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Filed under: Classes

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.

The Care and Feeding of Warriors: How to get hit in the face


The Care and Feeding of Warriors is our weekly column about pie baking competitions. No, no, I'm just kidding you, it's about warriors, be their tanky or DPS. Matthew Rossi is feeling fine after a solid month of near continuous beatings from various creatures, constructs and undead beetles.

One of the interesting things about being a raiding tank again after about a year of DPS is how you come to enjoy being hit in the face. Or wherever they're hitting you, really... tonight I spent a lot of time using Spell Reflection to keep a giant robot head angry at me while the floor erupted in flames all around. That treacherous floor, always erupting in flames when you stand on it. Quite honestly, at this point it's really all I expect from the floor. If it's not on fire or seething void energies then icicles are falling down on it or there's paralytic poison or it just plain disintegrates and I plummet into a subterranean lair.

As I've relearned tanking (since not only do we have a lot more tricks than when I was last tanking in raids, but there's a whole different skillset when tanking for 9 or 24 other people compared to 4 other people) I've had a lot of discussions not only with tanks of other classes, but also with warrior tanks from other groups, since I'm the only raiding warrior tank in my current guild. So now seems like as good a time as any to discuss what's going on in tanking.

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Scattered Shots: So you want to be a hunter, Part 7 Levels 61-70


Welcome back to the Scattered Shots, the weekly World of Warcraft Hunter class column. This week we continue our "So you want to be a hunter" leveling series as we look at Levels 60-70 and see why I really feel they're the best class in the game. So join me, Eddie Carrington, Brigwyn from The Hunting Lodge blog and podcast, as we explore what's in store for us hunters.

Maybe one day hunters being able to tame duids as their very own pet. Wouldn't that be awesome? I want to thank Dwarffinator and Lissana of
Restokin.com for making this picture and sending it in for me to use.

This is part six of our, now eight part "So you want to be a hunter" leveling guide series. In what was originally to be our final guide, we will now instead cover 10 levels, 60-70, with levels 71 through 80 coming next week. Part of this change is in response to your feedback wanting a bit more information on the skills.

As we do in each, this week we'll review what skills you learn, suggest talent builds for both you and your pet as you level, we'll highlight some suggested dungeon quests that match your current level.

We've 6 previous installations in this series. Here's what we've talked about so far.
  • Part 1: We reviewed racials and their impact on the hunter class. Reviewed each of the current races and what the benefits were of each racial.
  • Part 2: We quickly talked about the first nine levels. We also went on to talk about each of the three hunter talent trees and their basic play style.
  • Part 3: Last week we discussed what happened from levels 10 through 20. We also went over the quests to learn how to tame your first pet.
  • Part 4: We covered some of the covered attacks, buffs and spells. We also began looking at how to teach your pet new skills by applying pet talents.
  • Part 5: We covered levels 21 through 40. We ended up with you getting your epic riding mount and you now can wear mail. From now on completing quests and gaining levels will be much faster.
  • Part 6: Is where we started to see that we were learning more new ranks than new spells as we leveled from 41 to 60. We ended our time in Outlands with our first flying mount.
That's where we've been. But where are we heading? This week we'll be levels 60 to 70. We'll wrap up Outlands, head out to Northrend. Next week we'll wrap it up by reaching level 80. Then we'll focus on gearing up join everyone having fun storming the castle to tackle the Sindragosa, the Lich King and his Scourge minions and anything else Blizzard can through our way as part of Patch 3.3.

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Lichborne: Blood, blood!


Welcome to Lichborne, WoW.com's death knight column.

Hi and welcome to this post Day of the Dead Lichborne. I'm filling in for Daniel this week to talk about my personal favorite death knight talent spec, namely blood. Blood! Over the past year blood has seen its ups and downs, often lagging behind frost for tanking and unholy for DPS (and at times vice versa) but as of patch 3.2 blood seems to be in a really good place, overall. Strong for soloing/questing as well as instancing as either a tank or DPS spec, blood can stand shoulder to shoulder with the other DK talent specs.

Blood's reputation was formed in the early days of Wrath of the Lich King as one of the absolute best leveling specs due to its very strong self healing options. While these were toned down from their beta and early release heights, the tree is still the strongest at creating opportunities to regenerate health of the three, and is often used by enterprising DK's looking to solo older content. But it's capable of far more than that, and of the three specs it's the most physical damage based tree with Heart Strike being purely weapon based damage. Furthermore, blood DK's have one of the nicest pure physical DPS buff abilities in the game with Hysteria. You can be selfish with it and save it for yourself, as you're almost sure to make back the health you'll lose to the talent, but if you choose to share it with a DPS warrior or cat feral druid, the raw DPS they can put out (especially druids) can be rather crazy.

So let us talk about blood. Blood is life... and in your hands, it can also be death.

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All the World's a Stage: The voices of every race and class speak in RP

All the World's a Stage, and all the orcs and humans merely players. They have their stories and their characters; and one player in his time plays many roles.

