4.0 Articles

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Hunters, Focus, and Movement
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This is a much-needed change with some fascinating implications. To recap, hunters will no longer use mana, they will use "focus" instead, which is just another word for energy with slightly different regen mechanics. This was, of course, the original plan in WoW: Hunters used focus, which they only regenerated by standing perfectly still.

This has fascinating implications for hunter shot design (and perhaps pvp), and also helps highlight how movement impacts the different resource systems differently. This is the second time that they have explicitly limited hunter resource regeneration in a specific way, and it is certainly deliberate.

At the end of my post I actually look broadly at the different resources and how movement/interrupt affects them all.

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Stat Simplification and Resources
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I sat down tonight to write my analysis/commentary on the Blizzcon changes. I realized it would be long, so I put in a table of contents at the top. By the time the post count hit 1500 words, I knew I needed to break it into multiple posts.

The big news for everyone was that Blizzard will be returning to a more WoW 1.0 set of stats, but one that actually gives mana-based classes DPS rather than just longevity (i.e. a higher total damage cap.)

Overall this represents a good direction for gear: the tension between plate having "four" stats and other gear having "five" stats will be relieved, and healer/dps gear will be somewhat separated again (it's been a rough expansion to be a caster trying to gear up.)

Unfortunately I don't understand enough of the tanking area to have a grasp on what it means to get rid of defense: I'm not a tank, and I don't gear up my character like a tank. Tanks are different from DPS classes in that they care about different stats in different situations and defense was one of them. Part of the minigame of tank gearing was picking the best piece for that boss and balancing considerations like threat versus mitigation. Dodge wasn't mentioned in either the "trash" list or the "keep" list -- my guess is it will still exist, like spirit will be an additional healer stat, but it's unclear.

The other big announcement in this area is that they won't be forcing DPS to try to shoehorn regen stats into their gear anymore. I'm especially curious about the PvP implications of the new designs in terms of the hybrid healer/caster classes.

More details below, click on the link to continue:

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Blizzcon: Details
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Contents

  • Goblins, Worgens
  • Guild advancement preview
  • Archaeology preview

Details after the break:

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Blizzcon: Cataclysm looking good
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Blizzard World of Warcraft: Cataclysm

Bibi was, as always, 100% right on what he posted for 4.0. But we got a whole bunch of other information as well. Random highlights:

  • Deathwing making an appearance
  • Horde: Goblin (mount is a go-kart with spikes)
  • Alliance: Worgen
  • New zones (Grim Batol, Udlam, etc.) and revamped old zones
  • Barrens split in half by volcanos (I blame barrens chat)
  • Desolace will be a bright green meadow
  • Darkshire flooded
  • Heroic Shadowfang Keep and Heroic Deadmines

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WoW 4.0 spoilers
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Don't follow this link if you don't want spoilers.

My brief comments are:

  • Bah, blatant alliance favoritism again! (we got stuck with the blood elves last time, why can't WE have the shape changers?)
  • Orc mage: make it available now so I can have leveled up in anticipation, thanks. Trolls suck.

World of Warcraft - Cataclysm (4.0)

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