Category: Classes

Mar 14 2013

Tziva’s Guide to Hoarding Dinosaurs

Patch 5.2 is out and it offers a lot of fun new content for players.  I think I speak for everyone awesome when I say that the most pertinent of these new things is: dinosaurs.  We get a lot of them, which is good, because there is no such thing as too many dinosaurs.  So this is my guide to acquiring new dinosaurs because if you are even remotely cool, this has now become the most urgent goal in your life.

If you’re just looking to chill with some prehistoric badasses, but suspect you can’t handle the coolness of owning your own, Blizzard has given us an entire island full of nothing but dinosaurs of all sizes and varieties: The Isle of Giants.  It is covered with elite adult and young triceratops direhorns, tyrannosaurus rexes devilsaurs, and pterodactyls skyscreamers in a rainbow of colours.

Okay, but now on to the important question: how do you cash in on this stuff?


Dinosaur Mounts

So of course you want a dinosaur mount.  Everyone wants a dinosaur mount.  Lucky for you, there are a lot of new dinosaur mounts to choose from.

Direhorns

The easiest direhorn mounts to acquire drop from the elite Zandalari Warbringers that spawn around Pandaria.  At around a 5% drop rate, you will likely need to kill a bunch of these, but luckily they spawn pretty regularly (around every 30 to 60 minutes) and drop other awesome things to soothe your poor, dinosaurless soul.  These Warbringers are trolls riding the dinosaurs you’re trying to steal, and come in a slate (pale blueish), amber (greyish yellow), and jade varieties (bright greenish).  The mount on their loot tables matches the dinosaur they are currently riding; you won’t ever get a slate mount from a dude sitting atop a jade.  Don’t be distracted by the Zandalari Scouts that patrol nearby; they don’t drop the mounts.  Bring a friend or two to help you with these tough elites; the Warbringers can be duo’d if you know how to handle their abilities, but are very difficult to solo if you’re not a well-geared tank or a pro hunter.

Slate Direhorn

The other direhorn mount is a cobalt blue, and is a rare drop from the new world boss Oondasta.  If your heart is set on this one, grab one hundred of your closest friends and cross your fingers.

If you’re a raider, check out the second boss in Throne of Thunder named Horridon.  Not only is he absolutely adorable to look at (little periwinkle feets!), he has a rare chance to drop a blue & white direhorn mount.

Finally, if you love dailies or at least are willing to slog through them for a triceratops, you can look forward to snagging your own crimson (if you’re Horde) or gold (as Alliance) direhorn for reaching exalted with your new faction on the Isle of Thunder.  The new factions are the Kirin Tor Offensive for Alliance and Sunreaver Onslaught for Horde.

Raptors

The new raptors come in black, red, green and white.

Most people will probably want to focus on the black, red, and green varieties, as these do not require insanity and huge amounts of time to acquire like the white one.  Elites mobs on the The Isle of Giants (all of them except the Zandalari Dinomancers) have a small chance to drop the Primal Egg you are seeking.  The smaller elite dinosaurs on the island can be solo’d by most classes, although the bigger devilsaurs and triceratops may require a couple people, so getting your egg should just be a matter of getting enough kills under your belt.  Three days after getting your Primal Egg, it will hatch into a Cracked Primal Egg and inside will be a random raptor mount in one of these three colours.  The mount is guaranteed from the egg, but it may take you awhile to get all three types since you can get duplicates.

While you’re farming your Primal Egg, you will find that all these mobs also drop a few Giant Dinosaur Bones with each kill.  Save these, because for the low, low cost of only ten thousand bones (okay, 9999 actually) you can purchase a bone white primal raptor mount from an NPC hiding in a cave on the island.   As an added bonus, people will be able to more easily identify you as crazy when they see you rocking this painful-to-farm raptor.

Skyscreamers

Right now, there is only one flying dinosaur mount in the game: the Armored Skyscreamer.  This guy is the reward for completely the Throne of Thunder raid meta, so if you’re not a hardmode raider, you may need to wait a few tiers to pick up this sweet ride.

