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Posts with tag crowd-control

Arcane Brilliance: The Mage of 2009

The internet's magiest weekly mage column, Arcane Brilliance would like to wish you and yours a very magetastic holiday season. Unless you and yours are warlocks. In which case Arcane Brilliance hopes the holiday season comes to your Christmas party and punches you in the face.

Every year, as the end of that twelve-month block draws near, Arcane Brilliance likes to take an unbiased look back at the events that captured our collective imagination. Heh. Get it? "I-MAGE-ination?" Holy crap Arcane Brilliance is clever. And indefensibly fond of bad puns.

So what did the year of our lord 2009 hold for those of us who prefer the scent of barbecued sheep to pretty much any odor ever and think strudel is a perfectly acceptable meal choice for breakfast, lunch, dinner, and a meal I like to call the "Evocation's-on-cooldown-snack?"

Join me after the break for all the highlights, presented in vaguely chronological order.

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Filed under: Mage, Patches, Analysis / Opinion, Features, Classes, (Mage) Arcane Brilliance

Blood Pact: Meet the minions, part 3 - the succubus and crowd control, page 1

Blood Pact is your weekly warlock digest brought to you by Dominic Hobbs. "A succubus is a devourer of souls, destroyer of hearts, tempter of men. A creature of profound evil and of singular mind. It cannot be brought into our world without a stimulus." ~ Gan'rul Bloodeye

Previously in 'Meet the minions' we have looked at the imp and the voidwalker as well as how to manage your minions and your threat. In this installment our demon of choice is the succubus and the game mechanic is crowd control; fear, seduce, howl, banish and a svelte demon with wings. But before I delve in I need to clarify something to Blood Pact readers.

For a while now I've had a demon trying to whisper words of doubt into my ear. He's been telling me that Blood Pact readers want PvP info in the column, that they cry out for it, they yearn for it, they need it; and that I can't deliver any. It's true that my knowledge and experience of PvP pretty much extends as far as being able to smell it early enough to avoid it. Don't get me wrong, I love researching for Blood Pact but in this case I'm not going to try, and for two reasons. First, nobody who cares about warlock PvP wants to have me school them on it, and second we have some first rate PvP experts at WoW.com who can do it better.

So I've sent the demon packing (literally; don't be surprised if you find more than the normal number of broken biscuits in future packets) and have started a campaign to convince our arena and battleground columnists to get with some lock love. So enough with the preamble, lets get on with the show.

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Filed under: Warlock, Analysis / Opinion, Tips, Tricks, How-tos, Leveling, Guides, (Warlock) Blood Pact

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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Filed under: Analysis / Opinion, Blizzard, Instances, Bosses, Classes, Buffs

The lost art of crowd control

The emblems changes are driving traffic back to the Heroics, and I love it -- 5-mans are my favorite thing to do in the game, and there's nothing more fun to me than sitting down with a group and trouncing a Heroic, reeling in all of the gold and loot we can carry. But there's something missing, still, even in these glory days of achievements and Stone Keeper's Shards and Emblems of Conquest. Yes, it's crowd control. Groups are still gung-ho on AoEing everything in their way, and Blizzard hasn't shown any indication, even in the design of the new instances, that crowd control is anything they want to keep around. I can't remember the last time I trapped something in a group on my Hunter, and I'm sure that the last time I did, some Death Knight broke it right open, Death Grip-ped it back into the group, and then AoE'd it down to nothing.

Bornakk actually replies in the thread that we're just being nostalgic for nostalgia's sake, and that even when CC was required, people whined that they needed to have certain classes in their groups. But what class doesn't have CC these days? Even Shamans got their CC, just as it wasn't actually needed any more. Crowd control added some semi-serious strategy even to trash fights in instances, and while we originally heard that it would come back at some point, Blizzard certainly seems to be done with it.

But we can be patient. The new instances in 3.2 are light to completely empty on trash, so maybe they're waiting for Icecrown to really put our CC skills and coordination to the test. I play a Hunter at endgame currently, so I might be biased, but I do love 5-mans, and I do miss the extra coordination and teamwork that a big CC-required pull provided. Hopefully they can find a way to mix that back in without requiring certain specs or classes to be along for the ride.

