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Archive for March, 2012

Heroic Spine of Deathwing

Posted by Malevica on March - 30 - 2012

NB: This guide will assume you’ve already read my normal Spine of Deathwing strategy, or otherwise know the details of the fight on normal mode.

Fight Summary

On heroic, the Spine of Deathwing fight demands precise timing, fast target-switching, efficient healing and a lot of patience!

The fight will take at least twice as long on heroic as it does on normal because each Burning Tendon has a greatly increased health pool. You should expect to take two burn phases to remove each plate instead of just one. What this also means is that there will be a lot more Corrupted Blood spawning than you would normally be used to, making Blood control by tanks and Blood removal on the rolls much more important.

For ranged DPS, dealing with Fiery Grips quickly becomes really important, given that each tick can take 1/4 of your health away and you might not be healable at that moment. You want to be in position to DPS the Corruption immediately, but you also need to stop DPS quickly once it’s released or you’ll kill it early and end up with an extra Amalgamation killing people. The margin for error is fairly small here. I’ll talk about the timing in detail in the section on Hideous Amalgamations, but if you time things carefully you can avoid having a Fiery Grip during the Burning Tendons phase, which is a huge DPS boost if you’re having trouble getting the Tendons down reliably.

For healers, besides needing a bit more work to remove the Searing Plasma debuff on people and the fight going on a lot longer, the only major mechanic to be changed is the addition of the Blood Corruption debuffs, which I’ll give their own section below before other sections on dealing with Hideous Amalgamations and Corrupted Blood.

Blood Corruption

Every Hideous Amalgamation that spawns will cast Blood Corruption: Death on a random player in the raid. This is a magical debuff with a 15s duration. When it gets dispelled it jumps to another random player and may either stay the same or change into Blood Corruption: Earth. The duration persists through dispels, so you have 15s total before it expires. When it does expire, if it’s still Death (red icon) it will explode and insta-wipe your group; if it’s Earth (yellow icon) it will grant that player Blood of Neltharion, a 20% damage reduction for the rest of the fight (including through combat resses (Anyone able to confirm this?)), stacking up to 2 times for 40% total.

One person (25-man teams may want a second person) should be assigned to dispelling this, and their priority should be:

  1. Get rid of any red Death debuffs
  2. Get the yellow Earth debuff onto the tanks, up to 2 stacks apiece
  3. Get the yellow Earth debuff onto anyone who is likely to pull aggro on Corrupted Blood later in the fight, which tends to mean healers and perhaps melee DPS too.

Because you want this damage reduction on the tanks as soon as possible, the best way to begin the encounter is to kill all four Corruption tentacles, then wait on the roll until all 4 Amalgamations have cast their Blood Corruption. Then roll and throw them off. This gives you 5 Blood Corruption debuffs to work with right from the start and believe me, getting your tanks sorted early when you’re not panicking about healing all the things is a good feeling.

Amalgamation Management

Speaking of those Hideous Amalgamations, let’s look a bit more closely at when, where and how to spawn them, dump them and kill them.

As I’ve mentioned, you want to spawn four pretty quickly at the start, so on the ‘pull’ you’ll kill all four of the active Corruptions; To help your tank pick them up it’s worth killing one side and then the other rather than a random order.
These four are going to be held by the tank(s) until they’ve cast their Blood Corruption and then you should execute a roll to throw them off. At this time, kill the new Corruption and the fight begins properly.

Because the Amalgamations have pretty high health and their Superheated Nucleus pulses hurt a lot you really don’t want them to reach 9 stacks before you’re ready, so make sure your Corrupted Blood is killed on one side of the Spine and your Amalgamations are tanked on the other.

The timing on the Amalgamation’s death is very tight. You need to be watching its health bar, the number of dead Bloods (Residue) on the ground, and the timer for Fiery Grip, and making sure you’re ready to move at the precise time. When there is ~6 seconds to go on the second Grip of that phase, move the Amalgamation across the Spine and into the pile of Residue. It should get to 9 stacks immediately and start pulsing. Hopefully it was at ~5% or less HP when you started moving, and if it’s much above 10% then you may have problems. While the Amalgamation is moving the melee DPS should work on finish off the Amalgamation, the ranged DPS should be DPSing the Corruption to break the Fiery Grip, then switching back to either finish off the Amalgamation or start work on the Burning Tendons.
If you got the timing right there will be a Fiery Grip right after the Burning Tendon goes away, so be ready to quickly kill the Corruption to break it out, then rinse and repeat the previous process.