 

Pet Dinosaurs

Of course, simply riding a dinosaur is not enough.  I mean, it is awesome, but not nearly as cool as riding a dinosaur, while your tamed dinosaur runs alongside you, keeping company with your battlepet dinosaurs, right?

Hunter Pets

If you’re a hunter, The Isle of Giants is where the magic happens.  Stable your active pets so you have lots of space for dinosaur shopping.

To tame a direhorn you will need to acquire an Ancient Tome of Dinomancy from the many Zandalari Dinomancers wandering about the island.  The mobs can be solo’d by the hunter, but you will probably want to pick up the Silencing Shot talent, as the heal they cast will put them back up to full health, making them a pain to kill without (they stop casting it once they reach 50%).  Once you get your book, though, you’re set: you can now tame any of the triceratopsy young direhorns on the island, regardless of your spec.

To tame a devilsaur, you just need to be Beast Mastery spec, no book required.  There are quite a lot of different colours on the island, so just find a young one in whatever shade you desire, and tame away.  Easy!

To tame a skyscreamer, whine to Blizzard because right now you can’t.

Non-combat Pets

While you’re on The Isle of Giants looking for your hunter book, you might be lucky to find one of the four new vanity/battle pets from the Zandalari Dinomancers:

Zandalari Kneebiter
Zandalari Anklerender
Zandalari Footslasher
Zandalari Toenibbler

Zandalari Kneebiter

These are little armored baby raptors.  They are super cute and completely unique from the old raptor vanity pets.

New in 5.3:

•  Stunted Direhorn – Unfortunately, it looks like you’ll need to win 250 PvP pet battles to get this cutie.
Direhorn Runt – Is a rare drop from the Direhorn mobs found on The Isle of Giants.
Pygmy Direhorn – Is now a rare drop from Horridon!

Jan 02 2013

Symbiosis

Note: This spell was removed from the game in patch 6.0.2 for being too complex/convoluted.  Considering that I was able to make an entire blog post just out of explaining what one single spell did, I think this is a reasonable claim.

 

Symbiosis is a new ability granted to the Druid class in Mists of Pandaria.  When cast on another player by a Druid, both players are given access to one of each other’s spells for an hour, depending on both the druid’s spec and the recipient’s role.  The spells exchanged are not exactly like their original forms, but are similar (read the tooltips for details).  Both players still retain their granted abilities, as well (eg, you don’t lose spell reflect just because the druid gained it).

Because I often see people who aren’t sure what class or spec grants what (both the giver and recipient’s specs influence what abilities are exchanged) — including many druids — I thought I would offer a summary for people to use as a reference.  I have sorted by class for convenience:


Rogues

Gives to Druid
Redirect to cat
Feint to bear
Evasion to tree
Cloak of Shadows to moonkin

Receives from Druid
Growl


Death Knight

Gives to Druid
Death Coil to cat
Bone Shield to bear
Icebound Fortitude to tree
Anti-Magic Shell to moonkin

Receives from Druid
Wild Mushroom: Plague as Frost & Unholy
Might of Ursoc as Blood


Warrior

Gives to Druid
Shattering Blow to cat
Spell Reflect to bear
Intimidating Roar to tree
Intervene to moonkin

Receives from Druid
Stampeding Shout as Arms & Fury
Savage Defense as Protection


Paladin

Gives to Druid
Divine Shield to cat
Consecration to bear
Cleanse to tree
Hammer of Justice to moonkin

Receives From Druid
Wrath as Retribution
Barkskin as Protection
Rebirth as Holy


Monk

Gives To Druid
Clash to cat
Elusive Brew to bear
Fortifying Brew to tree
Grapple Weapon to moonkin

Receives From Druid
Bear Hug as Windwalker
Entangling Roots as Mistweaver
Survival Instincts as Brewmaster


Shaman

Gives to Druid
Feral Spirit to cat
Lightning Shield to bears
Spiritwalker’s Grace to tree
Purge to moonkin

