Random PUG diary: Group 12 8211; Halls of Reflection

February 8, 2010
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Yesterday during the snowpocalypse, I asked my guild to come with me as I healed a Halls of Reflection so that I can practice it. Although I8217;ve gone through it on heroic mode, I8217;ve only done it in my ret build.

Before we started, our tank (paladin) explained where best to stand in the alcoves to avoid aggro and ranged attacks. The DPSers (shaman, shadow priest and The Warlock) were fantastic. We defeated Marwyn 038; Falric and even escaped Arthas in less than six minutes!

So when the creepy ass eye sent me to HoR today I wasn8217;t really worried. Even as our first two tanks dropped before we even started, I was confident that I could heal that.

But I didn8217;t.

We wiped before Falric even came to us. I healed my heart out on our DK tank, but the DPS (hunter, warlock, DK) started taking major damage.

(Video of our run occurs at the :14 mark)

I had Beacon of Light on the tank anyway, so I felt fine healing the DPSers. But the damage outpaced my heals and the yelling begin:

DPS: KEEP MT UP! DON8217;T HEAL DPS IF WE GET AGGRO LET US DIE!

Me: I have Beacon on him, he gets the heals you guys get.

Tank: LOS!

DPS 2: I8217;m taking damage because he can8217;t keep aggro.

We wiped.

Tank: Look up LOS and learn it. (leaves group)

DPS1: WHY DID YOU HEAL DPS? (leaves group)

DPS3: (leaves group)

Me: Sorry. I did all I could. Pumped all of my mana right into him. (sadly leaves group)

And I logged. Gonna take a bit to shake that one off.

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Screenshot Sunday: Life imitates WoW

February 8, 2010
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South Jersey and Icecrown

During yesterday8217;s Snopocalypse, we received 27 inches of snow. This is me and Ollie (Full name Oliver Queen. Ollie wears a green collar. None of this was my idea.) side by side with Akromah and her Baby Blizzard Bear, whom we affectionately call Ollie Bear.

My older dog, Max, did his business and indicated that he was FINISHED with snow on a whole. So he was inside warm and comfy while the rest of us frolicked.

So what does a WoW nut do when they8217;re stuck inside on a snow day?

  • Akromah: Forge of Souls, Pit of Saron, Halls of Reflection, Halls of Stone, daily quests, weekly raid quest (Flame Leviathan), ICC trash, Marrowgar and 10 tries against Deathwhisper.
  • Leota: Weekly raid quest and ToC-10.
  • Kim: Take down the Christmas tree. Protip: It8217;s a lot less sad taking down a tree when it8217;s early February and it8217;s a nuisance. The Warlock (who loves Christmas) wants you to know that if it were up to him the tree would have been down by New Year8217;s.
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    World of WarCrafts: A WoW-inspired grab bag of creativity

    February 8, 2010
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    World of WarCrafts spotlights art and creativity by WoW players, including fan art, cooking, comics, cosplay, music and fan fiction. Show us how you express yourself; contact our tips line (attention: World of WarCrafts) with your not-for-profit, WoW-inspired creations.

    It’s catch-up day at World of WarCrafts! We have all sorts of little goodies to pass along that have been piling up in the submissions box. So tuck in and get comfy with this snuggly little fellow from Serthida of US Bloodhoof, the crafter who brought us last year’s plush moonkin. Don’t worry, he won’t drain your mana … or your creativity.

    Gallery: Serthida’s felhunter plushie

    More from the World of WarCrafts, after the break.

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    Around Azeroth: Team spirit

    February 8, 2010
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    As a tauren druid, Kits didn’t mind working with Thrall and Sylvanas to clean out the Undercity, even if his own faction leader wasn’t there to fight. He didn’t mind guarding their backs while they fought their way through hordes of undead. And he didn’t even mind when Sylvanas started scratching him behind the ears and giving him fish treats. But he drew the line when she bought him the collar with bells on it. He still had some pride left.

    Do you have any unusual, beautiful or interesting World of Warcraft images that are just collecting dust in your screenshots folder? We’d love to see them on Around Azeroth! Sharing your screenshot is as simple as e-mailing aroundazeroth@wow.com with a copy of your shot and a brief explanation of the scene. You could be featured here next!

    Remember to include your player name, server and/or guild if you want it mentioned. Please include the word “Azeroth” in your post so it does not get swept into the spam bin. We strongly prefer full screen shots without the UI showing — use alt-Z to remove it. Please, no more battleground scoreboards, Val’kyr on mounts, or pictures of the Ninja Turtles in Dalaran. Older screenshots can be found here.

    Gallery: Around Azeroth

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    Scattered Shots: Grandpappy Frostheim on death knights

    February 8, 2010
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    Scattered Shots is brought to you by Grandpappy Frostheim, who spends his evenings in an Ironforge tavern telling young hunters how much harder things were in his day, when they had to kite mobs up hill, both ways.

    All I hear from kids these days is whining about death knights. Whining about how bad they are at tanking in their PUGs or how they can’t even do 2k DPS. You hunters these days should be grateful for death knights. You don’t know how good you got it, ’cause you have no sense of history!

    Let me tell you, back in my day we didn’t have death knights. If we saw an undead servant of the Lich King walking around, we shot it on sight. In those days a bullet to the skull was redemption, not the sissy politically correct version you got now. We had redemption piled taller than your head over in the Plaguelands, I can tell you that.

    So take a seat, put away your new-fangled dungeon finders and take a break from your crazy barber shop haircuts and let Grandpappy Frostheim tell you how things were back in my day, and why you should be thankful for those death knights.

    Back in my day, hunters were the most popular class by far, and for a good reason: we were the easiest to solo. Facerolling was very literally a viable option for hunters. As long as our pet got in there first, we didn’t really need to do anything other than auto-shot.

    And that’s a good thing really, ’cause back then we didn’t have a lot more choices. Sure, nowadays you got all yer fancy assortment of shots and misdirects and traps that you can place in the middle of combat. Never enough choices for you kids, eh? Back in my day we’d put up our sting, sit out a 3 second cast time Aimed Shot, maybe fire a Multi-Shot if we were feeling frisky, then sit there and auto-shot for a while until one of our shots came off cooldown ’cause we didn’t have anything else.

    Yeah I’m serious. You think that whole shoot ‘n scoot thing is important to your DPS nowadays? Imagine what is was like when auto-shot was all we had for half of our rotation. You can be darned sure we weren’t gonna let one of those precious auto-shots go to waste! Not like hunters these days I can tell you that.

    Not only were we easy to solo with, but we hunters were coolest class too, because we had guns and we had pets. Never mind that our pets were much harder to find, train, and level back then. They were also next to useless, not really much more than ornamental. Hunter pets in those days were almost as pointless as feral druids — running up to their target and unleashing a flurry of gummy nips. Couldn’t quite tell if they were attacking or just being friendly.

    This is where the stigma of being a “huntard” first came in into parlance. Easy to play and cool are an irresistible lure to the worst of the WoW players, I’m afraid. In my day and yours kids, this one ain’t gonna change.

    Bitter priests and hybrids saw how easy hunters were to solo play and assumed that our class was that easy to play in the endgame too, which we certainly were not. Sure, sure, I just got done talking about how we spent half our combat auto-shooting, but you gotta understand that was a different time. You try chain-pulling Molten Core to your tank with no Misdirection or Deterrence or Disengage, just relying on perfect distance, timing, and speed, and on the tank to taunt it off before you got one-shot. You try that and then tell me we had it easy. You kids are the ones that got it easy!

    But the stigma was worse than just being easy to solo. There was also the gold farmers.

    Because hunters were so easy to solo, the gold farmers were all hunters. And this was back when they actually worked for their gold. Nowadays they just steal it, mostly by tricking gullible people into giving away their login info. Really, I sometimes wonder what they teach you kids while you’re leveling these days. Back in my day we didn’t need a special tip to tell us not to enter our login info on some website. Lemme give you some advice: no one is giving you a free mount, a free pet, a free prize of any sort. You didn’t win any contest or lottery. They aren’t giving you an alpha invite or a beta invite anymore than that Nigerian prince is really entrusting you with millions. Sheesh, kids.

    It was really easy to identify the gold farmers in those days too. If you saw a level 60 hunter killing something, you’d check to see if he had the Spirit Bond buff — you couldn’t see someone’s talents by inspecting back then after all. If he was BM, odds were very good that he was a farmer.

    You BM hunters complain today that you aren’t a great raiding spec in addition to being a great PVP spec and the best solo spec — you don’t know how good you got it. BM in my time was laughable, good for facerolling and maybe leveling. In fact the only thing more pathetic than a BM hunter was a survival hunter. Back in my day we only had one raiding spec and that was MM. You could tell a veteran MM hunter from his proudly displayed Trueshot Aura. That thing had a duration back then, and it was always falling off at the worst time. Cost a chunk of mana to put it up again too. Now it not only lasts forever, but it’s free to boot.

    Kids I tell ya — you give and you give and they just want more and more.

    Those gold farming BM hunters are also where the “all loot is hunter loot” stigma came from too. See, back then the only way you were going to get more than one or two epics was to raid — and by raid, I mean 40-man raiding. Not like today where they outfit you in full epics for nothing just to make you feel good about yourselves. It’s like schools that don’t want to fail any kids ’cause it’ll hurt their feelings. Let me tell you, in my day being outfitted in epics meant something. It was a testament to your skill and the quality of your guild. It was the kind of thing that had random people standing in awe, sending you tells about how awesome you are just as the sight of an /inspect. We didn’t need your silly achievements — we wore our achievements with us everywhere.

    Even blues were tough to come by. I remember standing on the docks at Menethil and inspecting people to pass the time while waiting for another boat to sink and kill me in the ocean — that’s right, even simple ocean travel was dangerous back then. If you inspected someone and they were in all blues — that was damned impressive! You knew that person had worked a long, long time to get that kind of gear!

    But a lot more of the gear was BOE back then, those badass blues, which is where the BM gold farmers come in. Ninjaing loot was a much, much bigger deal in those days. And because hunters were easy to solo, the farmers were hunters. And they are the ones who would roll need on every BOE of any kind that dropped, so they could AH it for the gold.

    So you see how it goes now, don’t you? Easiest class to solo, and coolest class with nifty pets, so we get every mindless passenger of the short bus playing our class. Some legitimate complaints about the “huntard” mentality there, we had a heck of a lot of horrible players in our class. Add to that the gold farmers stealing loot left and right and our reputation is in the dirt. No amount of chain pulling or kiting or topping the meters would change anyone’s mind. Not even combat trapping — and this was an impressive skill when you couldn’t place traps in combat ya know.

    And then we get death knights.

    By this time the gold farmers are stealing all their money rather than farming it, so those guys are gone. The problem children of our class now are all the idiots… and Blizzard presents them with a badass, overpowered, sexy class that is easier by far to solo with than even hunters. They’re undead, they get to slaughter innocents in their intro quests, they have lots of abilities with the word “blood” in them. No siren’s song could be so sweet.

    Every huntard with pets on aggressive running with no aspect flew like moths to the unhallowed flame of the hero class. Goodbye Leggolass and hello Arthasss. After a few months we weren’t hearing the word “huntard” nearly as often.

    When you’re in your dungeon finder PUG with death knight that’s of less use than your pet, you remember what it was like back in my day. Remember that there’s a real person behind the keys of that death knight, and if not for the death knight class, he would likely be sullying the good name of hunters.

    So next time you see a death knight, don’t complain. Instead thank him for taking on the burden of our unwashed and unwanted. And assure him that he won’t have it to bear for long — they’re already moving on to the ret pallies after all.


    You want to be a Hunter, eh? Well then you came to the right place. You start with science, then you add some Dwarven Stout, and round it off some elf bashing. The end result is massive dps. Scattered Shots is the WoW.com column dedicated to helping you learn everything it takes to be a Hunter. Each week Scattered Shots will cover topics to help you Fix Your DPS, Choosing the Right Spec, Gear Selection, Macros and Pet Selection, Pet Specs and Management.


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    Breakfast Topic: That damned race/class combo you can never find

    February 8, 2010
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    In every holiday that has you chase after a specific race/class combo, there’s always that one, that elusive combo that makes the whole thing feel like a snipe hunt. For the Love is in the Air holiday, the Fistful of Love achievement requires us to shower 11 specific race/class combos with rose petals.