After every plate is removed you’ll want to execute a roll to clear out some of the Corrupted Blood. Spawn an extra Hideous Amalgamation (so you can soak up more Residue), then AoE down the Corrupted Blood that remains, using raid cooldowns to prevent the Burst damage from killing people. Start the roll as you drag the Hideous Amalgamations through the Residue pile so it soaks up as many as possible, and then the roll will throw it off the Spine safely.
Once again the timing is tight: you should be in the process of starting the roll because if the Amalgamation absorbs nine Residue it will start to pulse, and you really need to minimise the number of pulses it can get off before flying away. If you’re fairly quick on the roll, you’ll also avoid getting a Fiery Grip during the roll, which helps a lot.

Corrupted Blood Management

Mostly because of the length of the fight you will have to deal with a lot more Corrupted Blood on heroic than on normal, and you will need to carefully manage this to stop it causing too many problems.

The first thing to sort out is positioning. On the first plate it’s not so important, but from the second onwards your Blood tank will be having trouble picking the Bloods up fast enough. The best way to have the Bloods remain under control here is to have the ranged and (especially) healers position themselves near the Blood tank so that the tank’s AoE/cleave attacks alone are sufficient to pick up the incoming Blood, leaving taunts free for the few which genuinely go astray.
Pay close attention and be careful to run away when the Amalgamation is due to die, because getting Fiery Gripped next to the Nuclear Blast is just embarrassing.

The next thing to deal with is not killing too many Corrupted Bloods. Any Blood that is killed (barring the Blood that gets thrown off in rolls or used for exploding Amalgamations) will just come back later once it’s slimed its way to the fiery pits at the side, so killing more Blood than you need to just means you have to heal through more Bursts. When each Burst is around 10k Physical damage raid-wide, that’s a lot of unnecessary mana spent. DBM can keep track of how many Residue are on the ground, so keep a close eye on this number and don’t go crazy.

The only way to actually get rid of Blood, which you’ll want to do to keep your tanks from getting splatted on the last couple of Amalgamations, is to throw Residue off. I’ve talked about this before, so I won’t repeat myself.

The final thing to talk about is what happens on the last plate. Once the second plate has been blown off you’ll have AoE’d down most of the remaining Corrupted Blood and thrown them off with Amalgamations in a roll. After this, the first Amalgamation on the third plate should proceed more or less as before, but the rate at which new Corrupted Bloods are arriving is pretty high and after the first Tendon phase your Blood tank will be taking a real beating from all the Blood, requiring very heavy, focused healing.
At some point that tank may very well need to start kiting; if you’ve been on time (2 grips per Amalgamation) and throw off enough Blood, this shouldn’t need to happen until the second half of the last plate, the 6th Amalgamation. The less kiting the better, because it’s easy to make a mistake and have a tank die. The Bloods can be stunned, including by a Paladin’s glyphed Holy Wrath, which helps with the kiting, and Life Grip can be used to help your tank keep distance. If they feel they might take a few hits in passing, they’ll need a cooldown to get through it.

Because one tank is engaged in kiting full-time and not in picking up new Blood, your Amalgamation tank will need to take over picking up the Blood instead. The ranged and healers need to move over to that tank to help with the Blood pickup, and healers need to be aware and give them extra healing. Everyone should be extremely careful not to kill any of these Bloods so the Amalgamation doesn’t gain stacks prematurely.

Spec and Glyphs

As a Disc Priest your primary jobs here will be damage mitigation, dispelling, and DPSing, in that approximate order, and for me that meant an Atonement spec. You could go a different way and go with a tank-healing build with Train of Thought and Strength of Soul if you want more single-target efficiency, but because of the way Grace works and the fact that absorbs don’t help to remove Searing Plasma debuffs you’re far better off letting the other healers focus on clearing the debuffs while you cover the dispels and use PW:S to protect people with Searing Plasma who are taking, or going to take, damage. Atonement is a pretty mana-efficient way to heal, assuming the damage isn’t wasted, and does seem to prefer people with Searing Plasma debuffs (perhaps it sees the debuff as a deficit?).

