Thursday, July 29, 2010

Do Gamers Hibernate?

3 comments
Short one today. One of those question deals where I'm counting on you guys to fuel discussion.  As summer quickly approaches fall, we stand on the verge (or just over the verge as the case may be) of some exciting releases.  SCII is out.  Cataclysm cometh.  I'm hitting up GenCon next week and there is a BlizzCon scheduled for this fall too.  There are plenty of nerdy things to do. 

Summer always seems to be a dead time, but is it just me or is fall f-in crazy?  It seems to be a recurring feeling for me where I skid into Christmas with a list of things I didn't quite get to.  That isn't to say I try to wait until Christmas, I think patience isn't a typical gamer quality, but it's more that as I age and get busy with things like RL, I just don't have the time to knock out all the games that interest me. 

Is it just me or is this more poignant in the fall?  I mean there are economic reasons for fall releases, and a strong Q4 makes sense.  Who doesn't want to finish the year on a high note?  But do we almost end up being the gaming equivalent of RL bears?  Are we gorging ourselves prior to the winter freeze, where we'll be confined indoors until spring?  Do we feel the call of nature to acquire a horde hoard of games just in case we need to snack while it's frigid outside? 

I guess the point I'm getting at is that there is a definitely flow to my gamerisms.  That flow centers around a fall-ish binge and a summer purge.   I mean it makes sense when you think about things like the weather, but what if you hail from the Southern Hemisphere?  Gnomeaggedon, help me out here, do you flip flop gamer seasons with us like weather, or do we follow the same patterns despite which way our toilet water may spin?  Saresa, you can chime in too, you panty-burning Aussie.  (Or anyone else from those regions of the world... I just picked those two off the top of my head.  For some reason, they're the first that pop to my mind when I think of nether regions.)

Maybe it's just the natural passing of the seasons that makes it feel more poignant to me today, but I can't help but feel this impending sense of electronic busy-ness looming on my horizon.  Is it that time of year again already?

Wednesday, July 28, 2010

Using the Right Tools

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It seems to me to be increasingly clear that the success of an MMO is not dictated by innovative gameplay, pretty graphics, or clever lore. It is not in how much you market the game, or to whom you cater the end game. It is not even how good your service is or your industry reputation. All those things contribute, of course, but it's impossible to hit all those nails on the head with one hammer.

No, what I believe to be the secret of WoW's success in the face of so many other failures (or mediocre successes) is that Blizzard knows very well how to use the right tool for the job.  And make no mistake, there is a right tool for every job.  Sometimes have a more specialized tool than others.  Some could be done with multiple different tools.  A screwdriver, however, will never substitute for a hacksaw if you need to cut through some pipe.  Similarly, that hacksaw would have a tough time tightening that screw.

As a player base, I think we're pretty forgiving of things like "not getting the balancing right" or "having holes in the content".  We'll hang around for months on the off chance that it might get fixed.  What we cannot abide by, however, are poor executive decisions.  When a company blatantly uses the wrong tool to respond to criticism, it just drives us further away.

Blizzard is not a perfect company.  In fact, they have made quite a number of mistakes over the years.  I think what sets them apart, though, is that they not only spend the time fixing the problem, they make sure to pick the best tool for the job.

That RealID announcement?  I think we could agree it was pretty much a mistake.  In that case, backing off and re-envisioning the addition was the proper tool.  Backing off is not always the proper tool, and I think Blizzard has stuck to their guns in the right places too.

Some of it may be pure luck.  Maybe Blizzard is just the luckiest company in the world when it comes to game design.  However, I have to believe a large part of it stems from active decision making.  They don't use duct tape for everything.  They don't have one trusty multi-tool that they always turn to.  They simply spend a small amount of time to choose which is best, and then get to work.

It's a simple philosophy when you think about it.  Sure, use the correct tool.  But how many other companies have failed in this department?  How many MMO's have been killed not because they weren't good ideas, good games, or strong contenders, but because the parent company simply didn't dig deep enough in the tool box and took the easy road out? 

Maybe I'm just being a fanboy and am totally out of touch with reality here.  It's possible; I have been burning the candles at both ends recently (gets wax everywhere).  It seems to me, as WoW continues to surpass expectations on longevity, to be a recurring theme.  That is, I don't always agree with Blizzard's decisions or their visions, but I can rarely argue with their methods.  They make a decision, and then implemented it with best and most applicable tools available to them.  The end result may not please everyone, but at least it's of solid construction.