    By the end of the holiday, you’ll inevitably be wanting to give a fistful of something to one combo, and it sure ain’t love.

    For me it’s the troll rogue. I swear they don’t really exist, and it’s just a cruel prank played on us by Blizzard. I’ve even gone so far as to stage a James Bondesque infiltration of the Horde district, complete with helicopters and a dashing dwarf parachuting onto rooftops. It’s not that they just aren’t out in public, but that they don’t frickin’ exist at all!

    On the other hand, as a dwarf hunter, I know what it feels like to be the hunted. I do get sick of being constantly showered with petals at times. I even found myself hanging out in out of the way places and disguising myself as a ninja to avoid it. Perhaps I am someone else’s troll rogue.

    What race/class combo is your curse? Have you found yourself hiding from achievement seekers, and if so, how?

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    Plush Moonkin by Serthida of Bloodhoof

    February 8, 2010
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    Put another entry into the catalog of cute WoW-related dolls, because this plush Moonkin, made by Serthida of Bloodhoof, definitely fits the bill. Unfortunately, Blizzard has only ever released a Murloc plush, but that didn’t stop Serthida from putting this together. It looks amazing. She even wanted to put a voicebox in there that made the moonkin hoot when squeezed, but we’re guessing she doesn’t want to buy a whole case of them from China. She does, however, have mats (see what we did there?) for a second Alliance version — she says as soon as she can figure out the antlers, she’ll get it started.

    This one is just her personal project, so it’s not for sale at all, and once again, we’re guessing it’s too much work for her to mass produce anyway. But since the Murloc toy was one of the best-selling items at BlizzCon last year, maybe we’ll soon see some more official plush product for sale.

    Thanks, Xascha!

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    All the World’s a Stage: You can’t be a vampire

    February 8, 2010
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    It’s not my goal to discuss whether or not there are actually vampires in WoW. The Crimson Halls certainly seems to support the idea that the Cullen-crowd can get their bite on in Azeroth, maybe even cuddled up against the vampire LARPers. But even with the Sanlayn rocking the vampire thing in Northrend, there still aren’t any playable vampires in WoW. (Blood death knights are arguably similar, but they still don’t sprout fangs and lay the nom down on unsuspecting victims.)

    Yet, people still yearn to play vampires. It happens. And I don’t actually mind people playing these type of characters in the free-form style roleplay you see in Goldshire and Silvermoon, because that tends to be the sort of place where anything goes. And I’ll admit. In a former life I’ve LARPed a vampire.

    But in troupe-style roleplay, there are usually particular character conventions. A roleplay guild focused on defending Ashenvale from the encroaching Horde, for example, would have some trouble accepting a Draenei Shaman who is actually roleplaying an apologetic ex-Eredar making amends for his crimes.

    It falls on the leaders of these troupes and guilds, therefore, to talk to the person playing an outside-the-box character. You don’t want to just leave your junior vampire going down a bad track, leaving him without folks with whom to roleplay. Even worse, it can lead to backbiting, disruption in the troupe, and other negative things. Roleplay groups are fragile enough — don’t leave a wingman hanging, when you can help them with the trouble.

    Take a look behind the jump, and let’s see how you can help bring an Edward Cullen back into Azeroth, while still making everyone as happy as possible.

    1. Be sure you’re justified in having this conversation.

    This is probably the most important step in even starting to counsel someone about poor character choices. Do you have the grounds, authority, or even high-ground to have this discussion? If you’re just someone cruising into Goldshire to kill a little time before raiding Professor Putricide, and you happen to encounter a character concept you don’t like . . . it’s not your place to go “educating” them.

    Don’t get me wrong. I share a lot of the same social mores about roleplaying in WoW. I’m not big on vampires, (pre-Cataclysm) werewolves, sci-fi concepts, or anything that I perceive (personally) to be outside the game’s genre. But it’s not my job to enforce that view on others. It might be my job to have a little sit down with someone in my own guild, but outside of that? They pay their own money, and they have every right to play their character the way they wish.

    If you don’t have an existing relationship with the trouble player, then it’s going to be tough to convince that person of anything. Make sure you’re justified before you even attempt talking to the person. If you’re about to tell someone their character falls outside the realm of allowable roleplay in your guild, then you should be very sure that your information is straight. Nothing could be worse than telling Bob that he can’t play Edward Cullen when the guildleader soon logs in as Lestat.

    2. Approach the issue with an open mind.

    The challenge about coaching a fellow roleplayer away from inappropriate character concepts is that you’re approaching the situation having already passed some level of judgement. You need to carefully refine that judgement away from vampires don’t fit in World of Warcraft to vampires don’t fit in the way this group plays WoW.

    It’s a fairly subtle point, of course, but it’s important to allowing the troubled roleplayer to work with you to find a resolution. (There’s a league of difference between talking with someone instead of talking to someone.)

    3. Find alternatives.

    This is probably the most important step of helping someone find a more appropriate character, and so I wanted to spend most of our time here. The reality is that our catalog of frustrating character concepts are usually really aimed at another goal with their roleplay. If you can help that person diagnose their true goal, then maybe you can help redirect them to a more WoW-based character.

    Vampires – Vampires, for all that we’re picking on them, are actually very traditional roleplay characters. There’s a lot of concepts and genres that exist in a vampire character. For example, vampires are a good vehicle for the expression of lost humanity and the metamorphosis into a monster. That could be very easily portrayed by playing one of the Forsaken. Or, perhaps, the player wants to experiment with strange, dark powers. That could equally be mimicked by playing a death knight or a warlock.

    Faeries – We’ve not talked about the faerie characters that inevitably pop-up around Azeroth. However, it’s also a concept I know that a lot of roleplay guilds have had challenges with them before. Faeries, however, translate very well into other character concepts. If you’re looking for a light, magical character, you have the obvious mage or priest option. If you want to indulge in luxurious, elegant characterization, then you don’t really need to look much further than the Sindorei.

    Demons - Demons are kind of a complicated subject, because that’s a big, wide world. Most vampires and fae characters are generally pretty traditional. But demons can be a body hopping critter (maybe try a druid?), vicious and mean (perhaps a warrior?) or any number of fictional constructions. Perhaps you can try roleplaying a warlock. But instead of roleplaying the normal warlock, you roleplay the demon pet.

    The point we’re getting at here is that you should convince your fellow roleplayer to translate the attractive attributes of his inappropriate character into WoW terms.

    Caveat: Provide an out

    It’s possible that the vampire player has worked just as hard on their own character concept as the rest of us do. Heck, I’d even go so far as to say that it’s probable. And as anyone who’s lost characters without total consent can easily tell you, it really kind of sucks to lose a character against your will.

    If you do have a conversation with someone in your roleplay group, and they do decide to retire their character, you should let them have a graceful, in-character exit. After all, they’re taking one for the team. You should respect that and the character the person created. (Reference the open mind above.) Who knows, they might make a good one-shot villain.

    Summary

    It can be tough to have a talk with someone whose character doesn’t quite fit the World of Warcraft. It’s a hard conversation about this kind of thing. You must be sure you should have that conversation in the first place. You should be sure to have the discussion with an open mind, so that you give the proper respect to a fellow player. And you should really try and help explore the character goals, so that you can help the player find another suitable concept.

    Good luck out there, folks. Let your RP flag fly.

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    Spiritual Guidance: Holy 101

    February 8, 2010



    Every Sunday (and the occasional weekday) Spiritual Guidance offers holy and discipline priests advice on how to wield the holy light and groove to the disco night. Your hostess Dawn Moore will provide the music.

    There is this priest trial in my guild right now. He applied as a discipline priest but what we were looking for at the time was a holy priest. Unfortunately, he doesn’t know how to play holy, so I’m exploiting my veteran status and making him learn it. Coincidentally, the big bosses also want all of us here at WoW.com to work on these 101 columns, so this kills two anything-but-birds with one stone. I really like birds, by the way.

    The following is meant to be an introductory guide to the priest holy tree. It is not going to tell you what to do step by step (at least not until you get to the enchants section) instead it intends to show you some options from which you can get started. If you’re already a veteran holy priest, feel free to add anything I left out in the comments so readers who use this column as a resource can get as much help as possible.

    1. What is Holy?

    Holy is one of a priest’s two healing specs. In raiding, it is most frequently used to fill a raid healing role, where as in 5-man dungeons it offers a diverse palette of abilities to keep any party alive.

    2. Holy benefits

    • Flexible to many different styles of play.
    • Benefits from almost every caster stat and thus makes it easy to find gear upgrades.
    • As a raid healer, holy offers excellent reactive and preemptive healing options.
    • Provides a variety of utility spells to assist the raid.


    3. Holy drawbacks

    • Jack of all trades, master of none. Even as a capable raid healer, you will not be able to keep up with equally skilled druids, and healing 25-man tank damage is no easy task. In 10-mans a holy priest can fill all raid roles better.
    • No niche. The holy priest is a great example of “bring the player, not the class.” There is nothing a holy priest has that makes him a must-have member of the raid. Unique spells like Body and Soul and Lightwell are not universally useful to every raid, and abilities like Guardian Spirit have comparable counterparts offered by other healers.
    • Not strong on every fight. A holy priest can be ideal for some encounters, and useless in others. Having a secondary spec you are competent with is ideal.


    4. Stats to look for

    Holy priests benefit from almost every caster stat available. Conveniently, this will allow you an amazing amount of flexibility in picking out gear. However, it also means that it is not advisable to stack one stat. The following are stats that you can benefit from as a holy priest.

    • Spellpower: The more spellpower you have, the more your heals will heal for. Easy enough, right?
    • Intellect: This stat will increase your mana pool and grant a small amount of critical strike rating. In addition to buffing your mana, it will affect your mana regeneration from spirit and increase the amount of mana returned by abilities like Shadowfiend, Hymn of Hope, and Replenishment.
    • Spirit: Spirit converts to mana regeneration in and out of combat. When talented, 25% of a holy priest’s spirit converts to additional spellpower. Spirit is affected by Meditation and Holy Concentration, furthering its value as a regen stat. Spirit converts to MP5 based on your intellect, so as you gain more intellect, it will take less spirit to get 1 point of MP5.
    • Haste: This stat will decrease your casting time on non-instant cast spells. It will also lower the 1.5 second global cooldown (GCD) that all your spells have. While you can stack haste past the 1-second GCD haste cap and still lower the casting time of your longer cast time spells, it requires an extraordinary amount of haste to do so and would thus require handicapping all your other stats in the process. Don’t do that.
    • Critical strike: This stat increases the critical strike chance on your spells. In that sense, it is not guaranteed to help you all the time, but that doesn’t mean you should avoid this stat. Crit helps to activate important talents in the holy tree such as Holy Concentration, Inspiration, and Surge of Light, so make sure there is some crit on your gear. Consider that you will receive an additional 5% chance to crit with holy spells from talents. There is no cap for this stat, but stacking crit has far less utility than stacking other stats. Without buffs, 20-30% crit chance is a good range to be within.
    • MP5: MP5 gives no additional benefits other than mana regeneration, so it is not a stat you need to stack by gemming, but you can take it when it is an option on other gear (like trinkets).

    Stamina is, of course, valuable, but you don’t need to prioritize it over any of the above stats. You will naturally acquire more stamina as you get better gear.

    There is no universal priority for gearing the above stats. Find a balance that works for your play style. If you find something deficient in your performance as a healer, first evaluate how you can improve your game play. If something is still lacking after that, then you can make stat adjustments based on your needs.

    5. Stats to avoid

    The following stats are not necessary to heal.

    • Spell hit.
    • Spell penetration.
    • Melee stats such as strength, agility, armor penetration, and expertise.

    Occasionally you may find gear with spell hit that is an upgrade for all other stats. If no caster DPS needs the item, feel free to bid or roll for the item; the hit won’t hurt you. Just keep in mind the hit has no use to the majority of things you’ll be doing in PvE as a healer.

    Next Page: Talents and Leveling

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    All the World’s a Stage: Location, location, location

    February 8, 2010
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    It’s probably simply a reflection of my own, long habits in terms of MMORPGs, but I tend to put a lot of thought in where to roleplay. I mean, a lot. When I first started seriously roleplaying in Dark Age of Camelot, one of my favorite areas was out by the docks. The sound and sight of water lapping against the shore appealed to some mawkish, maudlin post-teenage angst in me.