The key to surviving the fight as a healer is efficiency. Spamming GH bombs around the place for 12 minutes just isn’t practical, nor is it necessary. Slow and steady is the key here.

You’ll also want to pick up Soul Warding so you can quickly throw out a few bubbles before the Amalgamation hits 9 stacks or before a roll.

Glyphs-wise, go with Glyph of Dispel Magic and the Glyph of Power Word: Shield for a bit of extra healing, and make sure you have the Glyph of Power Word: Barrier for the same reason.

And if you don’t have the Glyph of Fading yet, go get it for this fight, you won’t regret it. And keep it, it’s pretty much the only useful third minor glyph. (When was the last time your Shadowfiend died?)

Cooldown Usage

Work with your fellow healers on cooldown rotations. You should expect to have them up once per plate, but not once per Amalgamation. The points where cooldowns are valuable are the rolls, especially if you’re AoEing Blood, and when the Amalgamation pulses at 9 stacks.
We chose to use PW:B on the first roll, then after each plate when Blood was being cleared out before the roll. Tranqs are good to use during or right after rolls to clear out remaining Searing Plasma debuffs and get people topped up. Because of the long cooldown, save Divine Hymn for during or just after the final roll, once the second plate has been removed.
A special note on Spirit Link Totem: the effect ignores Searing Plasma! You still can’t heal the person directly, but healing pumped onto the raid as a whole gets shared with them, so this is hugely valuable when debuffed people people might otherwise die from incoming damage, so we found this handy when the Amalgamation was pulsing.

I found two important places for Pain Suppression, but there was time for at least one other use as well, your choice. The first is on the Amalgamation tank before first roll, when there will be four Amalgamations active. The second important use is on the final plate, where your Blood tank might need to call for it if they run out of stuns or personal cooldowns. Besides that, use it freely on either tank if they start taking too much damage or even on a healer if Bloods have got away.

Besides rescuing people who are standing in a bad place (under the Nuclear Blast, or too far out for the Blood tank to hit their Bloods, for example) this can be used to help keep your Blood tank stay away from the Bloods while kiting them. If you want to use this it’s best to plan it in advance so you can be standing in a sensible place and facing the right direction. There’s nothing quite like failing to LG because you’re facing the wrong direction!

Your Shadowfiend and Hymn of Hope can and should be used together on this fight where possible. Bearing in mind the 12-minute duration you should expect (unless you have extra talent points in it, in which case go your own way on timing too) to get 2 Hymns and 2 Shadowfiends in. I went with throwing out both on the first Burning Tendons to get them on cooldown and they’re not wasted because I’ve usually just burned a ton of mana moving 5 Blood Corruption debuffs around the raid, and then I can use them again on the last Burning Tendons, on the first burn because I really don’t have the time to sit and channel on the second burn.

Other Tips

I think I’ve covered most of it above. I should just re-iterate the need to keep an eye on your mana and be efficient. Don’t look at the meters on this fight because you should expect to be behind, but you bring vital mitigation to the fight as the only way (outside a Spirit Link) to protect people with Searing Plasma from incoming damage, and that can be a life-saver. Plus you free up other healers to do their thing by covering the dispelling duties and add a bit of DPS to the equation.

Good luck, and have fun! Comments, questions and additions welcome as always. (Grav, I’m looking at you!)

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Heroic Hagara the Stormbinder

Posted by Malevica on March - 29 - 2012

NB: This guide will assume you’ve already read my normal Hagara strategy, or otherwise know the details of the fight on normal mode.

Fight Summary

The heroic version of the Hagara encounter shares the same mechanics as normal mode, but how you approach them needs to be a lot more coordinated in order to get through the fight safely. I’ll break down the differences by phase: normal, Frost and Lightning, and explain how we handle each phase.

Normal Phase

As I’ve said, there’s no new mechanics here, but you do need to be a lot more careful.

