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Filed under: Buffs

The argument for paladin stances

Righteous Defense lays out an intriguing argument for an idea that I still personally can't get behind: paladin stances. The recent changes around patch 3.3 have shined a light on paladin versatility, and basically, paladins are forced to pay the hybrid tax three times over -- because they can do it all without limiting themselves, they can't do anything as well as other classes. So RD makes the suggestion: instead of letting paladins have all of their spells under any aura, it's time to narrow things down a bit. Devotion Aura becomes tanking stance, gets Righteous Fury's threat bonus added to it, and enabling it makes pallies lose some other abilities (Avenger's Shield is RD's suggestion). Retribution Aura becomes a DPS "stance," with added benefits and costs, and so on. By forcing paladins into a playstyle, you can give them extra power, because you've taken away versatility.

Unfortunately for those in favor, I don't think it'll ever happen. First of all, we already have a class in the game that uses stances, and I think that this type of gameplay is too close for Blizzard's comfort to implement in the same way on paladins -- they want the classes to play different. Second, the paladin class design has always focused on the versatility of being a hybrid. While paladins may want to limit themselves to see buffs, Blizzard has never shown an inclination to limit pallies' versatility just to make them more powerful. I like the idea of Righteous Fury's buff getting linked up to something else (it definitely seems like it's out there on its own as an arbitrary tanking buff), but paladins getting a fully implemented stance system doesn't seem likely at all.

Hallow's End was exactly random enough

Now that Hallow's End is over for another year, it's time to settle up. We already asked whether you got what you wanted, but according to the informal polls (and the feedback I've been hearing), quite a few people didn't actually get everything they were trying for. As we mentioned on the podcast the other week, many people who said they did everything they could probably didn't (did you really go trick-or-treating every hour of every day during the holiday?), but it's not too far a stretch to suggest that maybe the drop rates for some of the hardest items to get (the Horseman's helm and the Sinister Squashling pet seem to be the toughest, though I heard a lot of stories about hard-to-find toothpicks, too) are a little bit lower than they should be for fairness.

Not so, says Bornakk -- he said while the holiday was ongoing that the drop rates were fine, and now that it's over, he says they're still fine. That doesn't mean Blizzard won't change it for next year, but it does mean that they don't have any current plans to change the holiday at all. "The randomness," as he says, "can win sometimes."

Our condolences if you were trying for an item and didn't get it -- even on a 50/50 coin flip, there's still a chance to see one side 1000 times in a row. We sincerely mean this one: better luck next year.

Healer survey contains a wealth of information about healing

If you've ever wanted a close-up look at the game's healing zeitgeist, Miss Medicina has it -- she recently started up a survey/meme of healers around the WoW blogosphere, and the answers are now in and posted on her site. They make for some interesting weekend reading, especially if you're interested in healing and what healers think of it. I'm sure there's lots of conclusions that could be drawn out of this (I'll let you all come up with some in the comments as well), but just reading through them on my own, it seems like there's a few threads between them. The majority of healing seems to be done in 10-mans, which probably isn't too surprising, given that's where most of the endgame players are right now as well. There's no clear winner on class or spec (all four healing classes are represented pretty evenly, though I didn't really crunch the numbers), though there are quite a few priests, and of those, things seem to be split between holy and disc.

In terms of a favorite spell, there's almost no crossover at all -- people are all over the place, from Beacon to Penance to Circle of Healing. To hear these guys tell it, healers have all kinds of fun spells to play with. In terms of a weakness to healing, two main answers appear: mana regeneration (always an issue with mana-heavy classes like healers) and mobility. Shamans and druids have problems with big burst healing, and paladins say they need more group healing strength, but almost everyone mentions either mana or movement. There's a lot more to look through, too, in terms of how healers evaluate their performance and addon recommendations from everyone. As a look inside the healer "scene," there is a ton of information in there about what healers are up to out on the realms.

