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Category: Warcraft

It’s Only Taken Four Years

Posted on March 8, 2010 by Gazimoff

It’s great when you help others and get something from it yourself in return. As an example, I’ve recently been helping a bunch of level 60 characters work through some of the Vanilla WoW content. It means that they get a chance to face Old World dungeons and 40-man raiding, with raids lasting a few hours rather than several days.

The guild Sixty on Steamwheedle Cartel-EU tend to organise most of them, as it’s only made up of characters on accounts without any of the expansions added. I’ve joined them on a few runs now and while the loot generally tends to go to those that need it, there are other benefits. One of them being able to get those old world reputations up to exalted. There’s also other things that can be gained from running old world dungeons, from completing quests to gaining completion achievements like Classic Raider.

Why four years? Shortly after patch 1.9 hit the servers, I joined a raiding guild called Lost Chapter. It was a leap into hardcore raiding, going from 3 nights a week to almost every night. Although I don’t play at that level any more, I thoroughly enjoyed the experience. I’ve since moved server and last I heard they’d gone to Doomhammer-EU, but I still look back on it with fond memories. Back at the time though, I’d never managed to get to exalted with the Brood of Nozdormu. Yesterday I finally put amends to that, hitting exalted and picking up the final Signet Ring of the Bronze Dragonflight in the process.

So yay for helping out lowbies and yay for finally getting something thing finished.

Next up? Timbermaw Hold…

An Architect of Archetypes

Posted on March 7, 2010 by Gazimoff

I’ve recently joined the Blog Azeroth community in order to get advice and guidance as a fledgling Warcraft blogger. There’s a seasonal topic currently running called the Blogger Elder Project, in which a writer tries to impart advice, information or expertise to their readers. I’d been thinking about it for a few days, but was really struggling to find something to write about. There are already some fantastic guides on the Mage class written by others, with everything from gear selection to talent choices covered.

It was when I came across Tamarind’s idea for a Bloggers Guild that I finally got an idea. Single Abstract Noun is a fresh guild on the Argent Dawn roleplay server in the EU cluster. I rolled a blood-elf mage, joined the guild and started chatting to other bloggers and readers. A common theme that emerged was about the roleplay server itself, how refreshing the experiences were compared to other server types and how much fun it was to watch others roleplay.

Now maybe I’ve been spoiled by my own server choices – I rolled my first character on a roleplay server because that’s what I was used to. I’d been a fan of pencil and paper roleplay games for some time and enjoyed them as much for the roleplay aspects as the social and gaming aspects. I figured that roleplay would be just another facet of the game like questing, instancing, raiding, crafting and so on.

One of the integral parts of almost any character I create is it’s archetype – how the character fits in the game world, how it perceives others and how those others view him. I tend to do this regardless of the server type I’m playing on because it helps to differentiate what would otherwise be a long list of Mage. It means I can match my play to my mood – if I’m feeling chaotic and bouncy, rebellious and anti-establishment or generally old  and cranky. The character I pick is also a clue to my guildmates and server friends about what kind of mood I’m in. You can even use this kind of technique on non-roleplay servers – just by having a character with an archetype or backstory helps to make it feel more real than just a sprite on a screen, helping you remember why he’s cool even once every quest is completed and every achievement has been earned.

As a result, I figured that a list of the major mage archetypes would be a useful thing to have. So here it is! Although each class has several archetypes to suit it (there are even several archetypes that would suit several different classes) I’ll be focusing on the ones suitable for mages.

Don’t think that you have to pick one in isolation – you may feel that your character can use a combination of archetypes. Be wary about choosing too many though, as it can make your character directionless. It’s better to have a clear focus than wide coverage, much like talent specs.

Also, don’t feel that Mages=Dalarani or Kirn Tor. As you can see from the list below, there’s a huge spectrum to choose from.