Receives From Druid
Solar Beam as Elemental & Enhancement
Prowl as Restoration


Ma
ge

Gives to Druid
Frost Nova to cat
Frost Armor to bear
Iceblock to tree
Mirror Image to moonkin

Receives from Druid
Healing Touch


Warlock

Gives to Druid
Soul Swap to cat
Life Tap to bear
Demonic Circle: Teleport to tree
Unending Resolve to moonkin

Receives From Druid
Rejuvenation


Priest

Gives To Druid
Dispersion to cat
Fear Ward to bear
Leap of Faith to tree
Mass Dispel to moonkin

Receives From Druid
Tranquility as Shadow
Cyclone as Holy & Discipline


Hunter

Gives to Druid
Play Dead to cat
Ice Trap to bear
Deterrence to tree
Misdirection to moonkin

Receives from Druid
Dash

 

As a tip:  The new abilities will appear in their owner’s spellbooks under the name of the ability itself, not under “Symbiosis.”  If you put the gained ability on your action bar, it will stay there even when you do not have the buff for future (when you do not have the buff, it will say Symbiosis instead of the ability name on your bars), which can be helpful if you receive it regularly in your raid or because your spec grants a particularly appealing ability to druids in return.
Oct 23 2011

Monk Class: Blizzcon Preview

Blizzcon just finished and I’m sure we’ve all heard the new announcements by now.   New race: Pandaren.   New class: Monk.   Demo computers were available to see both the Pandaren starting zone and give the new class a whirl.

WoW fan sites have posted the details of all the new World of Warcraft announcements, ability lists, gameplay trailers, etc, but I thought I’d do something different and talk a little bit about how actually playing the new monk class felt and give my own impressions.

Remember, all of these details can change between now and when the expansion goes live, and probably will.

Basic Information

Monks are a new hybrid class; they have specs that will allow them to heal, tank, or melee DPS.  They are heavily martial arts themed, aiming for the archetypal monk class.  They are not a hero class, and will begin at level 1.

They wear leather and will share their gear with rogues and druids, depending on their role.  They start in leather gear from level 1.  They can currently use fist weapons, polearms, staves, and 1-handed swords or axes. As healers, they will use offhands rather than shields.  The current plan is for tanking to lead towards 2h while DPS and heals will use the 1h weaponry.

They will use stances, presumably similar to a warrior and based on their role.

They are available for every race except Worgen and Goblin.

Resource System

Monks use a unique resource system different from the current ones in game. They have an energy bar, called Chi, which functions similar to that of rogue and cat druids by refilling quickly to a hard cap.  This is paired with a combo points-like system, but this is where it departs from the familiar.  Monks get two sets of combo points — Light and Dark Force — and these are tied to the player and not the thing you’re fighting.  They do not appear to decay (although they probably clear at log out) so you can carry them from fight to fight.

Your basic attacks cost Chi but build combo points of either the Light or Dark Force or both.   You then spend those force points on special stronger attacks.  Unlike the finishers that rogues and cats spend their combo points on, these abilities don’t scale based on number of points – they cost a flat amount.  Because of this, you will not be capping your points and then spending them, but rather using a rolling priority system of using both as needed.  The playstyle ends up being very different than the usual “point-point-point-finish” feel of other energy classes.

Blizzard has said that when Monks are spec’d for healing, their Chi bar will be replaced with a Mana bar.   It was not explicitly stated but seems obvious based on their design goals that the class will still keep its Light and Dark Force bar for healing, allowing it to maintain its unique feel in all three talent specialisations.

Abilities

Here are some of the spells & abilities that were available in the demo:

Level 1 Abilities

Jab
40 Chi – Melee Range, Instant
Requires Stance of the Drunken Ox, Stance of the Fierce Tiger.
You jab the target, dealing 5 damage and generating 1 light force and 1 dark force.

Jab is your basic attack. This is the button you are hitting the most to spend your Chi and generate your Force points. I imagine you get different ones later as you level and based on spec.