Monday, July 26, 2010

Feat of Random

4 comments
No, Gnomeaggedon, I will not tell people about the random fora of lesser classes. I have the Warlock's Den and that's all I need. Kthxbye.

I don't know what Jess is doing on my wife's leg, but I can agree with the not talking about beta shit until I get some firsthand experience.  Which, since I've not opted in to be considered for beta testing, will be when the shit goes live.  That's just how I roll.  Though sometimes I do feel the urge to comment... what good are principles if you can't be a hypocrite about them sometimes?  I take no responsibility for Fuu's postings though.  She devours beta information like a ravenous ghoul.  Or a felpup that just sniffed a Mage.

I guess my point above was just that this isn't necessarily a "super news zone" or a "spoiler free" zone.  Read at your own risk.

I don't really care what they do to the Warlock class as long as it ends up feeling warlocky.  If they make me feel like a damn Mage, I'll frostfire my account or something.  It takes a lot to disappoint me, though.  I also don't really mind if they make stuff simpler and more transparent.  People can go anywhere for a burger.  They come to Chotchkey's for the attitude and the atmosphere.

First aid got maxxed out the other night.  Take that healers.

Engineers should be able to make some sort of funneling device with an attached hollow cylinder whereby you could utilize the potential energy provided by gravity to accelerate the consumption of all mana-regenerative beverages.  If frat-boys can master the beer bong, you'd think mages could conjure that shit with their strudel.  Mana Bong ftw.  I'll do one.

SCII will be purchased and played, just not right away.  I'm rather busy atm.  Maybe in two weeks.  Or maybe tomorrow.  Business is only a state of mind.

If I wrote a novel, would you publish it?  WTB literary agent.  It could happen, right?  Beats the hell out of this 98-56 grind.

Apparently a lot of my female coven members are getting knocked up.  My wife is concerned about this, but breeding is merely one of many tools for world domination.  (Grats to all you pregger 'locks out there.  Don't freak out when the doctor totally treats you like a summoning portal.  Where do you think they got that animation?)

Why can't Worgen become Shaman?  I mean, they already have fist weapons.  I wanna go Wolverine on some bastards. 

Is that enough randomness?  I'm expecting a dead Sindy tonight.  We shall see.

Friday, July 23, 2010

Extra Crispy

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Decedereful's burning blue eyes fluttered open and stared at the wooden beams above her.  Her head was a pounding mass of pain, and she felt vaguely... crispy.  Sitting up slowly, her dead skin felt as if it was crinkling with each tiny movement.  It was really rather unnerving.  And painful.

"Whoa, whoa, whoa.  Just where do you think you're going," a kindly male voice said.

Decedereful swiveled her head in an attempt to locate the sound, but immediately regretted the action.  Her vision swam and pain shot down her spine.  Through the haze, a rather striking young man materialized.  He had short, dark hair and piercing baby blue eyes.  His shoulders were broad, but not overly muscled, and there was a youthful ebullience to his demeanor.  The world had yet to sour him. 

"You got hit pretty hard, there.  In fact, you're probably be dead except for... well... erm..." he trailed off uncomfortably.  An awkward silence stretched.  "Well, in any case, I did the best I could.  I'm still learning this healing stuff, but I'm told I'm pretty decent at it."

Decedereful's vision cleared completely, giving her a better view of the young man who had pulled up a chair to settle nearby.  She was in a small room of what she was sure was an inn.  It had all the telltale signs.  Lumpy mattress.  Stale, disinfected air.  Overly polished surfaces.  No personalized adornments.  A generic room for a generic purpose.  Now if she could only remember how she'd gotten there.  Had she been drinking again?

The skin of her eyelids seemed to crackle as she blinked.  "Um?  Thanks?"  Was that what she was supposed to say?  She didn't want to be rude, but she had more important things to do than lie around in bed.  Surely she did.  There was a time for pleasure and a time for...  A huge hole gaped in her memory that swallowed the last several weeks right up until she'd woken.  What had she been up to?  She could recall vague snippets of conversation with her brother, his minions, some slick fella in a tent, and... Jaina?  She had voluntarily talked to that crybaby?  Ugh.  She must have hit the Dwarven Ale extra hard.

Putting one crinkly hand to her forehead, she said, "Where am I?"

