Monday, March 03, 2008

Ask Coriel: Enchanting Scrolls

Jordrah of Ravencrest writes:
I was wondering what your opinion on the Enchantment "scrolls" that Blizzard has put up on the Arena Tournament PTR. If these were implemented on the Live servers (as of now they are only available on the Arena Tournament PTR).

How do you think they would affect the AH economy as well as raiding and PvP? Would enchanters be pleased or angry about such a change? Should there only be certain enchantments available as scrolls: only low level enchantments as a way to get rid of low level mats there might be laying around; should high level enchants such as Mongoose and Executioner only be available through an actual enchanter and still require the interaction? Also, what about these scrolls be use ala Mithril Spurs and Counter-Weight style where you are free to craft them and sell them but it is a requirement to find a crafter to apply them to your gear?

Jeez that was a lot, but I still have more! Ha ha.

Another thing that the enchanting scrolls and the recent change to Primal Nethers and Vortexes made me think about was: what if enchanters were to get their own BoP reagent needed for certain high level enchants (Mongoose and Executioner-like enchants from WotLK). Let's call it a Primal Shard or Nether Crystal (I know kind of lame). I was thinking that instead of being a drop like Primal Nethers and Vortexes are, they would be available through disenchanting. Something like a 10% chance upon disenchanting Rare items and a 50% chance upon disenchanting Epic items. I figured a change such as this would allow enchanters to have something that lets them charge for enchants beyond just a tip (which can be woefully low from some people) yet a relatively high chance to get them from disenchanting would keep them at a level where they would be somewhat valuable yet not overpriced. Another way for them to be gained could also be another enchanting recipe that would turn several Void Crystals or Large Prismatic Shards into a Nether Crystal.



Before I answer the question, let me tell a story about selling enchants.

Back in pre-TBC days, Fiery was a very popular weapon enchant, and it required 4 Small Radiant Shards. One day, I was in Ironforge and an enchanter (we'll call him Tim), started hawking Fiery in Trade Chat.

Tim: Levelling up Enchanting. Will pay you 1 gold to enchant Fiery if you provide mats.

Amused, I checked the Auction House. Sure enough, all the Small Radiant Shards were up for double the normal buyout, all being sold by Tim.

I sent Tim a tell congratulating him on his scheme, and he confirmed that he had several sales that day, making a healthy profit.


Anyways, one of the big problems with Enchanting is that you can't enchant gear for your alts. Scrolls solve that problem nicely, and is one reason I don't expect scrolls to require an enchanter to use. So I don't think the mithril spurs model is a good idea.

The interaction on the economy will be interesting. I don't think enchanters need a BoP mat, because the supply of materials is controlled *entirely* by enchanters. It's like jewelcrafting, but even more extreme. It really depends on how many enchanters continue to sell materials versus the number of enchanters who switch to selling enchants.

Part of the problem is that is very hard to justify a crafting fee when the buyer provides the materials. So the harder it is for the buyer to get materials, the higher the premium the finished product can command. Theoretically, enchanting would be very lucrative if the enchanter provided materials, because the number of capable enchanters available at any one time is low, but in practice everyone buys the materials first, then finds an enchanter and tips them a gold or two.

So my predictions are, if enchanting moves to the scrolls:
  1. Supply of enchanting mats dries up. Enchanters will keep their mats and produce enchants for sale, much the same way that jewelcrafters keep raw gems and sell finished gems.
  2. Price of enchants increases.
  3. However, it will be much easier to find and purchase the enchant you want using the AH.

More convenience for everyone, but higher prices for everyone as well.

Monday, February 25, 2008

Weapon Types

Andres writes:
The last thing is a strange idea I've been having for a while. The most problematic gear from Arena/PvP is the weapons, since most of them have their stats better allocated than their PvE counterparts. What's worst is the lack of variety in PvE weapons, forcing some to spec out of their beloved specs because there isn't one at their current raiding level.