    Then, in City of Heroes, I was introduced to a different way of roleplaying in video games. The heroes (and story-based villains) gathered in a small stretch of park next to a danger zone. Hunkered against a lake in Galaxy City, dozens of players would come together to roleplay with whoever happened to be around. That reminded me of my MUD days, of course, and it seemed the best option to get everyone involved. As I cruised different “servers,” the roleplayers always seemed to gather in that same, exact area. The reasons were obvious — it was a safe place for newb toons, and it lent itself naturally to the kind of casual roleplay most folks prefer.

    But now that I’m firmly in my World of Warcraft life, natural locations for roleplay seem a little harder to find. Every server seems to have their own preferences. If I’m not forearmed via the official forums, I’m regularly flustered when trying to find the roleplayers gathering anywhere.

    However, good locations for roleplay can be difficult to find. Where can you (safely) get newb toons and older toons together? What locations provide the right ambiance for casual, ad-hoc roleplay?

    Let’s take a look behind the jump where I’ll list some of my favorite (or infamous) spots.

    Goldshire

    When casually referencing Goldshire, a good buddy of mine always quips, “Goldshire? How can the Horde attack Goldshire? That’s where the Alliance keeps their very best duellists!”

    There’s something about Goldshire that seems to attract the free-for-all roleplayer. It’s probably because you can easily zip down from the human starting area with your latest creation, without needing to invest much time in levelling up. While the FlagRSP notes can be frightening in this starting area, I’ve yet to see a server’s Goldshire without a handful of people duelling, roleplaying, and otherwise talking to one another.

    Goldshire does have the providential staples that help define classic, D

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    Ready Check: The Twin Eredars

    February 8, 2010
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    Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, ZA or Sunwell Plateau, everyone can get in on the action and get mad purpz. Today, we encounter Mary-Kate and Ashley.



    The fourth encounter in the Sunwell, the Eredar Twins is a really interesting fight — a ballet of managing debuffs, of exact positioning, of not blowing up the raid. The Twins themselves are Lady Sacrolash and Grand Warlock Alythess, one ’shadow twin’ who deals melee damage and one ‘fire twin’ who casts fire spells at the tank. Unlike some previous ‘twin’ encounters, their health is not linked; when one dies, the surviving twin gains some of her abilities, so you can choose which to kill first.

    The encounter itself is very flexible and dozens of guilds have come up with different strategies, so we’re not going to dictate the “must-follow” hard and fast rules here. Instead, let’s take a look at the bosses and their abilities and provide you with the tools to come up with your own plan of attack, along with some tips and tricks.

    Before we get stuck in to the Twins themselves, let’s touch on the trash beforehand. Yes, trash! After two bosses with minimal-to-no trash you’d expect a trash clear to be a welcome sight, but from the first time someone accidentally pulls the first pack, you’ll realise that the majority of the trash is a lootless gauntlet. There are two ways to deal with the gauntlet: the Shadowsword Commander at the end controls the mobs’ spawning and the fiery imps that continually bombard you, so some guilds just ride through the gauntlet, resurrect and reform, then kill the Commander. Having not tried this we can’t vouch for it, but it seems like a quick (but expensive) way to despawn the gauntlet.

    The other way is simply to kill everything, which is easy enough with practice. Make sure someone is up front exploding the imps so they don’t bomb the raid; many mobs are sheepable, or you can take a paladin tank and spam-heal while it tanks everything. Once you get to the Commander, the gauntlet is over, and you get a few pulls that actually do drop loot before you get to the Twins themselves.

    Abilities: Lady Sacrolash

    Any attack from Sacrolash applies a shadow debuff, Dark Touched, which reduces healing effects by 5% and stacks up to 20. At 20 stacks, healing done to you will be reduced by 100%, so you must clear this debuff before it gets that high. Any fire damage taken clears the debuff (note, Hellfire and similar class abilities have been hotfixed not to work here — only environmental damage).

    Her other abilities:

    • Shadow Blades: a shadow attack hitting 3 random targets within 20 yards for around 3k damage. Applies Dark Strike, a slowing effect.
    • Shadow Nova: a targeted nova with a 10 yard radius, dealing about 3.5k shadow damage.
    • Confounding Blow: confounds the tank, dealing up to 10k shadow damage and removing them temporarily from her aggro table. Lasts 6 seconds.

    She also summons shadow images throughout the fight, small shadowy eredar who cannot be killed but despawn fairly fast; they pick a target and cast Dark Strike (shadow damage), and can also cast Shadowfury (an AoE spell that stuns everyone within 8 yards for 2 seconds and deals shadow damage).

    Abilities: Grand Warlock Alythess

    The debuff Alythess applies is Flame Touched, a randomly targeted fire DoT that starts out at 250 damage every 3 seconds and stacks up to 20 (5k damage every 3 seconds). Any shadow damage taken clears the debuff (again, class abilities and items don’t work for this).

    Her other abilities:

    • Pyrogenics: a self-buff that increases fire damage done by 35%. Can (indeed, should) be spellstolen or purged.
    • Conflagration: this targeted spell has a 3.5 second cast time; once Conflagration lands, the target is confounded for 6 seconds and takes 1600 fire damage every second for 10 seconds. They also deal fire damage to those nearby. Can be removed with the PvP trinket once it has landed.
    • Blaze: hits the highest on aggro (i.e. the tank) for up to 7.5k fire damage, leaving patches of fire on the floor that deal damage when stepped in.
    • Flame Sear: a fire attack hitting up to 5 random targets with a fire DoT, dealing 650 fire damage every second for 6 seconds.

    Dealing with buffs and debuffs

    If the Flame Touched and Dark Touched debuffs aren’t managed correctly, the raid will soon wipe to large stacks of Flame Touched ticking down on some people while others are being hit by shadow damage but immune to healing from a large stack of Dark Touched. Fortunately, the ranges of the twins’ attacks and the logic behind them mean that you can position the raid and the twins to take care of a lot of this for you — and ensure that raid members can manage their own debuffs to a large extent.

    People killing the twins at range will likely be out of range of the shadow blades, and your positioning might mean you don’t get hit by shadowfury or the Shadow Images at all, but you can ensure that someone in the ranged camp gets Shadow Nova and stand close enough to get hit by it. Alternatively, you can get closer to Sacrolash and hope for a Shadow Blades or Dark Strike. Those taking a lot of shadow damage, such as the Sacrolash tanks, can jump in Alythess’ Blaze after a Confounding Blow to clear debuffs.

    Conflagration and Shadow Nova have been observed to follow threat tables to some extent. Conflagration often hits the person third on Sacrolash’s aggro table, and Shadow Nova the person second on Alythess’, though the base observations are that the abilities hit anyone from the second to sixth on the aggro table. It’s therefore quite important to control aggro and be careful with spells such as Earth Shield and Prayer of Mending that generate global threat — if your Alythess tank gets this sort of healing threat right at the start of the fight, it’s quite possible that you’ll see a Conflag hit it. Similarly, you want Shadow Nova to hit your ranged camp, so watch Alythess’ threat table.

    Being able to control these two abilities and where they land mean it’s possible to control debuffs, too. However, raid damage from Flame Sear, Flame Touched and the Shadow Images can still be a killer — there’s a lot of damage hitting in a very short space of time. Trinkets such as the Battlemaster’s, granting a temporary health boost, survival potions, stamina gear, healthstones, class abilities and even resistance gear are all useful here to some extent.

    Composition

    Due to the huge amount of raid damage, most kills have taken up to 11 healers, although people have managed with 10. Raid healing on this fight is a tough job and you really want healers that can step up to the mark and perform, although tank healing isn’t exactly an easy ride either. AoE healing abilities are nice, but there is also a lot of single target damage such as Conflagrate or Sear that needs to be healed up very quickly.

    You’ll need at least two tanks for Sacrolash. Due to Conflagration picking a target from the top of the aggro table, it’s possible to have one tank Conflagrated while the other is Confounded, leaving Sacrolash free to hit the third on threat. Tanks should wear their PvP trinkets and watch Confounding timers, but a third tank makes this a lot smoother. Any combination of warrior, druid or paladin tanks will work, but bear in mind that the bosses crush. It’s also possible (due to lag, presumably) to get hit after Confounding Blow lands — this is burst damage of up to 20k, so your tanks need to be well-geared.

    The Alythess tank can be either a warlock or warrior; most strategies use a warlock but it’s been successfully done with a warrior tank too. Due to Blaze, a warrior tank makes DPSing her a little more interesting for melee, whereas a warlock can stay at range.

    The rest of your raid is obviously made up of DPS; it isn’t a DPS race, but you do want players who perform, and who are on the ball as well as able to keep themselves alive.

    Kill Order

    It’s possible to kill the twins in either order. Killing Alythess first gives Sacrolash the ability to Conflagrate; killing Sacrolash gives Alythess Shadow Nova. These are the only ways to reset your debuffs once one twin is dead. Killing Alythess first was the most common strategy until a guild called Fusion published a video of the ‘reverse’ strat, with Sacrolash first; this tactic has been widely adopted and conveniently gives more loot.

    Positioning

    Depending on the order in which you kill the twins, you can position in any number of ways to take advantage of line of sight and range. The positioning given in Fusion’s video for Sacrolash first, for example, ensures that the shadow images have the maximum distance to run to reach the raid — minimising damage from them and almost entirely eliminating Shadowfury. (Sacrolash moves around fairly often so positioning with her can never be exact).

    Alternatively, if you choose to kill Alythess first, one approach is to tank Sacrolash upstairs with simply tanks and healers nearby to maximise the distance between her and the raid. You’ll probably want the warlock to come in range of Shadow Blades, and the Sacrolash tank healers will be in range of a lot of shadow damage so they might need shadow resistance gear.

    These are just a couple of examples — by considering the debuffs and your raid setup you can work out the best positioning for yourselves and choose the strategy you want to use. It will take some time to get your raid well practiced at staying alive, and you will wipe repeatedly to things like: people not moving (fast enough) out of the raid with Conflagration; people getting Flame Sear and dying to that and Flame Touched; people running off the ledge at the top and aggroing the twins; tanks getting gibbed by Confounding and melee damage.

    Analysing why you wiped and getting people not to repeat mistakes is a fine art, but once you get there it’s a case of having the random number generator on your side to some extent, managing debuffs by controlling threat and staying calm in the face of a lot of raid damage. Good luck!

    Further Reading

    Elitist Jerks (and benefactors’ thread)
    WoWhead
    Bosskillers
    Fusion video (Sacrolash first)
    Last Resort video (Alythess first)

    Looking for more on raiding? WoW Insider’s Ready Check column takes you step-by-step through Brutallus, Felmyst and general musing on raiding from the edge! For even more guides, check out WoW Insider’s Directory.

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    The Light and How to Swing It: Essential addons and macros for holy

    February 8, 2010
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    Every Sunday, Chase Christian of The Light and How to Swing It invites you to discuss the finer side of the paladin class: the holy specialization. This week, we examine the addons and macros that can be used to make your life easier.

    Holy paladins have come a long way since our days in vanilla WoW. Back then, we were a three button class: Cleanse, Flash of Light, Holy Light. The infamous addon Decursive even did all the dispelling for us, leave the human user simply casting Flash or HL for hours on end. Seals and Judgments were for retribution and protection: we were standing 40 yards away filling up life bars. Things didn’t improve much in TBC either: while Holy Shock was fun to finally use, we ended up being purely FoL bots in most raid situations.

    Blizzard took a new approach to healing in Wrath, including completely revamping each existing healing tree to make sure each one was balanced, viable, and most importantly, enjoyable. Holy paladins now enjoy a complexity that is multiple times more entertaining to play than anything that we’ve seen in the past. However, with this added functionality comes added complexity. To help us lighten the load, we can use a few amazing addons and macros manage our “holy 3.0″ paladins; this allows us to focus on keeping people alive.

    PallyPower:
    I’m going to start with the most important addon first. I know that a lot of paladins find this addon unnecessary, as they think that managing their own blessings simply isn’t that challenging. The key to PallyPower is that it’s about handling blessings for the entire raid, and making sure all of the other paladins are doing their jobs properly. It is a helpful tool that allows you to handle blessings with no fuss, and even helps you dish your blessings out with a single button. On top of that, it combines many of your most commonly used abilities into a single interface, saving even more action bar space.