The young man's face lit up with a disarmingly dazzling smile, "My room here in lovely Hell.  Or Honor Hold as they call it."  He spread his arms in a grandiose gesture.  "After you got smoked by that meteor, I got you to some cover.  It was pretty wicked... erm... sorry."  It seemed awkward pauses flourished around the young man. 

"Hm... A meteor you say?" Decedereful said.  What the fel am I doing in Honor Hold

"Yeah, we get a light dusting from time to time around here."  The young man shrugged and Decedereful noticed for the first time that a pattern of strange, light scars crisscrossed his face beneath several days worth of unshaven stubble.  It looked like he had been in a rather vicious knife fight.  Or made love to a cat-form Druid.  Either or.

Decedereful struggled to her feet with a groan.  She needed to get out of here.  Mornings after were not her forte.  Even platonic ones.   Especially platonic ones.  If she could just get out of the Outlands and back to the manor, she'd be able to sort out her shattered memories.  Then she could get back to business.

"Where are you going?" the young man said she stumbled towards the door. 

"What's it to you, soldier boy?" Decedereful snipped, harsher than intended.  She wished that when life had abandoned her, that it had taken pain with it. 

The cute man frowned, "I ain't no soldier anymore, toots.  The captain don't take it too lightly when you go runnin' off with a girl in the midst of an attack."

Guilt.  Life could have taken that too.  "I was hardly a damsel in distress.  It's not like I could die more."

"Sure," he smiled again.  It really was a dazzling smile.  "How's that strat workin' for ya?"

Decedereful frowned.  "What did you say your name was again?"

"I didn't."

Another awkward pause.

He raised a hand and stroked the shadow on his chin.  "For now, you can call me Sham Wow."

"Oh, that's clever," Decedereful replied dryly.  She took another step towards the door and then looked back, crinkles and all.  "Well, let's go then, Mr. Wow.  Who knows when I might need rescuing again."

The young man leaped off his seat to follow.

Thursday, July 22, 2010

Ruby Sanctum Reflections and Strategy

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Due to the vacation of one of our regular members and a general desire to "see new things", we hit up Ruby Sanctum instead of continuing our ICC10 save.  In ICC, we're still on Sindy, and with the recent uppage de buff to 30%, we'll probably toast her next Monday.  Again, it'll probably seem a bit bittersweet as we were so close without needing the extra 5%, and it always seems a little weird when something that was so hard becomes suddenly that much easier.  That's especially true when there was no personal progression in the interim.

In any case, we almost one-timed the Ruby Sanctum on Monday night.  Since we were just trying to switch things up, we went full bore.  We went in blind.  None of us had done much more that a casual reading of what to expect, and we just went with it.  Usually, when learning a fight we send out a chain email during the day so people can read at their leisure and be ready.  No such preparations were made this time as it was sort of a game-time decision.

Honestly... I expected it to be worse.  I'd read some horror stories about people struggling with trash and such.  We almost wiped on one of the patrols (when we accidentally got a double dose), but otherwise we just fine until we started on the bosses.   Take it easy as DPS and let your tanks grab them before opening up.  I did more DoT spreading than straight AoE on most of the pulls.

The first mini-boss, the big dude who blocks the tree, went pretty smoothly.  We figured out the mechanics on the fly.  I think there was something about a tank swap, and DBM helpfully popped up a 12-yd range warning, so we spread out.  Then he split and hell broke loose.  We just picked the one with lower health, I believe.  Our tanks fell when the bugger was at about 3%, but we stuck with it, burned, and got him down with 3 folks to spare.  First try.  Good times.  I think your second tank just has to be ready to pick up the split, and I believe aggro resets, but I didn't really get a chance to see it.

The second mini-boss wiped us pretty quick when she flew up in the air and bombarded us with fire.  Again, we had heeded the 10-yd range check, but since it didn't come into play until the mini-air phase, we weren't still very well spread out.  I believe half of us (the ranged DPS) had run to the edge of the pond to hopefully be able to take some pot shots.  That turned out to be a Bad Idea.  So we worked out a half moon spread, facing the fire breathing lady away from us, and went to town again.  Two shot style.

The third mini-boss was a neat-if-gimmicky tank swap combined with add management.  Since we didn't know about the adds going into it (winging it, remember), I died pretty early.  In direct contradiction to the first two, on this guy it makes it a lot easier to stack up so the tanks can grab those adds.  I dirt-napped my way to victory as the rest of the group got the gist quickly and then it was no problem.

