20130521, mardi
Working on Guild Wars 1 for a while.
Left during MoP (4th expansion); return after the 6th expansion was published.
Tuesday, May 21, 2013
Wednesday, May 8, 2013
20130508: character developments
20130508, mercredi
The rule of six: why WoW looks like it's being sent into the sunset as a product.
Here are some examples to get us started.
A. Mistweaver monk. The six skills are
Before the disaster called 5.2 came out, I used Enveloping Mist instead of Uplift. Now mana costs are too high, and I switched to skills based more on chi. Occasionally, Spinning Crane Kick weasels its way onto the list when there are many, many multi-mob trash enemies to defeat. Still, 99% of all my heals are done with six spells.
B. Restoration Druid. The six skills are
C. Affliction Warlock. The six skills are
D. Discipline Priest. This is slightly more complicated.
Discipline Priests proc Atonement (often 66% of my healing total) and Divine Aegis (another 20% or so of my healing) when they cast the first 4 skills listed above. That is, there is no skill called Atonement, but when Penance is cast, it damages the enemy, and heals the Priest's allies. This healing is attributed to Atonement.
When I get my spell power considerably higher, I intend to keep to this strict model. I've seen Discipline Priests come in #1 in healing with only Atonement and Divine Aegis...so they've cast zero healing spells the entire LFR. That's my goal for Kronospriest...as well as to be in the top ten consistently in overall damage done.
In the mean time, I use
E. Fire Mage. This is very direct.
Repeat.
There are many other Fire Mage skills, but using other ones means a drop in productivity; that is, drop in DPS.
=========================================================
In MoP, these small skill sets are made strongly attractive. That is, once you've found them (either by yourself, or on the internet, or from your friends) it's hard to move away from them to anything else because your DPS or HPS will drop. Since the pattern repeats itself across classes, this seems to be by design. So what's the goal behind the design?
Since one can accomplish almost everything by using just 6 spells, why not simplify the WoW action bars? I usually have 48 spots in my deployed action bars. Clearly I don't need this. One could drop the GUI down to say 12 spots total...so that WoW could look like a more fully featured version of Guild Wars. I would guess this will start being bandied about sometime this calendar year.
When your company starts driving the product into being an imitation of an inferior rival, it usually means that the product is slated for the dust bin. WoW has had a good run, but the direction the product is taking is not one that I find encouraging.
Anyway, have a good think about your characters...
The rule of six: why WoW looks like it's being sent into the sunset as a product.
Here are some examples to get us started.
A. Mistweaver monk. The six skills are
- Renewing Mist.
- Uplift.
- Soothing Mist.
- Gift of the Serpent.
- Revival.
- Surging Mist.
Before the disaster called 5.2 came out, I used Enveloping Mist instead of Uplift. Now mana costs are too high, and I switched to skills based more on chi. Occasionally, Spinning Crane Kick weasels its way onto the list when there are many, many multi-mob trash enemies to defeat. Still, 99% of all my heals are done with six spells.
B. Restoration Druid. The six skills are
- Wild Growth.
- Swiftmend.
- Rejuvenation.
- Lifebloom.
- Tranquility.
- Wild Mushroom: Bloom.
C. Affliction Warlock. The six skills are
- Corruption.
- Agony.
- Unstable Affliction.
- Curse of the Elements.
- Malefic Grasp.
- Drain Soul.
D. Discipline Priest. This is slightly more complicated.
- Penance.
- Cascade.
- Smite.
- Power Word: Solace.
- Mind Sear.
- Power Word: Pain.
Discipline Priests proc Atonement (often 66% of my healing total) and Divine Aegis (another 20% or so of my healing) when they cast the first 4 skills listed above. That is, there is no skill called Atonement, but when Penance is cast, it damages the enemy, and heals the Priest's allies. This healing is attributed to Atonement.
When I get my spell power considerably higher, I intend to keep to this strict model. I've seen Discipline Priests come in #1 in healing with only Atonement and Divine Aegis...so they've cast zero healing spells the entire LFR. That's my goal for Kronospriest...as well as to be in the top ten consistently in overall damage done.
In the mean time, I use
- Power Word: Shield
- Power Word: Barrier
- Desperate Prayer
- Hymn of Hope
- Shadowfiend
E. Fire Mage. This is very direct.
- Fireball.
- Living Bomb.
- Inferno Blast.
- Pyroblast.
- Molten Armor.
- Combustion.
Repeat.
There are many other Fire Mage skills, but using other ones means a drop in productivity; that is, drop in DPS.