The biggest change, which I’ll mention first because it affects everything that follows, is that we choose to tank Hagara near the edge of the platform, by the portal, instead of in the middle, or wherever she happens to be. This is for two reasons: it reduces the risk of Shattered Ice landing on a ranged DPS, and it keeps the tank and melee near where they need to be for Phase 2.

The whole raid needs to be aware that the Ice Lances are a little different on heroic, because the stacking debuff they apply increases Frost damage taken, rather than slowing attack speed. That means you need to share the soaking duty around so that people aren’t taking excessive damage. With strong healing and/or cooldowns someone can survive solo-soaking at a push, but it’s better to share. Also remember that there is a short (3 yard) splash, so don’t get too up-close and personal with your soak-mate. This stacking debuff also makes Shattered Ice a potential one-shot ability, so it’s important to say well behind Hagara at all times as she prefers targets in front of her.
Assigning fixed positions is tricky here because there’s some randomness in who gets targeted and where the orbs spawn, so all of your ranged players (DPS and healers) will need to use their initiative and be actively soaking. We did find it helpful to have people generally hang to one side or the other though, so you don’t end up all clumping at one side. We also avoid crossing the beams by having people move around so that they’re on the appropriate side of the boss, and get targeted ranged to move in close to the melee pack (but not splashing close, of course). The aim here is to make soaking as simple and predictable as possible.

Ice Tombs are still cast on two random players and operate the same way as on normal. It’s a good idea to assign a spot for these part-way between the boss and the middle of the room so that you don’t risk blocking the healers’ line of sight to the tank if they appear in an unfortunate location.

The other big difference concerns Focused Assault. On normal you can just strafe away and she’ll not chase you, but this doesn’t work on heroic where she will merrily follow you. There are two ways to avoid this.
At the start of the fight, and after a Frost or Lightning phase, she will try and cast Focused Assault quickly, so the tank should stand near the edge of the platform and wait for her, so she wastes most of the channel time moving to you. Healers will still need to work hard to keep the tank up if he does get hit though, 50k per 0.5 sec still hurts! At other times, pop a tank or healer cooldown when it’s due, and have another player stand at range and taunt Hagara once she’s casting Focused Assault, with the MT taunting back again before she reaches the ranged. A Holy Pally works well because they have plenty of self-defence, but anyone with a real taunt will do (unfortunately Hunter taunts do not work, it does need to be a “tank” taunt from a Warrior, Druid, DK or Paladin).
In theory Focused Assault can be handled with just cooldowns and heavy healing, but with soaking and possibly Ice Tombs for healers to deal with it’s best to play it safe and minimise your exposure to the damage.

Frozen Tempest

OK, this phase does have one new mechanic to deal Frostflake. This is a magical debuff placed on a random player which slows their movement speed by 10% a stack, stacking every 1 sec up to 10 stacks. When this is dispelled it leaves a patch of frost on the ground that slows movement speed for 50% for anyone inside it. This is rather detrimental to staying out of Ice Waves, so dropping one is to be avoided.
Luckily, dispelling it while the person is inside the bubble prevents the Frostflake Snare from going down; so anyone who gets the Frostflake debuff should immediately step inside the bubble and stay there until they are dispelled, then move out again.
If this is your job, make sure that you have Watery Entrenchment as a custom debuff so you can tell when it’s safe to dispel someone.

Because of the need for dispels it’s best to all move around as a group during this phase, taking out each crystal one at a time, as opposed to just spreading out into smaller teams. We use a raid marker, the purple on the screenshot in the next section, to mark the Crystal where we all start.

Big Note! Hand of Freedom, Cloak of Shadows, Druid shapeshifting and any other effect which removes snares or magic will count as a dispel, so these must be avoided unless you know you’re safely inside the bubble. Your team mates will not thank you if you try and be clever!

Pro tip from Grav: it’s pretty safe to use Aspect of the Pack in this phase and the 30% movement speed boost is a big help to stay ahead of Ice Waves, get into the bubble, and dodge the falling ice things. The falling ice will daze you though, so don’t get hit by it!