So, if you haven't already done them, here's a recap on what you need to know for the first two mini-bosses of RS: spread out.  Simply do that and you should have a pretty easy time of it.  Otherwise, follow your normal raiding instincts.  Tank swap when stuff stacks.  Watch your aggro.  Stay out of the bad.   You know, the basics.  If a dude splits, don't freak out.  For the third guy, beware the adds.  Easy enough, right?

We got to Halion in short order and spent about an hour wiping on him.  We didn't yet reach phase three, as phase two has our healers a bit sore fingered, but we made good progress.  I should think with another night or two of practice, we'd have it down.  Considering a night of practice for us is usually only about an hour, I think that's pretty good.  We're all casual by necessity of life, not strength of caring.  I'm blessed to have some really smart folks on my team.

In any case, we didn't make things any easier by doing things like "referencing a strat" until we'd wiped a good half dozen times.  We just tried to figure it out as we went, which I think is an underrated approach in this day and age of easily accessible Tankspot videos.  Don't get me wrong, the starts published are usually very high quality and well thought out.  You just don't get the same feeling of discovery, plus there's always the chance you come up with something that they did not.  A fresh look is an unbiased look, and the biased mind usually sees only what it expects to see.

A quick rundown of the fight for those who may not have seen it yet:  You and your friends are in a big, circular clearing, surrounded by a wall of fire when the fight starts.  You tank the big internet dragon roughly in the middle and stand to the side (as usual for dragons due to fire breath and tail whip).  There are three phases.  You can think of them as 1. Fire, 2. Shadow, 3. Shadowflame! 

In the first, or fire phase, your group is located in the normal, physical realm of Azeroth.  You only need one tank per phase (but you will eventually need two tanks on the third phase, so don't let your OT swap specs).  While the rest of the group stands to the side and pew pews, there are basically two things you need to look for. 

The first is a debuff that is the Mark of Something.  "Mark of" is the important part here.  DBM should warn you when you get it, as players are chosen at random.  At that point, you have 5 seconds to get to a generally clear location (10yds away should do, but more on that in a second).  I say 5 seconds because the standing order with our healers is that they will wait five before they remove the debuff from you.  You can call it out on vent too, but we like things to run without having to make each person key in to speak.  When your debuff is cleansed, you'll drop a glowing Circle of Bad.  Get out.  The size varies with how long the debuff was on you (it stacks over time).  5 seconds didn't seem too large to us.  The debuff can be removed by anyone.  It is both magical and a curse, apparently, and everything else in between.  You may end up having roughly two CoBs up at the same time, but they will go away eventually.

The second mechanic you need to watch out for are the meteors this dude calls from the sky.  They target a random individual and will show up beforehand as a pulsing pattern on the floor (like a rune).  The pattern does no damage itself (just shows where the meteor will hit), but you'll want to get out of the way.  When the rock hits, it shoots damage out in four directions (sort of like the blue flames from Marrowgar).  If you watch closely, there are four arrows like the points of a compass on the icon that will indicate the direction of the flames.  This allows you to be pre-set when the meteor hits and is a good thing.  Anticipation is always good.  Also, the animations make it seem a lot worse than it is.  You don't have to be very far outside of the floor icon to avoid splash damage, and a lot of times it seemed to me like I was in flames, but I wasn't taking any damage.  You can get closer than you'd expect.

Apart from avoiding those two mechanics, follow the normal dragon rules, and at 75% health you'll enter phase 2.  This phase takes you into the nether realm, the shadow of our physical realm.  A big portal will appear and the dragon will hop through.  Make sure a tank is hot on his heels before anyone else goes through.  We actually left one tank outside for this (less to heal), as you don't have to go through the portal and nothing will be happening outside of it until phase 3. 

Inside, we exchange shadow for fire and have, again, two mechanics to worry about.  One is a "Mark of" mechanic that works essentially the same and should be dealt with the same.  The other is a Shadow Cutter that takes the form of a shadowy laser beam stretching between the two smoking orbs that rotate clockwise around the room.   It's sort of like Life or Death Limbo here.  If that beam catches you, you die (presumably by decapitation).  The goal then is to plop the tank in the middle, and when the laser comes up (DBM will warn and he does an emote and the things "pulse with energy"... plenty of warning), the tank will need to rotate clockwise with the beam. 

