Posts Tagged ‘Talent Trees’

Death Knight Learning Curve, a Good Place to Train

In HFP, there’s the Valley of Bones, close to Zeth’Gor, with buzzards which will normally aggro on death. With Death Grip, you can pull one away safely, kill it, and then start a 3-4 buzzard chain in short sequence.

These chains should be a good way to get really familiar with the cooldowns of abilities, and if you’re blood or unholy, death rune buildup and consumption.

Bonus point, the buzzards can also be integrated in a quest chain at the nearby Zeppelin crash site (after stealing ravager eggs and purifying hellboar meat), and there are tons of Zeppelin debris around for the collection quest you can get at the same place.

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Some Thoughts on Death Knight Versatility

One thing I found rather fascinating with the DK: each spec handles quite differently than the other two, even if all you’re doing is solo PvE.

Let me explain. My “for keeps” first Death Knight is now a level 62 orc. I specced him unholy, did my rounds in the starter zone, the Plaguelands and now HFP. You could say I’m starting to be quite confortable with the class’ rotations and ability timings.

I rolled a second one because I wanted to try out Blood, and later, just before the end of the newbie quests, took advantage of the free respecs to switch to frost DPS.

And one thing strikes me.

Every single spec handles differently. Oh, the basics are still here, you still apply diseases then leverage them for max damage. But the order, timings and cooldowns of each spec are vastly different, and so far, quite unique.

This was a bit unsettling at first. I expected quite some differences between unholy and the other two (ghoul pets and extended disease DoTs pretty much make that a given), but blood and frost are also very distinct. I don’t know how much this is by design, and will probably generate quite an adapting curve at each respec, but this is definitely another plus to the class.

The other thing I’m starting to see is that strict rotation thinking doesn’t really cut it. It’s more like a rough sequence of events which can be summed up like this:

  • Load up diseases
  • Burst with Runic Power if available
  • Unleash Frost + Unholy (FU) or Blood Abilities
  • Replenish own health if necessary

There’s a talent in unholy T2 which extends the duration of diseases to 18 seconds, which means DKs with this talent will have longer timespans before needing to refresh their rotations. Stuff is usually long dead before that, however, so for normal leveling mobs, the point is pretty moot.

Some things to consider pre-65 (haven’t investigated the rest, too lazy to build hour-long spreadsheets):

  • Obliterate is the hardest hitting strike and uses FU runes. It is a finishing move of sorts, though, as it consumes all diseases
  • For Unholy builds, Scourge Strike is your core choice until level 64 if your mob has too much health left to make an Obliterate worth it. It’s also a FU ability.
  • For Blood, Heart Strike is the preferred spell until level 64, and it runs on a blood rune.
  • At level 64, Blood Strike (B) outperforms Scourge and Heart Strike until their respective next ranks.
  • For Frost builds, there’s a must have T3 talent, Annihilation, which makes Obliterate not consume diseases, making Obliterate the best choice. Frost Strike, while producing only 50% of Obliterate’s spreadsheet damage cannot be blocked, parried nor dodged however, which makes it a good tanking strike (duh).

Nothing exactly clearcut in the above scenarios. Now all three trees have talents which transform some runes into Death Runes (universal runes) which give more flexibility to spell sequence. In Blood, the talent in in T3, requires an Obliterate strike, and transforms Frost and Unholy into Death Runes. Both Blood and Frost builds may probably have a good synergy if they incoprorate both Annihilation (Obliterate doesn’t consume diseases) and Death Rune Mastery (transforms FU runes into Death Runes on Obliterate) into their respective builds.

Unholy’s own Death Rune talent is in T6 and uses a Blood strike to transform a Blood rune into a Death rune.

Frost’s take on this is even deeper in the tree (T7) and also uses either a Blood Strike or Pestilence to create a Death Rune.

Where does this leave us? Well, as you see, while leveling, each build is going to have different priorities. Unholy will require liberal use of blood runes to have enough unholy and frost / death runes available to sustain its diseases and use Scourge Strike.

For Blood, Obliterate will be a finishing move. After diseasing his target, Heart Strike following by RP abilities will produce a good output and a quite stable routine before having to refresh diseases. If an enemy can be finished by an Obliterate + sequence, the next fight will have death runes handy for flexibility.

Frost has to alternate between Obliterate and Blood Strike in order to maximize DPS.

Lots of things to consider. Factor in that your Disease front-loading may be resisted and you need to recast these, and contrary to my initial impression, there’s simply very little you can do in terms of clear, regular rotations. Most of the time I admit that if I’m starting to be in a cooldown bind, I still resort to pretty much random button mashing :)

Looks like while Death Knights are a very powerful class while levelling, they also appear to be a rather complex class to master properly.

And I like that.

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Will 3.1 Dual Specs Become the Rug Under Which Design Issues Will Be Swept?

As you’ve heard already, Blizzard plans to bring an option to switch between two specs at the drop of a hat (probably out of combat) including switching your gliph selection in the process. A neat feature on the surface, right? In particular for all tanks and healers.