Although Blizzard stole some of the thunder (via weapons available now via BoJ), I was thinking of some kind of quest like T0.5 (bear with me, I ding 60 a week after BC). The players would gather items from the raid instance to be handed to the associated faction. After a number of items are handed, the player would receive a weapon that doesn't drop from the instance (for example, off-hand swords for TK).

It is an interesting idea, but I think it’s a bit of a Band-Aid fix that doesn’t address the real underlying problem. The bigger problem is that rogues, warriors, feral druids and healing paladins are too specialized when it comes to weapon types.

This doesn’t really matter in PvP, because you get to choose your weapon type, but in PvE you have to rely on drops from bosses. (You could completely change how PvE loot is distributed, but that is beyond the scope of this post.)

Rogues have it worse off. There are four main weapons for rogues: Daggers, Swords, Fists, and Maces. Each of these types works best when you are using two weapons of the same type, and each hand usually has specific desired characteristics. But this makes it harder to gear up, as a Sword rogue has to wait for a sword to drop.

I think that it would be beneficial if rogue weapon specializations were combined. Combine the Dagger and Fist Specialization talents and allow Ambush/Mutilate/Backstab to be used with both Daggers and Fist weapons. Then combine Sword and Mace Specializations together (probably would have to only use the Sword spec ability). This would give each type of rogue more options when it comes to gearing up. A Dagger rogue could replace a Dagger with a Fist weapon and still play effectively.

You could do something similar with Warrior weapon specializations. Make the type of weapon matter a bit less in order to make it easier to gear up.

Feral druids really need a way to utilize normal weapons a bit more. Right now they rely on special druid staves. But the downside is that they can’t use normal weapons, and other classes can’t use their staves. Of course, feral druids have a problem in that they don’t share off-hand or 2H Weapon types with the other melee DPS (aside from 2H Maces).

The problem with healing paladins is that 1H Maces is the only weapon type that paladins used to have in common with the other healers. The other three healing classes share Staves and Daggers, which is why you occasionally see a healing Staff or a healing Dagger. However, with the recent change to allow all Shamans to use 2H Maces and Axes, I have high hopes that we will see some healing 2H Maces. 2H Maces would be a weapon type that could be used by three out of four healing classes (paladin, druid, and shaman).

In any case, my point is that making weapon types matter a lot hurts PvE, because of the way loot is distributed (random, specific drops). You either need to reduce the impact of weapon type, or move to a more “tokenized” model.

Saturday, February 23, 2008

Ask Coriel: Tanking as Holy

Ron writes:
Just starting to run Kara as a Holy Pally. I noticed your Armory snapshot today has you in tanking gear so I thought i would ask how u find the challenge of holding aggro and pulling mobs with so few points in Prot please?

I am keen to gather an off tank set but wondered what runs u have comfortably tanked as Holy spec with your tanking gear? Heroics, non-Heroics, etc.

I don't really tank much. I mainly tank adds that need to AoE'd down. That's pretty much murlocs on Tidewalker these days. I pull mainly with healing threat on a Life-tapping warlock. For out-of-combat pulls, I have Holy Shock.

As long as you have Improved Righteous Fury, holding aggro is not usually an issue. A full Prot paladin would find it easier, but Holy has cheaper Consecrations, Holy Shock, and extra spell damage.

The big difference comes in mitigation. A Prot paladin would take much less damage than I do. In fact, I *cannot* tank 73+ mobs or raid bosses as I would take crushing blows for 150% damage. You need Holy Shield to be able to tank raid bosses.

As for 5-mans, I can tank regular 5-mans fairly easily (my gear is pretty good). I can probably tank heroics as well, but I haven't really tried.

One thing that I have been trying lately is gearing for Avoidance. For example, I'm trying +8 Dodge, +8 Defense, +4 Defense/+6 Stamina gems, instead of the more standard +12 Stamina everywhere style of Effective Health tanking. EH tanking is really good for slow, hard-hitting bosses, as Avoidance tanking relies on randomness, and it only takes a small streak of full hits to kill you on a slow-hitting boss.

