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World of Warcraft: Blizzard WoW for PS3, 360 is a 'square peg, round hole thing'
- Aug 31, 2008
Apparently, some people are still thinking of the viability of having World of Warcraft on the PS3 and Xbox 360. Well, it's one of the most successful MMORPGs of all-time, so maybe porting it over to other platforms is a good thing, for financial reasons (if you're following Square Enix's line of thought).

However, running parallel to Hideo Kojima's statement yesterday (about MGS4 being impossible for the Xbox 360 because the game wasn't designed for the 360 in the first place), J. Allen Brack and Tom Chilton of Blizzard both agree that WoW was always intended to be played on the PC. In a recent interview with Videogamer, they both reiterated the fact that WoW won't be heading for consoles.

Brack says that WoW was "designed to have a keyboard and a mouse" and that the controls are really - to use Kojima's word from yesterday - optimized for a PC control scheme. Brack continues: "If you think about mapping those controls and all those different type of buttons that you have to a console without a keyboard for chatting, it's a very challenging proposition."Chilton, likewise, explained that it's not a worthwhile endeavor to bring WoW to consoles;

It's really not that we have anything against consoles," Chilton said. "I mean we love console games also. And I'm sure there will be a successful MMO sometime on a console. So it has nothing to do with that. It's just more like a square peg round hole thing for our game. It just wasn't designed with that in mind.

But then... when Videogamer raised the point that Funcom will be bringing their Age of Conan to the Xbox 360 - and that they've got some technology to map the keyboard buttons to a 360 controller - Chilton simply replies that he thinks that WoW wouldn't be "a very good experience playing like that." While the PS3 has the upcoming Wireless Keypad, and the 360 its Chatpad, they aren't all that big, y'know. As Brack said, it'll be a very challenging experience indeed

World of Warcraft: WoW's Kaplan tells their tale of Achievements in WotLK
- Aug 12, 2008
We all know that World of Warcraft''s Wrath of the Lich King expansion is coming with some killer stuff, and that includes the game's brand new Achievement system. What we don't know yet is what happened behind the scenes and how it all came to be. Fortunately, lead game designer Jeffrey Kaplan had a conversation with MTV Multiplayer recently and told us all a little something about it.

Kaplan says that originally, the people over at Blizzard didn't want to call the system Achievements because Xbox 360 and Steam were already using the name. They came up with all sorts of alternatives like Goals, Accomplishments, and other titles, but at the end of it all, it came back down to Achievements.

“We sort of came around to the conclusion that all players call them Achievements," He added. That realization made them settle on the name finally. Next was brainstorming on how to go about it. Kaplan recounts that the core concept of designing their Achievements was “we wanted to focus on getting the user interface in a good presentable form and things that other Achievement systems haven’t done a good job of.”

In terms of execution, Kaplan believes that their edge lies not only in well thought-out Achievements, but a nice interface that will be pleasing to the community's eyes. He said Blizzard welcomed mods of the interface and are fully expecting people to take advantage of it.

“Our [user interface] guys went out of their way to build the Achievement system so that the mod community can completely rip it apart and do whatever they wanted with it — the look and how the information is presented to you," he added.

World of Warcraft: Talent spec storage being considered
- Aug 05, 2008
World of Warcraft's PvP and PvE scenes are two very different animals. Players who tend to specialize in raiding, for example, usually have a different gear loadout from the one they use when they're slugging it out at the Battlegrounds.

Switching gear is easy though, at least compared to the painstakingly expensive task of resetting and rearranging your talents. Come Wrath of the Lich King, however, Blizzard might be implementing something that could make this process a whole lot easier. Here was Bornakk's statement regarding this possibility:

We talked about this recently at the Worldwide Invitational actually. We are looking into allowing players to basically have two talent specs that they can switch between but we are still working out the exact details so we will have to wait and see exactly how it will function in-game.

Bornakk's post leaves a lot of questions regarding the mechanics of talent-swapping. One possibility being discussed at the WoW forums is that players will be able to switch their talent builds on the field while not in combat. The switch will carry a long cooldown time to discourage possible exploits with this ability.

The other possibility that was brought up, and one I'm leaning towards, is that talent switching may be set up like a pet stable. Players will spend gold at a corresponding NPC to allow them to record one talent build. Switching talents itself will also cost a bit of money, though probably not as pricey as resetting. Those interested in joining the ongoing discussion regarding this matter may want to visit the WoW forums, via the source link below.

World of Warcraft: faster 60-70 leveling permanent
- Jul 28, 2008
If you've been playing Blizzard's World of Warcraft lately, you may have noticed that leveling characters in the 60 to 70 range has been made easier. Quite a number of gamers have been asking if this is going to be a permanent change. Guess what, the answer is a resounding "yes!"