See, when you’re actually not needed in your main function for a specific fight, you can switch specs and gear and take a second role instead of being either nigh-useless (and thus a liability to the raid) or even switched out.

It is a very exciting prospect, but it also carries an inherent risk. Until 3.1 hits and the system supposedly goes live, Blizzard has to at least pay lip service into improving solo viability and possibly fun for the tanks and healers out there. After that? Not so much.

If there is currently fear that healadins switch to Ret in droves because dealing DPS is more fun than healing in Holy’s present shape, Blizzard will at least have to consider the issue (their knee-jerk reaction right now is exactly the same as last time Ret was fun to play, which takes us back to patch 2.0.1 before TBC went live: oh noes, Ret does damage, nurf quick). With dual specs, though, the standard answer risks to simply become dual spec Ret for soloing, and be a brave little one-trick FoL-bot if you want to raid.

I think the risk to see this happen as very real, and it will be supported and sustained by the droves of players who can’t just say “I experience things differently and find healing fun myself” but have to post, ad nauseam, that since they actually find something you loathe fun you must either find it fun too or be severely brain-damaged. You can find examples of this attitude in any of the o-boards’ healing class forums. Never mind that these players shoot their class in their collective foot, though, we all know that the most vocal individuals on the o-boards aren’t usually the brightest crayons in the box.

With 3.1, we will need more than ever to be vigilant about Dual Specs as an excuse. Never, ever should “just spec DPS on your second spec” become admissible as answer to issues within one specific talent tree. And players should really avoid at all costs to resort to “Spec X is fine, dual Spec Y if you don’t like it”. We cannot afford to leave Blizzard off that particular hook, at the risk of ending with a constant downward spiral in terms of gameplay quality.

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Corruption in Wrath

Wrath Spoliers aheadAs quoted by MMO Champion, the almost-standard staple of warlock talent builds, putting 5 points into improved corruption to make the bloody spell instant, has been changed. Corruption becomes instant as a base spell, and the talent boosts its damage.

Further, Ruin will get swapped around with Devastation, and become a 5-point talent for the same effect, allowing people to include it in 51-point builds if they want to.

It’s about damn time, if you ask me. That being said, and still beeing the Blizzard cheerleading optimistic PR-Gobbler that I am, I am still really happy about that entire review philosophy they have for wrath to put stuff which has become must-have talents back into base abilities.

How well they will deliver on the promise to provide us with talent trees providing multiple and open choices remains to be seen, but I like the whole approach, even if they could have done this same exercise in 2006 already. But hey, better late than never (critics will of course counter with too little too late, but I wish them happiness in WAR).

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Official Wrath Talent Calculators Online

This post contents Wrath Beta SpoilersJust a quick heads-up, Blizzard has put official talent calculators for Wrath up for playing. Here’s the EU version, and here the US one. The latter has a nice landing page, too.

Alternatively (or if they are down / too slow for your taste / whatever), MMO Champion has added their own talent calculator as well. And there’s of course the one at wowhead, but you know my stance about linking to these guys by now.

Anyway, that’s most certainly enough toys to start theorycrafting level 80 builds, unless you’re part of the lucky beta testers :)

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Quick Glance at Death Knight Tanking Talents

This post contents Wrath Beta SpoilersWowhead (no, I’m still not linking to them) put up a WWI-based talent calculator for DKs. From a quick survey, it appears Blizzard wants indeed not to typecast each talent tree to specific roles, as talents fit for tanking appear in all three.

The good news, though, without having a concrete idea of the impact in terms of gameplay, it does appear that by level 80, all important tanking talents across all three trees are speccable in one single build, and you may even pick up a couple of DPS-boosting talents while doing so.

Of course, in practice this approach changes little of substance compared to some cookie-cutter 0/49/12 (or variant thereof depending on progression) tankadin build of old, it only gives the illusion of variety. Still, from the current design perspective, it looks like tanking talents are at the lower tiers, while all three trees have some interesting DPS talents in the top tiers (once the tanking stuff has been taken care of).

EDIT post release: People interested in looking at what builds and trees are viable on live would be well advised to follow this Elitist Jerks discussion. The current finding is that while blood tanking doesn’t cut it, the jury is still out between frost and unholy. And that’s a good thing IMO.

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Master Blogging and Altitis Birthsday

So after a significant slowdown to my posting activities, this is my 300th post on Altitis. Incidentally, the blog is also 1 year (and 10 days) old now.

Before moving on towards 400, let’s take the opportunity to review some facts both interesting and trivial about this place:

  • Collectively, my Damage Meter benchmarking series are what interested most readers, attracting slightly over 10’000 pageviews over time. While I can’t make any promises, I intend to get back to these “soon” to check where we stand now that the landscape has stabilized and the new combat log feature is almost ironed out.
  • My Parrot review remains the most popular post not part of a series, followed quite closely by my CowTip review.

Interestingly enough, as the wow blogosphere always makes a point of mentioning this kind of things, none of the above have ever been mentioned by wowinsider, and for that matter, haven’t been linked to from other blogs. The readers all come in through search engines, 98% from Google.