However, for AoE tanking, you tend to deal with lots of small attacks, and the Law of Large Numbers starts to kick in. This means that the odds of taking a killing streak are very low. Plus, paladins are pushed towards Avoidance because we have to gear that way to reach uncrushable status. I'm just keeping on going in that direction.

So far it seems to be working out. I think I do take less damage overall than in my previous setup. I'm not sure if it would be viable when tanking bosses, but as I am Holy, the point is moot.

Friday, February 22, 2008

Ask Coriel: PvP Gear from PvE

Andres writes in:

I wanted to know your opinion on PvP gear available from PvE Raids. I know we don't see exactly eye to eye on the PvP gear, but the latest changes are a turn on from the interesting to the bizarre.

1) The blue gear available via rep is a great step forward to balance the 0-200 resilience race, helping both recent 70s and raiders switching to focus PvP.

2) The T4/T5/T6 tokens will now allow to pick up PvP gear. This change does seems strange. I'm still trying to decide if it's a good change or not. I'm leaning on the not-good side as only particular pieces are better than their raiding counterparts and it gives raiders the edge on the other side of the fence, which is the argument against PvP gear availability. ;-)

I think Blizzard is trying to make it easier for people to participate in both PvP and PvE. Currently, gearing up for either takes a lot of time, and if you really want to do both, you have to spend twice the time.

Since the introduction of S1 gear from battlegrounds, you can use PvP gear in PvE. It's not the best stuff, but sheer ilevel allows it to be decent. S1 isn’t as good as T4, but it’s better than a lot of blue gear.

These moves just allow people to go the other way. If you spend time running 5-mans, you can get some initial resilience gear. It’s not as good as running battlegrounds for S1, but it’s better than nothing.

Similarly, for the high-end people (Raiding or Arenas), S3 isn’t as good as T6 for raiding and extra T5/T6 tokens turn into S2, not S3. You get gear so you can participate, but are a step behind the people who choose PvE or PvP as their main activity. As well, extra tokens can get turned into gear, instead of being wasted.

It should also help out hybrid classes, as it will make it easier to pick up some PvP off-spec gear. The only specs which will need a little extra help are Protection warriors and Protection paladins, as there really isn’t any PvP gear or playstyle that is suitable for them.

All in all, it’s a pretty good move by Blizzard to get more people involved in both facets of the game.

Monday, February 18, 2008

Bind-on-Equip Nethers and Vortexes

Possibly the most interesting change to come out of Patch 2.4 is the news that Primal Nethers and Nether Vortexes will change from Bind-on-Pickup to Bind-on-Equip.

A while back, I noted that Nethers were Bind-on-Pickup in order to create scarcity, in an attempt to allow crafters to actually make a profit from crafting weapons or armor. A person wanting a specific item needed to find crafter with the recipe and an available vortex. As far as I could tell, it seemed to work. A Primal Nether went for about 100g, and a Vortex went for 500-700g on Skywall.

However, once Patch 2.4 hits, the crafter and vortex become separate items, making it easier to find them and driving down the price. The price of crafting an item will once again be driven back down to “mats + tip”.

I wonder what motivated Blizzard to change the system. Did the original system not work out? Did too many people skip getting crafted items because of the hassle? Did more casual crafters find it too hard to get Nethers for their own personal armor? Is the availability of Badge Gear having a negative effect on crafted gear? Is Blizzard clearing the decks for the next expansion?

It’s an issue that really has no right answer. Enforced scarcity is an inconvenience to the rest of us. Handling Vortexes is huge pain in my guild. We have to distribute them properly at the moment they drop. With all previous raid materials, we just collected them and put them in a guild bank, and people could withdraw what they needed. But enforced scarcity is also the only way to raise prices for crafters, to allow them to get paid for creating items for other people.

Of all the changes in 2.4, this is the one that I would love to get some insight about from Blizzard, to find out exactly which of the many reasons for or against this change came into play.

Thursday, February 14, 2008

Fast Loot System

Lately I've been thinking about a raid just using Blizzard's built-in loot system. Set a threshold of Epic and just go:

1. Want the item for your main set - roll Need.
2. Want the item for your off-set or sidegrade - roll Greed.
3. Don't want the item - Pass.
4. If everyone passes, an enchanter scoops it up and disenchants the epic.