  • Dalarani – These are probably the most popular type of mage, particularly for Alliance roleplayers. Formal training and rigorous academic trials are all hallmarks of a Dalaran Mage. Magical research and experimentation are also elements of a Dalarani, although not as common. Subgroups such as the Kirin Tor may also provide inspiration for players of this type. Dalarani tend to wear their power on their sleeve, wearing violet robes and tabards to show their allegiance. Items such as the Dalaran Wizard’s Robe or the Tabard of the Kirin Tor are essential in this regard.
  • Hedge-mage – Traditionally mages that have had no formal training from Dalaran, the hedge-mages used to be rounded up and either forced into Dalarani academies, stripped of their magical ability or even killed. Today they remain mistrustful of the motives of the Kirin Tor, and are strongly anti-establishment. For players that like to be rebellious or those that don’t like Dalaran, this is a good choice.
  • Techno mage – There are mages out there with a proficiency in engineering, augmenting their machines and gadgets with arcane powers. They conduct research in how to make their latest creations even more powerful through the use of their arcane ability. Mages with Engineering and Enchanting professions are ideally suited for this archetype, especially Gnomes and Goblins.
  • Runemaster – Drawing power from arcane runes and symbols tattooed all over their body, the Runemaster wears little armour and carries only the most basic weapons. Ideally suited for melee combat, their physical blows are empowered by the arcane runes that decorate them. Ideally suited to Hordeside players, but can equally be used by players that haven’t rolled a mage. As an example, a Tauren warrior or enhancement shaman would be able to pull off being a Runemaster. Professions such as Enchanting and Inscription are also a good fit.
  • Noble mage – These characters are traditionally aristocracy first and a mage second. They may have been sent to a Dalaran academy for an education, but wield little magical power and are unlikely to have seen combat. This type is ideally suited to low level mages, particularly Blood Elves or Humans due to their strict social structures. Professions are optional – if you’re a noble why do things yourself?
  • Highborne -The original ruling class of the Night Elves, their use of primitive magic from the Well of eternity gradually changed them into a distinct racial group. During the War of the Ancients, many Highborne either fled to Dire Maul, or were transformed into naga or satyr. Other remnants formed High Elven societies or joined Kael’thas Sunstrider to form the Blood Elves. Although Highborne can be played by both Night Elves and Blood Elves, it is ideally suited for those planning to play a Night Elf mage in Cataclysm.
  • Felblood – Essentially Blood Elves that have fed on demon blood and been transformed into demonic hybrids as a result. Usually Kael’thas’s closest mages, the offer of demon blood was seen as a reward for their loyalty. Would typically be played by Blood Elves, although it would need to be handled with care.
  • Wretched – Blood Elves that have failed to control their magical addiction. By drawing on fel energies, they have started to undergo a physical transformation. Wretched can be seen all over the Eversong Woods. Although this would typically suit a Blood Elf mage struggling to maintain control on his addiction, it could theoretically apply to a mage of any race.
  • Warlock – A class in it’s own right, Warlocks are usually seen as mages that gave up on their academic training in pursuit of even more powerful sources of magic. Drawing upon demonic fel energies and shadow magic, the Warlock is interested in inflicting pain and suffering as well as damage to their enemies. A warlock does not grant foes a merciful death, and instinctively is interested in his own affairs rather than the greater good. Some warlocks seek to hide their demonic pacts from others, remaining integrated in mage societies. Others are open about who they are, feeling that anyone who disagrees with them can eat shadowbolt.
  • Bookworm – Another one for low level mages, this is the mage that studies the theory of magic but has little to no practical ability. If having discussions and debates about magical lore, theory and uses sounds like your cup of tea, this one is for you.
  • Battle mage (Warmage) – Usually armed and well trained in melee combat, the Battle Mage is usually part of a royal or senior guard. Using their magic to fight alongside warriors and rogues, their use of magic has been refined to a collection of simple gestures and rituals that gets traded between a close group. The battle mage is ideal for a raiding mage seeking a background, or for those playing part of a city guard.
  • Necromancer – From the depths of Scholomance, the Cult of the Damned have been training former mages in the arts of Necromancy. Some mages such as Ras Frostwhisper have since gone on to become Liches, further aiding the Lich King. The Necromancer role would suit any mage looking to play one of the bad guys. Equally, a former member of the Cult might be a suitable concept. The Cult are not particularly fussy, so this would suit any race.
  • Shadow hunter – One for the trolls! The Shadow hunter is a practitioner of voodoo magics, being neither good nor evil. They draw on the power of dark gods to help themselves and their allies. A lot of their power is surrounded by ritual and ceremony, and as such makes a great concept for a roleplayer. Items such as the Bad Mojo Mask make great props  for someone choosing this archetype.
  • Witch doctor – Another one suitable for trolls, the witch doctor uses their magic combined with alchemy to twist nature to his bidding. Not just suitable for mages, this can also be played by shaman or druid alchemists of the Horde.
  • Ley walker – Rather than drawing their powers from the undead or the Twisting Nether, the Ley Walker seeks to use the streams of power that cross the world, pulling on them like threads in a loom and weaving them to create their spells. Usually outcasts or outsiders, the Ley walker is comfortable in solitude and their place in the world around them. Not exclusive to mages, this archetype is also a good fit to priests, druids and shamen.
  • Blue Dragonsworn – The forces of Malygos have many mages that are allied to them, seeking to control and regulate the use of magic in the world. As with Necromancers and Felblood, this is essentially a case of being able to play the part of the enemy. That said, there are examples of those who have been captured, coerced or manipulated into fighting for the Blue Dragonflight. A character could also play a dragonsworn of a different dragonflight, although there would need to be care in ensuring that the ethos of the dragonflight is aligned with that of the character. Most characters tend to be secretive about any relationship they may have with a particular dragonflight.