Filed under: Hunter, Mage, Analysis / Opinion, Blizzard, Instances, Raiding

Blizzard discusses the state of PvP


One thread over at the forums sparked quite a discussion when it asked what the problem was with World of Warcraft PvP. It's a pretty good question and definitely not something with a simple answer, but Ghostcrawler took up the task and addressed several issues in his usual forthcoming fashion. In a nutshell, Blizzard views the following issues as the primary problems of PvP:
  • Too much emphasis on Arenas and not enough on Battlegrounds.
  • Too much emphasis on 2s and not enough on 3s and 5s.
  • Not enough class / spec representation in Arena. Warlock, hunter and shaman numbers in particular are too low, but they're not the only ones.
  • Too fast-paced.
Ghostcrawler proceeded to explain the last point in detail, talking once again about burst damage and reiterating their intent that PvP should be a balance between damage, healing, and crowd control. He says that Blizzard plans to "add an extra GCD or two" in the small window where a player can either be healed to full or fall to enemy fire, allowing players to better use their full toolbox. Anyone who has ever played Arenas should know that that's a pretty tall order.

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Filed under: Analysis / Opinion, Blizzard, PvP, Forums, Battlegrounds, Arena

PvP trinket is mandatory

There's a short, five-page locked thread over at the official forums that starts out by quoting Ghostcrawler although the OP doesn't quite make his point clear. I think what he's trying to say is that there's too much crowd control in the game, so much in fact, that a PvP trinket is mandatory. The discussion devolves into a criticism of the prevalance of crowd control in PvP. This is arguably exemplified by one of the most enduring and successful 3v3 team composition in Arenas, the RMP or Rogue-Mage-Priest comp which has access to a good number of crowd control (and interrupt or silence) abilities.

Ghostcrawler pops in to give his two centavos worth (apparently he can sift through QQ much better than I could) to say that "crowd control abilities are part of WoW," and is actually a little surprised at the reaction. "If you don't like being CC'd," he chides, "use your PvP trinket." He goes on to say that too much crowd control isn't good for the game, and also acknowledges that too much burst and too much healing aren't palatable, either. A little later down the thread, he gives a little illumination behind developer philosophy about crowd control design and distribution. Newsflash: it isn't equal.

By not being equal, I mean that some classes have more CC than others, while some have access to more CC breaks than others. But the accusation was that this made the game unbalanced, and this is what our favorite crab disagreed with. Despite the trend towards a little class homogeneity (e.g., identical or non-stacking buffs), he draws the line at making classes carbon copies of each other. He admits that "making classes identical or even very similar makes the game easier to balance," but he also astutely points out that "it also makes it boring."

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Filed under: Analysis / Opinion, PvP, Forums

Should every class be a hybrid?


World of Warcraft has four classes that can heal and four classes that can tank. Two of the tanking classes are classes that can only tank or DPS, and two of the healing classes are classes that can only heal or DPS, leaving two classes as jacks of all trades who can heal, tank or DPS. In general, of WoW's 10 classes, we have therefore six or so classes that can perform at least two, if not three, roles. This leaves four classes with three talent trees each which only perform one role, that being DPS.

Should this be the case? Or should the remaining four 'pure' DPS classes... the Rogue, Mage, Warlock, and Hunter... be given the same 'hybrid' flexibility as the other six? We've seen great changes from the old days especially with the release of Wrath of the Lich King bringing real viability for hybrid classes to fulfill whatever role they spec and gear for, especially with tanking and healing: each tanking class can perform the MT role, for instance, although each can be said to have strengths and weaknesses to some degree in certain aspects (Warriors and Druids struggle with AoE tanking compared to Paladins and DK's, for instance). Some healing classes excel at group healing, others at tank healing, but all should be more than capable of solo healing a five man and all are valuable in raids.

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Filed under: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior, Analysis / Opinion, Odds and ends, The Burning Crusade, Death Knight, Wrath of the Lich King

Crygil wants to know what you think of class roles

CM Crygil has posted a very general thread over on the forums asking players what they think of the various class roles out there: "Ranged/Melee/DPS, Tanking and Healing." As you probably have noticed, those three roles make up what are often called the Holy Trinity in role-playing games and MMOs: either you do damage, prevent damage, or recover from damage, and those three roles make up the basics of most roleplaying combat systems, including the battles in World of Warcraft.

But as quite a few people in the thread say, they're not quite sure just why Crygil is asking for this information. Sure, there are lots of good and informative answers in here (most people actually spread out "the trinity" to four roles, splitting melee/close combat and ranged/magic combat into two parts), but as there has always been, there's really nothing outside of the kind of thinking that's been done before on the subject -- anytime developers try to break out a new part of the trinity of roles, they either fall right back into the stereotypes (a bard that casts magic damage "songs" is really just a dressed up Mage), or they end up breaking the game (mind control/crowd controller is a new class idea that's been played around with before, but as Blizzard has discovered, it's extremely hard to balance that exactly right).