I know this system would probably end in drama and tears, but it would be so fast and easy. You could spend more time actually doing stuff, and less time handing out loot. Yeah, someone might win two items over someone else, but it will average out over time.

The biggest issue would be people who raided for different amounts of time. A guild would have to deal with attendance issues apart from the loot system. But that might be a good idea anyways, rather than relying on your loot system to motivate people to show up.

Wednesday, February 13, 2008

Recap

Things are getting a little confused over the last few posts, so I thought I'd state my positions on raid content clearly:

1. Attunements are unnecessary, and should be removed for every instance except Karazhan.

2. Reward bosses should be buried deep in the heart of an instance, not placed near the beginning.

3. Guilds should do raid content in order, and not chase after "easy" bosses.

4. If you have a choice between putting in attempts on a new boss or farming for extra gear, you should put in more attempts on the new boss.

5. Trash should not respawn.

Hopefully that makes things clearer.

Monday, February 11, 2008

The Fallacy of Gear

Dorgol of Boulderfist posts a comment in the previous thread:

Removing attunements will HELP the guilds currently working on SSC / TK by allowing them access to T6 loot.

No, in my opinion, it won't. This is because gear is relatively unimportant in raiding in TBC. The natural progression of raiding prepares the guild gear-wise for the boss they are working on. By the time a raid reaches a given boss, the raid will have enough gear to tackle the boss. The only guilds who are undergeared for the content they are working on are Nihilium and the other Top 50 guilds. That's because they go through content at such a fast pace.

The rest of us are appropriately geared--or even overgeared--for the content we are working on. (Note that I'm talking on a raid level. It's possible to have a few new people who are individually undergeared.)

There are four elements to defeating boss fights. From most important to least important, they are:

1. Strategy
2. Execution
3. Skill
4. Gear

Gear, though necessary, is the least important of these. In my experience, every time my guild has had issues on a fight in TBC, it has been because of one of the top 3 reasons, never gear.

Unfortunately, most lower level raiders do not believe this, or at best pay lip service to it. Tobold called Gruul a gear check. Gruul is in no way, shape, or form, a gear check. The DPS requirements to kill Gruul are easily in reach of a blue-geared character who knows how to play her class.

I have been through the learning process for Gruul with two different guilds (Valarin was drafted to fill out a raid). With Coriel, our first problem was being killed by Shatters, which we fixed by using the safe spots (Strategy error). The second problem involved too low DPS, and that was fixed by focusing on hit rating and proper rotations (Skill error). With Valarin, the main issue was that healers were letting the tank die at about Growth 12 (Execution error). Note that none of these errors had anything to do with gear.

But gear is the only variable that Blizzard controls, without nerfing the fight directly. Blizzard cannot improve our strategy, execution, or skill. So they add in more gear, hoping to compensate for the lack of the other three elements.

You need to spend time on boss fights, improving your strategy, execution and skill. That will serve your guild far better than attempting to gear up for the fight. In many ways, I think that skipping Kael/Vashj for early T6 content is a distraction that will end up hurting T5 guilds, just as skipping Magtheridon for Void Reaver did.

Hard fights teach the strategy, execution, and skill required for even harder fights. Skipping a hard fight in favor of an easy fight does your guild no favors.

If you don't believe me, consider this quote from Ciderhelm's Time Management for Raiding Guilds (a superb article which completely changed a lot of my views on raiding):
What players do not understand is how real a factor time is on the guild welfare as well as their own. Spending time gearing up for new content is almost never as well spent as time actually working on that content. This is especially true in the Burning Crusade, where stat differences and gear progression between Karazhan and Black Temple is relatively small; keep in mind that Nihilum cleared through Black Temple just 3 months after raiding began. Gear is good, but it is not key. [Emphasis mine]

Sunday, February 10, 2008

Attunements and Reward Bosses

Patch 2.4 is removing the attunements to Mount Hyjal and the Black Temple. If you look at the WoW Dungeons and Raid forums, you'll see a lot of angst over this decision. First off, I fully support removing the attunements. In general, I think raid attunements beyond the first level are pointless and end up hurting the slower, less hardcore guilds.

