tank, 3 DPS (it stands for damage per second, but it means damager), and a healer. Here are the various classes and specs that can fulfill the three roles.
Tank: Any Death Knights (Frost is preferred, but as long as you are in frost presence and go for defensive talents, you should be all set) Feral Druids (spec'ed to improve bear form), Protection Paladins, and Protection Warriors.
DPS: Any Death Knights (Blood and Unholy are prefered, but as long as you take offensive talents and are in Blood or Unholy Presence, you will be ok), Balance or Feral Druids (Feral Druids will need to spec to improve cat form), any Hunters, any Mages, Retribution Paladins, Shadow Priests, any Rogues, Elemental or Enhancement Shamans, any Warlocks, and Arms of Fury Warriors.
Healer: Restoration Druids, Holy Paladins, Discipline or Holy Priests, and Restoration Shamans.
To describe the roles most simply, tanks take damage, DPS do damage, and healers heal damage. Tanking and healing are generally agreed to be more difficult roles than DPS'ing, as well as more consequential. I would say that tanking is most difficult, while healing is more consequential, but it's really a subjective thing. Considering that all classes can DPS, and that the armor you acquire while leveling can probably serve you as DPS armor, if you are completely new to grouping, it may be a good idea to start as a DPS before moving on to tanking or healing. That said, having some experience tanking and healing will definitely give you a better perspective on what your group-mates go through, so even if you don't think you can handle the roles, don't immediately think that they are beyond your reach. Many of the best DPS'ers I have played with have experience with tanking, as have some of the best healers.
Regardless of what role you take, there are certain ideas you should include in the mentality with which you approach raiding or 5-mans. These may seem like common-sense things to veteran players, but then again, so will most of the things in this post. If you haven't grouped with other people in WoW before for longer than it takes to complete a group quest, think of these rules as ways of thinking about grouping with other people.
-I will recognize that there are other people behind that characters I play with, and I will recognize that they also have goals and things they wish to accomplish with this run.
-I will use abilities I may not frequently use while solo-ing if they benefit the group.
-I will not use my solo-ing/PvP spec while in an instance, unless my spec contains all necessary talents for both grouping and solo-ing or PvP.
-I will not stand in any fire/black zones/"bad stuff" unless that is part of the boss strategy.
-If I have not run the instance before, I will say so and listen carefully to and follow all boss directions given to me.
-Better yet, I will read the boss strategies on wowhead or wowwiki beforehand so I only need a reminder when I go into the instance.
-I will not run an instance I am not prepared for, gear-wise or skill-wise.
-I will bring the reagents I need for my spells as well as any buff food if I need it.
-I will not distract myself by talking on the phone or browsing the web, unless we are waiting for someone to come back from being AFK.
-I will not go AFK unexpectedly, for longer than is reasonable (5 minutes, usually), too frequently, or in the middle of a fight. I will use the bathroom before the run and will limit myself to one bathroom break during the run.
Now that we've gotten those out of the way, let's look at the mentality you need for each role.
Tanks:
-I will be willing to lead the run, unless I have very little experience with instances.
-I will make sure that all of the mobs we are fighting are fighting me, not any of my group-mates, unless letting them attack someone else is part of a boss's strategy.
-I will focus on causing maximum threat per second, not damage per second. (This is not as much of an issue as it used to be, since damage is now more tied into threat than it used to be, but it's still important to keep in mind.)
-I will face enemies away from my group in case they have a frontal area-of-effect attack, like breathing fire.
-I will only use taunt when an enemy is not attacking me.
-I will always protect the healer.
-I will set the pace of the run to be fast enough that the group doesn't loose steam but slow enough to let the casters regenerate their mana.
-I will use a healing potion when I need to.
-I will move the enemy if he needs to be moved.
DPS:
-I will not cause more threat than the tank.
-I will cause maximum damage per second using the right talents, spell/ability rotation, etc.
-If the enemy attacks me, I will not interpret it as a sign that I am doing enough damage.
-If I can heal myself (through spells or bandages) I will do so if the healer needs to focus on healing the tank.
-I will recognize that I am the most replaceable member of the group and will thus do as much as possible to be a keeper, i.e. to motivate the group leader to not drop me.
Healer:
-I will not spend my precious time or mana casting offensive spells unless I and my group-mates far out-gear the instance.
-I will do everything in my power to not run out of mana.
-I will heal the tank and myself first, then the DPS, then any pets if I have extra mana.
-I will keep a watch on myself to make sure I don't take too much damage or stand in a compromising position (in some "bad stuff", in front of the tank, etc.)
-I will focus on endurance healing when healing during a boss battle.
-I will use my most mana-efficient heals and will avoid overhealing unless the tank is taking a lot of damage and could die if I don't pump out the maximum healing possible.
-I will bring water to each run to regenerate my mana, in case there is not a mage to conjure food.
That about does it. As I said, if you have experience grouping with other players, then there will probably be nothing new in this post for you. This is simply a guide to how you should approach the prospect of grouping with other people and fulfilling your role well. If there are any important things that I missed, let me know so that I may make a more complete list.
Friday, August 21, 2009
Why the leveling process doesn't help a player learn their class
One of the most frequent arguments I see used in debates on whether or not to let players with high-level characters start new characters at a high level (say, 55) is that those 55 levels help a player learn their class. Although there are many reasons to go through the whole leveling process (as I mentioned here) I do not see the "it helps you learn your class" argument as a legitimate reason to force players to go through the leveling process after they have done it once. In other words, I do not think that the leveling process helps a player learn their class.
First of all, when many people refer to "learning one's class," they mean learning one's class for the purposes of raiding. In PvP situations, most people don't mind as much if they fight with someone who doesn't know their class, and most people are quite happy to fight against someone who doesn't know their class. In raiding, however, if someone doesn't know how to play their class, then everyone suffers. Thus, when I say "learning one's class," will from now on be referring to "being prepared for raids." This also applies for 5-man instances, which are meant to be a stepping stone between solo-ing and raids.
Now, the first thing one needs to know when preparing for raids is where he fits in. I am, of course, referring to the three key roles: tank, DPS, and healer. It is my opinion that the leveling process does not adequately prepare players for any of these roles. For example, when it comes to tanking, one concept frequently lost on new tanks is that tanks always need to hold the attention of the enemies, with rare exception. Let's imagine a warrior solo-ing his way to 80. Since has has only fought for himself, he has no concept of keeping a monster attacking him, even if he is low on health. He may be glad to see that monster run away once it gets low on health. That gives him an opportunity to bandage up or loot another guy he killed. If he has high health, then he will probably be just as glad to see that runner grab an extra guy; it means that the monster and the loot it drops will come to him, rather than him needing to run to it. Of course, everyone who has ever done an instance knows that this kind of attitude towards runners is a guaranteed way to cause a wipe. More adds means more damage means healer heals more means healer runs out of mana means everyone dies.
Now let's say our little lonely warrior is out fighting a gnoll and another one runs past him to attack someone else. He is the same level as the gnolls, and his gear isn't the greatest (he is leveling, after all, and will soon replace it), and thus he can't take on two at once. Thus he lets it attack the other player, and if it comes back to attack him, he runs away. Put that warrior in an instance, and you have a tank who lets adds attack the mage and actually runs for the instance entrance when it all goes wrong, both of which are bad to do. (Note: I did both of these things when I first tanked Deadmines, so I am not making these things up.)
As for DPS, while leveling, more damage=faster kill=better chance of survival. While raiding, more damage=likely out-threat-ing the tank=death, or potential wipe. The leveling process teaches DPS nothing of threat, one of the most basic concepts necessary for a DPS to know for raids. Leveling creates a mindset that more damage is always good, and that moderation of damage is never necessary. Obviously, when raiding, the opposites of both facts are true, yet it seems that many a DPS that I have PUG'ed with have no concept of threat or damage moderation.
Healing is also a difficult concept for solo-ers to grasp. Put a priest who has always had to fend for himself in a group and he'll probably at the very least keep a shadow word: pain up on the boss. Leveling also requires strategies for survival that are not viable in groups. A solo-ing priest will use power word: shield a lot to protect them from damage and allow them to cast spells unimpeded. However, unless a priest is spec'ed deep Discipline and the tank is a high enough level (read: 80) that he doesn't need to depend on taking damage to generate rage/mana (if a paladin), then the shield will be a liability. Solo-ing also frowns upon overhealing, as it wastes mana, which means more downtime. In a group, overhealing is certainly not the ideal, but it's better than a dead tank.
Most importantly---and this can be applied to all players regardless of the roll they play in raids---solo-ing teaches a player to be self-reliant, and the habits of self-reliant players are often detrimental to the success of a raid, where everyone needs to work together. Now, when I refer to self-reliant behavior, I'm not talking about a shaman DPS healing damage he took from an AoE effect if the healer is busy healing the tank. I'm talking about a priest using psychic scream when he is attacked, a druid tank shifting out of bear form to heal himself, a mage using ice armor for its defensive capabilities rather than mage armor for more mana or molten armor for more DPS, a mana-using DPS going OOM because he was using his highest-damage abilities rather than his most mana-efficient ones, a frost mage going into an instance spec'ed for survival and not for damage and putting out sub-par DPS as a result, a hunter using distracting shot to "save" a tank because he does it when his pet is low on health and he can usually take the damage, or an elemental shaman using stoneskin totem in a raid rather than strength of earth totem because he has no use for strength or agility. All of these are mistakes I have seen players make, even in level 80 instances, where players should know better.
Just like in real life, methods you use to protect yourself in WoW are often counter-productive to the success of the group, impeding others from accomplish their goals. Oh yeah, I just combined WoW, philosophy, and political commentary with one picture and one caption. I'd like my medal now.