Ghostcrawler cleans up two dev chat questions

As you probably noticed if you watched along with us, yesterday's developer chat (with Blizzard's J. Allen Brack and Tom Chilton taking questions from Twitter and answering them on the forums) was a little light to say the least. Rather than answer questions about game balance seriously, the devs chose to make fun of hunters taming druids and do a lot of hinting and winking. Fortunately, we have Ghostcrawler -- he's responded to concerns about two of the questions yesterday over on the forums.

The first is in response to some feedback about what the devs yesterday called "binary" hard modes -- they said that instead of providing multiple levels of difficulty (as in Sarth and his drakes), they'd prefer to have a hard mode either on or off (you'll be able to toggle between the two in Icecrown). This relates to what we just said recently, with different types of guilds looking for different types of content to play. GC replies that the "in-betweens" in terms of difficulty will come with later bosses in normal mode -- if you want to play a challenge without stepping into the hard modes, Blizzard will do their best to make sure that the last bosses on normal give you that challenge. Which makes sense -- bosses should ramp up in difficulty as the instance goes along, and no one would suggest, for instance, that Yogg was nearly as easy as Flame Leviathan.

And GC also talked about one of my favorite (and missed) game mechanics: crowd control.

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Patch 3.3 PTR: Consolidate buffs and debuffs in the default UI

Elkano's buff bars

One of the big UI changes coming in patch 3.3 is an option to Consolidate Buffs. It appears that when the feature is enabled, specific short term buffs like Replenishment and longer duration buffs like Gift of the Wild or Arcane Brilliance will be tucked aside and hidden in a buff box. When you mouse over it, the box will expand and display the buffs within. In other words, we can get more real estate back!

On the other hand, certain important buffs that may be critical to the operation of your class will always be displayed. For example, Art of War procs on my retribution paladin will always show up so I know when to slam Exorcism. (Don't hate on me because I have ret paladin now!) Heroism (or Bloodlust) and other similar cooldowns will be shown as well as range limited buffs like totems and paladin auras.

From the debuff side of things, there's another option called Castable Debuffs. When it's enabled, all it will do is show debuffs that you apply. My elemental shaman will throw Flame Shocks and that's all that will appear. I won't see a shadow priest's Misery or a rogue's Rupture. It's an interesting way to cut down on screen clutter.


Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to the Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news.

Increase threat in five easy steps!

It sounds like an infomercial, but actually Righteous Defense has a great post on how a pally (or any class, really -- his advice is for pallies, but it's common sense enough that any tanking class can use the tips) can step up and increase their threat as far as it will go. I always enjoyed tanking when I did it (and now that I'm leveling up a pally, I'll hopefully be bashing heads in and taking damage again soon), and the key to tanking is just awareness: awareness of where the mobs are, who they're targeting, and where they should be. Increasing threat is really a passive kind of upgrade -- as long as you're hitting your spells right, using the glyphs designed to keep you at the top of an aggro list, and specced and hit-capped for the gear and abilities you're using, keeping threat up is pretty simple. It's just the positioning and dealing with surprises that can be hard.

The last point on RD's list is worth repeating for everyone: use your trinkets, as often as possible. Imagine that, in the next patch notes, you saw a spell under your class listing that did what your trinkets did (added a ton of spellpower or increased armor by 500) and went on to say (infomercial style again) "... at a cost of no mana, focus, rage or ." Wouldn't you be spamming that sucker as often as possible? Get your gear straight, use the right abilities, and break out your trinkets whenever you can, and keeping threat should be no problem at all for any given class.

Patch 3.3 PTR: A little extra XP bonus


The sneaky database over at MMO-Champion has uncovered a little spell/aura/attribute hidden in the patch 3.3 PTR files that hints at some extra XP from future versions of heirloom gear. Currently, with two pieces of heirloom gear, you can get up to a 20% bonus (the chest and shoulders each give a stackable 10%, while heirloom weapons give nothing). But this Heirloom Experience Bonus +5% "spell" grants an extra 5% experience, so it could be that in the future, we'll see pieces of heirloom gear that have an extra bit of bonus on them -- maybe gloves, cloak, or a belt -- that will bring the total bonus XP up to 25%.