If your tank can keep the beam essentially on his/her right shoulder, then everyone else can stand on the backside of the beam's path and thus have more room for error.  Getting the position right on this was sort of tricky, and you cannot heal someone through a mistake.  It only stays up for ten seconds, so you basically only need to avoid one rotation.  Having to watch out for the tail swipe complicates this though, requiring you to stay to one side of the dragon.  You'll have to keep doing this dance until he hits 50%.

At that point, we enter phase three, where the dragon will exist in both realms simultaneously.  You will want to split the group so that some are in each realm, as his vulnerability will shift between realms.  Basically, the goal is to balance the damage across each realm.  Too much on one side will swing up his resistance in that realm so that you're gimped.  If you keep him at 50-50, you'll be maxing each side's damage.  For this phase, the two mechanics to watch depend on which realm you're in, but they're the same as when you did them in each phase.  

It's a pretty neat fight, and I appreciate its execution.  It's nice that you sort of learn one phase, learn the second phase, and then put them together.   Blizz has been doing a great job with recent fight designs and teaching on-the-fly. Some might see this as "dumbing down", but to me it just makes the game more playable and less about pre-done research.  (Not that I don't love research, just that being able to wing it is nice too)

As a 'lock, I used my portal to "Limbo", as you won't die if you port past the path of the shadow laser (Blink might work too, Gnomeaggedon).  Also, don't forget that you have a shadow aura that lets you absorb some damage.  Great when you get that Mark debuff.  Otherwise, it's all about positioning and awareness.  Did I miss anything?  You guys got any neat tricks?

Wednesday, July 21, 2010

*Spoilers* Paladin Cataclysm Stuffs: FINALLY!

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Hey Gang!


We normally don't talk about new changes in the game that have yet to be implemented on this blog, but it's been a long time since any big information has come out for Paladins for Cataclysm. If you are someone who doesn't want to know or read about Cataclysm, you probably can just skip this post. All of the information that I am going to talk about can be found at http://www.mmo-champion.com/ and I will be adding my thoughts (like you give two Felpoops about what I actually think anyways).

I will be focusing on the Protection Paladin stuff with a hint of Retribution. Again, if you do not want to be Spoiled, please GTFO (with Love) :-D