    It may take some time to get used to relying on PallyPower to do your blessings, but after a few hours of raiding, being able to just push one button and not worry about finding that single-cast Blessing of Kings button for the druid that won’t just shut up is priceless. By saving you time, this mod saves your group time. Pick up PallyPower, learn how to configure it both when solo and when in a raid, and you’ll be laughing at everyone who has to dig through their bars for that odd Blessing spell every 10 minutes.

    CLCBPT:

    The awesome mod with the impossible to remember name, CLCBPT is pretty much the only mod you’ll ever need for monitoring your important buffs. This is the type of addon that would’ve been useless for us in vanilla or TBC, as we simply didn’t have any buffs to keep track of. CLCBPT monitors your Beacon of Light uptime, Sacred Shield and Sacred Shield-based FoL HoT, and your Judgements of the Pure buff. While there are other addons out there for tracking spell timers, this one is specifically designed for holy paladins and works perfectly.

    It makes it really simple to track when to refresh your buffs to maximize your mana pool. If you’re using the Beacon of Light glyph, it’s important that you use as much of the extra 30 seconds of uptime as possible, so that you get the most bang for your buck out of the glyph. I also use it to maintain my FoL HoT on the tank at all times, so I can heal the raid and easily swap back for a quick FoL as soon as the old one expires. It also keeps all this buff information off of your raid frames, so that the space is reserved for more crucial information like health / debuffs.

    Mouseover Macros:
    Not every game mod has to be written by a developer, some are simply enough that you can write them yourself, in the form of a simple macro. While you can write a macro to do just about anything, there are a few useful ones that you will want to create to save yourself valuable time. The first type of macro is the “mouseover macro”, and it will be one of your most commonly used tools once prepared. It allows you to cast your spell on whoever’s raid frame you’re currently hovered over. Here’s an example:

    /cast [target=mouseover,exists,help] Cleanse; [help] Cleanse; [target=player] Cleanse

    The first section is the ‘mouseover’ part, and it will Cleanse whichever target your mouse is currently over. Bind this macro to an easy-to-reach key, and you can Cleanse your raid in record time. The second portion simply Cleanses whoever your regular target is, but only if you don’t have your mouse over someone. This means you can use it exactly like the regular form of Cleanse, saving you bar space and a hot key. Finally, the 3rd section will automatically Cleanse yourself if you have no friendly mouseover and no friendly target, which is great for when you’re soloing.

    You can apply the philosophy of this macro to nearly any ability, and some of my favorites are: Flash of Light, Beacon of Light, Sacred Shield, and the 4 Hands (Salvation, Protection, Freedom, Sacrifice). You can easily buff or save one of your raid mates a split-second quicker, which can make all the difference on a high pressure fight. The fewer clicks or keybinds to remember, the better. Feel free to experiment with other spells you find yourself casting often.

    Spell Combo Macros:
    Using macros to combine spells has been one of their biggest draws since we first learned how to do it. By combining two frequently used spells into a single button, you reduce your total time to activate. I have a macro that pairs Divine Shield and Divine Sacrifice, ensuring I won’t die immediately upon eating loads of redirected damage. I also like to make specific Aura Mastery macros, one of each Aura that I find myself using AM on regularly. This way, if I’m normally running Devotion, I can have one button that swaps to Fire Resistance Aura and uses Aura Mastery for me on the next press. Then, I can get back to focusing on healing, and simply swap back to Devotion once AM has faded. Again, use your creativity to combine spells into a macro, like using Divine Illumination and our 2-piece Tier 10 bonus to offset using Divine Plea.

    Conclusion:
    Our holy bars have more spells on them than ever, and if WotLK is any indicator, we’ve got even more spells on the way in Cataclysm. If you take a few minutes and focus on combining frequently used spells into a macro or using a mod to properly monitor your buffs and abilities, you can greatly reduce the amount of management that healing takes and focus on healing. Let macros and mods do the tedious work of running the numbers, and make your action bars and abilities work for you.

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    [1.Local]: An Ensidia-free zone

    February 8, 2010
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    Reader comments — ahh, yes, the juicy goodness following a meaty post. [1.Local] ducks past the swinging doors to see what readers have been chatting about in the back room over the past week.

    Grab a cushion, flop down and give your weary dogs (puppies?) a rest. The photo above notwithstanding, rest assured that the rest of [1.Local] this week is an Ensidia-free zone. (So is the world-first 25-man Lich King kill, for that matter.) Can you imagine having to hash that out yet again? What a relief that [1.Local] isn’t merely a tally sheet for comments from stories with the most views — or even the stories with the most comments, or the most positive comments, or (as comment trolls hold fast to believing) the most negative comments … We can follow our own little quirky path through the conversation of the past week.

    Let’s bite into the rest of this week’s goodies just like we all like it: nice and meaty, with a little bit of hot, runny juices from the odd little beasts we discovered just down yonder, off the beaten track…


    Incentives for appropriate gear types coming in Cataclysm
    Plate classes in plate, cloth classes in cloth, mail and leather classes in mail and leather … Cataclysm will make us all toe the line with the “correct” armor type.

    K: I find it perplexing that there should be incentives to wear your own armor … Any kind of stat boosts, etc., would just inflate the already inflated stats further. It would be far more reasonable (and easier) to just add some negative effect to all armor classes below your own (like an automatic downscaling of stats or something). No need to over-complicate things.

    Draelan: Actually, it’s kind of amazing how well people will agree to something if it is worded positively, even if it provides no additional benefits. Take, for example, the rest bonus system. In beta, there were additional levels of “rest,” which included one where you would only gain 50% XP from monsters. This was very unpopular, because it felt like a penalty for playing. So, Blizzard got rid of it and adjusted the rest bonus system to what we have today. However, when doing this, they had to slow down the speed at which a character levels to match the intended speed … So they doubled the amount of XP needed to reach the next level. The overall effect was that characters leveled at the same rate as previously, but the system was popular now that it no longer SEEMED to penalize players.

    It’s a rather common phenomenon, actually. It’s simply the way people are wired. If Blizzard were to, say, give you a bonus to stats based on what armor level you were wearing but simultaneously nerfed the benefit you get from stats in general, the effect would be that the “proper” armor would give no additional benefits than normal (and lower armor would provide a decrease in stats, essentially, a punishment for wearing them). However, the change would still SEEM positive because of an emphasis on the “bonus” and the use of positive language.

    snowleopard233: Hey, leather chaps don’t necessarily need to have anything to do with stats. Some paladins just want a look that says “Daddy likes leather.”

    Maiku: If only my priest could wear leather, then he’d be a true discipline daddy.

    Hal: There’s a reason they call him “Edward the Odd.”


    Paying the hybrid tax
    The semi-accepted, unofficial value of the hybrid tax is supposed to be 5%, and shadow priests seem to be just fine — but what about those poor, poor paladins?

    luuuunatic: My question to you is, what about paladins? They can tank, DPS and heal. Yet what tax do they pay? They can even wear plate!

    Tom: BC is calling — they want their “Paladins can’t tank bosses” back. Get with the times.

    clundgren: Oh good … The paladins are OPed meme comes up again. I find it fascinating that the original poster raises this point after reading an article that cites specific DPS numbers but apparently didn’t even bother to read that data before the whining about paladins begins.

    So let’s look at that data: the only pure melee DPS in ICC, rogues, average 11.53k DPS. Ret paladins Average 10.09 DPS. That’s a difference of 8.8%. What, you say, a higher tax than spriests pay? Yes, yes it is. It’s also a higher tax than warriors and DKs pay. In fact, paladins are doing better DPS than exactly one class (I feel for ya, shamans). But don’t take my word for it: look it up. So there’s that claim debunked.

    I’m in a progression guild. The assertion that prot paladins are the “preferred” tank is ludicrous. They are, for most fights, the preferred OFF-tank. We almost always have a druid/or warrior eating the big shots to the face. Look at the top guilds in the world, and you’ll find a similar pattern. So there’s that.

    Paladin healers are AWESOME … for single targets, and if the paladin doesn’t have to move a lot. We always bring exactly one, and no more. We typically have a minimum of two priests.

    In PvP, spriests are the flavour du jour, or didn’t you get the memo? Ret paladins have been languishing since the monster nerfs, but check out Arena rankings if you don’t believe me. Holy paladins are great, to be sure. Prot paladins used to be. Not anymore — they all rerolled prot warriors.

    Why does every article have to immediately spark a “Waaaaaah, paladins are so OPed” thread? There is no basis for it in the DATA, and coming from priests, who are reallly, really strong in all of their roles right now, it’s a little ludicrous.


    Fire and brimstone
    What’s the proper term for a gathering of warlocks? A conclave? A summoning? A coven? Ah, yes — a hellraising. Readers suspected the worst from WoW.com staffers who might’ve gotten wind of this particular event.

    Sumanai: I bet one of the crashers was Christian Belt! He heard about the event and was trying to drop a little present: a huge fireball of burning warlock-y flesh! ^^

    xoxotl: Really? I heard that Archmage Pants had been hired to provide catering services. “Would you like some water? How about some strudel?”


    Blizzard launches Facebook Armory app
    Will you link up your Facebook page to your Armory feed?

    Ace: Letting all my friends know I play WoW? No thanks …

    Ringo Flinthammer: Get a little bit older and you’ll decide: 1) you don’t need 500 “friends”; 2) there’s no shame in playing — the fantasy football guys are just as geeky.

    Almoderate: Oddly enough, I mentioned in passing on my FB page that I was playing WoW only to get more than a few old high school and college friends respond that they played, too. Then we all started linking Armory pages and talking about what we were doing in game. It eventually led to all of us playing together and reconnecting in that way. So no … I don’t mind so much that they know I play. :)

    danawhitaker: This would be nice payback to all the people on my friend’s list who spam me with Farmville and Mafia Wars updates. Unfortunately, I lost my interest at the five-character limit. I have seven characters I’m actively working on (one 80 and six 35s), and I really can’t choose two to leave out.

    Ed: I wasn’t going to get the app until I saw this post. Now it’s fully set up to spam my friends every time I so much as pick up a green.


    Blizzard announces upcoming premium AH through Armory feature
    Accessing the Auction House from outside the game? Say what?!

    Mr. Crow: Clearly the game-breaking component of the auction house being accessible outside the game is how much capability players have.

    If players can browse the AH but can’t purchase anything or post new auctions, then it’ll encourage people to get more involved in their server economy and give people chances to get access to items they might not normally see. This is a positive change because it encourages players logging in to work with the economy. If players can both browse the AH AND performs buyouts AND post new auctions, then we run into the doom condition of bots controlling EVERYTHING.

    Ozzard: As a programmer, can I do a slight “it depends” here? Playing the real-world stock market, especially as a day trader, is all about getting information faster than anyone else, making decisions faster than anyone else and acting on them faster than anyone else. Speed of information is king. Live feeds of share information from Reuters cost tens of thousands of dollars per seat per year. Fifteen-minute-old feeds are available for free on Yahoo! The information is that time-sensitive.

    Parts of the WoW economy are also time-critical. When some newcomer to the AH lists that epic at 10% of its normal price … You want to know as soon as possible so that you can buy it. The faster you can get AH information, the faster you can react to such opportunities. Bottom Scanner in Auctioneer does exactly this: continually scans for bargains and tries to get you to buy them before anyone else does.

    An external AH feed — *if* it is real-time — could be much more efficient and much faster than Auctioneer’s approach of reading a page at a time. This gives some really fun opportunities for linking the bot that’s handling the external data feed to a second monitor (if you want to be low-tech) or some screen-reading and mouse-clicking application (if you want to be higher-tech). Fastest feed wins. None of this is new technology, by the way. Bots capable of reading screens and clicking mice are old hat in the online poker world, and they can be made utterly undetectable if you throw a little (relatively cheap) hardware at the problem.

    So. Even a read-only AH feed *can* give an advantage, if it gives information earlier and/or more efficiently than the in-game system, or if it gives that information in a form that can more easily be crunched by more powerful systems than Auctioneer.


    Is Arthas redeemable?
    This week, guest writer Richard Powell debates the matter of Arthas: not whether he will be redeemed, but whether he should. Provoking food for thought — but not every reader was able to take the topic seriously.