"But," you may say, "we all had to go through the leveling process, so why don't we all suck?" First of all, Dr. Dennis Leary would disagree with your assumption. Second of all, players learn the above-mentioned concepts not by leveling, but by doing low-level instances and/or group quests. That's how I learned about tanking, and it's how anyone who wants to learn the basics of grouping gets started. However, anyone who has already reached level 80 and is leveling a second character probably isn't going to want to run a low-level instance, so they won't get any experience with their new class in groups. And since they probably already understand the basics, why would they need to learn anything anyways?
"But," you say, "if someone has been a tank all the time they've been playing WoW, how can they learn another role?" I recently had this experience. For as long as I can remember, I was a tank on my druid. With the advent of dual-specs, I could finally become a healer, a role which I had always wanted to try out but never did for fear of losing my solo-viability. Having never healed an instance before, I read some online guides to druid healing, did the math to figure out my most mana efficient heals, familiarized myself with my new keyboard layout, and started in an instance I was already familiar with---Violet Hold. Not only did I heal really well, but I even got complimented on my healing, and I now heal raids in my guild frequently. Point is, though not all roles are created alike, learning a new role and learning it well has nothing to do with leveling.
"But," you should be saying now, "what about learning the nuances of your class? Put a level 50 shaman in the hands of someone who isn't familiar with the class and they will be overwhelmed." First of all, anyone who is lucky enough to receive a level 50 shaman should get on their knees and thank whichever god, gods, deity, or deities they worship for what they have received (unless they already have one, of course). I will admit, it would probably be overwhelming to learn a class from scratch at level 50. I think that if a "start a new character at 55" system where ever implemented, it would need to be like the Death Knight starting quests. It would grant players their talent points and abilities slowly, allowing players to become acclimated to their class at a comfortable pace. These quest-lines could also be class specific, allowing players to learn the intricacies of their class better. With the news the Cataclysm may completely change Azeroth, such a system may be possible. Imagine starting a new soldier of Stormwind/Orgimmar in a war-torn world where only a few fragments of the old conflicts remain. Since the various leaders need more troops fast, they could use these new recruits to clean up the mess left in Azeroth's old zones while using the experience to help them prepare for the coming battles. I think that quests like that would make for a good story. I'll post next Monday on ideas I have for how such a system could be implemented. (Edit: I never did this, for lack of ideas, and I apologize.) That is, unless Blizzard comes out and says the leaked Cataclysm details were hoaxed and MMO Champion was wrong.
Would they lie to us? Well, maybe... You can't really blame them if Blizzard was using the alleged leak as a foiler to test the waters with player's reaction to radical changes.
Coming back to the main point, leveling does a lot of things, but the only thing it does really well is prevent a player from getting to the new content with a new character in a timely manor. Blizzard has already said that they think end-game is where it's at, so why they won't let players get on the fast track there is beyond me.
First of all, when many people refer to "learning one's class," they mean learning one's class for the purposes of raiding. In PvP situations, most people don't mind as much if they fight with someone who doesn't know their class, and most people are quite happy to fight against someone who doesn't know their class. In raiding, however, if someone doesn't know how to play their class, then everyone suffers. Thus, when I say "learning one's class," will from now on be referring to "being prepared for raids." This also applies for 5-man instances, which are meant to be a stepping stone between solo-ing and raids.
Now, the first thing one needs to know when preparing for raids is where he fits in. I am, of course, referring to the three key roles: tank, DPS, and healer. It is my opinion that the leveling process does not adequately prepare players for any of these roles. For example, when it comes to tanking, one concept frequently lost on new tanks is that tanks always need to hold the attention of the enemies, with rare exception. Let's imagine a warrior solo-ing his way to 80. Since has has only fought for himself, he has no concept of keeping a monster attacking him, even if he is low on health. He may be glad to see that monster run away once it gets low on health. That gives him an opportunity to bandage up or loot another guy he killed. If he has high health, then he will probably be just as glad to see that runner grab an extra guy; it means that the monster and the loot it drops will come to him, rather than him needing to run to it. Of course, everyone who has ever done an instance knows that this kind of attitude towards runners is a guaranteed way to cause a wipe. More adds means more damage means healer heals more means healer runs out of mana means everyone dies.
Now let's say our little lonely warrior is out fighting a gnoll and another one runs past him to attack someone else. He is the same level as the gnolls, and his gear isn't the greatest (he is leveling, after all, and will soon replace it), and thus he can't take on two at once. Thus he lets it attack the other player, and if it comes back to attack him, he runs away. Put that warrior in an instance, and you have a tank who lets adds attack the mage and actually runs for the instance entrance when it all goes wrong, both of which are bad to do. (Note: I did both of these things when I first tanked Deadmines, so I am not making these things up.)
As for DPS, while leveling, more damage=faster kill=better chance of survival. While raiding, more damage=likely out-threat-ing the tank=death, or potential wipe. The leveling process teaches DPS nothing of threat, one of the most basic concepts necessary for a DPS to know for raids. Leveling creates a mindset that more damage is always good, and that moderation of damage is never necessary. Obviously, when raiding, the opposites of both facts are true, yet it seems that many a DPS that I have PUG'ed with have no concept of threat or damage moderation.
Healing is also a difficult concept for solo-ers to grasp. Put a priest who has always had to fend for himself in a group and he'll probably at the very least keep a shadow word: pain up on the boss. Leveling also requires strategies for survival that are not viable in groups. A solo-ing priest will use power word: shield a lot to protect them from damage and allow them to cast spells unimpeded. However, unless a priest is spec'ed deep Discipline and the tank is a high enough level (read: 80) that he doesn't need to depend on taking damage to generate rage/mana (if a paladin), then the shield will be a liability. Solo-ing also frowns upon overhealing, as it wastes mana, which means more downtime. In a group, overhealing is certainly not the ideal, but it's better than a dead tank.
Most importantly---and this can be applied to all players regardless of the roll they play in raids---solo-ing teaches a player to be self-reliant, and the habits of self-reliant players are often detrimental to the success of a raid, where everyone needs to work together. Now, when I refer to self-reliant behavior, I'm not talking about a shaman DPS healing damage he took from an AoE effect if the healer is busy healing the tank. I'm talking about a priest using psychic scream when he is attacked, a druid tank shifting out of bear form to heal himself, a mage using ice armor for its defensive capabilities rather than mage armor for more mana or molten armor for more DPS, a mana-using DPS going OOM because he was using his highest-damage abilities rather than his most mana-efficient ones, a frost mage going into an instance spec'ed for survival and not for damage and putting out sub-par DPS as a result, a hunter using distracting shot to "save" a tank because he does it when his pet is low on health and he can usually take the damage, or an elemental shaman using stoneskin totem in a raid rather than strength of earth totem because he has no use for strength or agility. All of these are mistakes I have seen players make, even in level 80 instances, where players should know better.
"But," you may say, "we all had to go through the leveling process, so why don't we all suck?" First of all, Dr. Dennis Leary would disagree with your assumption. Second of all, players learn the above-mentioned concepts not by leveling, but by doing low-level instances and/or group quests. That's how I learned about tanking, and it's how anyone who wants to learn the basics of grouping gets started. However, anyone who has already reached level 80 and is leveling a second character probably isn't going to want to run a low-level instance, so they won't get any experience with their new class in groups. And since they probably already understand the basics, why would they need to learn anything anyways?
"But," you say, "if someone has been a tank all the time they've been playing WoW, how can they learn another role?" I recently had this experience. For as long as I can remember, I was a tank on my druid. With the advent of dual-specs, I could finally become a healer, a role which I had always wanted to try out but never did for fear of losing my solo-viability. Having never healed an instance before, I read some online guides to druid healing, did the math to figure out my most mana efficient heals, familiarized myself with my new keyboard layout, and started in an instance I was already familiar with---Violet Hold. Not only did I heal really well, but I even got complimented on my healing, and I now heal raids in my guild frequently. Point is, though not all roles are created alike, learning a new role and learning it well has nothing to do with leveling.
"But," you should be saying now, "what about learning the nuances of your class? Put a level 50 shaman in the hands of someone who isn't familiar with the class and they will be overwhelmed." First of all, anyone who is lucky enough to receive a level 50 shaman should get on their knees and thank whichever god, gods, deity, or deities they worship for what they have received (unless they already have one, of course). I will admit, it would probably be overwhelming to learn a class from scratch at level 50. I think that if a "start a new character at 55" system where ever implemented, it would need to be like the Death Knight starting quests. It would grant players their talent points and abilities slowly, allowing players to become acclimated to their class at a comfortable pace. These quest-lines could also be class specific, allowing players to learn the intricacies of their class better. With the news the Cataclysm may completely change Azeroth, such a system may be possible. Imagine starting a new soldier of Stormwind/Orgimmar in a war-torn world where only a few fragments of the old conflicts remain. Since the various leaders need more troops fast, they could use these new recruits to clean up the mess left in Azeroth's old zones while using the experience to help them prepare for the coming battles. I think that quests like that would make for a good story. I'll post next Monday on ideas I have for how such a system could be implemented. (Edit: I never did this, for lack of ideas, and I apologize.) That is, unless Blizzard comes out and says the leaked Cataclysm details were hoaxed and MMO Champion was wrong.
Coming back to the main point, leveling does a lot of things, but the only thing it does really well is prevent a player from getting to the new content with a new character in a timely manor. Blizzard has already said that they think end-game is where it's at, so why they won't let players get on the fast track there is beyond me.