Tiger Palm
1 Light Force – Melee range, instant
Requires Stance of the Drunken Ox, Stance of the Fierce Tiger.
Deals 10 Physical damage, deals 5 additional damage if the target is above 50% health.

Level 2 Abilities

Roll
50 Chi – Instant
Roll a short distance.

Roll is a mobility tool to keep you moving around the battlefield (and, when out of combat, to appease your pining for that mount that is eighteen levels away).  It costs only energy, so you can zoom around as often as your bar refills.  It’s very fun for getting quickly from enemy to enemy or just getting around faster.  You can roll in any direction, including backwards and sideways.

Level 3 Abilities

Blackout Kick
2 Dark Force – Melee range, Instant
Kick with a blast of energy, causing 28 physical damage to an enemy target. If the target is killed by blackout kick, you are returned 1 Dark Force.

Level 5 Abilities

Flying Serpent Kick
8-40 Yards range, 25 Seconds Cooldown, Instant.
Soar through the air towards a targeted enemy, knocking them down and stunning them for 2 seconds.

Spinning Crane Kick
Instant, 2 Lights and Dark Forces
Requires Stance of the Drunken Ox, Stance of the Fierce Tiger.
You spin while kicking in the air, dealing 23 damage every 1 second to all nearby enemies within 8 yards. Movement speed is reduced by 30%, last 6 seconds.

Some other abilities were loosely discussed at the various panels, but were not in game to try.

Auto-Attack

Monks do not have an auto-attack like every other class.  Blizzard developers said they wanted the monk to have a “street fighter feel” where each button press from the player is an attack from your monk.  This is very unique to the game, and it is controversial enough that this may end up not going live (in fact, I would predict it will be in and out of the beta several times before a decision is made).  There are some concerns about that, and I’d like to address them the best I can for a player who has only played the first six levels of the monk class.

The first worry I have heard expressed (totally justifiably) is that this will make playing the Monk very spammy.  I’m sure those of us with Warriors heard the announcement and were thinking old school Heroic “I eroded a hole in my keybind” Strike.  The good news is that it does not feel like this at all.  Your Jab costs enough that you are not hitting it a million times a minute, but fast enough that you don’t feel like you’re standing around waiting for energy regen (usually… more on that below).  You are also limited by your GCD, which is current the same 1.5 seconds of most players [note:  I am pretty sure Jab is limited by the GCD]. The playstyle is fast paced but far from overwhelmingly or spammy.

However, the lack of auto-attack does have some weaknesses that need to be addressed eventually.  It is annoying when you find yourself in a situation with neither Chi nor Force points and you’re up in some mob’s grill unable to do literally anything but stand there.  That might not happen often, but it can happen in numerous circumstances:

When moving quickly from fight to fight, the small delay before your opening attack could prove frustrating in those situations where you’re racing to tap a rare mob and have to stand there waiting for the precious energy to claim it as yours.

As a raider who currently plays a rogue, I can think of a lot of current situations in group play where I am swapping to an add and auto-attacking it until I have enough energy to use Mutilate.  This would be very frustrating to find myself in that position as a Monk, chasing an add but doing literally no damage.  I can think of a lot of situations where the add dies before I get enough energy for that special, making my only contribution my white damage (or perhaps I am pooling for when I return to the primary target).  For a monk, there would have been nothing.

I can also see it being problematic from a tanking perspective, where one at least builds minimal threat in the seconds before or between breaking out a special, especially if you’re juggling multiple mobs at once.  Those white attacks can often be the difference between you or the healer tanking in those first microseconds of a pull.

There are also the circumstances of when a mob has a sliver of health left, and one would finish it off with auto-attack. A Monk would be forced to use its resources which perhaps it wanted to save for the next fight. At the very least, it would be a bit overkill.

The other thought that occurred to me is doing old content.  When I was working on Loremaster, I often had to bare-knuckle auto-attack mobs that I needed to get low but not kill for some quests.  If a Monk can only use specials, how would he do such quests?  A level capped Monk would surely one shot these low level mobs in a single Jab.