I should also address an alternative strategy, which is to have your ranged and healers group up in the middle of the platform while your melee run around the edge. This lets the ranged DPS have free rein to DPS any crystal, and negates the need for them to move if they get Frostflake. The damage is fairly high but at high enough gear levels and with three healers it is possible to heal through this damage. However this strategy is designed as a DPS boost at the expense of healer sanity and it’s probably not going to be necessary now we’re at the 15% nerf point, but it is an option if you’re really struggling with DPS.

Lightning Storm

The main difference in this phase is that there’s twice as many Lightning Pillars as on normal (8, up from 4) and the damage from the chain lightning is a lot higher than on normal and gets higher as the phase goes on, so you really need this phase over as quickly as possible so people take as few ticks as possible. Doing that requires quite a bit of coordination, and a battle plan.

Have a look at the diagram and screenshot below. I’ll point out a few of the important features and what the markers mean.

Hagara Lighting Positions

Hagara Lighting phase positions. Blue markers are Lightning Pillars, Numbers are raid members, Raid marks are to help line up the diagram with the screenshot below

Heroic Hagara Lightning Phase Positioning

Heroic Hagara Lightning Phase Positioning

In the diagram the Pillars are the blue markers, numbers refer to raid members and the raid markers line up with the screenshot.
Also, Boss Blueprint needs to go to eleven!

When the phase starts the tank grabs the add and positions it on the yellow marker, labelled “1”. As it begins to die, people should break off and get into their assigned positions before the tank and players 2 and 8 finish it off and start the chain. The add’s death should activate the southern-most pillar, then the Chain Lightning will jump to player 1, then to 2 and 8, and will continue from there.

The more eagle-eyed of you will have spotted a mathematical conundrum: there are eleven spots, but only ten raid members. This is where you’ll need to be clever and use your raid’s tricks to fill the spots. You’ll need to at least get all the spots covered, but if you can reuse more people then then you can free up a healer or two to stand centrally and focus on healing through the damage, which helps massively.

The first trick is to use a permanent pet (e.g. Warlocks, Hunters and presumably Frost mages and one flavour of DK) to occupy a spot because Lightning will happily chain through them and they can be positioned in advance. On the screenshot above you can see a wolf in position in the upper right; on the diagram that’s position 7, and our hunter occupies position 6. NB pets can aggro the boss, so remember to run them carefully around the outside!

The other trick is to make the most of mobility abilities. Hunters have disengage, Mages have Blink, Warriors have Heroic Leap or Intervene and Warlocks have Demonic Teleport. They can easily cover a position early in the chain and then quickly change position and slot in later in the chain as well. For example in our particular case we have a Warrior take position 2 and then leap out to take position 4.

Even if you don’t need to reuse people, those movement abilities should also be considered when assigning people, so that you assign people with movement abilities to the furthest positions.

The other thing to stress which helps a lot with reducing damage taken is to move into the middle of the room when you’ve done your job as a link in the chain so you don’t take any more damage than is absolutely necessary.

Spec and Glyphs

This isn’t really a demanding fight, healing-wise. It can get intense during the lightning phase if your coordination is less than ideal, but otherwise the healing is fairly pedestrian.

I’d recommend taking Soul Warding to help spread bubbles around to buffer people during the Lightning phase, and because the damage is in waves there’s good opportunities to make the most of an AA spec as well. If you go that route you’ll want to pop your wings for the the Lightning phase, which is where the raid damage gets really high.

If you’re on dispelling duty for Frostflake then you should pick up the Glyph of Dispel for some free healing. I’d also recommend the Glyph of Prayer of Mending, since you’ll get good uptime on PoM on this fight, especially in the Lighting phase.

If you’re the only Priest and confident at both specs, this is a reasonably good fight to switch to Holy for utility: Body and Soul is handy for getting people with Frostflake to safety quickly and HW:S can heal people in Ice Tombs.

Cooldown Usage

There’s not really a great time or place to use PW:B on this fight, because it’s pretty spread out. You could use it at the start of the Lighting phase, which will save some mana, or perhaps to provide a safe spot for some Ice Lance soakers.

PW:B can also be used as a weaker replacement for Pain Suppression on the tank for Focused Assault. Either hold tank cooldowns until asked, or use them proactively if a healer or especially if your Focused Assault taunter gets Tombed.