Labels:
Cataclysm,
class,
death knight,
leveling,
philosophy,
pictures,
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Monday, August 17, 2009
What classes bring what buffes/debuffs to raids, Part II
My last post on this subject listed the various buffs and debuffs that each class brought to raids, organized by the buff itself. I decided to repost that list with the entries organized instead by class, rather than buff. Like the last post, if a certain buff can only be brought by a specific spec of that class, I'll say so, and if being a certain spec improves that buff, I'll list the spec in parentheses, and ditto for hunters' and warlocks' pets. Items in italics are debuffs, while the rest are buffs.
Buffs
Death Knights: +strength/agility: Horn of Winter
Death Knights: water walking: Path of Frost
Blood Death Knights: +10% attack power: Abomination's Might
Frost Death Knights: +20% melee haste: Improved Icy Talons
(Balance) Druid: cause damage to attackers: Thorns + Brambles
Balance Druids: +5% spell crit chance: Moonkin Form
Balance Druids: +3% haste: Moonkin Form + Improved Moonkin Form
Feral Druids: +5% melee crit chance: Leader of the Pack
Feral Druids: heal self on melee crit (unique): Leader of the Pack + Improved Leader of the Pack
(Restoration) Druids: +armor: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +arcane resistance (unique): Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +fire resistance: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +nature resistance: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +frost resistance: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +shadow resistance: Mark of the Wild + Improved Mark of the Wild
Restoration Druids: +6% healing received: Tree of Life Form
Hunters: +nature resistance: Aspect of the Wild
Hunters: detect stealthed/invisible enemies: Flare
Hunters: +ranged attack power (unique): Hunter's Mark*
(Beast Mastery) Hunters: +movement speed (unique): Aspect of the Pack + Pathfinding
Beast Mastery Hunters: +3% damage: Ferocious Inspiration
Survival Hunters: Replenishment: Hunting Party
Marksmanship Hunters: +10% attack power: Trueshot Aura
Mages: +intellect: Arcane Intellect
Mages: +healing/spell damage taken (unique): Amplify Magic*, -healing/spell damage taken (unique): Dampen Magic*,
Frost Mages: Replenishment: Enduring Winter
Paladins: +fire resistance: Fire Resistance Aura
Paladins: +frost resistance: Frost Resistance Aura
Paladins: +shadow resistance: Shadow Resistance Aura
Paladins: +10% stats (unique): Blessing of Kings, gain mana on dodge/parry/block (unique): Blessing of Sanctuary*, +mounted speed (unique): Crusader Aura
(Holy) Paladins: +mana per 5 seconds: Blessing of Wisdom + Improved Blessing of Wisdom
(Holy) Paladins: not loose casting time: Concentration Aura + Improved Concentration Aura
Holy Paladins: +resistance to poisons, diseases, magic (unique): Cleanse + Sacred Cleansing, Concentration Aura + Improved Concentration Aura
(Protection) Paladins: +armor: Devotion Aura + Improved Devotion Aura
Protection Paladins: -3% damage taken: Blessing of Sanctuary
Protection Paladins: +6% healing received: Improved Devotion Aura
(Retribution) Paladins: +attack power: Blessing of Might + Improved Blessing of Might
(Retribution) Paladin: cause damage to attackers: Retribution Aura + Sanctified Retribution
Retribution Paladins: Replenishment: Judgements of the Wise
Retribution Paladin: +3% damage: Retribution Aura + Sanctified Retribution
Retribution Paladins: +3% haste: Swift Retribution
Priests: +spirit: Divine Spirit
Priests: +shadow resistance: Shadow Protection
Priests: reduced fall speed: Levitate
(Discipline) Priests: + stamina (unique): Power Word: Fortitude + Improved Power Word: Fortitude
Discipline Priests: -3% damage taken: Renewed Hope
Shadow Priests: Replenishment: Vampiric Touch
Shamans: +fire resistance: Fire Resistance Totem
Shamans: +nature resistance: Nature Resistance Totem
Shamans: +frost resistance: Frost Resistance Totem
Shamans: water walking: Water Walking
Shamans: water breathing: Water Breathing
Shamans: +spell haste (unique): Wrath of Air Totem
Elemental Shamans: +spellpower: Totem of Wrath
Elemental Shamans: +5% spell crit chance: Elemental Oath
(Enhancement) Shamans: +strength/agility: Strength of Earth Totem + Enhancing Totems
(Enhancement) Shamans: +spellpower: Flametongue Totem + Enhancing Totems
(Enhancement) Shamans: +armor: Stoneskin Totem + Guardian Totems
(Enhancement) Shamans: +20% melee haste: Windfury Totem + Improved Windfury Totem
Enhancement Shamans: +10% attack power: Unleashed Rage
(Restoration) Shamans: +mana per 5 seconds: Mana Spring Totem + Restorative Totems
Restoration Shamans: not loose casting time: Earth Shield
Warlocks: water breathing: Unending Breath
Warlocks: detect stealthed/invisible enemies: Detect Invisibility
Warlocks (Voidwalker): detect stealthed/invisible enemies: Consume Shadows
(Affliction) Warlocks (Felhunter): +intellect: Fel Intelligence + Improved Fel Hunter
(Affliction) Warlocks (Felhunter): +spirit: Fel Intelligence + Improved Fel Hunter
(Demonology) Warlocks (Imp): +health: Blood Pact + Improved Imp
(Demonology) Warlocks (Imp): +fire resistance: Fire Shield + Improved Imp
(Demonology) Warlocks (Imp): cause damage to attackers: Fire Shield + Improved Imp
Demonology Warlock: +spellpower: Demonic Pact
Destruction Warlocks: Replenishment: Soul Leech + Improved Soul Leech
(Fury) Warriors: +health: Commanding Shout + Commanding Presence
(Fury) Warriors: +attack power: Battle Should + Commanding Pressence
Fury Warriors: +5% melee crit chance: Rampage
Protection Warriors: -3% damage taken: Vigilance
Debuffs
Blood Death Knights: -movement speed (50%): Heart Strike + Glyph of Heart Strike
(Frost) Death Knights: -melee attack speed (20%): Frost Fever + Improved Icy Touch
Frost Death Knights: -movement speed (50%): Chilblains
Unholy Death Knights: +13% spell damage: Ebon Plaguebringer
Druids: -armor (5%): Faerie Fire (Feral)
Druids: -melee attack speed (20%): Hurricane
Druids: -movement speed (20%): Hurricane + Glyph of Hurricane
Druids: can't flee: Rake + Glyph of Rake
Druids: can't stealth or turn invisible: Faerie Fire (Feral)
Balance Druids: +13% spell damage: Earth and Moon
Balance Druids: +3% spell hit chance: Faerie Fire + Improved Faerie Fire
Balance Druids: -3% chance to hit (melee): Insect Swarm - Glyph of Insect Swarm
(Feral) Druids: -attack power: Demoralizing Roar + Feral Aggression
Feral Druids: -melee attack speed (20%): Infected Wounds
Feral Druids: -movement speed (50%): Infected Wounds
Feral Druids: +bleed damage (30%): Mangle
Shadow Priests: +3% spell hit chance: Misery
Hunters: -3% chance to hit (melee): Scorpid Sting
Hunters: -movement speed (50%): Wing Clip
Hunters (Sporebat): -armor (3%): Spore Cloud
Hunter (Carrion Bird): -attack power: Demoralizing Screech
Hunters (Serpent): +casting speed (25%): Poison Spit
Beast Mastery Hunters (Wasp): -armor (5%): Sting
Beast Mastery Hunters (Worm): -armor (20%): Acid Spit
Beast Mastery Hunters (Core hound): +casting speed (25%): Lava Breath
Beast Mastery Hunters (Rhino): +bleed damage (25%): Stampede
Beast Mastery Hunters (Wasp): can't stealth or turn invisible: Sting
Marksmanship Hunters: -healing taken (50%): Aimed Shot
Arcane Mages: +casting speed (30%) Slow
Arcane Mages: -movement speed (60%): Slow
Arcane Mages: -ranged attack speed (unique): Slow
Fire Mages: +5% chance to be critically hit by spells: Improved Scorch
(Frost) Mages: -movement speed (70%): Frostbolt, Frostfire Bolt + Permafrost + Chilled to the Bone
Frost Mages: +5% chance to be critically hit by spells: Winter's Chill
Frost Mages: -healing taken (20%): Frostbolt, Frostfire Bolt + Permafrost
Paladin: can't flee: Judgement of Justice
Paladin: limited to normal movement speed (unique): Judgement of Justice
Paladin: heal attackers (unique): Judgement of Light
Paladin: restore mana to attackers (unique): Judgement of Wisdom
Retribution Paladins: +3% critical strike chance: Heart of the Crusader
Retribution Paladins: -attack power: Vindication
Shadow Priests: -healing taken (20%): Mind Blast + Improved Mind Blast
Shadow Priests: -movement speed (50%): Mind Flay - Glyph of Mind Flay
Rogues: -healing taken (50%): Wound Poison
Rogues: -armor (20%): Expose Armor
Rogues: +casting speed (30%): Mind-numbing Poison
Rogues: -movement speed (60%): Deadly Throw + Glyph of Deadly Throw
Rogues: -movement speed (70%): Crippling Poison
Combat Rogues: +4% physical damage: Savage Combat
Subtlety Rogues: -melee attack speed (20%): Waylay
Subtlety Rogues: -movement speed (70%): Waylay
Shamans: -melee attack speed (10%): Earth Shock
Shamans: -movement speed (50%): Frost Shock
Elemental Shamans: +3% critical strike chance: Totem of Wrath
Warlocks: +13% spell damage: Curse of the Elements
Warlocks: -armor (5%): Curse of Weakness
Warlocks: +casting speed (30%): Curse of Tongues
Warlocks: -movement speed (70%): Shadowflame + Glyph of Shadowflame
Warlocks: -resistances (unique): Curse of the Elements
Warlocks: +swim speed (unique): Unending Breath + Glyph of Unending Breath
Warlocks (Voidwalker): -10% chance to hit (unique): Suffering
Warlocks (Succubus): -melee attack speed (10%): Soothing Kiss
(Affliction) Warlocks: -attack power: Curse of Weakness + Improved Curse of Weakness
Affliction Warlocks: -movement speed (30%): Curse of Exhaustion
Destruction Warlocks: +5% chance to be critically hit by spells: Improved Shadow Bolt
Warriors: -armor (20%): Sunder Armor
Warriors: -melee attack speed (20%): Thunder Clap + Improved Thunder Clap
Warriors: -movement speed (50%): Hamstring
Arms Warriors: +4% physical damage: Blood Frenzy
Arms Warriors: -healing taken (50%): Mortal Strike
Arms Warriors: +bleed damage (30%): Trauma
(Fury) Warriors: -attack power: Demoralizing Shout + Improved Demoralizing Shout
Fury Warriors: -healing taken (50%): Furious Attacks
Fury Warrior: -movement speed (50%): Piercing Howl
*I only included these buffs for completeness sake. I know Hunters Mark only helps the hunter, that Blessing of Sanctuary only helps the paladin, and that Amplify/Dampen Magic suck.