However, the raiders complaining about the attunement removal do have a point, and it's worth considering their perspective. In my view, the issue is not really the attunements themselves, but rather the nature of the bosses right after the attunement.

Remember that for raiders, quality of reward needs to match the challenge overcome. However, it is generally accepted that the first few bosses of T6 content are "easy" and really are not worthy of the quality of loot that they drop. But this is acceptable because Kael and Vashj are so difficult. Early T6 bosses do not just reward you for beating the T6 boss, they also reward you for killing Kael/Vashj.

Essentially, the first few T6 bosses are "reward bosses". There are other reward bosses in the game: Void Reaver in Tempest Keep, the Chess event in Karazhan, the drakes in Blackwing Lair.

But with the attunement removal, you don't need to kill Kael/Vashj, so the challenge ceases to match the reward, and thus there's a lot of complaining. People are allowed to skip the hard content and access the easy bosses with over-generous rewards.

This happens on a lesser level with Void Reaver in Tempest Keep. Originally, you had to beat Magtheridon to get access to Void Reaver, and thus Void Reaver was essentially an extra reward for beating Magtheridon. But now you can go straight to Void Reaver, making his reward (T5 shoulders) greater than his challenge.

Another way to think about it is to look at the Chess event in Karazhan. There is no question that the Chess rewards seriously outstrip the challenge of that event. However, those epics are not just a reward for Chess, they're also a reward for getting that deep into Karazhan. If the Chess event came at the beginning of the instance, or after Attumen the Huntsman, it would make no sense. The reward would be disproportionate to the challenge on every level.

If the first boss in T6 content was the equivalent difficulty step of Razorgore in Blackwing Lair, there would be no complaints about removing attunements. Challenge would match reward, and everything would be fine with the world.

In general, I think that "reward bosses" are a bad idea. They encourage guilds to take shortcuts, to waste time and skip over content that would teach them necessary skills. I honestly believe that having guilds skip Magtheridon to go for Void Reaver has hurt them in the long run. Magtheridon teaches coordination skills that are very valuable in later T5 content.

Reward bosses are an especially bad idea to have near the beginning of an instance. If you have to have a reward boss, it is best to follow the Karazhan model, and drop it deep in the heart of the instance.

Wednesday, February 06, 2008

The Road To Damascus

January 10, 2008:

Retribution is currently terrible in every aspect of the game, even with the best gear currently available.

- Azreal, 70 Paladin, Death & Taxes, Korgath (Yes, that Death & Taxes)



11:04 AM, January 15, 2008:

Retribution Paladins do not have comparable DPS to Shadow Priests. I do not understand where this comes from, as I have never seen a WWS of a major fight with Paladins anywhere near respectable DPS margins.
...
Death and Taxes would use Retribution Paladins if they were good. There's no spite or hatred of the class preventing them from doing so. They simply don't work. If they did, they would be used; it's that simply. Top tier guilds have to take advantage of everything available to them. It would be hindering progression to do otherwise. Unfortunately, at this time, the spec is sub par.


- Azreal, 70 Paladin, Death & Taxes, Korgath



10:26 PM, January 15, 2008:

I just went Ret in 3s, and I took top 10 undefeated.
...
You seem to be really gun-ho on Paladins as a hybrid, and, for the first time in a long while I actually feel like one, rather than a healer / cleanser.

I never really considered Ret as a viable spec until today. I always compared Ret Paladins to other melee classes, and in that regard they fall short. No interrupt, no snare, no healing debuff etc. etc. I'm sure you've heard it all before. After a few games however, I can see how Paladins can still play support as Ret, and the things that make Holy so strong are still there.


- Azreal, 70 Paladin, Death & Taxes, Korgath



Febuary 5, 2008:

By the way, I started Raiding as Ret, it's completely viable.