As I mentioned earlier you can use leaps/teleports/blinks to move people around the chain in the Lightning phase. Life Grip is another trick you can use, although if you use it to bring someone to you you’ll increase their total damage taken as lightning bounces between you and them until they get to their assigned spot. Give them a bubble and PoM to help out.

Although it’s more risky you could also LG the tank away from a Focused Assault if you have no taunter available, but you might also upset your melee DPS and risk hitting the wrong people with Shattered Ice, so use this as a last resort.

The Shadowfiend and Hymn of Hope used together should be used after the first Lightning or Frost phase, because the boss will be taking increased damage and not dealing any. Almost like that downtime was made for us! You can use a Concentration potion on the next one, if you need to.

Other Tips

Atonement has no line of sight requirement, so if the Ice Tombs go down near to the boss you can get heals on the frozen people to buy some time. The same applies for ground-based heals like HW:Sanctuary, Efflorescence and Healing Rain.

Good luck, and have fun!

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Reasons To Look Forward To Mists

Posted by Malevica on March - 20 - 2012

Last week, under a non-disclosure agreement, Blizzard was briefing the press and major fansites on Mists of Pandaria, particularly teasing the new features and systems. Now that the NDA is over, that information has hit the internet in a big way. As usual, places like WoW Insider, MMO-Champion and Wowhead News have got mountains of information in one place, so those should be your main reference.

Obviously the blogosphere has been analysing this as well and rather than linking to every post, I’ll just refer you to MMO Melting Pot who have posted a couple of excellent round-ups with enough links to keep you going until the beta arrives.

Here are the things that jumped out at me most, and the reasons I’m looking forward to Mists.

Priestly Things

There wasn’t a lot of focus on classes specifically at the press event, but they have recently been drip-feeding information in the form of talent “trees” and a recent update on the Priest class design.

When the trees were first released a lot of people noticed that Discipline had lost quite of few of the abilities we currently enjoy, and were understandably a bit apprehensive about losing some of our trademark flexibility. Originally they said:

Our intent is to make the healing styles between the two as different as possible, while cutting down on the number of rarely-used-yet-core spells that each spec has

A perfectly reasonable position; Discipline rarely uses Renew and neither spec uses Holy Nova much. As much as we like to talk about picking the right tool for the job, when one tool can do every job pretty well the others will tend to get left in the metaphorical shed to go rusty. In theory we can use Holy Nova while running as a group, but in practice it’s usually easier to just run first and then throw out an extra Prayer of Healing instead, and even heroic encounters generally aren’t tuned quite tightly enough that you need to heal that quickly to save a wipe.

As it turned out though the change, at least for Prayer of Healing, has been reverted. Quoting CM Kaivax again:

Prayer of Healing can be used by Holy and Discipline once again. We realized that the goal of making Holy Nova an effective AE healing tool was problematic. It meant that we would have to change Holy Nova so thoroughly, that it was becoming a second Prayer of Healing.

In the current spell design paradigm, instant-cast AoE tends to come with a cooldown or high mana cost as a penalty (see: Wild Growth and Circle of Healing or Healing Rain), and it also has to be flexible enough to be a staple AoE heal for Disc Priests instead of a situational ability (caster-centred counts as situational because it requires control over positioning and its value varies strongly from fight to fight). Put those constraints together and you’re left with either a Circle of Healing lookalike (instant but with a cooldown) or, well, Prayer of Healing. One alternative would be for Disc to only have a situational AoE heal; for a discussion of why that wouldn’t fit too well into the current game, see Holy Paladins in WotLK.

I applaud the aim of the developers to further distinguish Holy and Discipline. I love that each spec gets its own way of going about things and attacks the healing problem from a different direction, and on the whole I’m encouraged by what I’m hearing. I like the sound of Discipline swapping Heal for Spirit Shell (a single-target, medium cast-time, fairly small bubble; what I’ve taken so far is that Spirit Shell is to Power Word: Shield what Heal is to Flash Heal) and I’m looking forward to playing the beta and getting my hands on the talents and new abilities and seeing what I really make of them in practice, rather than just speculating based on tooltips.