Buffs
Death Knights: +strength/agility: Horn of Winter
Death Knights: water walking: Path of Frost
Blood Death Knights: +10% attack power: Abomination's Might
Frost Death Knights: +20% melee haste: Improved Icy Talons
(Balance) Druid: cause damage to attackers: Thorns + Brambles
Balance Druids: +5% spell crit chance: Moonkin Form
Balance Druids: +3% haste: Moonkin Form + Improved Moonkin Form
Feral Druids: +5% melee crit chance: Leader of the Pack
Feral Druids: heal self on melee crit (unique): Leader of the Pack + Improved Leader of the Pack
(Restoration) Druids: +armor: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +arcane resistance (unique): Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +fire resistance: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +nature resistance: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +frost resistance: Mark of the Wild + Improved Mark of the Wild
(Restoration) Druids: +shadow resistance: Mark of the Wild + Improved Mark of the Wild
Restoration Druids: +6% healing received: Tree of Life Form
Hunters: +nature resistance: Aspect of the Wild
Hunters: detect stealthed/invisible enemies: Flare
Hunters: +ranged attack power (unique): Hunter's Mark*
(Beast Mastery) Hunters: +movement speed (unique): Aspect of the Pack + Pathfinding
Beast Mastery Hunters: +3% damage: Ferocious Inspiration
Survival Hunters: Replenishment: Hunting Party
Marksmanship Hunters: +10% attack power: Trueshot Aura
Mages: +intellect: Arcane Intellect
Mages: +healing/spell damage taken (unique): Amplify Magic*, -healing/spell damage taken (unique): Dampen Magic*,
Frost Mages: Replenishment: Enduring Winter
Paladins: +fire resistance: Fire Resistance Aura
Paladins: +frost resistance: Frost Resistance Aura
Paladins: +shadow resistance: Shadow Resistance Aura
Paladins: +10% stats (unique): Blessing of Kings, gain mana on dodge/parry/block (unique): Blessing of Sanctuary*, +mounted speed (unique): Crusader Aura
(Holy) Paladins: +mana per 5 seconds: Blessing of Wisdom + Improved Blessing of Wisdom
(Holy) Paladins: not loose casting time: Concentration Aura + Improved Concentration Aura
Holy Paladins: +resistance to poisons, diseases, magic (unique): Cleanse + Sacred Cleansing, Concentration Aura + Improved Concentration Aura
(Protection) Paladins: +armor: Devotion Aura + Improved Devotion Aura
Protection Paladins: -3% damage taken: Blessing of Sanctuary
Protection Paladins: +6% healing received: Improved Devotion Aura
(Retribution) Paladins: +attack power: Blessing of Might + Improved Blessing of Might
(Retribution) Paladin: cause damage to attackers: Retribution Aura + Sanctified Retribution
Retribution Paladins: Replenishment: Judgements of the Wise
Retribution Paladin: +3% damage: Retribution Aura + Sanctified Retribution
Retribution Paladins: +3% haste: Swift Retribution
Priests: +spirit: Divine Spirit
Priests: +shadow resistance: Shadow Protection
Priests: reduced fall speed: Levitate
(Discipline) Priests: + stamina (unique): Power Word: Fortitude + Improved Power Word: Fortitude
Discipline Priests: -3% damage taken: Renewed Hope
Shadow Priests: Replenishment: Vampiric Touch
Shamans: +fire resistance: Fire Resistance Totem
Shamans: +nature resistance: Nature Resistance Totem
Shamans: +frost resistance: Frost Resistance Totem
Shamans: water walking: Water Walking
Shamans: water breathing: Water Breathing
Shamans: +spell haste (unique): Wrath of Air Totem
Elemental Shamans: +spellpower: Totem of Wrath
Elemental Shamans: +5% spell crit chance: Elemental Oath
(Enhancement) Shamans: +strength/agility: Strength of Earth Totem + Enhancing Totems
(Enhancement) Shamans: +spellpower: Flametongue Totem + Enhancing Totems
(Enhancement) Shamans: +armor: Stoneskin Totem + Guardian Totems
(Enhancement) Shamans: +20% melee haste: Windfury Totem + Improved Windfury Totem
Enhancement Shamans: +10% attack power: Unleashed Rage
(Restoration) Shamans: +mana per 5 seconds: Mana Spring Totem + Restorative Totems
Restoration Shamans: not loose casting time: Earth Shield
Warlocks: water breathing: Unending Breath
Warlocks: detect stealthed/invisible enemies: Detect Invisibility
Warlocks (Voidwalker): detect stealthed/invisible enemies: Consume Shadows
(Affliction) Warlocks (Felhunter): +intellect: Fel Intelligence + Improved Fel Hunter
(Affliction) Warlocks (Felhunter): +spirit: Fel Intelligence + Improved Fel Hunter
(Demonology) Warlocks (Imp): +health: Blood Pact + Improved Imp
(Demonology) Warlocks (Imp): +fire resistance: Fire Shield + Improved Imp
(Demonology) Warlocks (Imp): cause damage to attackers: Fire Shield + Improved Imp
Demonology Warlock: +spellpower: Demonic Pact
Destruction Warlocks: Replenishment: Soul Leech + Improved Soul Leech
(Fury) Warriors: +health: Commanding Shout + Commanding Presence
(Fury) Warriors: +attack power: Battle Should + Commanding Pressence
Fury Warriors: +5% melee crit chance: Rampage
Protection Warriors: -3% damage taken: Vigilance
Debuffs
Blood Death Knights: -movement speed (50%): Heart Strike + Glyph of Heart Strike
(Frost) Death Knights: -melee attack speed (20%): Frost Fever + Improved Icy Touch
Frost Death Knights: -movement speed (50%): Chilblains
Unholy Death Knights: +13% spell damage: Ebon Plaguebringer
Druids: -armor (5%): Faerie Fire (Feral)
Druids: -melee attack speed (20%): Hurricane
Druids: -movement speed (20%): Hurricane + Glyph of Hurricane
Druids: can't flee: Rake + Glyph of Rake
Druids: can't stealth or turn invisible: Faerie Fire (Feral)
Balance Druids: +13% spell damage: Earth and Moon
Balance Druids: +3% spell hit chance: Faerie Fire + Improved Faerie Fire
Balance Druids: -3% chance to hit (melee): Insect Swarm - Glyph of Insect Swarm
(Feral) Druids: -attack power: Demoralizing Roar + Feral Aggression
Feral Druids: -melee attack speed (20%): Infected Wounds
Feral Druids: -movement speed (50%): Infected Wounds
Feral Druids: +bleed damage (30%): Mangle
Shadow Priests: +3% spell hit chance: Misery
Hunters: -3% chance to hit (melee): Scorpid Sting
Hunters: -movement speed (50%): Wing Clip
Hunters (Sporebat): -armor (3%): Spore Cloud
Hunter (Carrion Bird): -attack power: Demoralizing Screech
Hunters (Serpent): +casting speed (25%): Poison Spit
Beast Mastery Hunters (Wasp): -armor (5%): Sting
Beast Mastery Hunters (Worm): -armor (20%): Acid Spit
Beast Mastery Hunters (Core hound): +casting speed (25%): Lava Breath
Beast Mastery Hunters (Rhino): +bleed damage (25%): Stampede
Beast Mastery Hunters (Wasp): can't stealth or turn invisible: Sting
Marksmanship Hunters: -healing taken (50%): Aimed Shot
Arcane Mages: +casting speed (30%) Slow
Arcane Mages: -movement speed (60%): Slow
Arcane Mages: -ranged attack speed (unique): Slow
Fire Mages: +5% chance to be critically hit by spells: Improved Scorch
(Frost) Mages: -movement speed (70%): Frostbolt, Frostfire Bolt + Permafrost + Chilled to the Bone
Frost Mages: +5% chance to be critically hit by spells: Winter's Chill
Frost Mages: -healing taken (20%): Frostbolt, Frostfire Bolt + Permafrost
Paladin: can't flee: Judgement of Justice
Paladin: limited to normal movement speed (unique): Judgement of Justice
Paladin: heal attackers (unique): Judgement of Light
Paladin: restore mana to attackers (unique): Judgement of Wisdom
Retribution Paladins: +3% critical strike chance: Heart of the Crusader
Retribution Paladins: -attack power: Vindication
Shadow Priests: -healing taken (20%): Mind Blast + Improved Mind Blast
Shadow Priests: -movement speed (50%): Mind Flay - Glyph of Mind Flay
Rogues: -healing taken (50%): Wound Poison
Rogues: -armor (20%): Expose Armor
Rogues: +casting speed (30%): Mind-numbing Poison
Rogues: -movement speed (60%): Deadly Throw + Glyph of Deadly Throw
Rogues: -movement speed (70%): Crippling Poison
Combat Rogues: +4% physical damage: Savage Combat
Subtlety Rogues: -melee attack speed (20%): Waylay
Subtlety Rogues: -movement speed (70%): Waylay
Shamans: -melee attack speed (10%): Earth Shock
Shamans: -movement speed (50%): Frost Shock
Elemental Shamans: +3% critical strike chance: Totem of Wrath
Warlocks: +13% spell damage: Curse of the Elements
Warlocks: -armor (5%): Curse of Weakness
Warlocks: +casting speed (30%): Curse of Tongues
Warlocks: -movement speed (70%): Shadowflame + Glyph of Shadowflame
Warlocks: -resistances (unique): Curse of the Elements
Warlocks: +swim speed (unique): Unending Breath + Glyph of Unending Breath
Warlocks (Voidwalker): -10% chance to hit (unique): Suffering
Warlocks (Succubus): -melee attack speed (10%): Soothing Kiss
(Affliction) Warlocks: -attack power: Curse of Weakness + Improved Curse of Weakness
Affliction Warlocks: -movement speed (30%): Curse of Exhaustion
Destruction Warlocks: +5% chance to be critically hit by spells: Improved Shadow Bolt
Warriors: -armor (20%): Sunder Armor
Warriors: -melee attack speed (20%): Thunder Clap + Improved Thunder Clap
Warriors: -movement speed (50%): Hamstring
Arms Warriors: +4% physical damage: Blood Frenzy
Arms Warriors: -healing taken (50%): Mortal Strike
Arms Warriors: +bleed damage (30%): Trauma
(Fury) Warriors: -attack power: Demoralizing Shout + Improved Demoralizing Shout
Fury Warriors: -healing taken (50%): Furious Attacks
Fury Warrior: -movement speed (50%): Piercing Howl
*I only included these buffs for completeness sake. I know Hunters Mark only helps the hunter, that Blessing of Sanctuary only helps the paladin, and that Amplify/Dampen Magic suck.