That may sound like a lot of problems, but they are very situational.  I actually like the feel of the gameplay and being in total control without the auto-attack, so I hope these issues can be resolved in a positive way that allows Monks to keep this unique flavour.  Perhaps a no-cost but super weak attack with a cooldown to use in those situations?  Still, I wouldn’t be at all shocked if Monks went live with auto-attack like everyone else.

Healing

My disclaimer here is that this is all based on Blizzard’s conjecture and will [very probably] not end up like this on live.

They want the heal system to be unique and involve damage reflected into AoE healing for friendlies, rather than the traditional three-cast-time-heal bread and butter for current classes.  For example, Blizzard envisions moves like this to be the means through which a Monk heals its party:

Statue of the Jade Serpent
5 Sec Cast
Summon a statue at the target location. Anytime you deal damage, a nearby friendly target within 20 yards of the statue will be healed. You can have up to 3 Jade Dragon Statues active at a time.

I have serious doubts that the class with go live with things like this as their primary means of healing.  It’s too different, too hard to balance and seems like the kind of thing that would end up overly powerful in some circumstances and too weak in others.   Statues radiating heals seems like it would be very awesome as a raid healing, but what about five mans, or high movement fights?   What about when the healer needs to keep up a tank taking a lot of damage?  What about when the monk is forced to move out of melee for whatever reason?  It’s a very big move away from the “we want all the healers to be able to do successfully do all roles” design goal that Blizzard just implemented, and against the homogenisation that all other healers faced in the last expansion.

The current design goal for healing is to heal through DPS, making the Monk the true melee healer.  This is something they’ve toyed with trying to achieve with Holy Paladins with limited success.  The difference is that Blizzard wants even healing Monks to do “massive” damage and for that to be the vehicle for their heals.

I’m not sure what the implications of that will be for gameplay if we have one healer who is able to contribute significantly to DPS while the others are not. The worry is always that the other healers will be less desired if a raid could instead choose one that helped with those tight enrage timers — a variation of this was voiced frequently when Death Knight tanks were doing a lot of damage and while it didn’t end up proving true, DKs did ultimately receive a series of nerfs in this area to bring them in line with other tanks.  I can see this also having negative PvP connotations if your arena player can both DPS and heal effectively at the same time.  And what of the shadow priest, whose passive raid healing was nerfed because it was too powerful in conjunction with strong DPS?

I suspect that when Monks are being beta tested and tweaked, we will find them being homogenised into the same foundation as the other healers, with the [fast expensive heal], [long, big heal], and [slow efficient heal] and the moves like the statues and vampiric-embrace-like abilities will be dropped to supplemental, expensive AoE heals like Prayer of Healing or Tranquility.  I think they will use melee attacks to add the flavour of their class and to earn the Force Points to do unique and different things with their heals in order to keep their very unique class feel.  I suspect they will not end up doing significant damage as healers, and may perhaps be more in line with a tank or smite-spamming Disc priest.

Tanking

We don’t know much about Monk tanking, except that it will probably involve using staves and polearms and the gearing will be about the same as current Bear druids.

Overall Impressions

Despite being somewhat similar to rogues (my primary reason for being uninterested in feral cat), I found the Monk to be fresh and engaging and am definitely interested in leveling one up in Mists of Pandaria.  Monk is definitely appealing to me a lot more than Death Knights did initially (the DK class and starting zone was amazing but I found the resource system cumbersome and the pace at which you get abilities as a hero class overwhelming).  I thought the resource system here was unique and fun but still very intuitive and user-friendly. The abilities are fun, simple, and well paced.  Roll is super cool.  That handful of levels I got to play in the Blizzcon demo was very enjoyable.

I love hybrid classes and I’m interested in trying both tanking and healing as this new class.  I’m already thinking about which races I will choose for each faction.