There's no base level or other identifying information on this attribute (we call it a "spell," but really, given its information in the game, it seems like a gear-specific ability), so we can assume that it'll be a full 1-80 bonus, just like the current heirloom gear in the game. Unfortunately, we haven't actually uncovered any new heirloom items yet, so we have no idea if this stuff will show up in patch 3.3 or the expansion. And of course, just because the bonus applies from 1-80 doesn't mean the gear can be worn that whole time -- it sure seems like Blizzard wouldn't necessarily want Worgen and Goblin alts speeding past Cataclysm lowbie content. But we'll see -- in the meantime, look for a little extra heirloom power, coming soon.

Thanks, Gene!

Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to the Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news.

Phat Loot Phriday: The Mischief Maker

This one comes to us from @Aeire on Twitter, who said we should do this item, because it's "weird and different." True on both counts!

Name: The Mischief Maker (Wowhead, Thottbot, Armory)
Type: Uncommon Consumable
Damage/Speed: N/A
Attributes:
  • It's a wand (though not really -- it's just an item you right-click to use up) that will sheep any friendly player or NPC, and unfortunately only in Dalaran. In other words, it's a party favor -- there's no real use to it, but if you happen to see your buddy wandering around Dalaran, you can sheep them for 15 seconds, and then wait for their "wtf?!" to roll in on guild chat.

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GC clarifies ArPen's stat removal and others


Ghostcrawler's hoping this answer "gets read," so we'll help. A player asks why Blizzard is worrying about armor penetration with the Scourge Strike ability -- isn't, they ask, ArPen getting removed in Cataclysm like we heard at BlizzCon? The answer is basically no: Armor Penetration rating is getting removed from gear (along with Block value, Defense, Attack Power, and a number of other gear stats), but Armor Penetration as a stat is not getting removed from the game. Talents and other abilties will still depend on removing and penetrating armor, even if your gear selection won't revolve around it. They'll still be balancing it, but as players choosing gear, it won't be a part of our calculations there.

Make sense? Just because you don't see, say, Attack Power on gear doesn't mean you won't have an Attack Power number governing how much damage you do. It just means that the AP you have will come from stats like Agility and Strength (depending on your class and a number of other factors) rather than gear adding directly to AP. Of course, as Ghostcrawler says, these changes aren't even coming until patch "4.0" and the Cataclysm expansion, so there's still lots of gear choices and balancing to do before then.

Patch 3.3 PTR: More DoTs


Another week goes by and we see further patch 3.3 developments on the PTR. Last week's changes were pretty far reaching for warlocks. I was pretty excited by just how much they shook up the default raid builds, in terms of which one would pull the highest numbers. One thing that really stood out to me was that the theoretical maximums were all looking pretty even.

There are a couple new elements on the patch notes this week, as well as some reworking. Demonology was previously looking like it was going to be the top DPS spec, as well as the best utility build. The margin was slight, but as ever the number one slot has some prestige and we could have seen felguards cropping up a lot more in raids.

After the break we'll have a closer look at the warlock changes and what they mean.

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Blood Pact: The hidden power of demonology


Each week Dominic Hobbs brings you Blood Pact, the sacred text of summoners, the mantra on the malicious, the effusion of evil and sometimes the diatribe of the diabolical. Sit back in your skull-carved chairs, pop your feet up on the imp, and settle in for this week's installment.
"Drawing deep on the power delivered by my demon slave, I hold it in until it fills me completely. I can feel the power wanting to sear my flesh to ash, fire like a thousand suns. More power than I could possibly wield alone, yet too sweet to let go. Before it consumes me I let it flow to those I fight with, torn as if it were my flesh. I know well it will push them further towards achieving my goals."
As a pure DPS class we warlocks have one main measure of performance; the damage meter. If we can't perform well there then our place in a group comes into question. Sure, there are times when our big health pools and bigger incoming heals earn us the job of spell-catcher but those jobs are few and far between. Generally with each patch we're looking for the build that maximises our DPS. In Karazhan it was affliction. Somewhere in tier five it became destruction. Wrath made it all a lot more even but flipped it back to affliction and tier eight flopped it to destruction once more. Poor old demonology doesn't seem to get much of a look-in for PvE... or does it?