    Hoggersbud: He’s only redeemable in NY, MI and CT.

    Locktart: Bah, that’s just a small percentage. In CA, you get a full refund.

    ben: 5 cents, I believe, but it depends if we are talking about Dasani Lich King or Aquafina Lich King. Don’t even get me started on Poland Spring and Deer Park Lich King.

    The infamous Gnomeregan princess scam

    The screenshot to your right comes to us courtesy of WoW.com’s Brian Wood. It’s a screenshot of an actual in-game mail sent from an unfamiliar, random character to one of Brian’s characters.

    In other news, Nigerian princes are coming together to picket the burgeoning non-unionized Gnomish industry.

    Of Miley Cyrus and WoW

    And hot from the WoW.com tips line …

    Name: [redacted]
    URL:
    Subject: Attention Heads Up

    The reason why Miley Cyrus is spending her time in Hazard Kentucky, because she found someone who she like, and he is a very special guy, his name is [redacted], and he lives in Hazard Kentucky, and spends alot of time with Miley Cyrus.. I know this is really true because i am his ex girlfriend. If you don’t believe than go to his myspace at www.myspace.com/[redacted]/ and look at his photos..

    Eliah Hecht: Uh?

    Fox Van Allen: Claiming for Spiritual Guidance!

    Michael Gray: NO WAY. That’s a Ready Check, you rapscallion!

    Daniel Whitcomb: Oh please, Miley Cyrus is obviously a Banshee, which makes this Lichborne territory. We have Banshees in the Ebon Blade! Well, one Banshee. But she’s pretty awesome.

    Lisa Poisso: Hazard, Kentucky? Bah, that’s [1.Local].

    Michael Gray: Fine. I’ll up the ante and say that makes her professional. Insider Trader.

    Adam Holisky: I already posted it, guys. Calm down. I’m the Miley lead.

    Matthew Rossi: Is it possible someone could tell me who Miley Cyrus is?


    Ha, caughtcha looking! Hey, don’t scroll away … Come join the conversation on these and other posts around the WoW.com community. We’ll see you around in [1.Local]!


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    The Queue: Elevator ride

    February 7, 2010
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    Welcome back to The Queue, WoW.com’s daily Q

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    Arcane Brilliance: The state of the mage, volume 4 of 72

    February 7, 2010
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    It’s time again for another Arcane Brilliance, the weekly mage column that would like to present, once again, its multi-annual state of the mage address. My fellow mages, we are awesome.

    First of all, you might be wondering why only 72 volumes. I’ll be honest: it has to do with the great zombie apocalypse of 2037. I don’t want to give too much away, but let’s just say it severely impairs my ability to write. To be frank, the last 15 parts are pretty much just “braiiinns…warlocks….suuuuck…brains…braiiiins…” repeated over and over for a thousand words or so. After that, my zombie-self just loses interest. Some of you may wonder how those columns will be any different from the ones I write now. To you, I say bite me.

    I’ve extolled upon the state of mages on three previous occasions. It’s actually interesting to go back and look over those ancient texts from our current perspective. Oh, the silly things we were worried about back then! Fire PvP… ha! Spirit, less than useful? What a ridiculous concern! Oh… how far we’ve come.

    Ignore my sarcasm. I’m not actually unhappy at all with the current state of mages. We are, as I stated in the opening blurb, awesome. Join me after the break and we’ll look at where we are as a class in 2010.

    2010 ushers in a fun era. Patch 3.3 puts us at the tail end of the Wrath of the Lich King content. There may yet be another patch before Cataclysm hits, but my guess is that it won’t be a major content patch, and will more likely be the big pre-expansion patch, priming the world for the coming revamp. I don’t anticipate another Sunwell-type patch, like we got at the end of Burning Crusade. Blizzard claims that toppling the Lich King is the capper for this go-round, and I believe them.

    So what we see now, largely, is what we’ll be getting for the rest of this version of WoW. We are who we’re going to be as a class until Cataclysm reboots everything again. And for the first time I can recall in my career as a mage, I’m okay with that.

    Arcane

    Last week I wrote a basic primer on this tree that enumerates a lot of the strengths and weaknesses of the spec. In short, Arcane is our current top-dog raiding spec. Glance around your guild. How many arcane mages are there in your regular group? My guess is that your answer is “a buttload.” Compare that number to the number of fire, frostfire, and frost mages, and I expect you’ll find something of a disparity. Arcane, for so many years the black sheep of the mage family, is now the favored son, gets the best seat at the supper table, is the quarterback of the football team, and gets to take Jaina to the prom.

    When properly specced and outfitted, an arcane mage has the highest potential pure DPS capability of the four major mage specs. Sustained damage output is high, ranking at or near the top of the DPS class hierarchy in most encounters. The Arcane Blastx4/Missile Barrage Arcane Missiles rotation is incredibly powerful, and doesn’t cause the mana efficiency issues arcane used to suffer from.

    Arcane’s problems lie in a different aspect of the game. At the beginning of this expansion, the brute force of pre-nerf Arcane Barrage made arcane an intriguing PvP option. The spec was mobile, slippery, and capable of strong bursts of damage. Now that Arcane Barrage isn’t the weapon it once was, arcane simply isn’t a viable option at the upper echelons of Arena combat. Burst damage isn’t high enough to burn high level opponents down with the speed necessary to compete.

    Things I’d like to see happen for arcane:

    • A buff to Arcane Barrage. The spell was nerfed to limit its effectiveness in PvP, but what’s happened is that it’s become an impotent spell in both PvE and PvP content. It needs to have its base damage increased a bit, and it needs to proc Missile Barrage with the same frequency as Arcane Blast.
    • The talent tree itself is still a bit bloated. I’d like to see talents like Arcane Stability or Arcane Concentration reduced to 3 talent points instead of 5. I’m not pretending to understand class design, but 81 talent points in the arcane tree, compared to 73 in fire and 74 in frost just seems excessive. It takes too large an investment in the tree to get all of the valuable PvE talents, and this is an issue that should change.

    Fire

    For a patch or two, deep fire was the ringleader of the mage PvE specs, but has since fallen to a distant second, behind arcane. Living Bomb is still a potent weapon, far and away the most worthwhile of the three mage 51-point talents. The spec is still incredibly random-number-generator dependent, living and dying by crit frequency and proc timeliness. It’s a fun, powerful-feeling spec, but can far too often become frustrating when a particular run of bad virtual dice-rolls sucks the potency out of your damage output through no fault of your own.

    On the PvP side of things, fire is a jekyll-and-hyde operation. On one side of the coin, fire is less than useless in Arena combat. But bring a fire mage into a large battleground, and their incredible AoE capabilities are nothing short of devastating.

    Things I’d like to see happen for fire:

    • PvP survivability. I’ve been begging for this for as long as I can remember. My mom tells me that my first words were “Buff Molten Armor.” Apparently my next utterance was “death to all warlocks.” The nice lady at day care called the police when I tried to set fire to a stuffed sheep during play-time. It was scary then, but we laugh about it now.
    • Lower dependency on RNG. In particular, Hot Streak. There are a lot of ways to fix this, but my personal favorite the concept of some sort of counter component. Instead of having to cross our fingers for two crits in a row, change the requirements to an internal counter. After a certain number of crits in a set amount of time, Hot Streak triggers. There are plenty of other potential solutions, but main goal here is to allow fire mages to have more predictable access to their most powerful damage potential.

    Frost

    Frost is and always has been the undisputed king of the PvP hill. A feared class in both Arena and large-scale PvP across the board, frost mages pack survivability and controllable burst damage into a deadly package.

    The issue with frost has always been on the other side of the game. Recent changes have made frost somewhat competitive, but the spec is still largely shunned in the upper echelons of raid content, and for good reason. Frost still comes in a distant fourth to the other three major specs in terms of raw DPS output. Permanent Water Elementals and raid damage added to Deep Freeze have closed the gap significantly, but a chasm still exists.

    The knock on buffing frost PvE viability has always been that it’s the PvP tree, that making frost effective in raids would upset ever-precarious PvP balance, somehow making it too powerful. But recent developments–such as the Deep Freeze change (does damage, but only to raid bosses, and remains unchanged in PvP), and the general nerf to healing (but only in PvP situations)–have rendered that point moot.

    I can understand Blizzard’s hesitance to create too much separation between PvP and PvE in the way the classes operate, but these changes show that they’re willing to make concessions when necessary. What’s stopping them from taking the next step and balancing the few remaining “PvP-only” specs so that they function in both aspects of the game? Why can’t frost be good at both PvP and PvE?

    Things I’d like to see happen for frost:

    • More PvE buffs. We’re on the right track here. Buff Frostbolt’s damage, but only in PvE. It’s a simple fix that Blizzard has already set the precedent for. Is there anybody out there who wouldn’t like to see frost become completely raid-viable? There are plenty of other ways to buff frost in PvE, but this is just the easiest one that comes to mind.
    • I’d still like to see more interactivity added to this spec. Previous to the Deep Freeze change, the optimal frost spell rotation was Frostbolt spam. Now the rotation is Frostbolt spam, but cast Deep Freeze when it’s off cooldown. Somehow, some way, I’d like to live in a world where there is a situation where an Ice Lance is a better option than a second Frostbolt when Fingers of Frost is up.

    Frostfire

    Frostfire is less of a major spec than an alternate playstyle. This is essentially a fire mage who has specced around using Frostfire Bolt as their main nuke instead of Fireball. At the start of Wrath, frostfire represented the highest possible DPS for mages, but the spec has since slipped below arcane and deep fire on the raiding mage ladder. The main reason for this, it seems to me, is that Blizzard has simply stopped paying attention to it.

    I shouldn’t complain. Most classes only have three specs. Mages have four viable ones. Sure, they’re all just different skins on a DPS class, but there are four of them. Still, the concept of an elementalist mage was (and still is) so intriguing to me, I can’t help but lament the lack of attention the build has gotten in recent patches. Blizzard introduced us to this spec with the advent of Frostfire Bolt in this expansion, and I’d like to see them turn the penetrating gaze of their omnipotent, lidless eye to it once more.

    Things I’d like to see happen for frostfire:

    • The only thing I can really think of here is also the simplest thing: buff Frostfire Bolt. The talents for the spec are already in place. The spell isn’t really used by any other spec, so buffing it slightly wouldn’t upset spec balance in any way that I can see. Just bump up the base damage of Frostfire a bit so that the spec can compete again on the damage meters.

    And here is where I turn the column over to you, mage community. What issues do you still have with our class? What’s working? What would you change? All in all, I’m happy with where our class is as a whole. So…where do we go from here?


    Every week Arcane Brilliance teleports you inside the wonderful world of mages and then hurls a Fireball in your face. Check out our recent look at how much I hate damage meters, or our lengthy series of mage leveling guides. Until next week, keep the Mage-train a-rollin’.


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    Arcane Brilliance: The state of the Mage

    February 7, 2010
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    This week, Arcane Brilliance would like to address all Mages everywhere, from level 1 to level 80, in a spirit of optimism and brotherhood. We only have a little over six weeks left before the release of Wrath, and we need to come together as one Mage…one freakish, mutant Mage with a million arms and legs and wands sticking out all over the place…one giant, horrific ball of flesh, cloth, and silly hats that could hurl a Pyroblast roughly the size of a planet. Let’s do it! I’m pretty sure if we all stand facing each other like so…and then blink at the same time…oh sweet mother of all that is good and pure…that’s awful…just…just nevermind. We’ll clean that up later.

    My fellow Azerothians…

    We’ve been through a lot these past four years and change. There was the great respeccing crisis of Molten Core. A string of Blink mishaps. The table-ninjaing scandal of ‘07. We’ve Fireballed our way through the scourge invasion, the rise of the silithid, the opening of the Dark Portal. We’ve killed Ragnaros, Kel-Thuzad, Nefarian, Onyxia, Illidan, and on like 14 separate occasions, Kael’thas Sunstrider. We’ve emerged unscathed from the bloody, neverending Southshore/Tarren Mill conflict (though countless questgivers and flight masters were lost), and moved on to more organized, focused wars in the various battlegrounds. These were battles with a clear purpose, an attainable goal, and with the notable exception of Warsong Gulch, a firm timetable for troop removal.