- Azreal, 70 Paladin, Death & Taxes, Korgath



All teasing aside, this is great to see. Perhaps it will convince more guilds to give a Retribution paladin a trial. For better or worse, the high end guilds do hold a lot of sway in the raiding community, and D&T are among the very top.

I feel like posting a thread to the paladin forums. I'm pretty sure I could get a 10-page flame-war going.

Tuesday, January 29, 2008

Sunday, January 27, 2008

I Hate Trash Respawns!

Have I mentioned lately that I hate trash respawns?

Tonight was our first night of serious Leotheras attempts. We took a look at Leo on Thursday, but our warlock tank hadn't finished collecting her Fire Resist set. We normally raid from 6:30 to 9:30. We try several attempts, learning how to start and stop DPS, healers learning how to kill their Inner Demon, etc. Our last attempt was gorgeous, except we got a little bit too excited when we hit the 15% mark. It was a heartbreaking 1% wipe.

We res up and get ready to try again, when trash respawns on top of us, wiping us again. It's now 9:00pm, and while we still have half an hour of raiding time, we have people who need to leave right at 9:30 and we have to clear all that trash. So we have to call it. I suppose it's possible that we could have cleared fast enough to get an attempt in, but there are 7 pulls before the boss, and the boss takes 10 minutes or so.

Calling the raid right after a 1% wipe, when you still have half an hour of raiding time, really, really sucks.

Trash respawns suck. Seriously, Blizzard, just remove them already. They're a pacing mechanic which doesn't affect the elite guilds, who are the ones who need to be paced. Trash respawns as a mechanic just hurt the rest of us who are moving at a slower pace or with real-life constraints on our time.

Monday, January 21, 2008

Fathom Lord Karathress


We killed Fathom Lord Karathress last night. Two new bosses in a week. Hopefully this is a sign that we are out of our slump.

I have mixed feelings about this kill. We killed him on the ninth try. On the first seven tries, I was Prot-specced and tanking the priest. On the eight try, I tanked the hunter, but the dps pulled him off me. So one of our warriors, who was DPS, and I teleported to Ironforge. He respecced Prot, I respecced Holy, and we came back in and killed Karathress.

It's probable that having that ninth healer was what put us over the edge, especially for keeping the raid alive (Karathress randomly Bolts a raid member for 50% of their max health), rather than having a warrior tank instead of me. But still, in some ways I kind of feel that I failed as a tank.

The respec was probably unnecessary, as I finished the fight with like 60% mana, so I probably could have healed it as Protection wearing Holy gear. However, it was frustrating after eight tries, so we made sure.

Comment Moderation Enabled

I've been having a problem with a gold seller spammer, so I've enabled comment moderation.

For Raph Koster, this is why Real-Money Trade is different than info sites and walkthroughs. The latter do not spam my website.

Wednesday, January 16, 2008

Al'lar!


Finally! That's hopefully a big monkey off our backs. We killed him 2 seconds or so after the Enrage timer. Best part was that I got the killing blow!


After that, we killed Void Reaver, and then went and saw Kael. That looks like a very fun fight. Phase 1 went by very fast, and Phase 2 was just total chaos. I think we're going to go back to SSC first though.

Still, 3/4 TK and 3/6 SSC is not too bad. Hopefully we can make better progress on the back half of Serpentshrine Cavern.

Sunday, January 13, 2008

The Problem of Hacked Accounts

One of the major problems facing WoW today is the proliferation of keyloggers and hacked accounts. With the introduction of Guild Banks, hacked accounts are an even greater security risk. It's a very hard problem for Blizzard to solve, because the player's computer is already compromised by the time World of Warcraft is started up. I imagine that Blizzard's Warden already looks for known hacks and keyloggers, but they'll always be a step behind.

The best way for people to avoid having their account hacked is to be rigorous about their computer security. But sometimes people make mistakes. So what are some other ideas that Blizzard could implement that would help security?

Here are three ideas that I had that could help stem the tide of hacked accounts:

Remove hyperlinks from the WoW Forums

The WoW forums are one of the main vectors of keylogger transmission. It's compounded by the fact that your account and password for the forums are the same as the ones for your game. Most people will not take the extra effort to cut and paste a link rather than just clicking on it. So the lack of hyperlinks will probably cut the spread of a keylogger infection significantly.