Aug 12 2010

Shared Bloodlust & Shaman Impact

In Cataclysm, the mage class will be receiving an ability that duplicates Blood Lust called Time Warp. Blood Lust (for confusion’s sake, also known as “Heroism”) is such a strong ability that very few raids today are without a shaman, and many raid leaders consider the ability a necessity. Currently, no other class – except maybe a paladin – finds itself in the same position of being mandatory in a raid

As a raid leader (and also as a person who loves shaman enough to have three of them), I am very excited with this change. It is a royal pain to feel obligated to scrounge up an obligation shaman for just so you can have the edge on DPS race fights. Sometimes that means taking someone I don’t like or who doesn’t know the fights or who is undergeared, or it can mean excluding someone I really like and who is a good player but doesn’t bring what we “need.” I would love the additional level of flexibility to know that I could choose people based on more criteria than a single unique buff and not feel I was willfully gimping my raid if I choose another class for another reason.

However, this change is highly controversial among shaman, as many of them very much enjoy their status as the sole provider of a very critical buff. Shaman everywhere are concerned that in Cataclysm they will lose their raid spots to mages who put out higher personal DPS once raid leaders are no longer forced to chose them.

Although I can understand why this makes shaman players apprehensive, to me this is an obvious case of “Chicken Little syndrome.” Looking at the current scenario with other duplicated buffs, we have yet to see classes excluded from raiding rosters simply for being redundant (even if the other class does more personal damage). No raid dropped all their warriors because rogues can duplicate the buff or abandoned shadow priests because moonkins also provide the same spell hit. In reality, even if Blood Lust really was the only reason shaman were getting raid spots, you’d find raids taking one obligatory shaman healer and leaving the hybrid-taxed DPS shaman at the door – something which doesn’t happen now. Amusingly, if raid leaders excluded every class that didn’t have a unique buff to offer, then every roster would consist of one shaman and 24 empty spots, because every single raid buff and debuff in the game except bloodlust is already provided by more than one class.

Raid leaders have to fill the roster with people. With only 10 classes to fill 25 raid spots, even after every buff is covered there will still be extra spaces. What’s more, duplicate buff coverage is actually good because it provides a safety net for absences, deaths, phasing and range checks. The point of this change is to give raid leaders flexibility to choose good players or their friends and not get stuck with that atrocious mage just because the raid really need scorch and he’s the only option. If a shaman (or other class) is a good player and a nice person, there’s always going to be a spot in raids, even if every utility they provide can be (or is) covered by someone else, even if some other class does more damage than you. (If you’re a jerk and people are itching to replace you with another class and only haven’t because they need your buff, well, then, that’s a problem with the player, not the buff)

It’s also not insignificant to point out that shaman bring a lot of other abilities and buffs to the table besides ‘lust. The sheer quantity is overwhelming: We offer spell critical strike chance bonus for the raid, a spell damage buff for the raid, spell haste for the raid, melee haste for the raid, an attack power buff for the raid, a strength & agility buffs for the raid, an armor buff for the raid, a clone of Blessing of Wisdom to provide mana-per-five for the raid, a healing stream totem for continuous raid-wide healing, a tremor totem for breaking fears (unique, no less), a grounding totem for absorbing dangerous spells (also unique), magic resistances of all varieties, a ranged interrupt that is off the GCD and on a short cooldown, the ability to remove debuffs from our raidmates and the ability to purge buffs from our enemies. While some of these abilities are spec-specific, most of these can actually be offered by any shaman in some form or another. Additionally, shaman have the flexibility to provide ranged DPS, melee DPS, or healing, a flexibility that can also make shaman highly desirable in competitive raids that like to fine-tune their roster on a per-encounter basis. It is worth noting, as well, that shaman share their armor class with only hunters, and if you’re elemental or resto, your loot is exclusive to you; this makes shaman a good pick for raids wanting balanced loot distribution to help the raid gear up faster.

That’s a lot of very good reasons to bring a shaman before Bloodlust or personal DPS is even considered.

Shaman are not Bloodlust-bots. We are not one-trick ponies. We’re a great class that offers a lot of buffs, abilities and utility to our raids, and we will continue to do so in Cataclysm.