    Fortunately, throughout all of these conflicts, the economy has remained strong. Seriously, have you seen the price of Runecloth lately?

    So now, my fellow Mages, it is time for us to look closely at the state of our glorious class. We know where we’ve been, and where we are now. We’re fully aware of our past, and we know where we want to be as the future rushes toward us. Let’s take a constructive look at our unresolved concerns, and try to foretell our place in the coming expansion. Follow me through the break, won’t you?

    Ok seriously, we all have some worries, right? The beta has given our class a lot of cause to be optimistic–even excited–about where we’re headed. Still, there are some nagging doubts. The gap between where we are and where we want to be is narrowing, to be sure, but is still sizable.

    We’re suspended in a state of flux at the moment–along with every other class–as Blizzard continues to balance and polish. I fully expect this “polishing” to continue even after the expansion is released, so this analysis is going to have to be adaptive and flexible. We’ll look at the issues Mages face, and some of the possible solutions. We’ll also note the positive changes, to give us a more complete view of our class as a whole.

    Overall Concerns

    • DPS balance:

    We’ve gone through an entire expansion playing the role of second-class DPS citizens to the likes of Warlocks, Hunters, and Rogues. We want a return to being DPS kings, or at the very least, the ability to be competitive relative to skill.

    Blizzard has posted a few things that lead me to believe they share our desire to see Mages become an elite DPS class again, on some level at least. Though Blizzard’s policy of keeping the classes balanced means that we may never again be considered the top DPS class, we can at least hope to be in the same ballpark as other DPS classes, to at some point see the day when a good Mage can top a good Warlock on the damage meter, if they play their cards right.

    It will be nearly impossible to gauge the status of this concern until more of the class-balancing is finished, but I can say that in the beta currently, things are encouraging. Our damage output is high–higher in relation to other DPS classes than I can remember it being since the vanilla WoW era. The best part? It’s high across all three trees, which means Mages may finally be able to pick their spec based on personal preferences and play-style, instead of based on the accepted raiding tree of the day.

    • Frost/Fire-immune targets:

    In our current talent set-up, it is simply not a viable option to have a Frost Mage switch to using Fire spells when they run up against Frost-resistant mobs, or vice-versa. Using spells from an off-spec school consumes too much mana and produces too little DPS. When presented with a target that is immune to our chosen school of spells, we are rendered impotent. When entering any instance where we know we will be encountering a significant number of mobs that are resistant to our chosen school, we are almost forced to respec or be replaced in the group.

    The catch-all solution Blizzard has offered us to this problem is the introduction of Frostfire Bolt. This is a simple fix, and is largely successful. It benefits from any talent that affects either Fire or Frost spells, and so is a viable nuke when presented with a mob that is immune to whichever tree we’ve specced into. The problem I see with the spell is that, unless you spec into an elementalist build to take advantage of talents from both trees specifically to buff your Frostfire Bolt spell, the spell just isn’t useful for anything else. And to be honest, no matter how you distribute your talents right now in the beta, an elementalist build simply isn’t nearly as worthwhile as speccing into one of the other three trees, damage-wise. Not to mention that a spec that requires you to cast one and only one spell over and over is incredibly dull.

    Overall, Frostfire Bolt is a simple solution to an old problem for Mages, but not much else.

    • Mobility:

    In a game where more and more PvE encounters require you to DPS on your feet, and PvP absolutely requires you to stay mobile, playing a class that often requires you to stand still and cast can become a chore.

    With the introduction of several short-cooldown, high damage, instant-cast options, Blizzard has gone a long way toward fixing this problem. Our DPS still dips considerably while moving, but not to the point of irrelevancy. Spells like Arcane Barrage, Deep Freeze, Living Bomb, and multiple procs that allow for occasional short-cast or instant cast nukes have made casting on the go an increasingly attractive proposition for Mages.

    • PvP viability:

    Right now, being PvP viable as a Mage is a two-step process:

    Step 1: Spec Frost.

    Step 2: Don’t fight Warlocks.

    Blizzard has stated their desire to see more specs become viable in more aspects of the game, and this is one area in which Mages could really use a bit more flexibility. Our increased mobility–as well as some very significant improvements in the organization and implementation of the talent trees–has really increased the viability of the Fire and Arcane trees as possible PvP options. Survivability has gone up, mobile damage output has improved, and escapability options have become more plentiful and effective.

    The Arcane tree has gained escapability in the form of instant-cast Invisibility, survivability options in the form of the massive upgrade to our spell resistances provided by Magic Absorption, and rock-solid instant-cast damage in the form of Arcane Barrage.

    The Fire tree, though still overly fragile, has gained some game-changing mechanics in the form of knockback abilities like Blast Wave and Living Bomb, and Fire Mages’ burst damage output has improved. This still appears to be the least viable PvP option for Mages, but at least it won’t be entirely useless anymore.

    Also, the Frost tree is still really, really good. Mirror Image looks to be a PvP godsend for every spec. And yes, Warlocks are still giant pains in our collective hindquarters.

    • Itemization Problems:

    This isn’t really a problem now, but it’s going to be, unless things change. A disturbing amount of the high-level caster gear in the expansion foists a load of spirit upon us. Here’s the problem: Mages don’t really use spirit. When you’re constantly casting, a mana-return mechanic that requires you to stop casting for more than five seconds is a bad idea. For about a minute, early on in the beta, the Arcane tree had a talent that translated spirit into critical strike rating, but once that was eliminated, we no longer have any talents or abilities that depend upon or use spirit in any way shape or form. Inexplicably, we do still have one that increases our spirit.

    Ideally, if we’re going to be forced to waste item stats on spirit, we need something to help us take advantage of it. Honestly, I’m still not sure why spirit hasn’t simply been converted into Mp5 and health return become an innate flat percentage across all classes. If it’s going to stay a Mage stat, and our gear is going to have it at level 80, we need talents or spells that reflect a need for it. Otherwise, we need more Mage-appropriate gear.

    • Mirror Image:

    Though I still love this spell and have been known to pop it even out of combat, simply to walk into the barber shop or whatever with my own entourage, it has some issues. The damage has been scaled back significantly, which was probably needed, since the original damage was so high and so buggy. The problem with this is that the spell does not scale at all with your spellpower. It doesn’t benefit at all from any of our talents. As our gear improves, the spell will become less and less viable. It needs to scale with spell damage, and the spells cast by the copies should benefit from talents that would affect the kinds of spells they’re casting. It’s no fun to press your big DPS burst button in a boss-fight and then watch all of your copies’ spells get resisted because they’re rolling with no spell hit rating. As it stands now, Mirror Image will be loads of fun for a fresh level 80 Mage against lower-level targets, and less so as you prgress through the end-game content. That’s not good enough.

    • School-specific Concerns

    Arcane Tree

    • Arcane Blast still sucks:

    The 300% I mentioned last week has been reduced to 200%. This means two things: first, the 300% wasn’t a typo, and second, Blizzard doesn’t want us to use Arcane Blast.

    At least, not more than once in a row. They’ve stated that their intention is to force us to avoid spamming a single nuke spell, to make us switch things up. They want pressing the Arcane Blast button once to be a good idea, pressing it twice to be a bad one.

    Frankly, that’s just stupid.

    I can understand what they think they’re doing here, and I agree that pressing one button over and over again is no fun. The problem is that pressing the button once was never that great, it was ramping up the damage over several casts that was the good part. You ramped up the damage, you took the mana penalty, and you learned to rotate it with other spells so that you could maximize the damage and minimize the mana burn. It was one of the more interesting mechanics we had. It certainly beat spamming Fireball or Frostbolt.

    Blizzard even introduced a very fun proc mechanic in this expansion–Missile Barrage–that depends on Arcane Blast spam to function. It provided a built-in break in the rotation, and coupled with Arcane Barrage made for a fantastic, interactive, powerful Arcane spell rotation that just felt right.

    Now, not only is Arcane Blast too expensive to cast more than once, it’s not even really worthwhile to cast the first time. Missile Barrage has been rendered useless, and a spec that was feeling like a very viable standalone spec now has no primary nuke.

    What I hope is happening here, what I pray is happening here, is that they’re just over-nerfing a spell for testing purposes, and then gradually reducing the nerf to a more acceptable level. The mana penalty needs to be less than 100%, or the damage increase needs to be increased to match the penalty. Mages will manage the rotation themselves, Blizzard; you don’t have to force us to play a specific way by instituting an absurd penalty for casting the same spell more than once in a row. Give your player-base a little credit. If you don’t want Arcane Blast to be our primary nuke, what’s the spell good for? Also, what spell would you prefer we use? Arcane Missiles is already mana-prohibitive, and Arcane Barrage is an instant-cast spell with a cooldown. That’s…well…that’s it for single-target Arcane damage spells, really. How would you have us play, Blizzard? If Arcane Blast isn’t our nuke, what is?

    • Arcane as a standalone tree:

    Currently, Arcane is the red-headed stepchild of the Mage trees. It has a lot of good talents, but they seem to be geared toward augmenting the other trees. Arcane isn’t really viable as a standalone tree. Fire is better for PvE, and Frost is better for PvP.

    The expansion may just change this. If the Arcane Blast issue can be resolved, this tree can absolutely provide a viable PvE or PvP alternative to Fire and Frost. Almost every talent in the tree has been improved, and the new talents are almost universally good. The tree has the potential to be very fun to play, and provide viable PvP and PvE damage.

    Fire Tree

    • Survivability:

    A deep Fire Mage is currently the single most killable class/spec in the game. Nobody dies with greater speed than a Fire Mage. in PvE, this is balanced somewhat by a Fire Mage’s high damage output, but in PvP, this makes the spec a liability.

    The expansion won’t change this much, but the advent of knock-back mechanics improves the situation a bit, and the increase in DPS due to things like Hot Streak helps to balance the continued glass-cannonism this spec appears relegated to.

    • Living Bomb

    Still a bit buggy, but looks to be improving. This is a powerful DoT that can be applied between casts in PvE, improving DPS, and a ticking knock-back bomb in PvP, one that will have very disruptive effects and can be applied on the fly. The mana cost is still too high. I’d rather see a cooldown added to prevent spamming, and the mana cost reduced to allow this spell to be a more useful option in PvE. A 51 point talent should be worth a solid DPS increase, and the mana cost prevents this from really happening.

    Frost Tree

    • Raid utility:

    Though Frost is still the king of PvP action, a Frost Mage should still be able to compete in the realm of PvE damage output. This is looking to scale pretty well in the expansion. More options to freeze an opponent, and more talents that improve damage against frozen targets means more damage for Frost Mages. The addition of a still-buggy Improved Water Elemental means everybody in the raid should love you for bringing your big blue buddy along. Talents like Brain Freeze provide a very nice increase in damage output against even non-frozen targets. A Frost Mage will still be unlikely to provide the raw DPS of a Fire or Arcane Mage, but the gap is narrower.

    • Fingers of Frost:

    If you want to discourage spamming a single spell, why provide a mechanic like this spell, which in its current form provides a two-charge freeze effect on any target, even raid bosses? Those two charges are currently best spent on two consecutive Frostbolts. This means more of what Blizzard claims to want to avoid: the one-button Mage. This effect needs to be changed to a short duration debuff, which may only allow for two spell-casts anyway, but doesn’t discourage you from coupling a Deep Freeze or Ice Lance with your Frostbolts.

    • Deep Freeze:

    In the current build, though the tooltip doesn’t reflect it, this spell has had its damage component removed completely. It is back to being a flat stun talent usable only on frozen targets and limited by a 30 second cooldown. No response has been given to multiple queries on the forums, so it’s difficult to say whether this is intended or simply a bug. My guess is that it’s intentional, along the lines of the 300% mana penalty they applied to Arcane Blast in the last build. I think Blizzard wants to see how Frost Mages fare without the damage portion of the spell.

    I’m going to try to be reasonable about this. Perhaps it is unintended. I’ll wait for the next build, see if the spell still does no damage.

    When that build comes, and the spell still only stuns, I cannot be held responsible for my actions.

    On that dark day–and this is a promise–I will type things. They will not be nice things. I will type firmly, and without remorse. I will press keys loudly, and in rapid succession. My words might even be…inflammatory. They may even be italicized, or punctuated with exclamation points. Perhaps both.