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Holy
  • Healing Hands now has a 1 min cooldown.
  • Divine Plea is now trained at level 58. Down from 68. That's pretty good since they seem to be nerfing Mana Regen and other ways of getting mana back. Maybe beef it up a bit?
  • Light's Beacon now affects each heal you cast on the target instead of just Holy Light and Holy Shock. Now heals the beacon for 50%. (Down from 100%)
  • Holy Wrath no longer scales from attack power and deals 2400 Holy damage divided among all targets within 10 yards. 2400 Damage spread among friends isn't very much. I'm going to guess that this is a place holder for a MUCH larger number. *crosses fingers*
  • Holy Shock now grants a charge of Holy Power. Ok, so this is how Healadins get their Holy Power stacks... I'm guessing that they really want Holy Paladins to have this be a big part of their tool box. Cool for them I guess.
  • Seal of Wisdom is gone. This is extremely interesting that they are taking this Seal out. It has been my grinding Seal for a long time now. I also use it in heroics where I'm chain pulling and need mana. I wonder where they will be putting our mana regeneration.
  • Seal of the Pure now seems to have a chance to restore the Paladin's mana. <---- Oh here it is :)
  • Holy Light is now trained at level 14. Up from 5.
  • Divine Light - A large heal that heals a friendly target for 7761.99 to 8648.14. Good for periods of heavy damage. / 30% of base mana, 40 yd range, 2.5 sec cast Cool that Paladins get a new EVEN larger heal.
  • Divine Favor now increases your chance to critically hit with your next Word of Glory, Holy Shock, Flash of Light, Holy Light or Divine Light by 100%. / Instant, 1 min cooldown
  • Denounce - You have a 50/100% chance when any of your Holy spells get a critical effect to make your next Exorcism spell instant and cost no mana. Similar to Ret's now.
  • Sacred Cleansing is now a Tier 4 Talent. Down from Tier 5. In the back of my mind, I'm still really hoping that they don't get rid of Cleansing for all of the Paladin specs. It's really become second nature for me to cleanse myself & others not only during solo play, but raiding. If they do, I'll probably have to end up having some sort of hybrid Holy/Prot Off-spec that can cleanse so that I can go back to soloing everything.
  • Infusion of Light is now a Tier 3 Talent. Down from Tier 4. It now only affects Holy Light. (No longer affects Divine Light)
  • Blessed Life is now a Tier 6 Talent. Up from Tier 4.
  • Enlightened Judgments is now a Tier 3 Talent. Down from Tier 4.
  • Healing Light now affects Words of Glory.
  • Tower of Radiance (NYI) *New* - Directly healing the target of your Beacon of Light has a % chance to generate Holy Power.
  • Judgments of the Pure is now a Tier 1 talent. Down from Tier 2.
  • Sanctified Light now affects Word of Glory and increases critical chance by 6/12%. (Up from 5/10%)
  • Speed of Light *New* - Casting Holy Shock grants 5/10/30% spell haste for your next Flash of Light, Holy Light or Divine Light, and casting Healing Hands grants you 10/20/60% movement speed for 10 sec. Also lowers the cooldown on Healing Hands by 10/20/30 sec at all times.
  • Clarity of Purpose *New* - Reduces the casting time of your Holy Light and Divine Light spells by 0.1/0.2/0.3 sec.
Protection
  • Shield of Righteousness is now trained at level 44. Down from 74. This is a wonderful change in my opinion. This is THEE best Single target threat generation tool for a paladin. The earlier the better I say.
  • Sacred Duty now only Reduces the cooldown of Divine Protection by 1/2/3 min.
  • Improved Crusader Strike has been replaced with Grand Crusader - When your Shield of Righteousness and Hammer of Righteousness deal damage, they have a 20% chance of refreshing the cooldown on your next Crusader Strike and causing it to hit for 50/100% additional damage. Ok, this is the big whopper right here. Not only do they want us to introduce Crusader Strike into our rotation, but they are also making us leen towards a F.C.F.S. (First come first serve that means more or less a priority list) rotation rather than a 969. This would be a HUGE change up for old paladins. I really hope that they don't make it choppy but I'm going to guess that it will be at the beginning. I really enjoy the smoothness of a Protection Paladin rotation. If you get into a groove, it's beautiful. I can totally see myself staring at cooldowns and having to re-learn everything. I'm not saying that this is a bad thing though :)
  • Ardent Defender is now a Tier 4 talent. Down from Tier 5. This little guy makes me nervous. So many QQ about this ability. "It's too OP!" they say. Well stuff it you mongrels. Everyone has something unique about their class and mine just means that I have a Super Mario 1UP. Is that so bad for your tank to have the ability to bounce back after taking a huge smack to the face? It's win win baby :-) <3 Ardent Defender.
  • Divine Guardian is now a single rank talent and has been revamped (but is probably NYI) - Party or raid members within 30 take 20% reduced damage for 6 sec. Now this is what this damn talent was meant to be used for. The whole shinanagains of "I'm going to eat raid wide damage WHILE tanking this Dragon" sounded like such a stupid idea to begin with. I liked the redirection of damage part but redirect it to something that we WANT to die... like the Dragon :-)