All the World's a Stage has been a voice for roleplaying in WoW for over two years now. I didn't quite realize it at the time, but the article entitled "So you want to be a bad guy" was just about at the 2 year mark for this column! To celebrate belatedly, today we'll review some of the other websites about roleplaying in WoW out there. If you like All the World's a Stage, you'll probably enjoy these as well.

In addition, you will find that some of these websites have similar, but unique pages with information about roleplaying the various races and classes of Azeroth. So for those of you who would like to have a reference to all these articles in a single place, I've collected them all together in one list at the end of the article. This list includes my own articles, as well as those of all the other websites I'm about to mention which follow on the same theme.

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Arcane Brilliance: Mage leveling guide, 21-30


Welcome to another edition of Arcane Brilliance, the weekly mage column that won't give up, will never back down, won't retreat and won't surrender. Arcane Brilliance has the heart of a champion, the eye of the tiger, the soul of a lion, the reflexes of a mongoose, and the gall bladder of an emu. Now, if you'll excuse Arcane Brilliance, it needs to go indulge in an 80's movie training montage to get ready for this column. And yes, in case you were wondering, Stan Bush and Vince Dicola will feature prominently.

After a rather extended hiatus from the leveling grind, we here at Arcane Brilliance (and when I say "we," I pretty much mean "me," and when I say "pretty much," I mean "absolutely." I fact, I'm not sure why I even said "we" in the first place. Just forget I said anything. Let's move on, shall we?) are finally ready to continue with our series of overly wordy leveling guides this week. Here's what we've covered thus far (and, yes, I'm aware that I continue to use the first-person plural when referring to myself. I'm a very confused individual.):

Part 1: Getting started

Part 2: Levels 1-10

Part 3: Levels 11-20

We begin today's installment at the grand old level of 21. Your mage is freshly bemounted (That word doesn't actually exist, but I think it should) and ready to take on the world. Chances are you're preparing to move into your third major zone. From this point on, you have a great deal of freedom in choosing where you want to quest. I'd recommend an add-on like Cartographer, or a website like mapwow (just check the box that says "Show names for zones") to see a map that tells you the appropriate levels of the zones around you, so you can pick a place to make your home for the next 5-10 levels. Once you've selected a destination, mount up and head that way. Stick to the road if you decide to travel through any higher-level zones in-between, and be sure to pick up any flight paths you pass during the trip.

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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.

Blood Sport: Patch 3.3, part I

Ahh, lovely Radiohead. The entirety of Scotch Mist (which is In Rainbows played live) will be our listening music, as I expect today's article to be somewhat...lengthy. Starting out with "Weird Fishes" is a nice touch -- you gotta love Radiohead's set order diversity. By the way, I'm going to continue supporting the Blood Sport column with listening music, due to overwhelming positive response. If you have any suggestions for songs, please let me know in the comments below!

Instead of talking about minor changes, I'm going to try to only hit the major ones here, as this is a giant patch. If you think I skipped something important, please let me know via the comments below and I'll reply.

Today, we'll be covering pet resilience, the Will of the Forsaken nerf, death knight, and druid changes, and what they hold for arena combatants. Expect the other classes and item/glyph changes soon! You can find all about Patch 3.3 here.

Check out what the last major patch of WotLK has for gladiators and challengers alike after the break!

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Scattered Shots: So you want to be a hunter - Part 6 Levels 41-60

Welcome back to the Scattered Shots, the weekly Hunter class column. This week we continue the "So you want to be a hunter" leveling series.So join me, Eddie Carrington, Brigwyn from The Hunting Lodge, as we explore what's in store for us hunters as we go through 20 levels of information, starting at 41 and ending at 60..

This is part six in our seven part leveling guide series. As we do in each, this week we'll review what skills you learn, suggest talent builds for both you and your pet, highlight some quests and instances that might be of interest, as well as show you which rare pets are tamable for your level.

As every week we'll recap what we have covered up to now.
  • Part 1: We reviewed racials and their impact on the hunter class. Reviewed each of the current races and what the benefits were of each racial.
  • Part 2: We quickly talked about the first nine levels. We also went on to talk about each of the three hunter talent trees and their basic play style.
  • Part 3: Last week we discussed what happened from levels 10 through 20. We also went over the quests to learn how to tame your first pet.
  • Part 4: We covered some of the covered attacks, buffs and spells. We also began looking at how to teach your pet new skills by applying pet talents.
  • Part 5: We covered levels 21 through 40. We ended up with you getting your epic riding mount and you now can wear mail. From now on completing quests and gaining levels will be much faster.
Now that we know where we have been, let's focus on where we are going. This week we'll be covering 20 levels as we work our way from level 41 though 60. We'll also take our first tentative steps off Azeroth as we head into Outlands.