Monday, August 3, 2009
What classes bring what buffes/debuffs to raids
I don't really consider this an advice post, so I'm posting it on Monday. In my last post, I covered how many class-specific buffs and debuffs were given to other classes when Wrath of the Lich King came out. I thought I'd go over the various sources of the various buffs, just to see how many sources of each buff there really are. I list them first by the buffs themselves, then the classes that bring them. If a certain buff can only be brought by a specific spec of that class, I'll say so. If being a certain spec improves that buff, I'll list the spec in parentheses. This also applies to a specific pet if the class is a warlock or hunter.
Update: This list is now accurate for patch 3.2. The wowhead links may not reflect these new changes yet, but they will.
Buffs
Replenishment:
Survival Hunters: Hunting Party
Frost Mages: Enduring Winter
Retribution Paladins: Judgements of the Wise
Shadow Priest: Vampiric Touch
Destruction Warlocks: Soul Leech + Improved Soul Leech
+3% damage:
Beast Mastery Hunters: Ferocious Inspiration
Retribution Paladin: Retribution Aura + Sanctified Retribution
-3% damage taken:
Protection Paladins: Blessing of Sanctuary
Discipline Priests: Renewed Hope
Protection Warriors: Vigilance
+6% healing received:
Restoration Druids: Tree of Life Form
Protection Paladins: Improved Devotion Aura
+strength/agility:
Death Knights: Horn of Winter
(Enhancement) Shamans: Strength of Earth Totem + Enhancing Totems
+intellect:
Mages: Arcane Intellect
(Affliction) Warlocks (Felhunter): Fel Intelligence + Improved Fel Hunter
+spirit:
Priests: Divine Spirit
(Affliction) Warlocks (Felhunter): Fel Intelligence + Improved Fel Hunter
+health:
(Demonology) Warlocks (Imp): Blood Pact + Improved Imp
(Fury) Warriors: Commanding Shout + Commanding Pressence
+attack power:
(Retribution) Paladins: Blessing of Might + Improved Blessing of Might
(Fury) Warriors: Battle Should + Commanding Pressence
+spellpower:
(Enhancement) Shamans: Flametongue Totem + Enhancing Totems
Elemental Shamans: Totem of Wrath
Demonology Warlock: Demonic Pact
+Armor:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
(Protection) Paladins: Devotion Aura + Improved Devotion Aura
(Enhancement) Shamans: Stoneskin Totem + Guardian Totems
+mana per 5 seconds:
(Holy) Paladins: Blessing of Wisdom + Improved Blessing of Wisdom
(Restoration) Shamans: Mana Spring Totem + Restorative Totems
+10% attack power:
Blood Death Knights: Abomination's Might
Marksmanship Hunters: Trueshot Aura
Enhancement Shamans: Unleashed Rage
+5% melee crit chance:
Feral Druids: Leader of the Pack
Fury Warriors: Rampage
+5% spell crit chance:
Balance Druids: Moonkin Form
Elemental Shamans: Elemental Oath
+3% haste:
Balance Druids: Moonkin Form + Improved Moonkin Form
Retribution Paladins: Swift Retribution
+20% melee haste:
Frost Death Knights: Improved Icy Talons
Enhancement Shamans: Windfury Totem + Improved Windfury Totem
+fire resistance:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
Paladins: Fire Resistance Aura
Shamans: Fire Resistance Totem
(Demonology) Warlocks (Imp): Fire Shield + Improved Imp
+nature resistance:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
Hunters: Aspect of the Wild
Shamans: Nature Resistance Totem
+frost resistance:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
Paladins: Frost Resistance Aura
Shamans: Frost Resistance Totem
+shadow resistance:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
Paladins: Shadow Resistance Aura
Priests: Shadow Protection
not loose casting time:
(Holy) Paladins: Concentration Aura + Improved Concentration Aura
Restoration Shamans: Earth Shield
cause damage to attackers:
(Balance) Druid: Thorns + Brambles
(Retribution) Paladin: Retribution Aura + Sanctified Retribution
(Demonology) Warlocks (Imp): Fire Shield + Improved Imp
water walking:
Death Knights: Path of Frost
Shamans: Water Walking
water breathing:
Shamans: Water Breathing
Warlocks: Unending Breath
detect stealthed/invisible enemies:
Hunters: Flare
Warlocks: Detect Invisibility
Warlocks (Voidwalker): Consume Shadows
reduced fall speed:
Mages: Slow Fall
Priests: Levitate
Unique Buffs:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
Feral Druids: Leader of the Pack + Improved Leader of the Pack
Hunters: Hunter's Mark*
(Beast Mastery) Hunters: Aspect of the Pack + Pathfinding
Mages: Amplify Magic*, Dampen Magic*,
Paladins: Blessing of Kings, Blessing of Sanctuary, Crusader Aura
Holy Paladins: Cleanse + Sacred Cleansing, Concentration Aura + Improved Concentration Aura
(Discipline) Priests: Power Word: Fortitude + Improved Power Word: Fortitude
Shamans: Wrath of Air Totem
Debuffs
+4% physical damage:
Combat Rogues: Savage Combat
Arms Warriors: Blood Frenzy
+13% spell damage:
Unholy Death Knights: Ebon Plaguebringer
Balance Druids: Earth and Moon
Warlocks: Curse of the Elements
+3% critical strike chance:
Retribution Paladins: Heart of the Crusader
Elemental Shamans: Totem of Wrath
+5% chance to be critically hit by spells:
Fire Mages: Improved Scorch
Frost Mages: Winter's Chill
Destruction Warlocks: Improved Shadow Bolt
+3% spell hit chance:
Balance Druids: Faerie Fire + Improved Faerie Fire
Shadow Priests: Misery
-healing taken:
20%:
Frost Mages: Frostbolt, Frostfire Bolt + Permafrost
Shadow Priests: Mind Blast + Improved Mind Blast
50%:
Marksmanship Hunter: Aimed Shot
Rogues: Wound Poison
Arms Warriors: Mortal Strike
Fury Warriors: Furious Attacks
-armor:
3%
Hunters (Sporebat): Spore Cloud
5%
Druids: Faerie Fire (Feral)
Beast Mastery Hunters (Wasp): Sting
Warlocks: Curse of Weakness
20%
Beast Mastery Hunters (Worm): Acid Spit
Rogues: Expose Armor
Warriors: Sunder Armor
-attack power:
(Feral) Druids: Demoralizing Roar + Feral Aggression
Hunter (Carrion Bird): Demoralizing Screech
Retribution Paladins: Vindication
(Affliction) Warlocks: Curse of Weakness + Improved Curse of Weakness
(Fury) Warriors: Demoralizing Shout + Improved Demoralizing Shout
-3% chance to hit (melee):
Balance Druids: Insect Swarm - Glyph of Insect Swarm
Hunters: Scorpid Sting
-melee attack speed:
10%:
Warlocks (Succubus): Soothing Kiss
Shamans: Earth Shock
20%:
(Frost) Death Knights: Frost Fever + Improved Icy Touch
Druids: Hurricane
Feral Druids: Infected Wounds
Subtlety Rogues: Waylay
Warrior: Thunder Clap + Improved Thunder Clap
+casting speed:
25%:
Beast Mastery Hunters (Core hound): Lava Breath
Hunters (Serpent): Poison Spit
30%:
Arcane Mages: Slow
Rogues: Mind-numbing Poison
Warlocks: Curse of Tongues
-movement speed:
20%:
Druids: Hurricane + Glyph of Hurricane
30%:
Affliction Warlocks: Curse of Exhaustion
50%:
Blood Death Knights: Heart Strike + Glyph of Heart Strike
Frost Death Knights: Chilblains
Feral Druids: Infected Wounds
Hunters: Wing Clip
Shadow Priests: Mind Flay - Glyph of Mind Flay
Shamans: Frost Shock
Warrior: Hamstring
Fury Warrior: Piercing Howl
60%
Arcane Mages: Slow
Rogues: Deadly Throw + Glyph of Deadly Throw
70%:
(Frost) Mages: Frostbolt, Frostfire Bolt + Permafrost + Chilled to the Bone
Rogues: Crippling Poison
Subtlety Rogues: Waylay
Warlocks: Shadowflame + Glyph of Shadowflame
+bleed damage:
25%:
Beast Mastery Hunters (Rhino): Stampede
30%:
Feral Druids: Mangle
Arms Warriors: Trauma
can't flee:
Druid: Rake + Glyph of Rake
Paladin: Judgement of Justice
can't stealth or turn invisible:
Druids: Faerie Fire (Feral)
Beast Mastery Hunters (Wasp): Sting
Unique Debuffs:
Arcane Mages: Slow
Paladin: Judgement of Justice, Judgement of Light, Judgement of Wisdom
Warlocks: Curse of the Elements, Unending Breath + Glyph of Unending Breath
Warlock (Voidwalker): Suffering
*I only included these buffs for completeness sake. I know Hunters Mark only helps the hunter, that Blessing of Sanctuary only helps the paladin, and that Amplify/Dampen Magic suck.