    I have lain down the gauntlet, Blizzard. Don’t test me.

    I will make this keyboard sing the song that ends the world.

    In conclusion

    You may not have been able to tell, but believe me when I say that I like where Mages are going. With a only few small tweaks, the future could be very bright, mainly because it will be lit with the burning corpses of our enemies. Our class is still due for some polishing, and we can hope that it will emerge from that process all the shinier. Playing a Mage in the expansion has the potential to be very exciting. Our new spells and mechanics are largely excellent. Damage-wise (which, when you come right down to it, is really the most importnant issue for Mages), we could end up being very powerful, assuming a solid position as one of the top DPS classes in the game, if not the top DPS class in the game.

    If you happen to be in the beta, be sure to give as much constructive feedback as you can both in-game and on the Mage forums. If you aren’t in the beta, download the PTR client and test the new talents, then provide as much PTR feedback as you possibly can.

    Together we can Blink forward (or backward, whatever) into the future–a future in which we can hold our heads high as we turn things into cats and snakes and then blow those cats and snakes up.


    Every week Arcane Brilliance teleports you inside the wonderful world of Mages and then hurls a Fireball in your face. Check out our recent look at the potential of the new Frostfire Bolt spell, or our analysis of the WotLK beta changes to the Arcane, Frost, and Fire trees. If you’re sick and tired of all this Mage-talk, there’s a veritable treasure trove of guides and tips related to all of the other aspects of WoW over in the WoW Insider Directory. Until next week, keep the Mage-train a-rollin’.

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    Arcane Brilliance: The state of the Mage, part 2, the sequel

    February 7, 2010
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    Each week, Arcane Brilliance stirs you up a delightful goulash of Mage news, opinion, tips, and info, and seasons it all with an unhealthy sprinkling of Warlock hate. Mmmm. Tasty, delicious Warlock hate. Enjoy!

    My formative years fell mainly within the late-80’s and early 90’s, back when Double Dare and Saved by the Bell were a daily afternoon ritual and it was perfectly acceptable to show up to school wearing parachute pants and looking like Brian Austin Green from 90210 (I’d be careful about clicking that last youtube link, the video contained therein quite literally made my brain bleed). My family was…um…frugal, so school shopping was always an exercise in humility.

    “But Mom, all the other kids are wearing Bugle Boy and Jordache, why can’t I?”

    “Everybody else will have a sweet Trapper Keeper, why do I have to get this crappy notebook?”

    “My friends get to play Crystalis and Life Force, why am I stuck with Destination Earthstar?”

    I know that last one isn’t at all related to education, but even while school shopping, my mind was on games. A lot of my best memories involve the Playchoice 10 display at Montgomery Ward.

    All of these questions and many more elicited the same response:

    “Chris, you shouldn’t worry about what other kids have. You can’t compare yourself to other people.”

    Oh Mom, how wrong you were. How very, very wrong.

    In World of Warcraft, the late stages of the game revolve around how your class compares to those around you. Your raiding value is determined by how much healing you can muster, how many other classes and specs can out-DPS you, or how well you can hold aggro and mitigate damage. PvP is essentially a caste system so rigid and brutal India would be proud of it. So now that we’ve had the Lich King around for a solid two months and the classes have begun to settle into their roles, how do Mages stack up? Where do we rate? Can we walk down the cool kids’ (Death Knights) hallway? Or are we the nerds, staying in the library at lunch to avoid getting beaten up because we bring Dragonlance novels and issues of Nintendo Power to school? Join me after the jump and we’ll discuss where Mages stand.

    Raiding

    We’ll begin with the PvE side of the game. The current end-game raid content is relatively forgiving, so there isn’t the same sort of elitist shunning of sub-par DPS classes and specs that went on toward the end of The Burning Crusade. Still, it’s already clear which of the various damage dealers you actively want in your raid and which you think twice about bringing along.

    There are now four serviceable raiding specs for Mages, and the best of those, from a pure DPS output perspective, is the Frostfire Bolt spec. Arcane Brilliance’s guide to this spec specifically and others can be found here and here. There are several variations of this particular build floating around, but all of them involve speccing specifically around maximizing the damage output of Frostfire Bolt, and then spamming it almost exclusively in boss fights. Well-geared Mages with this spec tend to finish fights near the top of DPS meters, usually competitive with Moonkin and Shadow Priests, but well below Warlocks. This is a favorable change from The Burning Crusade, where we’d often find ourselves below Hunters, Rogues, Warriors, Hunter pets, Warlock Imps, Shadowfiends, AFK gold farmers who weren’t even in the instance, Mechanical Yetis, Compact Harvest Reapers, and our own Water Elementals. It’s good to feel competitive again.

    Fire/Arcane builds with Torment the Weak can sometimes out-damage elementalist specs, but only if there happens to be a deep Arcane Mage in the group willing to keep Slow up on the target for the duration of the fight Otherwise, Fire Mages fall well short of the damage output of FFB specs, though they are still capable of generating very solid DPS.

    Arcane Mages currently finish fights just above Frost Mages, but this is due to change with the release of patch 3.0.8. The main issue Arcane Mages face right now is managing their mana pools in longer fights, and changes like a shortened cooldown for Evocation–which can be talented down to two minutes after the patch hits–should help to resolve that problem. Arcane DPS is already high (when they have mana), and the new version of Arcane Blast and change to Torment the Weak will only improve that DPS. Damage output aside, in the category of raw, unadulterated fun, Arcane is without peer.

    As always, the black sheep of PvE DPS remains the Frost Mage. Still, even Frost Mages are better off now than they were in the previous expansion in comparison to other classes. Though they rank below the other three PvE specs in viability, skilled Frost Mages can hold their own against most hybrid classes, and even some pure DPS classes like Hunters and Rogues. Blizzard appears content to leave Frost as the so-called PvP spec for now, and though that is a sad, sorry state of affairs, no changes are on the horizon.

    The relative value of Mages as a class in PvE is higher than it has been since the final days of vanilla WoW. We still bring the single most reliable CC spell in the game to the table (though almost every other class now has their own version of it), and our role as vending/portal machines is still as in-demand as it ever was. We’re not yet where a lot of us feel we should be, but we’re moving in the right direction. Personally, I won’t settle for Mages being anywhere short of the absolute top of the chart, but for now I’m encouraged.

    PvP

    The options for killing other players in this game are now many and varied. From simple duels outside Orgrimmar to epic siege warfare in Wintergrasp to the structured battleground combat of Arathi Basin to the intense, match-up driven deathmatches of the Arena system, we can now battle each other in almost any manner we prefer.

    In previous iterations of this game, Mages had two choices in PvP. Choice number one was “spec Frost.” Choice number two was “die a swift and horrible death.” While Frost is still absolutely the spec of choice for pure PvP butt-kickery, many are learning to fear and respect the power of a skilled Arcane Mage. Or at least they’re learning to accuse us of face-rolling for the win, or to launch silly and vindictive “nerf Mages” campaigns on the official forums. Either way, they’re learning something. Sort of.

    Well-geared and skilled Frost Mages are still the kings of survivability in PvP settings, though that specific skillset isn’t as valuable as it once was, given today’s burst-damage-centered Arena combat. Thankfully, the control and burst damage capabilities the Frost tree offers are still quite formidable, especially with the stun of Deep Freeze in the mix. Frost Mages can still match up well in most fights, though Death Knights, Druids, and Rogues are still lethal foes.

    Arcane Mages excel at burst damage and mobility, and Arcane Barrage is the single greatest PvP tool in their arsenal, enabling them to move and burst with unmatched efficiency. Instant Invisibility, high spell resistances, and Improved Blink provide a heightened sense of slipperiness that Mages have never had before. Slow is still an incredibly powerful control tool. Arcane Mages are better suited to the open warfare found in Wintergrasp or the various battlegrounds than they are to Arena combat, due to the relative ease with which they are killed in close quarters.

    Fire Mages are still low man on the totem pole when it comes to PvP, due to their need to stand still and cast and their low survivability. Like those with Fire builds, Frostfire Mages can pump out impressive DPS if left alone, but take too long to cast to be truly viable in the hectic realm of PvP.

    All of this is well and good, but the most important question for me personally is this: how do we stack up against Warlocks?

    The answer–and I firmly believe my nightly prayers for the past two years are primarily responsible for this–is pretty well. Arcane Mages especially can generally pump down a Warlock in time to avoid the nasty, curse-ridden deaths we used to endure so often. Mirror Image is a powerful tool against Locks as well, and should be used early in the fight, to spread the Warlock’s initial DoTs around to multiple targets and confuse the pet. It’s incredibly nice to finally feel superior to the class I’ve hated for so long and in so many creatively and disturbingly violent ways. You’d almost expect, now that I no longer get killed by Warlocks on a regular basis, that some of my dislike would fade. You’d be wrong. If anything, my vitriol–and the almost religious fervor with which I express it–has increased. I hate Warlocks with a vigor that extends far beyond the boundaries of mere competitive vengefulness. Although…my hate for Death Knights is starting to move into a similar category.

    Is there room in my heart to hate two classes so completely? I say yes.


    Every week Arcane Brilliance teleports you inside the wonderful world of Mages and then hurls a Fireball in your face. Check out our recent guide to gearing your Mage for Naxxramas, or our look at the goodies Arcane Mages are getting in patch 3.0.8. Until next week, keep the Mage-train a-rollin’.

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    Arcane Brilliance: The state of the Mage, volume 3

    February 7, 2010
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    Every once in awhile, on a semi-regular basis, at randomly determined intervals, Arcane Brilliance (a weekly Mage column that is apparently also self-aware) likes to indulge in a little self analysis. Unsurprisingly, Arcane Brilliance’s verdict is usually positive. Arcane Brilliance thinks very highly of itself, an attribute about which you may already have become painfully cognizant, if you have even briefly glanced at any Arcane Brilliances previous to this one.

    Yes, we’ve done this before. But in a persistent game like WoW, where the nature of things are in such constant flux, I like to take a step back every now and again, gain a bit of perspective, and take a long look at the class I love and its place within that ever-fluid world. I choose this week, as we approach the second major content patch of this second expansion of the World of Warcraft, to do so once more.

    On my imaginary WoW timeline (and in this case, when I say “imaginary,” I mean completely made up), I have patch 3.2 as the literal midpoint of the game, halfway through the game’s middle expansion. There will be one more major content patch in this expansion, and then three more expansions will follow. The next will be called “Maelstrom,” followed by a fourth expansion called “Return of the Wrath of the Lich King,” and finally, the long awaited but ultimately disappointing fifth expansion, titled “This is pretty much it, guys, now go buy WoW 2…um…of the Lich King.” It is as logical a place as any to take a look at the state of the Mage class. Join me after the break for as much commentary as you can stand on Mages: where we’ve come from, where we are at this very moment, and where the class seems to be going as we march on into a future almost guaranteed to be nothing like my imaginary and completely ridiculous made-up timeline.

    Mage 1.0

    I don’t know how well you remember vanilla WoW, but in case you don’t, let me tell you something. This whole “class balance” thing Blizzard’s been so keen on throughout the last two expansions? It didn’t exist in WoW 1-point-whatever. Shamans were fearsome killing machines, Paladins were unkillable but couldn’t hurt anybody, Warlocks kinda sucked the way they kinda suck now (not in the way I think they suck, but in a more quantifiable way), and Warriors were the only tanks worth having. Mages, more or less, were the proverbial glass cannons they were designed to be, infinitely killable, but able to top the damage meters with the best of them.

    Fire Mages were excellent, but everybody and their mothers specced Frost, since Fire couldn’t hit anything in Molten Core. There weren’t a lot of Arcane Mages, which may have been because Arcane was a horrible joke of a spec that nobody ever used except as a way to augment Fire or Frost.

    There were no such things as Arcane Blast, Water Elementals, or Ice Block. When something decided to smack a Mage, that Mage died, whereas now, in this enlightened age, we have the option of clicking Ice Block, waiting ten seconds, and then dying. Spell rotations generally consisted of endless Fireball or Frostbolt spamming, followed closely by more Fireball or Frostbolt spamming. Mages were generally brought to raids for their food, their intellect buff, a portal at the end, and their perfectly satisfactory ranged DPS.