The price here, of course, is that you wouldn't be able to link to other useful sites. I personally get a fair number of hits from the link in my signature on the forums. So you would damage the "eco-system" of WoW websites.

Make the user select a secret image upon logging in

A password is just text. You can detect someones password by detecting the keys pressed. There is a one-to-one correspondence between a key and a letter. Every time you type your password, it is the same. So we need something that is harder to detect than a straight key press.

One idea is to have the user select a secret image when setting the original password. Then when logging in, you type your password and choose an image from an array of possibilities. The location of the image changes each time. All you can really tell from outside the program is the exact co-ordinates of the mouse-click.

Since the image's location will change each time, the co-ordinates of the mouse-click will change each time, and it will become harder for a keylogger to capture the necessary information to access the account.

Safe Mode

Have World of Warcraft create a "signature" of the physical machine used to create the account for the first time. This signature would be derived from the physical characterstics of the machine including things like the processor, amount of ram, hardware installed, etc.

When a computer connects to the account, its signature is compared to the signature on file. If the signature is different, the account starts up in "Safe Mode". In Safe Mode you wouldn't be allowed to do stuff like sell or disenchant soulbound blues and epics, spend more than 100 gold, or withdraw items from the bank. Guild officers would not be able to invite, promote, or remove people from the guild.

The idea here is that WoW is basically saying, "Hey, this isn't your normal computer, so I'm going to be very suspicious." Of course, people will occasionally play from different computers, or a laptop, so you can't prevent them from logging in entirely.

As well, you would need some mechanism for changing the computer signature on file for when people get new computers or upgrade. In many ways, this idea is similar to Microsoft's Windows Genuine Advantage, and it will have the same issues that system has.

Anyways, those are three ideas I had which could help stem the problem of hacked accounts. I don't think that there is anything (short of banning asymmetric trades, which I think is overkill), that Blizzard could do to eliminate the problem entirely. The point of weakness that allows for the installation of keyloggers and computer hacks lies outside Blizzard's control.

Saturday, January 12, 2008

Short Notes

Castsequence Macros broken in 2.3.2

If you use castsequence macros (for example, to weave HL5 in-between FoLs), be aware that if your target is out of range or the cast is interrupted, the macro will "jam" and will stop working. It might start working again after a bit, but it's very annoying.

World of Warcraft Sweepstakes

The book publisher Simon & Schuster is holding a World of Warcraft Sweepstakes. Lots of swag including novels, CCG packs, and other WoW material. The contest is open to residents of Canada and the US (sans Quebec, as normal).

Loot Update

I picked up [Crystalforge Shoulderguards] last week. I went with the Protection shoulders, as I have the healing shoulders from Tidewalker. I also got [Chestguard of Hidden Purpose] from Zul'Aman. I haven't been in ZA very much, and last run was the first time I've killed Bear, Eagle and Lynx bosses.

I also picked up some mail healing gloves from Solarian. It was a pretty good week for loot.

Sunday, January 06, 2008

Hybrid Theory: Shadow Priests

Shadow Priests are an example of a successful class in WoW. They combine good DPS with solid utility and are in high demand in raids. They heal and regen their group while they DPS. They are often regarded enviously by paladins who wish to be fluid hybrids, to heal and melee in the same fight. So what makes the shadow priests successful? In my view, there are three significant reasons: minimal time costs; one scaling mechanism; and the fact that the sum of their parts is greater than 100%.

Minimal Time Costs

A Shadow Priest's utility comes from the spells Vampiric Embrace (which provides health to the party) and Vampiric Touch (which provides mana to the party). A Shadow Priest spends 1.5s every minute casting VE, and 6s casting VT. The rest of the time is spent dealing damage. Further, VT is actually good DPS (eyeballing it, it looks better than Mindflay). So a Shadow Priest actually spends 97.5% of her time doing damage, all the while contributing health and mana regen to her party. This means that the Shadow Priest can actually come extremely close to her maximum possibly DPS (disregarding threat).