This is by no means an exhaustive list, nor does it contain everything that there is available on each archetype. If a particular one inspires you, it’s worth having a look for further information on WoWWiki.

Also, bear in mind that most roleplay servers have their own roleplay community. It’s worth getting in contact on either the realm forums or the general roleplay forum before creating the character, in order to ensure that the concept works and is a good fit with the server. They also might be able to offer advice and guidance on how you can improve the concept further.

Don’t forget, if you’ve got anything to add or have any questions, feel free to post it in the comments!

Hit It Like You Mean It

Posted on March 6, 2010 by Gazimoff

Ask a mage to talk about the Hit Cap, and you’ll probably get a tirade of ranting. They’ll start to froth at the mouth as this haze of madness descends upon them, a rage of arguments involving calculations and forecasts that seem like some encrypted mathematical riddle. It’s a horrible stat that never feels ‘useful’, just one of those things that you need to have enough of. Not too much though – anything more than enough is a waste.

To understand more on the problems mages face with the Hit Cap, it’s worth reading the WoWWiki article. The amount of hit needed from gear, enchants and gems can change dramatically based on what talent spec you have as well as what racial abilities you have and who else you have in the group. And since you can’t bank on having the same group make-up every time, you end up building your gear based on worse case scenarios.

Add on to this Blizzard’s habit of ‘tweaking’ and you have a recipe for frustration. In the start of Wrath of the Lich King, Deep Fire had the highest damage output. While you were gearing up, a solid Arcane spec would allow you to pick up talents like Precision and Arcane Focus. We even had progression, from Arcane, to Frostfire, to Deep Fire, as we geared up. Then patch 3.2.2 came out and suddenly the spec that provided the most hit was also the one with the highest DPS output. Overnight every high end mage had to go out, respec and re-asses their gear. It was a nightmare.

This form of ‘stat tetris’ is something that Blizzard are working on with Cataclysm, in order to make hit gear more useful. But then again, if you look at the overall stat changes that are planned for Cataclysm there are still some questions that remain. Looking at what’s being planned, we’ll have the following stats to juggle.

  • Stamina – affecting our health pools, possibly impacting spell damage
  • Intellect – affecting our mana pools and spell damage
  • Haste – how fast we can cast our spells
  • Crit rating  – a spell’s chance to critically hit
  • Mastery – a ‘bonus’ stat for wearing gear relevant to us (cloth)
  • Spell damage – no longer on gear, but will remain on weapons
  • Hit rating

Currently, the responses on how hit rating will work are pretty vague. Is it something that we’ll need more of as we go into higher tier brackets of dungeons, becoming part of the ‘gear check’ that we’ll need to leap over regardless of skill? Is it one of these stats that’s going to scale pretty linearly up to a soft cap, in the same way that haste and crit rating do now? Will it have a multiplier or booster affect on our other stats, but without a cap? Currently these are unknowns and will probably remain so until the launch of Beta later this year.

Why not ask another question though – why is hit needed as part of the spellcaster damage mechanics? Does it have an important role to play as a stat in the overall damage calculation, or is it there to serve purely as a gating or limiting mechanic? Does it need to exist as a stat in talent trees, or can it be moved out to be a purely gear-based stat?

Does it need to exist at all, or can it be thrown in the trash?

I’ll be eagerly waiting on further news, but I really hope that we can avoid having to juggle stats around a pivot point of some magical number. After all, I’d rather play Peggle instead of Tetris.

Being Late to the Party

Posted on March 5, 2010 by Gazimoff

I know I’m late to the Icecrown Citadel party, and that a ton of people are already doing it in heroic mode. Today I’m pleased to say that I managed to get in there, get some bosses down and bag some loot. I’ve managed to down everything including Festergut so far. And yes, I got some achievements for my trouble too. All in, the ride was pretty smooth despite some upset during the ship-to-ship combat.