A quick review of phpbb3 combined with a mention of wowdb comes next in popularity, although I suspect most visitors to that page leave disappointed. From the search terms used, visitors were mainly interested in phpbb3 wow themes, not my short review & ramblings. Well, for wow-themed phpbb3 styles, here’s a short list:

There’s likely to be more out there if you want to google around but the above sampling should give you a good starting point.

My two most popular rants are tied to the Ghostwolf nerf, and I have mainly Mania to thank for that, as most viewers to these pages come from her blog.

One of my oldest theory posts still attracts a decent amount of viewers every day, the second one in the Defense Theory series which explains how PvE defense works, in particular for tanks.

Now for some other interesting or odd stats:

  • Last week, Altitis ranked second in Google for clicked queries on wrath talent trees (in fact I’m still second as I write this). There’s definitely a hunger for information on the matter out there. Unfortunately for visitors looking for this kind of information, what they get here is my post on how I believe it is too early to engage in in-depth discussions about wrath talents.
  • Some people are apparently still interested in my clumsy attempts to write my own armory crawler in php.
  • To the three people looking for Stop the Warrior: although we both are frequently commenting on each other’s posts and sometimes shouting out (or at) each other, his blog is over there. And while we’re at it, his GM, who holds a (probably deserved) bad opinion of me, has her own blog as well, and if you’re interested in insights into how guild management works in a serious raiding environment, you should have her on your blogroll. No excuses, go subscribe now.
  • What gives honor in AV? Killing other people of course, but also burning towers, holding onto towers until the end of the match, killing the opposing Captain (that’s either Galvander or Balinda depending on your faction), protecting your own captain until the end of the game, killing the enemy general.
  • Armchair from treehugger: dunno what you were looking for, but it sounds hurtful.
  • Casserole FFXI: sounds tasty
  • Cheese Conspiracy Theory: Yes, the good old mystery about the Darnassian Bleu still hasn’t been solved.

While there’s a lot of additional sassy keywords in here, this is probably enough of self-congratulation for a single post. As always, allow me to thank everyone of you for reading and commenting on Altitis, it’s your silent or outspoken presence which gives this blog a reason to be.

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Jumping the Wrath Gun?

The WoW community is currently subjected to a wave of commentary, analysis and speculation about so-called leaked talent information from the Wrath Alpha. Already the indignation runs high in some circles, while those rumours get dissected and rejected by the interested parties.

While I understand the hunger for news and the level of passion these induce, I believe this debate is premature. An alpha test is little more than a rough draft. It is absolutely not ready for public review, for several reasons, among these:

  • It’s the first tentative implementation of ideas which sounded good on paper. The alpha stage is typically when the designers and the coders take stock of the difference between an ideal (the design paper) and feasible reality (the code). Assessing this difference will give the designers a measure of whether the effect they wanted to produce on a class is present in its implementation or not – if the latter is the case, it’s back to the drawing boards to either find another way to achieve the same effect, or to start over.
  • Blizzard is notorious for not being shy to take a realistic assessment of a design’s implementation (at various stages in the development process), and if something doesn’t work out, to scrap the entire idea and start over (instead of endlessly tweaking trying to fix it, throwing good money after bad). If something present in the alpha doesn’t work, they will just bin the whole thing and go back to the drawing board.
  • Balance happens in beta. And that’s includes evaluating how new talents and skills scale up when measured up against the other 9 classes in the game, be it in a PvP setting or in terms of group synergies and group desirability.

Community review is obviously important. While we might debate whether the blogosphere campaign to stop the recent Life nerfs (Bloom and Tap) really influenced Blizzard or not, we dare not entertain the notion of what had happened if everyone had simply stayed silent and the changes had gone through unchallenged.

But there’s a huge difference. The information was made public by Blizzard and the proposed changes were out on the PTR, subject to mass testing, not on limited and extremely closeted alpha test.

In starting the dissection (and sometimes already outright hostility) of elements which may actually not even be in the game, the community is essentially diluting whatever influence it may have to change things.

If TBC is any measure, there is definitely going to be a news release including publication of class changes and the proposed new talent trees. At that time, speculating on what these bring to the class and to PvP balance will be spot on. But now?

The brave knight chasing windmills isn’t really to be taken seriously. Don’t squander credibility on over-analysing alpha leaks.

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Draele on Improving Warlock Talent Trees

Draele of Rantings of the Afflicted spent some time recently to think about issues with the Warlock class. Now before all non-warlocks start thinking “pff, like warlocks need any buffs”, this isn’t about buffing the class but about fixing glaring inconsistencies in the talent trees which limit warlock playstyles.

Draele starts with pointing out the problem with the Demonic Sacrifice Talent (the de-facto standard element in raiding builds), located in the Demonology tree. Demonology is normally the tree which enhances minion-assisted gameplay, and it is at the very least quite a bit counter-intuitive (dare I say schizophrenic?) that you have to spend 20 other points in Demonology to boost pets which you actually do not use (since you sacrifice them).

From that ensues a series of propositions to optimize the talent trees.
The whole post is entirely worth a read if you play or consider playing a warlock or are interested in class mechanics in general, and you can find it here.

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