=========================================================
In MoP, these small skill sets are made strongly attractive. That is, once you've found them (either by yourself, or on the internet, or from your friends) it's hard to move away from them to anything else because your DPS or HPS will drop. Since the pattern repeats itself across classes, this seems to be by design. So what's the goal behind the design?
Since one can accomplish almost everything by using just 6 spells, why not simplify the WoW action bars? I usually have 48 spots in my deployed action bars. Clearly I don't need this. One could drop the GUI down to say 12 spots total...so that WoW could look like a more fully featured version of Guild Wars. I would guess this will start being bandied about sometime this calendar year.
When your company starts driving the product into being an imitation of an inferior rival, it usually means that the product is slated for the dust bin. WoW has had a good run, but the direction the product is taking is not one that I find encouraging.
Anyway, have a good think about your characters...
- Blizzard has decided which spells are your best choices.
- Blizzard reduced the glyph system from 9 to 3 (the minor glyphs are meaningless).
- Blizzard reduced the talent system from one talent point per level (before Cataclysm) to one talent point per two levels (Cataclysm) to one talent choice per 15 levels (the disaster of MoP). Often 4 or 5 of the six talent choices are useless or detrimental to the character...why choose any?
20130506, lundi
posted 20130508
A. Character status, armour: I have 6 characters left in the Dungeon Crusaders guild. All of them are level 90. So what is left is armour, crafts, and gold. Let's look at armour changes first.
The Windwalker armour is all based on agility, but advancement comes a lot quicker with Mistweaver. So I'm going with 2 different sets for Chronosmonk: a pure agility set for DPS, and a mixed set for doing LFRs as Mistweaver.
For one reason or another, Chronosmwone remains my lead (most advanced) character, and I am aiming to get the average iLevel above 500.
I dropped the Shadow spec on the priest in favour of Discipline, which is where the character was most of its career. Discipline is particularly good in LFRs, where I operate as DPS, but score well with healing due to procs to Atonement and Divine Aegis.
B. Crafts.
Both Kronospriest and Chronosmonk are leatheworking/skinning. As I saw in the Darkmoon Faire, the monk still needs to do some finishing in both. Chronosmwone and Chronoslycan are both 600/600 in herbalism/inscription. The Druid is 600/600 in tailoring/enchanting, while the Warlock is 600/600 in mining/engineering. So I've covered only 6 areas in crafting. In retrospect, I wish I had planned that better.
Most of the characters are at the place where they can purchase recipes for the 'higher order' products, such as 458 leather armour and the like. I have a lot to do there.
C. Gold.
I could use more of this before the next expansion to make the transition easier. So I need to do more crafting and selling in the auction house.
posted 20130508
A. Character status, armour: I have 6 characters left in the Dungeon Crusaders guild. All of them are level 90. So what is left is armour, crafts, and gold. Let's look at armour changes first.
- 498 Chronosmwone, Mistweaver monk
- 482 Chronosdruid, Restoration Druid
- 481 Chronoslock, Affliction Warlock
- 480 Chronoslycan, Frost Death Knight
- 475 Chronospriest, Discipline Priest
- 467 Chronosmonk, Mistweaver/Windwalker monk
The Windwalker armour is all based on agility, but advancement comes a lot quicker with Mistweaver. So I'm going with 2 different sets for Chronosmonk: a pure agility set for DPS, and a mixed set for doing LFRs as Mistweaver.
For one reason or another, Chronosmwone remains my lead (most advanced) character, and I am aiming to get the average iLevel above 500.
I dropped the Shadow spec on the priest in favour of Discipline, which is where the character was most of its career. Discipline is particularly good in LFRs, where I operate as DPS, but score well with healing due to procs to Atonement and Divine Aegis.
B. Crafts.
Both Kronospriest and Chronosmonk are leatheworking/skinning. As I saw in the Darkmoon Faire, the monk still needs to do some finishing in both. Chronosmwone and Chronoslycan are both 600/600 in herbalism/inscription. The Druid is 600/600 in tailoring/enchanting, while the Warlock is 600/600 in mining/engineering. So I've covered only 6 areas in crafting. In retrospect, I wish I had planned that better.
Most of the characters are at the place where they can purchase recipes for the 'higher order' products, such as 458 leather armour and the like. I have a lot to do there.
C. Gold.
I could use more of this before the next expansion to make the transition easier. So I need to do more crafting and selling in the auction house.
Subscribe to:
Posts (Atom)