Update: This list is now accurate for patch 3.2. The wowhead links may not reflect these new changes yet, but they will.
Buffs
Replenishment:
Survival Hunters: Hunting Party
Frost Mages: Enduring Winter
Retribution Paladins: Judgements of the Wise
Shadow Priest: Vampiric Touch
Destruction Warlocks: Soul Leech + Improved Soul Leech
+3% damage:
Beast Mastery Hunters: Ferocious Inspiration
Retribution Paladin: Retribution Aura + Sanctified Retribution
-3% damage taken:
Protection Paladins: Blessing of Sanctuary
Discipline Priests: Renewed Hope
Protection Warriors: Vigilance
+6% healing received:
Restoration Druids: Tree of Life Form
Protection Paladins: Improved Devotion Aura
+strength/agility:
Death Knights: Horn of Winter
(Enhancement) Shamans: Strength of Earth Totem + Enhancing Totems
+intellect:
Mages: Arcane Intellect
(Affliction) Warlocks (Felhunter): Fel Intelligence + Improved Fel Hunter
+spirit:
Priests: Divine Spirit
(Affliction) Warlocks (Felhunter): Fel Intelligence + Improved Fel Hunter
+health:
(Demonology) Warlocks (Imp): Blood Pact + Improved Imp
(Fury) Warriors: Commanding Shout + Commanding Pressence
+attack power:
(Retribution) Paladins: Blessing of Might + Improved Blessing of Might
(Fury) Warriors: Battle Should + Commanding Pressence
+spellpower:
(Enhancement) Shamans: Flametongue Totem + Enhancing Totems
Elemental Shamans: Totem of Wrath
Demonology Warlock: Demonic Pact
+Armor:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
(Protection) Paladins: Devotion Aura + Improved Devotion Aura
(Enhancement) Shamans: Stoneskin Totem + Guardian Totems
+mana per 5 seconds:
(Holy) Paladins: Blessing of Wisdom + Improved Blessing of Wisdom
(Restoration) Shamans: Mana Spring Totem + Restorative Totems
+10% attack power:
Blood Death Knights: Abomination's Might
Marksmanship Hunters: Trueshot Aura
Enhancement Shamans: Unleashed Rage
+5% melee crit chance:
Feral Druids: Leader of the Pack
Fury Warriors: Rampage
+5% spell crit chance:
Balance Druids: Moonkin Form
Elemental Shamans: Elemental Oath
+3% haste:
Balance Druids: Moonkin Form + Improved Moonkin Form
Retribution Paladins: Swift Retribution
+20% melee haste:
Frost Death Knights: Improved Icy Talons
Enhancement Shamans: Windfury Totem + Improved Windfury Totem
+fire resistance:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
Paladins: Fire Resistance Aura
Shamans: Fire Resistance Totem
(Demonology) Warlocks (Imp): Fire Shield + Improved Imp
+nature resistance:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
Hunters: Aspect of the Wild
Shamans: Nature Resistance Totem
+frost resistance:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
Paladins: Frost Resistance Aura
Shamans: Frost Resistance Totem
+shadow resistance:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
Paladins: Shadow Resistance Aura
Priests: Shadow Protection
not loose casting time:
(Holy) Paladins: Concentration Aura + Improved Concentration Aura
Restoration Shamans: Earth Shield
cause damage to attackers:
(Balance) Druid: Thorns + Brambles
(Retribution) Paladin: Retribution Aura + Sanctified Retribution
(Demonology) Warlocks (Imp): Fire Shield + Improved Imp
water walking:
Death Knights: Path of Frost
Shamans: Water Walking
water breathing:
Shamans: Water Breathing
Warlocks: Unending Breath
detect stealthed/invisible enemies:
Hunters: Flare
Warlocks: Detect Invisibility
Warlocks (Voidwalker): Consume Shadows
reduced fall speed:
Mages: Slow Fall
Priests: Levitate
Unique Buffs:
(Restoration) Druids: Mark of the Wild + Improved Mark of the Wild
Feral Druids: Leader of the Pack + Improved Leader of the Pack
Hunters: Hunter's Mark*
(Beast Mastery) Hunters: Aspect of the Pack + Pathfinding
Mages: Amplify Magic*, Dampen Magic*,
Paladins: Blessing of Kings, Blessing of Sanctuary, Crusader Aura
Holy Paladins: Cleanse + Sacred Cleansing, Concentration Aura + Improved Concentration Aura
(Discipline) Priests: Power Word: Fortitude + Improved Power Word: Fortitude
Shamans: Wrath of Air Totem
Debuffs
+4% physical damage:
Combat Rogues: Savage Combat
Arms Warriors: Blood Frenzy
+13% spell damage:
Unholy Death Knights: Ebon Plaguebringer
Balance Druids: Earth and Moon
Warlocks: Curse of the Elements
+3% critical strike chance:
Retribution Paladins: Heart of the Crusader
Elemental Shamans: Totem of Wrath
+5% chance to be critically hit by spells:
Fire Mages: Improved Scorch
Frost Mages: Winter's Chill
Destruction Warlocks: Improved Shadow Bolt
+3% spell hit chance:
Balance Druids: Faerie Fire + Improved Faerie Fire
Shadow Priests: Misery
-healing taken:
20%:
Frost Mages: Frostbolt, Frostfire Bolt + Permafrost
Shadow Priests: Mind Blast + Improved Mind Blast
50%:
Marksmanship Hunter: Aimed Shot
Rogues: Wound Poison
Arms Warriors: Mortal Strike
Fury Warriors: Furious Attacks
-armor:
3%
Hunters (Sporebat): Spore Cloud
5%
Druids: Faerie Fire (Feral)
Beast Mastery Hunters (Wasp): Sting
Warlocks: Curse of Weakness
20%
Beast Mastery Hunters (Worm): Acid Spit
Rogues: Expose Armor
Warriors: Sunder Armor
-attack power:
(Feral) Druids: Demoralizing Roar + Feral Aggression
Hunter (Carrion Bird): Demoralizing Screech
Retribution Paladins: Vindication
(Affliction) Warlocks: Curse of Weakness + Improved Curse of Weakness
(Fury) Warriors: Demoralizing Shout + Improved Demoralizing Shout
-3% chance to hit (melee):
Balance Druids: Insect Swarm - Glyph of Insect Swarm
Hunters: Scorpid Sting
-melee attack speed:
10%:
Warlocks (Succubus): Soothing Kiss
Shamans: Earth Shock
20%:
(Frost) Death Knights: Frost Fever + Improved Icy Touch
Druids: Hurricane
Feral Druids: Infected Wounds
Subtlety Rogues: Waylay
Warrior: Thunder Clap + Improved Thunder Clap
+casting speed:
25%:
Beast Mastery Hunters (Core hound): Lava Breath
Hunters (Serpent): Poison Spit
30%:
Arcane Mages: Slow
Rogues: Mind-numbing Poison
Warlocks: Curse of Tongues
-movement speed:
20%:
Druids: Hurricane + Glyph of Hurricane
30%:
Affliction Warlocks: Curse of Exhaustion
50%:
Blood Death Knights: Heart Strike + Glyph of Heart Strike
Frost Death Knights: Chilblains
Feral Druids: Infected Wounds
Hunters: Wing Clip
Shadow Priests: Mind Flay - Glyph of Mind Flay
Shamans: Frost Shock
Warrior: Hamstring
Fury Warrior: Piercing Howl
60%
Arcane Mages: Slow
Rogues: Deadly Throw + Glyph of Deadly Throw
70%:
(Frost) Mages: Frostbolt, Frostfire Bolt + Permafrost + Chilled to the Bone
Rogues: Crippling Poison
Subtlety Rogues: Waylay
Warlocks: Shadowflame + Glyph of Shadowflame
+bleed damage:
25%:
Beast Mastery Hunters (Rhino): Stampede
30%:
Feral Druids: Mangle
Arms Warriors: Trauma
can't flee:
Druid: Rake + Glyph of Rake
Paladin: Judgement of Justice
can't stealth or turn invisible:
Druids: Faerie Fire (Feral)
Beast Mastery Hunters (Wasp): Sting
Unique Debuffs:
Arcane Mages: Slow
Paladin: Judgement of Justice, Judgement of Light, Judgement of Wisdom
Warlocks: Curse of the Elements, Unending Breath + Glyph of Unending Breath
Warlock (Voidwalker): Suffering
*I only included these buffs for completeness sake. I know Hunters Mark only helps the hunter, that Blessing of Sanctuary only helps the paladin, and that Amplify/Dampen Magic suck.