Lead Designer Jeffrey "Tigole" Kaplan was on the forums recently where he gave out the good news. However, like any major change, Blizzard will have to take quite a number of things in consideration: Yes, we're planning on speeding up leveling in the 60-70 range. Keep the feedback coming. We are still adjusting it. Let us know what levels you are in what areas in this bracket.

As to why this is being done, it can be assumed that these changes are being made so that more people can enjoy the new high-level content Blizzard plans on introducing with Wrath of the Lich King.

World of Warcraft: Best Practices For A Warrior In WOW
- Jul 10, 2008
The Job of the Warrior in WOW is to get relentlessly beat upon. While there are a handful of classes in WOW that have the capability to tank, the Warrior stands above them all with more talents, abilities and equipment geared for the role. In a group setting, if the warrior dies first, they died knowing they did their job to the best of their abilities. Some players are better at holding the agro from the monsters than others, but it is a common adage that effective tanking is 10% gear, 10% talent build and 80% skill.

A large part of effective tanking is outside the hands of the warrior. One common fallacy held by the players of WOW is that if a tank loses control of a monster, he is a bad tank. While this very well could be true, the case could actually be quite the opposite. There is a limited number of things a Warrior can do to generate threat on a creature. Assuming that the skill, talents build are in place and the gear collected, he can build a lot of threat. There is an upper limit to the threat obtainable. When a character is assigned to tank, he will not be generating the majority of his threat from dealing damage to a target. Outside of the Warrior class, dealing damage is the best way to increase threat on a monster. Over a period of time, the threat from damage caused by another character can overcome the threat generated by the tank. In such a situation, as long as the warrior was using all his abilities to their maximum effectiveness, there is nothing else he could have done to keep the focus of the enemy. A party who knows this, and can manage their own threat makes the tanks life that much easier. At lower levels, the group tends to blame the tank if he loses control of the monster. In the end game forty man instances, the smart groups tend to blame the player who pulled the target for not managing his own threat.

Warriors are very dependant on the sort of gear they use. If the goal is to play the higher intensity raid instances, a lot of time will be spent gathering up the equipment. For a tank, there are three main things to look at while gathering gear: Stamina, Armor Rating, and Defense. Stamina gives the character ten hit points per point. That may not seem like a lot, but just like pennies in a piggy back, it starts adding up. Armor Rating lowers the incoming damage percentage. Defense ups the skill of the same name, and lowers the chance that enemies will critically hit the tank by a percentage point for every twenty five points of defense.There will be a long time when the characters will be relying on uncommon and rare equipment that is much easier to obtain.

Of the 51 talent points WOW offers its players, eighteen of those should be dedicated to the protection tree. For a tank to excel at his job, it is in his best interest to send points on the talents Defiance, Toughness and Last Stand. Neither five point talent on the first tier of talents a warrior can access truly outdoes the other, one raises the chance to block with a shield, the other raises the characters natural defense. Both are good options, yet not required for optimum tanking. On the second tier, five points in Toughness gives you ten percent more armor contribution, and at the high armor ratings a warrior can achieve this talent can decrease all incoming damage by up to five percent. Also on tier two is the Improved Bloodrage talent. This two point talent is useful, but not required to tank. It is required to gain access to the tier three talent Last Stand. Last stand increases the warriors current and maximum hit points by thirty percent for twenty seconds, great for the times when that heal is coming just a second too late. Lastly, the Defiance talent raises the threat generated by the warrior by fifteen percent. Without all these talents, the warrior is not able to tank to the best of the class is ability.

World of Warcraft: European and North American WotLK beta registration pages now up
- Jul 05, 2008
It looks like today IS the Wrath of the Lich King beta day. We've just learned that the beta opt-in for WotLK is now live in Europe.

You can find the beta opt-in signups by visiting the Account Management menu on your European WoW account. Once there, you should see an added option to sign up for the beta. The screenshot above shows you what to expect once you try to sign up.

As for North America, there's also some good news. Eyonix reminded players to "stay tuned," as the beta signups for that region are coming "super soon."

In any event, what are you waiting for? Go sign up for the beta already if you're on the European realms!

World of Warcraft: Wrath of the Lich King - The Taunka
- Apr 05, 2008
The World of Warcraft: Wrath of the Lich King has been updated with the ancient cousins of the Tauren race ... the Taunka.


Taunka ... This tenacious, stoic race knows all too well the rigors of living in the harsh and often deadly wastes of Northrend. Over time, the taunka - whom many believe to be ancestral cousins of the tauren - have adapted, but only by forcing the land and the elements to yield to their will. The taunka's relationship with nature, unlike that of their tauren brethren, has been one of constant struggle and grim perseverance.Although the taunka may seem dour or even cold to outsiders, those who come to know them will soon recognize an embattled race of survivors characterized by colossal hearts and unshakable resolve.