Talents and Glyphs

The big news, which isn’t really news but is worth bringing up again, is the removal of the Prime glyph slot. Basically the job done by Prime glyphs is now done by talents instead. Apparently Blizzard intend to expand the range of cosmetic effects offered by the Minor glyphs to compensate.

In Mists, both glyphs and talents are changeable using a new reagent, the Tome of the Clear Mind. If you want to change a talent, you consume one reagent to ‘forget’ one row of the talent tree and you can make that selection again; you clear talents one row at a time, you don’t have to respec entirely just to swap one level of talents.

According to MMO-Champion, Blizzard will “also chang[e] major glyphs in a way they think will surprise and amaze players.” I stand prepared to be surprised and amazed…

Dungeons

Only dungeons since there wasn’t much about raids, except to tell us who the end boss of the final raid will be. I won’t spoil it, for the handful of people who haven’t already been spoiled.
They did also say that Tier 14 will feature 14 bosses split into three instances, which is a pretty good way to start the expansion. I’m actually OK with funnelling players down into one final raid at the end of the expansion, but at the start it’s important to have a good range of equivalent difficulty places to see, especially when you’re gearing up your raid team and you can’t assume a certain gear level like you can in later tiers. Getting stuck on an early gearcheck boss would be a real turn-off, but this way you can swap around and try each of the entry-level bosses and get some gear into the raid.

On the subject of gearing up, they’re talking about a revamp of Valor Points as well. Again, according to Wowhead News, the idea at the moment is to use them like the Crystallised Firestones from Firelands as a way to upgrade the item level of gear. Presumably, instead of saving up 2200 VP for some new legs, you just upgrade your old legs to the current item level. It’s not clear if you can get more than one tier of upgrade out of an item, or if any item will be upgradeable or if there will be limitations by slot (in the same way VP gear has not covered every slot thus far); either way, if the drop rates are kept similar to the current rate, gearing up this way will take a while so you’ll still want drops rather than just getting BiS T14 and waiting to upgrade it.
It’s an interesting change, although I don’t know if it’s as big a gain as it sounds. Under the Cataclysm system you might be looking at a new VP item with an inferior stat mix and that obviously won’t be the case under the Mists system, but on the other hand in Mists if you have a suboptimal piece you won’t be able to replace it with a better VP set, you’re stuck upgrading your existing item or waiting for a raid drop.

At the moment we know about three 5-man dungeons. Scholomance appears to have been given a revamp to bring it up to end-game level and streamline it a bit. Presumably like Deadmines and Shadowfang Keep it will have a low-level normal mode and a high level heroic mode, but it’s not clear. There’s also the Stormstout Brewery and the Temple of the Jade Serpent. For details on those, WoW Insider has a good preview.

Challenge Modes

Something that was promised to us a while ago is the Challenge Modes, which aim to give experienced players a reason to get back into the 5-man instances and challenge themselves, similarly to the way ZA bear runs were aimed. You are also ranked against your server and your guild, so you can get some friendly competition going (although Wowhead News says this only opens up once you’ve completed all the gold medals).

The “Challenge” in the name is all about speed. The faster you complete the run, the better the reward:

  • Bronze – Is worth an achievement. Most decent groups with a bit of coordination and practice should be able to reach this level.
  • Silver – Gets you transmoggable vanity items with no stats but with a vanity set bonus to encourage you to complete the set. This is new gear, not old sets, and you don’t (as far as I can tell) get a free choice. The fact that it’s stat-free stops this system feeling mandatory, something you have to do to get raiding gear.
  • Gold – Gives you access to a nifty mount.

I quite like the idea of challenge modes and I’ll definitely be taking part in them and trying to grab a good haul of gold medals. The only thing that bothers me a bit about them is that the challenge is all about speed, rather than some other measure of skill. In theory speed is a measure of the whole group’s skill: you need a strong tank to chain-pull, an efficient healer to limit deaths and drinking time, and obviously good DPS to kill the packs quickly; in practice I find that the pressure tends to fall more heavily on the tank to keep the pace high. And if someone disconnects, there goes your gold medal.