Friday, July 31, 2009
On the homogenization of Wrath of the Lich King solo content
If Burning Crusade was Blizzard's attempt to homogenize World of Warcraft in some way, Wrath of the Lich King was their success. We could see the beginnings of homogenization in BC: all elemental items were now primal [element], which were obtained by combining motes; starter gear could be obtained from badges of justice, gotten from any heroic instance; and many reputation grinds were done in instances, not by grinding various mobs. (There were exceptions, of course.) We also saw the advent of dailies, a reliable, albeit repetitive way to make money. Class balance was brought into sharper focus and actually attempted by Blizzard, and most classes had something unique to bring to the raid. Profession balance also become a concern, and Blizzard tried to give every profession something special to make it different from the rest and worth taking.
The problem with Blizzard's design philosophy during BC was that it was near impossible to keep all these things balanced. Some reputation grinds were immensely harder than others with worse rewards, some classes were more useless than others in raids (although, as I discussed here, I think that was a mistaken assumption), and some professions were much more useful to the crafter than others. Despite their best intentions, Blizzard wasn't able to balance everything in BC, but it was certainly a start.
Wrath of the Lich King changed all that. "Bring the player, not the class" became Blizzard's new design philosophy. Their goal was to make each class equally viable so that raids would choose to bring people based on the player's skills, not their class and spec. It was a noble pursuit, and for the most part, it was successful. Frost mages still fall behind in DPS and ret paladins were overpowered for some time, but most classes were on equal footing. Not only were the classes now performing more or less equally, but they were also given new abilities that had been exclusive to other classes for the longest time. For example, Leader of the Pack was one of the main draws of bringing a feral druid to raids. With the release of Wrath, however, warriors were given the same ability. This was one of many examples of class exclusive buffs being given to other classes. With these new buffs was added a new buff mechanic: identical buffs no longer stack. If you bring a feral druid with LotP and a fury warrior with Rampage, your raid members will only get a 5% bonus to their melee crit chance, not a 10% chance. Since buffs like these were also made raid-wide, there was no longer a benefit to bring multiple members of the same class to give the same buffs to different groups in your raid. Thus many classes lost the unique things they had previously brought to raids, and these buffs became viewed as mandatory, rather than a nice bonus to bringing along an atypical DPS'er to your raids.
Blizzard wasn't done there, though. They made reputation grinds more similar as well. Most factions now have their own dailies which grant rep, and for some you can also don their tabard and gain rep from any heroic or level 80 instances you enter. Compared to the old days where only certain instances gave rep with certain factions, this gives players much more flexibility in how they gain rep. I have bad memories of grinding Steamvaults to get rep for my Earthwarden. It was not a fun instance, and the only thing that kept in bearable was the fact that it dropped two pieces of the hunter dungeon set, as well as two pieces of the mage set, so I had a constant supply of DPS. With the advent of Warth, you can now run any instance you like and gain rep, allowing you to choose to run easy ones or ones which drop gear you want. All these changes makes grinding reputation easier, and as a result, the rewards from reputation grinds are less remarkable. Still pretty good, but not as remarkable.
Speaking of dailies, they became a lot more prevalent in Wrath. Once the exclusive right of those with flying mounts, these repeatable quests were revered for the amount of money you could make with them. (120g was a lot back in those days) With patch 2.4, new dailies were added with the Isle of Quel'Danas, as well as the cooking, fishing, and PvP dailies, all of which did not require a flying mount. There were now dailies for everyone, but they were still a distinct, separate part of the game.
Nowadays, dailies are everywhere. Almost every faction has daily quests now, and most of what you do at level 80 that doesn't involve a group involves daily quests. Trouble is, there are only really two rewards from daily quests: rep and money. Once you have gotten your rep as high as you can with the various factions, the only reason to do dailies is for the money. (With the exception of the Argent Tournament dailies, that is, which also reward Champion's Seals, but those are incredibly boring. Patch 3.2 can't come soon enough.) The problem with this is that the different sets of dailies award vastly different amounts of money, so unless you have a lot of time to spend on them, you're only going to spend your time doing the ones that reward the most money. Thus you spend your time doing the same dailies over and over and over again, and unfortunately, they haven't got any more fun since Burning Crusade. Since there weren't as many dailies in Burning Crusade, they didn't need to be as fun and varied, and yet Blizzard still put in the effort to make them interesting. Now we have more dailies than we could ever have dreamed of, and yet Blizzard hasn't tried too many new things with them. I'd even go as far as saying they are less fun than they were before. Perhaps I just have rose-tinted glasses, but I miss the days of Bomb Them Again! and Disrupt the Greengill Coast. The only daily that really compares is Thrusting Hodir's Spear, though it is a pretty awesome quest.
Burning Crusade also brought a lot of changes to professions that made them more viable and useful. However, this caused a lot of players to take professions only for their own self benefit and drop them when they were no longer useful. (Case in point: tailoring and leatherwoking had good starter armor for raiding that only the crafter could equip, but this armor was quickly made obsolete by raid drops.) When Wrath was released, the crafter only benefits were radically changed. There was no more starter-set BoP crafter armor and many of the old exclusive benefits were removed or made less useful (Example: with the advent of potion sickness, which prevents people from using more than one potion per battle, the Alchemist's Stone and its upgrades lost much of their appeal.) New items were added to most of the professions that gave stat bonuses that were exclusive to the crafter. They weren't that exclusive, though, in that with the exception of tailoring and engineering, they all give more or less the same stat benefits. The only thing that differs is how those benefits are conferred; enchanters get exclusive ring enchantments, leatherworkers get bracer enchantments that are better than the equivalent enchantments, jewelcrafters get gems which are better than the gems they can give to everyone else, alchemists gain improved effects from their elixirs and flasks, blacksmiths get to add extra gems to their gear, and inscribers get shoulder enchantments that are better than their Sons of Hodir counterparts. And unlike in the days of BC, these effects no longer apply to you if you drop the profession, so you can't level up each profession and then drop them to get all of their buffs on your gear, which most min-max'ers did back in the day.
What this means is that, with the exception of tailoring's cloak enchants and all of the engineering benefits being added in 3.2, professions are now less about what they give you and more about what you can give others. The unfortunate part of this is that some professions just aren't as useful as others. Alchemy sees a lot more use than leatherworking, and ditto for enchanting compared with tailoring. More importantly, the professions are all much more similar now. That's really the point I am getting at with this post: everything is much more similar in Wrath of the Lich King. Everything has been streamlined, simplified, and almost dumbed down.
How you acquire your profession's recipes is a perfect example of this change. With rare exception, all recipes for all of the professions are either obtained from a trainer or obtained from another NPC by trading for them with some sort of token or material you usually use. New research mechanics have also been added, but these are guaranteed to give you a new recipe, unlike the days of BC when you could discover a new recipe every time you made something. Gone are the days of checking wowhead to see which vendors strewn over the land sell recipes or plans that you need to buy. Factions also play less of a role in our professions. Maybe I feel that more than others because I am an enchanter and we get no recipes from faction quartermasters, but I find it a bit disappointing that getting all of our recipes is so simple and... well, boring.
That's really my main problem with the homogenization of Wrath of the Lich King. Everything is more boring now. I still find raiding and instances to be fun, but all of the nuances of solo-ing have been lost. I find this especially ironic since this expansion was supposed to be the one for the casuals. From all of the changes made, I'd wager that Blizzard's intention was really to get casuals into instances as soon as possible, rather than improve their old stomping grounds. After all, the sooner we start raiding, the less time we spend on our own, and the less time Bizzard needs to spend on developing solo content.
In fact, all of these changes can really be traced back to Blizzard trying to get people to raid more. All classes were made raid viable, so no players can blame their class for not raiding. Reputations were made easier to get exalted with, so players can spend less time getting their raid starter gear and get into raids sooner. Dailies became more prevalent so that we would always have something to do to make a bit of money for the repair bills. Professions were homogenized so that players could pick a profession they liked rather than one that would have a positive impact on their raiding. It seems to me that all of these changes were made for the raiders, and not us solo-ers.
I see a parallel between these changes and the arena fiasco. When arenas were released, they brought class balance into sharper focus. Previously, the classes' individual strengths and weaknesses in PvP were glossed over by the fact that battlegrounds were so huge that players' individual contribution or lack thereof weren't easily perceivable. With arenas, however, classes were pitted against each other in a very direct way, and the sad state of class balance was brought into sharp focus. Because of this, Blizzard began to balance classes around their performance in arenas. This became a problem as classes that were perfectly balanced for raids were nerfed because they were doing too well in arenas (such as resto druids). This also applied to battlegrounds, where the battles are more objective based and longer, and thus emphasize survival rather than rapid killing. Because of this difference, some classes lost effectiveness in battlegrounds because they were too good in arenas.
This kind of thing still goes on, and what makes the situation ironic is that arenas are the part of the game with lowest player participation. There are even many die-hard battleground fans who hate them. Arenas used to be more popular when they were a source of easy epics, but now that all arena gear requires good ratings, those days are gone.
In the same way that PvP was balanced around arenas, I think that PvE content has been balanced around raiders. While this could be seen as a good thing for players who want to get into raids as soon as possible, those of us who don't are left more or less in the dust. Don't get me wrong; I do enjoy raiding, but some people just don't have the time for it, and it is those people who suffer the most from these changes to PvE. Solo end-game is dying. I would like to think that the new Argent Tournament dailies we are getting in patch 3.2 will change that, but even if they do, it's such a shame that they will only be available to people with the Crusader title, which will force players to play inferior content in order to get to good content. If these new dailies disappoint like the last ones did, we solo players will just have to go back to levelling alts; there's just nothing fun left to do.