    Mage 2.0

    The Burning Crusade brought with it an almost unfathomable amount of change, new spells and talents, and ten more levels of experience. Mages found that if they waited seventy two seconds for the spell to fade out, said three hail mary’s and 10 our father’s, crossed their fingers, closed their eyes, and wished hard enough, they could turn invisible. They could also steal a random buff from other people, which usually meant that for the cost of approximately half their mana bar they could have Blessing of Might for 3 seconds. The possibilities were endless.

    Perhaps no single change altered the game as fundamentally as the advent of Arena combat. Suddenly, each class’s relative power when compared to one another was brought into sharp relief. Each class saw its various strengths and weaknesses magnified to crazy proportions, and Blizzard turned its design focus to the never-ending chore of “balancing” the classes.

    When the dust had settled, Mages found themselves in a quandary. Their PvE DPS had been eclipsed by Warlocks, Hunters, and Rogues. Even several of the so-called hybrid classes could outdo us on any given fight. With the exception of Frost Mages, we remained the single most fragile class in the game, but had essentially lost the “cannon” part of our “glass-cannon” personas. It got to the point that when the ultimate content of the expansion rolled around, Sunwell Plateau, raid leaders would invite Mages for their Mage tables, then kick them from the raid. Those were dark days. Balancing our class for PvP had stripped it of much of its punch. We longed for a return to the grand old days of being able to dish out punishment with the best of them, even if it meant getting one-shotted by Shamans again.

    Mage 3.0

    Wrath of the Lich King changed everything. For the first time, the Arcane spec was not only a viable DPS option, it became possibly the most popular Mage build in the game. It wasn’t long until it found itself once more playing second fiddle to Fire, but the simple fact that it could even compete was revolutionary. Both Arcane and Frost were strong PvP specs, and Shamans weren’t one-shotting anybody.

    We had plenty of new toys to play with, from the cool but of dubious value (Mirror Image), to the truly impressive (Living Bomb). We got an entirely new spec to experiment with, the Frostfire build.

    But most importantly to Mages, we found we were competitive on the DPS front again. On most fights, we found ourselves fully capable of being at or near the tops of the damage meters, and the universe felt right again.

    Mage 3.2…

    As the latest major content patch approaches, we are in the somewhat enviable position of only having a few nagging concerns. The worst offenders:

    1. Fire PvP viability
    2. Frost PvE viability
    3. Mana efficiency issues across the board

    I’ve written about these stubborn worries and others recently, and not much has changed since then. Patch 3.2 looks set to bring us a lot of small changes. Here’s what we know so far:

    Arcane

    • Arcane Blast: Mana cost reduced by 12%.
    • Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3 second fade time, however an invisible mage can still be stunned or silenced.
    • Mirror Image: Images will no longer trigger the death sound when their time expires.

    Fire

    • Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 2% of base mana each time the Ignite talent deals damage.
    • Molten Armor: Damage reduced to 75/130 for Rank 1
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    Totem Talk: Enhancement 101

    February 7, 2010
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    Axes, maces, lightning, fire, frost, and wolves, and best of all, Windfury. It can mean only one thing: enhancement. Rich Maloy (aka Stoneybaby) loves it and lives it. His main spec is enhance. His off-spec is enhance. And he will be penning the enhance side of Totem Talk.

    It seems 101 guides are all the rage these days, which makes enhancement shaman 101 a convenient place to start with my inaugural WoW.com post. Playing an enhancement shaman, and playing it well, means dealing with the most extensive spell rotation in the game, having two caps to hit in gearing, and a dozen cooldowns to track. Not to mention the need to run out of fires, avoid whirlwinds, and generally dodge all that hate on melee. It’s safe to say enhance is one of the most complex specs to play. It’s also one of the most fun.

    My favorite part is that we’re right up front making a mess of things with both physical and magical damage

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    Arcane Brilliance: The state of the mage, volume 4 of 72

    February 7, 2010
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    It’s time again for another Arcane Brilliance, the weekly mage column that would like to present, once again, its multi-annual state of the mage address. My fellow mages, we are awesome.

    First of all, you might be wondering why only 72 volumes. I’ll be honest: it has to do with the great zombie apocalypse of 2037. I don’t want to give too much away, but let’s just say it severely impairs my ability to write. To be frank, the last 15 parts are pretty much just “braiiinns…warlocks….suuuuck…brains…braiiiins…” repeated over and over for a thousand words or so. After that, my zombie-self just loses interest. Some of you may wonder how those columns will be any different from the ones I write now. To you, I say bite me.

    I’ve extolled upon the state of mages on three previous occasions. It’s actually interesting to go back and look over those ancient texts from our current perspective. Oh, the silly things we were worried about back then! Fire PvP… ha! Spirit, less than useful? What a ridiculous concern! Oh… how far we’ve come.

    Ignore my sarcasm. I’m not actually unhappy at all with the current state of mages. We are, as I stated in the opening blurb, awesome. Join me after the break and we’ll look at where we are as a class in 2010.

    2010 ushers in a fun era. Patch 3.3 puts us at the tail end of the Wrath of the Lich King content. There may yet be another patch before Cataclysm hits, but my guess is that it won’t be a major content patch, and will more likely be the big pre-expansion patch, priming the world for the coming revamp. I don’t anticipate another Sunwell-type patch, like we got at the end of Burning Crusade. Blizzard claims that toppling the Lich King is the capper for this go-round, and I believe them.

    So what we see now, largely, is what we’ll be getting for the rest of this version of WoW. We are who we’re going to be as a class until Cataclysm reboots everything again. And for the first time I can recall in my career as a mage, I’m okay with that.

    Arcane

    Last week I wrote a basic primer on this tree that enumerates a lot of the strengths and weaknesses of the spec. In short, Arcane is our current top-dog raiding spec. Glance around your guild. How many arcane mages are there in your regular group? My guess is that your answer is “a buttload.” Compare that number to the number of fire, frostfire, and frost mages, and I expect you’ll find something of a disparity. Arcane, for so many years the black sheep of the mage family, is now the favored son, gets the best seat at the supper table, is the quarterback of the football team, and gets to take Jaina to the prom.

    When properly specced and outfitted, an arcane mage has the highest potential pure DPS capability of the four major mage specs. Sustained damage output is high, ranking at or near the top of the DPS class hierarchy in most encounters. The Arcane Blastx4/Missile Barrage Arcane Missiles rotation is incredibly powerful, and doesn’t cause the mana efficiency issues arcane used to suffer from.

    Arcane’s problems lie in a different aspect of the game. At the beginning of this expansion, the brute force of pre-nerf Arcane Barrage made arcane an intriguing PvP option. The spec was mobile, slippery, and capable of strong bursts of damage. Now that Arcane Barrage isn’t the weapon it once was, arcane simply isn’t a viable option at the upper echelons of Arena combat. Burst damage isn’t high enough to burn high level opponents down with the speed necessary to compete.

    Things I’d like to see happen for arcane:

    • A buff to Arcane Barrage. The spell was nerfed to limit its effectiveness in PvP, but what’s happened is that it’s become an impotent spell in both PvE and PvP content. It needs to have its base damage increased a bit, and it needs to proc Missile Barrage with the same frequency as Arcane Blast.
    • The talent tree itself is still a bit bloated. I’d like to see talents like Arcane Stability or Arcane Concentration reduced to 3 talent points instead of 5. I’m not pretending to understand class design, but 81 talent points in the arcane tree, compared to 73 in fire and 74 in frost just seems excessive. It takes too large an investment in the tree to get all of the valuable PvE talents, and this is an issue that should change.

    Fire

    For a patch or two, deep fire was the ringleader of the mage PvE specs, but has since fallen to a distant second, behind arcane. Living Bomb is still a potent weapon, far and away the most worthwhile of the three mage 51-point talents. The spec is still incredibly random-number-generator dependent, living and dying by crit frequency and proc timeliness. It’s a fun, powerful-feeling spec, but can far too often become frustrating when a particular run of bad virtual dice-rolls sucks the potency out of your damage output through no fault of your own.

    On the PvP side of things, fire is a jekyll-and-hyde operation. On one side of the coin, fire is less than useless in Arena combat. But bring a fire mage into a large battleground, and their incredible AoE capabilities are nothing short of devastating.

    Things I’d like to see happen for fire:

    • PvP survivability. I’ve been begging for this for as long as I can remember. My mom tells me that my first words were “Buff Molten Armor.” Apparently my next utterance was “death to all warlocks.” The nice lady at day care called the police when I tried to set fire to a stuffed sheep during play-time. It was scary then, but we laugh about it now.
    • Lower dependency on RNG. In particular, Hot Streak. There are a lot of ways to fix this, but my personal favorite the concept of some sort of counter component. Instead of having to cross our fingers for two crits in a row, change the requirements to an internal counter. After a certain number of crits in a set amount of time, Hot Streak triggers. There are plenty of other potential solutions, but main goal here is to allow fire mages to have more predictable access to their most powerful damage potential.

    Frost

    Frost is and always has been the undisputed king of the PvP hill. A feared class in both Arena and large-scale PvP across the board, frost mages pack survivability and controllable burst damage into a deadly package.

    The issue with frost has always been on the other side of the game. Recent changes have made frost somewhat competitive, but the spec is still largely shunned in the upper echelons of raid content, and for good reason. Frost still comes in a distant fourth to the other three major specs in terms of raw DPS output. Permanent Water Elementals and raid damage added to Deep Freeze have closed the gap significantly, but a chasm still exists.

    The knock on buffing frost PvE viability has always been that it’s the PvP tree, that making frost effective in raids would upset ever-precarious PvP balance, somehow making it too powerful. But recent developments–such as the Deep Freeze change (does damage, but only to raid bosses, and remains unchanged in PvP), and the general nerf to healing (but only in PvP situations)–have rendered that point moot.

    I can understand Blizzard’s hesitance to create too much separation between PvP and PvE in the way the classes operate, but these changes show that they’re willing to make concessions when necessary. What’s stopping them from taking the next step and balancing the few remaining “PvP-only” specs so that they function in both aspects of the game? Why can’t frost be good at both PvP and PvE?

    Things I’d like to see happen for frost:

    • More PvE buffs. We’re on the right track here. Buff Frostbolt’s damage, but only in PvE. It’s a simple fix that Blizzard has already set the precedent for. Is there anybody out there who wouldn’t like to see frost become completely raid-viable? There are plenty of other ways to buff frost in PvE, but this is just the easiest one that comes to mind.
    • I’d still like to see more interactivity added to this spec. Previous to the Deep Freeze change, the optimal frost spell rotation was Frostbolt spam. Now the rotation is Frostbolt spam, but cast Deep Freeze when it’s off cooldown. Somehow, some way, I’d like to live in a world where there is a situation where an Ice Lance is a better option than a second Frostbolt when Fingers of Frost is up.

    Frostfire

    Frostfire is less of a major spec than an alternate playstyle. This is essentially a fire mage who has specced around using Frostfire Bolt as their main nuke instead of Fireball. At the start of Wrath, frostfire represented the highest possible DPS for mages, but the spec has since slipped below arcane and deep fire on the raiding mage ladder. The main reason for this, it seems to me, is that Blizzard has simply stopped paying attention to it.

    I shouldn’t complain. Most classes only have three specs. Mages have four viable ones. Sure, they’re all just different skins on a DPS class, but there are four of them. Still, the concept of an elementalist mage was (and still is) so intriguing to me, I can’t help but lament the lack of attention the build has gotten in recent patches. Blizzard introduced us to this spec with the advent of Frostfire Bolt in this expansion, and I’d like to see them turn the penetrating gaze of their omnipotent, lidless eye to it once more.

    Things I’d like to see happen for frostfire:

    • The only thing I can really think of here is also the simplest thing: buff Frostfire Bolt. The talents for the spec are already in place. The spell isn’t really used by any other spec, so buffing it slightly wouldn’t upset spec balance in any way that I can see. Just bump up the base damage of Frostfire a bit so that the spec can compete again on the damage meters.

    And here is where I turn the column over to you, mage community. What issues do you still have with our class? What’s working? What would you change? All in all, I’m happy with where our class is as a whole. So…where do we go from here?


    Every week Arcane Brilliance teleports you inside the wonderful world of mages and then hurls a Fireball in your face. Check out our recent look at how much I hate damage meters, or our lengthy series of mage leveling guides. Until next week, keep the Mage-train a-rollin’.


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