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Arcane Brilliance: Patch 3.3 PTR changes for mages



It's the weekend, and that means it's time for another edition of Arcane Brilliance, the weekly mage column where the boys are boys, the girls are girls, and the warlocks are smoking husks that only vaguely resemble the humanoid shapes they once assumed.

We're taking a small break this week from our ongoing leveling guide parade. There are some things we need to discuss, you and me. We need to have a talk. Don't worry! It's nothing bad! We're getting a pretty sweet buff, actually. Well, arcane mages are, anyway. We just wanted to discuss it with you, that's all. Oh, we're sorry! Did you think Arcane Brilliance was breaking up with you or something? No, we'd never do that! Arcane Brilliance still thinks you're sexy.

See, it's this whole patch 3.3 thing that's happening right now. It's got Arcane Brilliance all hot and bothered. The other columns are too busy to talk to Arcane Brilliance about it. Totem Talk is all excited about "new totems" or some other such nonsense, Lichborne is too busy being overpowered, and Bood Pact... well, you didn't hear it from me but Blood Pact is written by a warlock. I know! Right here at this otherwise reputable website! Also, Blood Pact smells funny. I think it's a gland problem. It's very embarrassing. I shouldn't be telling you this. And Blood Pact drinks its own pee. Okay. That's enough. I'm done now. I've said too much. Keep this to yourself, all right? Loose lips sink ships and all that.

Jump on past the break and we'll discuss the patch 3.3 changes for mages.

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Patch 3.3 PTR: Death Knight patch notes and undocumented changes


Given the massive amounts of death knight changes in the last few patches, Patch 3.3 almost feels like a drought. Of course, that may be good news if you're a bit tired of adjusting your rotations and glyphs every patch. Then again, don't rest yet. Sure, there's only a few changes to Death Knights (so far), but they're big enough that they deserve some discussion. Let's look at them one by one.

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A new animation for Feed Pet


Well I grabbed my own video of the new Feed Pet animation, but it turns out that Lougara on YouTube did it much better, so that's their video you can watch above. Yes, as hunters everywhere have noticed, Blizzard has added a brand new animation to the feeding of a hunter pet -- you can actually see your hunter toss a piece of grub to the pet, who then catches it and noms away.

It would be cool to see it go a little further -- maybe have the pet claw and chew away at it for a moment -- but then again with so many different types of pets out there, it's probably tough for Blizzard to make them all look good. Still, it's a nice little touch for immersion, and it has the added bonus of showing other players when you're tossing food to your pet as well. Of course, with Bloodthirsty as a pet talent or the Glyph of Mend Pet going, you may not even need to feed your pet any more, but if you do, that's what you'll see.

Patch 3.2.2 Hunters see changes to Bestial Wrath



Ghostcrawler has reached into his mysterious bags of tricks and drew out the Hunter card once again it seems. Last week we discussed the recent change to Armor Penetration. While we all agree that it is a nerf to Marksman Hunters and will reduce their DPS. The jury is still out on whether it is a game mechanics correction (which I tend to believe) or some evil plot to cause Hunters to spend more gold.

Well the changes continued to happen. Last Thursday we heard more from Ghostcrawler regarding a new change that will be hitting Beast Master Hunters in Patch 3.2.2. The interesting thing about this recent change is it is both a buff and a nerf. To help explain what I mean let's take a closer look at how Ghostcrawler explained the change on the Damage Dealing Forums.

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