I’m now using Frost Needle in my main hand, coupled with Igniter Rod in the offhand and managing to shed even more hit in the process. I’ve been battling to lose hit ever since I made the switch from Fire to Arcane as my primary spec back in the early days of 3.3, but it feels like I’m finally getting close to having all my statpoints becoming useful again.

One thing that I did get reminded of tonight was the concept of gear mastery coming in with Cataclysm. Basically, if a class has proficiency in a particular armour class (cloth, leather, mail and plate) then they’ll get a boost based off the item’s Mastery value. The idea is that it encourages Paladins, Druids and Shamen to stick to their own armour class rather than grabbing ones from a lower bracket.

I don’t think it’ll work.

The downgrading of armour types has been going on since Molten Core, when we had Paladins running around in cloth so that they could heal effectively. I don’t think that Mastery will help discourage them from rolling on gear outside of their armour proficiency. Instead, I think that the classes that loose out will feel even more bitter about missing out on gear and the additional boost from the Mastery stat.

Why not consider instead a penalty based system? Yes, you can wear armour outside your proficiency, but you face a penalty on your stats if you do. The question then changes from “is this an upgrade to me even without the mastery bonus” to “is this still an upgrade once I take the penalty into account?”.

It’s a difficult balance. On the one hand you want to make sure that players feel that they have fair access to gear, while on the other you want to ensure that gear is useful to as many people as possible before it’s trashed or discarded. It’s why I’m not calling for strict limits to armour proficiency to be built into the game.

At the end of the day, it’s about being selective who you raid with. If you’re with a raiding guild make sure you understand their policies on loot distribution, and if you’re not happy with them it might be that the guild’s not suitable for you. It’s when you’re raiding outside of your network of guildmates (pugs etc) that having game mechanics that nudge players in a particular direction can be a benefit.

What the stat?

Posted on March 3, 2010 by Gazimoff

One of the things that really irritates me sometimes is the huge number of stats that accompany games these days. You tend to expect it a lot in RPGs, where each attribute can be measured, quantified and manipulated by your choice of character class or equipment. Don’t get me wrong, I like the ability to customise and tune my character the way I want. I just think that we’re getting a little stats-crazy these days.

Let me break it down a little. In World of Warcraft, I’ve been playing a mage now for five years. I like the immersive game world, the landscapes and soundscapes. I like the way combat feels when playing a mage, how the class works and what the sweet spots are. I even enjoy the multiplayer aspects of doing dungeons and raids. It’s all good fun, with some cool encounters and a nice bucket of storytelling and lore to go with it.

What I don’t enjoy is the “meta-game”. It’s when you start scratching the surface and digging deeper into the mechanics of using this spell vs. that spell, or choosing one item of gear over another. Pick up an item of loot from your typical raid and you might find five or six different attributes that it can improve. Is it an upgrade? Is it worth me taking? Hang on while I grab my calculator…

This whole theorycrafting part isn’t something I’m a huge fan of doing myself, but I’m grateful that there are others who are happy to run the numbers and share the results. The RatingBuster addon is a huge help for me as it makes identifying gear upgrades much easier. There’s also a shedload of information over at both Elitist Jerks and Epic Advice, with the latter also encouraging questions from players that just want to raise their game.

It’s why I’m slightly worried with the stat changes that are being planned for the latest expansion. It’s not so much the stat changes themselves as the intent behind them that has me confused. I hate having to make predictions based on partial information, but I’d really like to know what Blizzard are trying to achieve:

  • Reducing the overall number of stats I have to track and worry about?
  • Reducing the amount of gear I find appealing so that I stop grabbing stuff that priests and holy paladins want?
  • Increasing the difference between classes?
  • All of the above?

One of the things I really liked in the change from Vanilla WoW to Burning Crusade was that gear choices became a lot more fluid. Class specific gear was replaced with tradeable tokens, while gear that was good for caster DPS also became pretty cool for healers. It meant that it became easier to gear up in dungeons and fewer items got sharded or trashed because they weren’t useful to anyone. With these proposed changes it feels like we’ll be going back to basics, with fewer classes competing for gear and more stuff getting junked as a result. This wasn’t such a big deal back when you had 40 people to distribute loot between, but now that raids are as small as 10 people, making items useful to as many players as possible should be a consideration.

Maybe I’m just getting grumpy in my old age, or maybe I’m missing something, but I’m glad there are still people who are happy to “do the math” and help us all with what we should be doing.

As for me, I guess that as long as I keep seeing big yellow numbers I’ll be OK.

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