Friday, March 18, 2011

Using Crowd Control doesn't mean you're "weak"

I heard a tank say the other day in a heroic PUG "Do we need CC or is the healer good?"

Excuse me, what? Whether we need CC or not has some to do with me, but it is not the only criteria? How about:

  • Can the DPS manage to all hit the same thing the tank so only one person is tanking?
  • Can the tank manage to keep aggro on multiple mobs at once?
  • If there's fire or poison or something else nasty on the floor can everyone avoid standing in it?
Let me just come clean right now and say that not using CC doesn't make your epeen any larger. Especially the particularly "easy" to apply (and re-apply versions) like sheep or trap? (Yes, I'll forgive you for not putting anyone through the exercise of CCing via Seduction with a Succubus.)

It honestly doesn't matter whether I "can" or "cannot" heal through the lack of CC. It's sort of like Pascal's Gambit. Either you need CC or you do not need CC. Either you will wipe or not. Let us assume, for the sake of argument, that using CC when it's needed will assure us of success. The choices work themselves nicely into a table.

Pascal's Gambit of Crowd Control
CC Used?CC Needed?Result
* Success means probable success. Bad things can always happen.

The only time you're going to assuredly wipe is when your group (not just the healer) needs CC and you don't use it. You don't lose ANYTHING (other than maybe a little time) using CC when it's not required.

I know on fights where CC isn't used, I'm much more likely to burn a cooldown (BOP/LOH or the like) and then not have it available for the boss fight in 30 seconds. So. Please people. If you have CC in your heroic groups and there's a question about its necessity. Play it safe.

P.S. Don't know how often I'll post here, perhaps just when I'm moved. But I'm still around.

Monday, August 24, 2009

Losses in Cataclysm

Since the news from Blizzcon is still making its way onto the net I thought I'd cover what we're losing in Cataclysm - Apart from a really painful 1-60 leveling that is.

There's quite a few stats that are being removed from equipment: Spell Power, Attack Power, Defense, Armor Penetration and Mana Per 5 Seconds. Don't fret just yet, there's still good news.

There's a new stat still not clear to us mere mortals in its implementation: Mastery. From the panels, I gleaned that "whatever your character cares about doing" will be increased by Mastery. So, I'm guessing that tanks will get better defense and expertise, BM hunters will get better damage and better pet stuff, healers will land better heals. The details still aren't clear.

So, going away is Spell Power, to be made up for based on Intellect. Also making a departure is Attack Power, apparently to come from Agility and/or Strength. MP5 will be made up for by better Spirit. Defense, like current druid builds, will be made up for by talent spec.

And lastly with many stats falling off of current gear, the Blizzard guys noted that much more stamina would be on most gear. So all the DPS and Healers in the world won't suffer from "Tank HP Envy" any longer.

Racials - Wrapup

Well, I'm not going into the Horde side racial abilities much at all. The purpose of the racial talents preview was to attempt to divine what Worgen and Goblins (if they were the new races) would have for racial abilities.

I've been to Blizzcon since I started the article.

So here they are:

Goblin Racial Abilities:

  • +15 to Alchemy skills. Plus mana and health potions have a larger effect.
  • Rocket Belt (barrage) shoots rockets and does damage
  • Rocket Belt (charge) propels the goblin forward (these two share a cooldown)
  • Best possible gold discounts from vendors regardless of reputation.
Worgen Racial Abilities:
  • Speed Boost for the Worgen, much like a rogue's sprint or cat form prowl.
  • +15 to Skinning skill. Plus the ability to skin faster
  • 15% reduced duration of poisons and curses used against the Worgen
  • 1% increased damage from all attacks
As everything announced about Cataclysm, these are subject to change. They also seem pretty darn good compared to some of the other races' abilities. In fact, it was mentioned that some other existing racial abilities might also get some revamping.

It seems like +15 is the new chosen "magic" number for skill increases, so I wouldn't be surprised to see any race that has intrinsic skill bonuses (i.e. Gnomes & Engineering, Draenei & Jewelcrafting, Blood Elves & Enchanting, Tauren & Herbalism) get their bonus buffed to 15 as well as add some other small effect like both the Worgen & the Goblins have.

All in all, quite an exciting development on the crafting front.

Saturday, August 22, 2009

Day Two

We're about to head out for day 2 of Blizzcon. The mystic reveals by Blizzard are over.

Today is less sitting down watching panels and more experiencing playing Worgen and maybe Goblin start areas.

And of course some shopping.

Since my poor phone battery was crying out in agony yesterday, I didn't get to post on any upcoming changes to classes. 

I'll just post a few tidbits and explain next week.  So in short, attack power, spell power, defense, and mana per 5 are all removed. Oh, and hunters no longer use mana. Again, more detail next week.

-- Sent from my Palm Prē

Friday, August 21, 2009

Murlocs in Anaheim

-- Sent from my Palm Prē

Heroic Deadmines

Nuff said

-- Sent from my Palm Prē

Opening Ceremony

Goblins & Worgen confirmed.  Level cap raised to 85.  Flying in Old Azeroth. New secondary profession - archaeology. Deathwing is back

-- Sent from my Palm Prē