In contrast, if a paladin casts a heal, she reduces her DPS by the equivalent amount. If she casts only a single Flash of Light every 10s, her DPS drops to 85% of her maximum. If she swings her weapon, she reduces her healing throughput, just though time costs.

One Scaling Factor

A Shadow Priest only has one scaling factor for both her damage and utility: spell power. VE and VT scale with spell power. That means that a Shadow Priest only has to collect one stat in order to maximize both her utility and her damage.

In contrast, each side of the paladin's nature has a different scaling factor. DPS scales with Attack Power, threat scales with Spell Power, while healing scales with Healing Power. All scale with Spell Power, but damage and healing does so poorly. Having multiple different scaling factors encourages the paladin to choose one and specialize, ignoring the other.

Sum of the Parts is Greater than 100%

The deep truth of hybrids is that to be less than 100% of any pure dimension (tank, healing, dps) is a huge drawback. The other side of a hybrid must contribute more to make up for that fact. A hybrid that is 50% of a dps and 50% of a healer is simply not good enough. In my opinion, the sum of the two sides must be closer to 150% to even be considered for a raid.

However, this looks unbalanced, but it really isn't. The only two successful fluid hybrids in WoW are Shadow Priests and Feral Druids. I would class Shadow Priests as 90% dps and 60% utility, and Feral Druids as 90% tanks and 60% DPS.

The hard part here, though, is keeping the class from becoming 150% in one aspect. For example, if the paladin was a 75%/75% dps/healer hybrid, what would stop a paladin from not dpsing, and becoming a pure 150% healer?

Conclusion

Minimal time costs, one scaling factor, and the fact that the sum of the parts is greater than 100% are the reasons that the Shadow Priest is a viable hybrid. You can do the same exercise for Feral Druids, and see that all three reasons apply to them as well.

In my opinion, time costs are most important barrier to hybrid viability. You always have the choice between casting a heal or swinging your weapon. If one option is always a better choice for a particular spec, you don't have a fluid hybrid.

If Paladins are ever to become a fluid hybrid, I think that they will need to be changed such that they follow these three rules.

Saturday, January 05, 2008

Friday, January 04, 2008

Outlands as a Protection Paladin

Grogin of Area 52 wanted to know how viable levelling from 60-70 in Outlands as a Protection Paladin is.

Short answer, it's very viable. I levelled from 60 to 70 as Protection. Of course, I level by questing, and very rarely grind for experience, so I don't know any specific spots which are good for AoE grinding while levelling. Once you hit 70, though, you have to go to the Demon Hunter training grounds at the Temple of Karabor in Shadowmoon Valley. It is the Protection Paladin version of Paradise.

However, there are a couple of things to watch out for. There's not a lot of true Protection gear until you hit 70 and Netherstorm. Most paladin quest rewards tend to be str/int/sta/spell damage. Luckily, most quests don't make you choose between warrior tanking gear and paladin gear. So you can use warrior tank quest rewards for your tanking set, and paladin gear for general levelling if you prefer.

Personally, I recommend levelling as Protection/Holy rather than the standard tank build of Protection/Retribution. I find Spiritual Focus invaluable while soloing, especially when undergeared. Also, take Reckoning. It's very good while levelling, especially for regenning mana with Seal/Judgement of Wisdom, though most tanks spec out of it when they hit raid content.

The only other thing about levelling as Prot that I can remember is that you get Seal of Blood/Vengeance at level 64. Try them out and see if you like them better than Righteousness. I tried Vengeance for a bit, decided it was silly, and went back to Righteousness. Vengeance can give more damage, but half the time it falls off. Righteousness is always reliable.

If you're bored, you can "twist" Vengeance and Righteousness. Cast SoV, after 10s Judge it, and then switch to SoR. You'll get SoR damage while the Vengeance debuff continues to tick. It's decent extra damage for the last part of the fight.

Anyways, as long as you save the warrior tank quest rewards, you should also be able to tank any of the instances as you level.

Hope that helps!