  • Holy Shield has been revamped - Increases your chance to block by 30% for 10 sec, and deals 97.8 Holy damage for every attack blocked. Consumes Holy Power to extend duration by 10 sec per stack of Holy Power. / 10% of base mana, Instant cast, 1 min cooldown Ok, I'm still quite confused on the HOLY POWER and wtf it even is. It sounds like you get a stack of it for doing a spell and can allocate these stacks to do different things. Being able to extend spell lengths or the potentcy just sounds Ultra Mega Sexy & will most definately add a level of complexity. Complex Paladin is a total oxymoron. Te-hee
  • Hallowed Ground is now a Tier 3 talent. Down from Tier 4. If I remember correctly, this was the one that brought down the cooldown for Consecration by such & such amount of time. Or Maybe it was threat/ DPS increase. Anyways, they are mixing it up with the Paladin's entire rotation. Quite excited & scared....
  • Vindication is now a Tier 5 talent. Up from Tier 4.
  • Shield of the Templar is now a Tier 6 talent and has been revamped - Increases the critical strike chance of your Shield of Righteousness by 5/10%. In addition, your Shield of Righteousness critical strikes have a 50/100% chance of making your next Judgement a critical strike. LOLWUT?! I wonder where they got this idea from. Adding crit for tanks is a really odd direction to go. Crit's cool I guess o.0
  • Spiritual Attunement is gone. More mana regen gone bye bye. What they should just come out & say is: We don't want you to regen mana anymore. You get one bar of this blue shit, make it happ'n Capt'n.
  • Divine Sacrifice is gone. Previously Cheered... kthx
  • Improved Exorcism is now Wrath of the Faithful - Increases the damage by 10/20% and critical strike chance by 10/20% of your Holy Wrath spell. I'm a total fan of this spell. If they do bump up the useability of this sexy AoE, they better have some more undead areas for me to wreck havoc on Skellies. An entire circle of undead skeletons always makes for a pretty screen shot :-)
  • Improved Devotion Aura is now Protector of the Innocent - Your Auras reduce your damage taken by 1/2/3% and the amount healed on any target by 2/4/6%. So it just got a fancy name but does the same. whoopie....
  • Sanctuary Reduces the chance you'll be critically hit by melee attacks by 2/4/6% instead of reducing damage taken from all sources. Well Poo. Not all incoming damage is Physical & Magical Damage is mighty painful. I guess Stamina will still be king when it comes to Fighting Fire (or Arcane, Shadow, Frost, Holy, or Nature)
  • Sacred Oath is gone.
  • Reckoning now gives you a 10/20/30% chance after blocking an attack for your next 4 weapon swings within 8 sec to generate an additional attack. Huh? So if a mob hits me & I block it, I have a % chance to hit him back within 4 swings for an ADDITIONAL Swing? This totally sounds like if all of the moons align and I'm facing Northwest with a light breeze in my face that I'll generate another swing.
Retribution
  • *Divine Storm - An instant weapon attack that causes 20% of weapon damage to up to all enemies within 8 yards. The Divine Storm heals up to 3 party or raid members totaling 25% of the damage caused. Consumes all applications of Holy Power to increase damage dealt:
    • 1 Holy Power: 22% Weapon Damage
    • 2 Holy Power: 50% Weapon Damage 
    • 3 Holy Power: 90% Weapon Damage / 20% of base mana, Instant cast
  • *Crusader Strike now grants a charge of Holy Power. AH HA! This is what I was looking for. A way to generate these HOLY POWER OF FACEMELTING Magnitute psudo combo points! *cough* So now I can see where this is coming from. So you rack these stacks of Holy Power up by using your Crusader Strike and then expending them on abilities to make them more powerful the more stacks you have. So like a mix of a Rogue/ Druid Cat with Mana? Sure....
  • Inquisition *New* - Consumes Holy Power to increase your Holy Damage by 30%. Lasts 10 sec per charge of Holy Power consumed. / 20% of base mana, Instant cast
  • Conviction is now a Tier 2 talent. Down from Tier 6.
  • Sanctity of Battle is now a Tier 3 talent. Down from Tier 6. Now reduces cooldown of Exorcism by 3/6 secs. (Up from 2/4 secs)
  • Swift Retribution is now a single rank talent increasing melee and ranged attack speed by 20%.
  • Fanaticism (Tier 4) is now Improved Judgment (Tier 2) - Increases the damage of your Judgment spell by 15% and decreases its cooldown by 3 sec.
  • Judgments of the Wise now grants you 40% of your base mana over 10 sec. (Old - immediately grants you 25% of your base mana) WoW, this is the first mana regeneration spell that I've seen. Sounds extremely powerful too. I'll call it a MoT (Mana over time) Clever... I know.
  • The Art of War is now a Tier 4 talent, down from Tier 3. It now has a 15/30% chance to proc from any melee attack (Old - 100% proc from Critical) and no longer reduce the casting time of Holy Light.
  • Seals of Retribution is now a Tier 4 talent. Up from Tier 3.
  • Eye for an Eye is now a Tier 1 talent. Up from Tier 2. It now gives you a 5/10% chance to cause 30% of the damage taken back to the attacker. This is probably one of the talents I'll be getting once I put my 31 points into Prot. Sound's really neat for a tank to have this actually. I totally envison one of those bullies on the play ground that pins the weaker kid down & makes him punch himself. "Quit hitting yourself!"  Maybe that's just me :-)
  • Righteous Vengeance is now a Tier 6 talent. up from Tier 2.
  • Improved Judgments is now Improved Crusader Strike - Increases the damage of your Crusader Strike by 15/30% and decreases its cooldown by 1.5/3 sec.
  • Heart of the Crusader is now a Tier 3 (Up from Tier 1) single-rank (Down from 3 ranks) talent.