Edit: Patch 3.2 has been released, and I have to say, I am pretty disappointed with the new dailies. With the exception of Get Kraken!, they are all typical, predictable, and boring. Come on, Blizz! Challenge your quest designers. Give us something new!
The problem with Blizzard's design philosophy during BC was that it was near impossible to keep all these things balanced. Some reputation grinds were immensely harder than others with worse rewards, some classes were more useless than others in raids (although, as I discussed here, I think that was a mistaken assumption), and some professions were much more useful to the crafter than others. Despite their best intentions, Blizzard wasn't able to balance everything in BC, but it was certainly a start.
Wrath of the Lich King changed all that. "Bring the player, not the class" became Blizzard's new design philosophy. Their goal was to make each class equally viable so that raids would choose to bring people based on the player's skills, not their class and spec. It was a noble pursuit, and for the most part, it was successful. Frost mages still fall behind in DPS and ret paladins were overpowered for some time, but most classes were on equal footing. Not only were the classes now performing more or less equally, but they were also given new abilities that had been exclusive to other classes for the longest time. For example, Leader of the Pack was one of the main draws of bringing a feral druid to raids. With the release of Wrath, however, warriors were given the same ability. This was one of many examples of class exclusive buffs being given to other classes. With these new buffs was added a new buff mechanic: identical buffs no longer stack. If you bring a feral druid with LotP and a fury warrior with Rampage, your raid members will only get a 5% bonus to their melee crit chance, not a 10% chance. Since buffs like these were also made raid-wide, there was no longer a benefit to bring multiple members of the same class to give the same buffs to different groups in your raid. Thus many classes lost the unique things they had previously brought to raids, and these buffs became viewed as mandatory, rather than a nice bonus to bringing along an atypical DPS'er to your raids.
Blizzard wasn't done there, though. They made reputation grinds more similar as well. Most factions now have their own dailies which grant rep, and for some you can also don their tabard and gain rep from any heroic or level 80 instances you enter. Compared to the old days where only certain instances gave rep with certain factions, this gives players much more flexibility in how they gain rep. I have bad memories of grinding Steamvaults to get rep for my Earthwarden. It was not a fun instance, and the only thing that kept in bearable was the fact that it dropped two pieces of the hunter dungeon set, as well as two pieces of the mage set, so I had a constant supply of DPS. With the advent of Warth, you can now run any instance you like and gain rep, allowing you to choose to run easy ones or ones which drop gear you want. All these changes makes grinding reputation easier, and as a result, the rewards from reputation grinds are less remarkable. Still pretty good, but not as remarkable.
Speaking of dailies, they became a lot more prevalent in Wrath. Once the exclusive right of those with flying mounts, these repeatable quests were revered for the amount of money you could make with them. (120g was a lot back in those days) With patch 2.4, new dailies were added with the Isle of Quel'Danas, as well as the cooking, fishing, and PvP dailies, all of which did not require a flying mount. There were now dailies for everyone, but they were still a distinct, separate part of the game.
Nowadays, dailies are everywhere. Almost every faction has daily quests now, and most of what you do at level 80 that doesn't involve a group involves daily quests. Trouble is, there are only really two rewards from daily quests: rep and money. Once you have gotten your rep as high as you can with the various factions, the only reason to do dailies is for the money. (With the exception of the Argent Tournament dailies, that is, which also reward Champion's Seals, but those are incredibly boring. Patch 3.2 can't come soon enough.) The problem with this is that the different sets of dailies award vastly different amounts of money, so unless you have a lot of time to spend on them, you're only going to spend your time doing the ones that reward the most money. Thus you spend your time doing the same dailies over and over and over again, and unfortunately, they haven't got any more fun since Burning Crusade. Since there weren't as many dailies in Burning Crusade, they didn't need to be as fun and varied, and yet Blizzard still put in the effort to make them interesting. Now we have more dailies than we could ever have dreamed of, and yet Blizzard hasn't tried too many new things with them. I'd even go as far as saying they are less fun than they were before. Perhaps I just have rose-tinted glasses, but I miss the days of Bomb Them Again! and Disrupt the Greengill Coast. The only daily that really compares is Thrusting Hodir's Spear, though it is a pretty awesome quest.
Yes, that dwarf is in the dragon's mouth. This quest is a far better reward for getting honored with the Sons of Hodir than those shoulder enchantments are.
Burning Crusade also brought a lot of changes to professions that made them more viable and useful. However, this caused a lot of players to take professions only for their own self benefit and drop them when they were no longer useful. (Case in point: tailoring and leatherwoking had good starter armor for raiding that only the crafter could equip, but this armor was quickly made obsolete by raid drops.) When Wrath was released, the crafter only benefits were radically changed. There was no more starter-set BoP crafter armor and many of the old exclusive benefits were removed or made less useful (Example: with the advent of potion sickness, which prevents people from using more than one potion per battle, the Alchemist's Stone and its upgrades lost much of their appeal.) New items were added to most of the professions that gave stat bonuses that were exclusive to the crafter. They weren't that exclusive, though, in that with the exception of tailoring and engineering, they all give more or less the same stat benefits. The only thing that differs is how those benefits are conferred; enchanters get exclusive ring enchantments, leatherworkers get bracer enchantments that are better than the equivalent enchantments, jewelcrafters get gems which are better than the gems they can give to everyone else, alchemists gain improved effects from their elixirs and flasks, blacksmiths get to add extra gems to their gear, and inscribers get shoulder enchantments that are better than their Sons of Hodir counterparts. And unlike in the days of BC, these effects no longer apply to you if you drop the profession, so you can't level up each profession and then drop them to get all of their buffs on your gear, which most min-max'ers did back in the day.
What this means is that, with the exception of tailoring's cloak enchants and all of the engineering benefits being added in 3.2, professions are now less about what they give you and more about what you can give others. The unfortunate part of this is that some professions just aren't as useful as others. Alchemy sees a lot more use than leatherworking, and ditto for enchanting compared with tailoring. More importantly, the professions are all much more similar now. That's really the point I am getting at with this post: everything is much more similar in Wrath of the Lich King. Everything has been streamlined, simplified, and almost dumbed down.
How you acquire your profession's recipes is a perfect example of this change. With rare exception, all recipes for all of the professions are either obtained from a trainer or obtained from another NPC by trading for them with some sort of token or material you usually use. New research mechanics have also been added, but these are guaranteed to give you a new recipe, unlike the days of BC when you could discover a new recipe every time you made something. Gone are the days of checking wowhead to see which vendors strewn over the land sell recipes or plans that you need to buy. Factions also play less of a role in our professions. Maybe I feel that more than others because I am an enchanter and we get no recipes from faction quartermasters, but I find it a bit disappointing that getting all of our recipes is so simple and... well, boring.
That's really my main problem with the homogenization of Wrath of the Lich King. Everything is more boring now. I still find raiding and instances to be fun, but all of the nuances of solo-ing have been lost. I find this especially ironic since this expansion was supposed to be the one for the casuals. From all of the changes made, I'd wager that Blizzard's intention was really to get casuals into instances as soon as possible, rather than improve their old stomping grounds. After all, the sooner we start raiding, the less time we spend on our own, and the less time Bizzard needs to spend on developing solo content.
In fact, all of these changes can really be traced back to Blizzard trying to get people to raid more. All classes were made raid viable, so no players can blame their class for not raiding. Reputations were made easier to get exalted with, so players can spend less time getting their raid starter gear and get into raids sooner. Dailies became more prevalent so that we would always have something to do to make a bit of money for the repair bills. Professions were homogenized so that players could pick a profession they liked rather than one that would have a positive impact on their raiding. It seems to me that all of these changes were made for the raiders, and not us solo-ers.
I see a parallel between these changes and the arena fiasco. When arenas were released, they brought class balance into sharper focus. Previously, the classes' individual strengths and weaknesses in PvP were glossed over by the fact that battlegrounds were so huge that players' individual contribution or lack thereof weren't easily perceivable. With arenas, however, classes were pitted against each other in a very direct way, and the sad state of class balance was brought into sharp focus. Because of this, Blizzard began to balance classes around their performance in arenas. This became a problem as classes that were perfectly balanced for raids were nerfed because they were doing too well in arenas (such as resto druids). This also applied to battlegrounds, where the battles are more objective based and longer, and thus emphasize survival rather than rapid killing. Because of this difference, some classes lost effectiveness in battlegrounds because they were too good in arenas.
This kind of thing still goes on, and what makes the situation ironic is that arenas are the part of the game with lowest player participation. There are even many die-hard battleground fans who hate them. Arenas used to be more popular when they were a source of easy epics, but now that all arena gear requires good ratings, those days are gone.
In the same way that PvP was balanced around arenas, I think that PvE content has been balanced around raiders. While this could be seen as a good thing for players who want to get into raids as soon as possible, those of us who don't are left more or less in the dust. Don't get me wrong; I do enjoy raiding, but some people just don't have the time for it, and it is those people who suffer the most from these changes to PvE. Solo end-game is dying. I would like to think that the new Argent Tournament dailies we are getting in patch 3.2 will change that, but even if they do, it's such a shame that they will only be available to people with the Crusader title, which will force players to play inferior content in order to get to good content. If these new dailies disappoint like the last ones did, we solo players will just have to go back to levelling alts; there's just nothing fun left to do.
Edit: Patch 3.2 has been released, and I have to say, I am pretty disappointed with the new dailies. With the exception of Get Kraken!, they are all typical, predictable, and boring. Come on, Blizz! Challenge your quest designers. Give us something new!
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