As Crygil later says, these questions are his, not Blizzard's -- he just wants to get some perspective on what the forums dwellers think of how the current roles work. And he promises that CC is "on its way back," so maybe Blizzard will try to do some more experimenting with the different types of roles classes can play.

Filed under: Analysis / Opinion, Virtual selves, Odds and ends, Blizzard, Forums

[1.Local]: Of Baby Spice and free stuff from guys

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.

(Baby) Spice, spice, baby
Readers seem to have cooked up a satisfying solution to the problem of thoughtless creeps who park their mounts atop summoning stones, flight masters and other necessities, blocking them from use. "LOL, whenever I see a giant Tauren on his Humongous Impressive War Mammoth parked on the Dalaran flight master, it's Baby Spice to the rescue," giggles Euphronius. "Nothing more hilarious than seeing him reduced to the size of a Great Dane."

Woof.

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Filed under: WoW Social Conventions, Features, [1.Local]

Ready Check: Guide to Naxxramas (Kel'Thuzad)


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 down some bosses. Tonight, we finish off Naxxramas, check our watches, and ask, "What else is left to kill around here?"

Out of all the forum posts written concerning raid content back in Burning Crusade, I remain fondest of a guide to Tier 6 written by Gragnarth of Andorhal, who I assume must be a deeply cynical person by nature. Within you'll find expert tips on Illidan ("If YOU get demoned you say something to the effect hey I got demoned, and then hope that you are well liked"), Shade of Akama ("I play a fury warrior, and as a result i have no clue what the strategy for this boss is"), and Rage Winterchill ("Make sure you have at least 1 person bandaging the Main Tank every minute"). But the comment that seemed to get the most mileage was one concerning Illidari Council, which was colorfully described as "THE SUPER BOWL OF NOT STANDING IN THINGS!" This phrase subsequently entered the parlance of many a raiding guild, and I'm reminded of it whenever I look at AoE-intensive fights.

Kel'Thuzad isn't a fight with the kind of AoE damage you'll see on (for example) Malygos, but I rather like to think of him as being the Super Bowl of spreading out. For every time you've heard your raid leader howl at the raid to "Spread the ^*#% out!" before, you'll be hearing it five times more here, and with good reason.

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Filed under: Analysis / Opinion, How-tos, Features, Raiding, Bosses, Guides, Wrath of the Lich King, Ready Check (Raiding), Achievements

Crowd Control to return in future instances

This opinion probably isn't shared by everyone, but I have to say: I miss crowd control in PvE. Nowadays, thanks to Death Knights or Blizzard or whoever you want to blame, instance runs are more or less zerg affairs -- everyone runs in on a cue, targets whatever the most dangerous mob is, and then lets the rest die off from the incidental damage thanks to their glyph-ed up, AoE abilities. But I long for a more civilized time when CC was used as a more elegant weapon, when a successful group was based on teamwork rather than gear, and when you needed a sheep, or a trap, or a banish, or all three, to make it through the instance.

Fortunately, crowd control isn't dead forever -- GC confirms that while Blizzard doesn't want every pull to take "months of planning" (and obviously they want you to bring the player, not the class, so requiring a Warlock or a Mage along isn't always the best policy), "there will be more CC in the future." Of course, whether that means raids only or future expansions, we have no idea. He does say that "Noxromulous" was made to be accessible, so you might think raids, but one instance players always mention in terms of 5-man difficulty is Magister's Terrace, and let's not forget that that one also came in a content patch.

Despite the bad rep that CC has gotten in PvP, it plays a significant role in the strategy of PvE, and lots of that interesting gameplay has really been lost lately. Hopefully in the future, we'll see Blizzard able to bring back sheep and traps in a way that will test groups without leaving anyone out.

Filed under: Hunter, Mage, Warlock, Patches, Analysis / Opinion, Blizzard, Instances, Bosses

Dispel resistance mechanics changing in 3.0.8

Here's a mechanics change that's been sort of sitting in the 3.0.8 patch notes that deserves a closer look: Dispel resistance mechanics via talents are being changed.

As Ghostcrawler describes it, essentially resistance mechanics will now only protect your harmful damage over time spells and your buffs. Other types of Debuffs and Crowd Control effects, such as Fear, Psychic Scream, and Ebon Plague, will no longer be able to take any bonus from dispel resistance talents such as Silent Resolve, Contagion, and Virulence.