 All and all, I'm pretty excited about the reduced size & bloat reduction of the talent trees. Still waiting on my Beta invite because I SO want to test out these new abilities and see what type of rotation the New and "Improved" Protection Paladin is looking like.

Also, where is my Pally Pet?!

I can haz!!!!!

<3 Your Friendly Neighborhood Fuubaar

Tuesday, July 20, 2010

Invest in GEEs Today!

5 comments
While we were traveling this weekend, a pretty profound thought occurred to me. Basically, I think airplanes should be more like Gryphons. Or Hippogryphs. Or whatever the Horde flies on.  Maybe we're wasting all our money constructing these huge, metal behemoths, and what we should be doing is splicing some good old eagles with lions. 

Now, I know you're thinking: "well duh, Ful.  Eagle + Lion = Badass. /Endofstory."  Certainly, I would tend to agree with that sentiment.  I mean, anytime you take a ferocious feline and splice it with a bird of prey, it's probably going to be pretty sweet.  Cheetah plus Falcon.  Watch out for Ludicrous Speed.  Jaguar plus Hawk.  Do you enjoy Luxury?  Cougar plus Condor.  A Stealth MILF.  Tiger plus Owl.  Night Prowler.  Also good at golf.  Snow Leopard plus Thunderbird.  Window Shatterer.  I could keep going, but I think you get the idea.

Apart from the badassery, however, there are several more practical reasons why this would make good business sense.  Let's look at the facts.

You don't need a huge airport for our genetically enhanced eco-airline (or GEE).  They just leap into the air and take off.  No runway necessary.  Additionally, they don't need any sort of hanger or roost.  They just stack merrily in one or two representative icons that allow the individual to recognize that yes, this is a point of flight.

Jetfuel is expensive.  Hay and vermin are not.  I'd imagine our GEEs would run on small to medium sized vermin.  Maybe even insects.  It's totally "green" like that.  Also, chow does not explode when caught on fire.  Except for maybe some of the insects.  They do tend to burst when hitting the bug light.  So no bug lights near our GEEs.  Easy enough.

The weather does not affect a GEE.  GEEs are not grounded due to things like excessive ice (see: Icecrown) or electrical storms (see: Netherstorm) or even a spontaneous meteor shower (see: Honor Hold or Shadowmoon Valley).  We might have to invest in a little training, but nothing is more annoying than being stuck somewhere because of acts of the Light.  Or whichever deity controls the weather. 

Random crashes are not fatal.  In fact, you just end up at the flight point closest to where the crash occurred, all safe and sound.  Heck, this could even be exploited as a way to shave off some time from a crazy routing or to correct a miss-click on the booking screen.  Additionally, if you get kicked off the plane for any reason and you're still above the ground, parachutes come standard.  Even if you're not wearing one.

No pilots are needed.  GEEs can find their way from point to point just fine.  You don't have to worry about them dozing off during flight or checking their Facebook or arguing.  A downside here is that there will be no beverage service since there aren't any stewardesses flight attendants either.  (Fun fact: stewardesses can all be typed with your left hand.  It is the longest of such words, tied with desegregated and reverberated).

You ever try to hijack a gryphon?  Good way to get your hand bit off.  Just sayin'.  And crashing it into a building won't do shit; they just bounce off.  Or go right through if there's a glitch in The Matrix.

More than one can take off or land at the same time in the same place.  Collision is completely turned off on GEEs, unlike those silly airplanes, all running into each other like a Groucho Marx film.  No more being 26th in line to take off.

This is total speculation on my part, but I can't imagine that the saddles on a GEE are any less comfortable that the seats on a plane.  I highly suspect they have a great deal more leg room, as well as a less claustrophobic feel.  And also, there isn't a baby two rows back.  Only a newb puts a baby on a GEE.  Or a well funded alt.

More importantly, though, is that if we start with GEEs and dump money into that area of research, it would probably eventually lead to Dragons.  And boy do I love me some Dragons.  They might be a bit more hazardous what with the fire breath and talons and all, but then you won't need a DeLorian to travel back in time.  Chromie's got that shit covered. 

So yeah, Gryphons rule.  If you don't like Gryphons, you suck.