I’d have preferred to see some sort of measure based on execution rather than pure speed, like the way some of the dungeon achievements work at the moment. Perhaps a combination score based on interrupts, damage taken (avoiding the bad), as well as the speed of the kill and probably other factors as well. Then again, if you’re pushing for Challenge Modes then I guess it’s assumed you already know those things and don’t need the extra training.

Scenarios

Something I’d not really heard much about before is the Scenario system. These sound like expanded versions of events like the Flamegate area in Hyjal where you get to defeat Ragnaros while questing, the Wrathgate event or the Crucible of Carnage, but with a stronger group focus and with the tasty carrot of Valor Points. They’re also level 90 only, and not quest based. Given that they reward Valor Points, will they become effectively lightweight instances with a different focus or will they be limited to once-through special events?

An example is described by Wowhead News:

Players are tasked to help a Brewmaster find a spice that’s only useful when it rains. At first, players save some villages and buildings. You then help the Brewmaster create the lager as it’s raining, while she’s besieged by Sauroc. In the final phase, you defend the brewery while putting out fires – a giant Sauroc with a huge sword is trying to destroy the building.

Unlike old-style group quests where you had to ask the zone for help; this time there’s a Scenario Finder tool to help you automatically get a group together for a Scenario. The group you make does not depend on having a tank and healer so you can tackle them with whatever players are queueing for the Scenario at that time. I wonder how flexible the group size is, because the numbers of people can vary massively at different times. It’s also not clear if this system is cross-realm, but since it uses instancing there’s no reason why it couldn’t be.

If they can be differentiated sufficiently from dungeons I think this is quite a neat approach to group questing, although I think that not scattering them throughout the levelling process misses an opportunity to get some handy practice at group interaction before the level cap.

Professions

I’m quite a fan of professions, and I’m always interested in seeing what we’re getting in the future. Unfortunately the main professions weren’t really covered at this recent event, although there were some interesting teasers for the secondary professions.

Archaeology is getting new items, but it is also getting a faction associated with it, the Lorewalkers. When you turn in Pandaren artefacts you get snippets of lore and cut-scenes. The point, apparently, is to provide a stronger grounding for the profession within the game. Personally I’d also like to see the items either be upgradeable (maybe even through archaeology itself) or new items added as tiers are added to the game. In Cataclysm the equippable items stopped at level 359.

For the chefs, there are four specialisations to work on, and you’re able to work on all of them eventually. Each specialisation is related to a primary stat and presumably opens up recipes that grant that stat. Priests would probably go down the Intellect or Spirit route, depending on what’s available.

On a related note, Fox van Allen at WoW Insider recently penned an open letter to Blizzard describing his views on professions in Cataclysm and what improvements he’d like to see in Mists. It’s an excellent read but way too long to discuss in detail here so I’ll just recommend you read it instead.)

Odds and Ends

On the quality of life front, we’re apparently getting AoE looting. This is something that we’ve been waiting patiently for for quite some time. Apparently Star Wars included it, and magically it turns up in Mists. Still, I shouldn’t complain, it’s a handy feature whatever prompted its inclusion.

There will not be any revisiting of item levels in 5.x. In the past the developers talked about a possible “item squish” because numbers were beginning to grow a little too big to be easily handled: six-figure damage numbers popping up, four-figure stat values on gear and so on. Instead, they’re going with compressing numbers of five or more figures using “k” or “M”. For example, a 120 000 healing crit would display as 120k instead. Similarly a boss might have 435M health.

Something that has a lot of people relieved is the addition of an extra character slot. For some it still won’t be enough, but for the rest of us the eleventh slot is a nice gesture, letting us have a new Pandaren or a new Monk without having to select an existing character to let go.

Conclusions?

Obviously at this point it’s impossible to call the expansion a hit or a miss. I’ve skipped over quite a few of the more well-known new features because they don’t interest me much; but just like I don’t feel threatened by the game’s inclusion of Arena, I doubt “my WoW” will be ruined by the addition of Pet Battles. I will say that the addition of challenge modes should give me something new to do outside raiding, and multiple raids per tier along with the possible return of world bosses could provide some well-needed variety to the raiding scene.

Blizzard also hinted that the beta is pretty close, so hopefully I’ll be able to get stuck in very soon and help them make the game as polished as we expect, and of course to report back on how I feel the features are working.

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