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Ghostcrawler and the "hybrid tax"

Ghostcrawler has put a significant sticky up on the forums about what he calls the "hybrid tax" in terms of PvE play -- there's been some back and forth lately on the forums about hybrid classes and what they should and shouldn't be able to do, and GC wants to put any confusion about what Blizzard intends "hybrids" to be to rest. Very basically, he says that there are three roles in the game (tanking, healing, and DPS), and if a class can respec to perform a different role, it's considered a hybrid class. Otherwise, it's a "pure" class. This means a few things: pure classes, he says, should have slightly higher DPS ("all things being equal," and when does that ever happen?), because they don't have the option to switch out. There's no rule as to how much better that is, but as a tradeoff of rerolling being the only way for "pures" to switch, they get to be a little better. That's the "hybrid tax," and mages, hunters, rogues, and warlocks don't have to pay it.

Hybrids, however, do, and that means that paladins, druids, priests, shamans, and to a certain extent, warriors and death knights, will in Blizzard's view never be able to equal "pure" classes in terms of DPS output, with everything else being equal. You may love your ret pally, and he may be in uber gear, but he should never be able to pour out as much damage as an equally specced and geared hunter, because you can switch to healing, and the hunter can't.

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Blood pact: The birth of a warlock, page 1

Each week Dominic Hobbs brings you Blood Pact. The weak mind fears the darkness because it holds the unknown. Blood Pact knows what resides in the shadows and yes, they should be afraid.

I was afflicted with some kind of corruption of my own last week, not sure if a warrior spell reflected it or what but it had me out of action either way. I don't know how much attention you pay to spell icons but it took me a little while to realize just how nasty the icon for Corruption really is -- nasty enough for China to censor it, in fact. It speaks well of how I was feeling, but hopefully the articles on the PTR changes kept you topped off with warlock goodness in Blood Pact's absence.

This week we're looking at starting a new warlock. This could be for someone new to the game, or rolling an alt. Either way, now is a great time to start leveling as a lot of the world you'll be passing through will be changing with the advent of Cataclysm. So if you've never played a warlock, or even if you have, then get onto that character selection screen and stare blankly at the screen for half an hour while you try to think of that perfect warlock name.

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Arcane Brilliance: The changing face of Frost

Welcome to this week's Arcane Brilliance, the weekly mage column that insists that tragic teleportation accident that left you with a polearm instead of an actual arm does not entitle you to a refund.

Yeah, I should have known better than to start a multi-part leveling guide during a PTR cycle.

Barring more huge news, we'll come back to the leveling guide next week, but this week we need to discuss the fact that Deep Freeze is awesome. Don't believe me? Stop reading this right now. Download the PTR client. Transfer your mage over. Spec Frost. Go find a training dummy. Use Deep Freeze on it. Giggle. Then come back here, because holy crap.

Here's how the spell works currently on the PTR:

Deep Freeze: This spell now deals a large amount of damage to targets permanently immune to stuns.

The base damage is 1469 to 1741. The spellpower coefficient appears to be rock solid, something in the neighborhood of 2-2.5. It doesn't currently benefit from Ice Shards or get an increased crit chance from Shatter, but I expect both of those things to change before this goes live. When it hits the PTR, it'll be the single most powerful damage-dealing spell Frost mages have.

It'll be like a Pyroblast made of ice. Only better.

For those of you with a short attention span, here's the tl;dr version:

After patch 3.3 hits, in a raiding spell rotation, you will use Deep Freeze every time it's off cooldown, and you will see a substantial DPS increase because of it. Read on for the longer, more text-intensive version.

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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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Shifting Perspectives: The disappearance of the bear


Every week (usually), Shifting Perspectives examines issues affecting druids and those who group with them. This week, confused bears everywhere ask themselves, "Why is no one playing us if we're so awesome?"

I've had an article on this subject percolating for a while. Why people play what they do is a question that endlessly fascinates me, and Nick Yee made a business out of examining the various factors that influenced people's class and role choices in games. Unfortunately, with only fan site numbers to go on, it's sometimes tough to figure out exactly what's happening with demographic shifts ingame. For a while now we've had the sense that, while Feral has lost population since Wrath hit, it's bears in particular who've been hit hardest, and as I've written previously, they've all but vanished from my own server. Because most Armory data sites don't distinguish between bear and cat specs, I never figured out whether all the stories I heard about a shrinking bear population were an accurate gloss on what was going on.

Sometimes, though, Blizzard cuts through the confusion and bluntly states that a class or spec just isn't being played that much. Witness, if you will, the gradual extinction of the bear.

So Xariks on the Tanking forum poses the question; why are bears so underplayed? Any well-designed spec that's a PvE or PvP powerhouse and the frequent target of nerf demands has historically resulted in a huge influx of players (e.g. rogues for most of classic WoW and warlocks in Burning Crusade, among others). In Feral, we have before us a spec that had a 50% share of the druid population in BC and, in the transition to Wrath, received considerable buffs to many of its historic weak spots, the removal of prejudicial encounter mechanics, the addition of another weapon option, and the tanking community's hatred for its highest effective health on average. Yet they've been singled out for especial commentary for being, per Ghostcrawler, an "unpopular spec" in modern raids.

Druids, tanks, and developers all want to know -- what gives?

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