It seems like it's one more way in which, since Wrath of the Lich King came out, Blizzard's been shying away from crowd control mechanics as anything more than a stop gap measure, in both PvP and PvE. Whether this will hold up in the long term remains to be seen, but crowd control artists, be prepared to recast those spells just a bit quicker.

Filed under: Patches, Analysis / Opinion, News items, PvP, Talents, Buffs, Battlegrounds, Arena

Death Knight's Death Grip as crowd control


I haven't played a Death Knight on the live realms yet (I leveled one through the starting experience during the beta, and am only 79 so far on my main), but I have grouped with quite a few of them now, and the ability that real stands out to me and others seems to be Death Grip. A lot of the other Death Knight abilities are just new versions of other classes' spells, but Death Grip is a pretty new mechanic -- instead of charging or jumping away from a mob, you're bringing the mob to you. And with all new mechanics, players have found new ways to play with them. As you can see in the video above, Death Grip, when chained by a few Death Knights, can even be used as crowd control.

I've seen it used in a few other wild ways, too -- it works great as an interrupt, and when combined with a Hunter trap, it's finally a reliable way to trap ranged attackers and casters. And most of the Death Knights I've seen use it for pulling -- they suck the caster in from a group, and the rest of the mobs come with, and group right up for AoE. And I haven't even been to any PvP matches with Death Knights yet -- I imagine the uses there are even more hilarious, not to mention that I'd be yelling "Get over here!" every time I hit it. Very fun mechanic for the new Hero class.

Thanks, Michael!

Filed under: Fan stuff, PvP, Humor, Raiding, Classes, Buffs, Death Knight, Wrath of the Lich King

Breakfast Topic: How hybrid DPS could still get screwed in Wrath


Recently a bunch of the writers here were talking about all the changes we're seeing to various hybrid DPS specs. Retribution in the beta is known to bring some serious pain, cat DPS has been given some pretty sweet buffs, and Shamans...well, Shamans seem to be in a state of flux, but when is that not true? With tank AoE threat buffed, the need for crowd control may also be a thing of the past, thus eliminating one of the more annoying roadblocks to hybrid desirability in 5-man groups. For 5-mans, at least, hybrid DPS should encounter significantly less difficulty (we hope) getting a slot.

However, it was my contention that, for the purpose of raiding, it doesn't ultimately matter how much these specs get buffed. They could do amazing DPS, bring incredible buffs, have any number of raid-saving abilities, and fart gold on every crit -- but you're still not going to see a lot of hybrid DPS running around Wrath raids for one very simple reason: someone has to tank and heal, and neither job is sufficiently attractive to allow most hybrid players to come as DPS. When it's a choice between respeccing resto or the raid never getting off the ground, most players will respec resto -- and decisions like that tend to be fairly hard to escape. The next night rolls around and -- um, do you mind coming as resto again?

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Filed under: Druid, Paladin, Priest, Shaman, Warrior, Analysis / Opinion, Breakfast Topics, Expansions, Death Knight

Scattered Shots: Sting operations

A Stinger missle and launcherScattered Shots is for Hunters. This week, Daniel Whitcomb will be covering for David Bowers, despite the fact that his Hunter isn't currently specced for Scatter Shot.

As Hunters, our primary role is and likely always will be the DPS. Even the new pet talent trees probably aren't going to change that too much. In the end, we sit back and fill the giant target full of arrows or bullets. That said, we also have quite a few tricks up our sleeves, a few stops we can pull out to get jobs done. Some of these come in the form of stings: a series of shots that put a debuff on the mob that can, when used correctly, turn the tide of a battle. Today, we'll look at each sting, what it does, and how best to utilize it in PvP and PvE.

There's a few universal truths to look at before we start: First, all stings are poison. This means that they can be cleansed, and that certain mobs will be immune to them. Second, there's only one sting allowed per a hunter, and most stings don't stack. That means that you can only apply one sting at a time as an individual hunter. Still, that can turn out to be helpful in some cases, as we'll discuss later. In addition, Viper and Scorpid Sting can only be cast by one Hunter at a time, so in multiple hunter situations, be sure to decide amongst yourselves who's casting what, should they be needful.

And now, on with the stings!

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Filed under: Hunter, Tips, How-tos, PvP, Instances, Guides, Talents, Arena, (Hunter) Scattered Shots

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