World of Warcraft: The Light and How to Swing It: Holy paladin gear enchants
- Apr 04, 2008
How rogues can enhance their gear with enchantments, gems, armor kits and the like. Well, it's time for paladins to get a similar guide -- in three different forms! Since paladins have three main specs for three different roles, they need some wildly different enchantments. Let’s look at above-the-belt enhancements for a regular endgame healing paladin, soon to be followed by prot and ret recommendations. (Shockadins, just grab the caster junk like usual.)

Head

Glyph of Renewal: This item, available for 90g once you get revered with Honor Hold or Thrallmar, gives you a one-time boost to your head item's healing and mp/5. Revered with HH/Thrall isn't too hard, and you need all the mp/5 you can get, so pick this up if you're planning on any serious healing. 10/10 PVE, 7/10 PVP.
Glyph of the Gladiator: On the other hand, if you're the arena type and find yourself a bit lacking in the two key PVP stats, you might want to pick up this stam/resil item from revered with Shattered Sun Offensive. It's pretty useless for PVE, though, so save it for your _____ Gladiator's set piece. 3/10 PVE, 9/10 PVP.

Shoulders

Inscription of the Oracle: Unfortunately for you indecisive types, you need to pick Aldor or Scryer to get these shoulder enhancements. Luckily for you indecisive types, both enchants have the same stats, just in different proportions. Lazy Scryers can pick up this enchant on the cheap at the Scryer bank for 2 Arcane Runes. It doesn't give you any healing stats, but since pally mana regen is entirely dependent on mp/5, it's worth it for the long fights. 7/10 PVE, 5/10 PVP.

Inscription of the Orb: We're actually yoinking this one from the casters. Scryers are big fans of crit rating, and as most healing pallies get mana returned for crit heals and tend to heal single targets, crit rating is important for us. Just make sure you're not neglecting other stats ... 7/10 PVE, 7/10 PVP.

Greater Inscription of the Oracle: When you move up to exalted with either side, however, it's time to ditch the crit in favor of this inscription if you're a PVEer. Crits are too unreliable to be used as a true mana regen method in long boss fights. The healing is a nice addition to the mp/5 on this item. 10/10 PVE, 9/10 PVP.

Greater Inscription of the Orb : But if you're still stuck on crit, you can upgrade your old Orb to this one, which adds dam/heal to spell crit. This is particularly good for healadins who like to throw out some damage in their spare time. 8/10 PVE, 9/10 PVP.

Inscription of Faith: The Aldor favor raw healing over crit or mana regen, and it shows in their item selection. Toss another 29 healing onto the pile for the price of 2 Fel Armaments. 8/10 PVE, 7/10 PVP.

Greater Inscription of Faith: Very similar to the Greater Inscription of the Oracle, but you lose 2mp/5 and gain 11 healing. It's tough to decide which is superior, so make your choice based on the other item rewards for the factions and not these inscriptions. 9/10 PVE, 9/10 PVP.

Greater Inscription of Discipline: Like the orb, except it trades in crit for damage and thus sucks a bit more for pallies. 5/10 PVE, 7/10 PVP.

Cloak

Subtlety: Of all the (relatively bad) healer choices for cloak enchants, this is probably the best. Most paladins don't have too much of a threat problem, considering, y'know, that our healing spells give off half the threat of others, but it can't hurt to have a little bit more. 5/10 PVE, 0/10 PVP.

Major Resistance: This is literally your only choice as a PVPer, unless you really like dodge rating or have a burning desire for more armor. It can help against caster teams (or caster mobs) without much penetration, but prepare to shell out a boatload of cash for the primals. 4/10 PVE, 7/10 PVP.

Chest

Magister's Armor Kit: For those of us who are cheap, the Magister's Armor Kit is a good placeholder to give a bit of extra mana regen when you're looking to upgrade to a better piece of armor. It can't compare to the real enchantments for these four slots, though. 4/10 PVE, 4/10 PVP.

Major Resilience: 15 resilience isn't that much, but it's pretty cheap, and the other PVP options (health? stats? mana?) don't work very well for healadins. 2/10 PVE, 8/10 PVP.

Exceptional Health: Mana is better for PVE. Resilience is better for PVP. And Large Brilliant Shards are expensive. Sure, health is always nice, but unless someone's handing these out for free, pass on it. 3/10 PVE, 5/10 PVP.

Restore Mana Prime: If you're about to argue with me that 100 mana should be here instead, I will note that there are very few dungeons, arenas, battlegrounds, or raid encounters that last less than two minutes. This is cheap and indispensable for PVE and (slightly less so) for PVP. 10/10 PVE, 8/10 PVP.

Bracers

Major Intellect: There are a lot of good choices for bracer enchants. Of the top four, this is probably the least useful. Int is nice, and this is inexpensive, but when you have mp/5 and healing itself as options, there's no point in going for this one. 6/10 PVE, 6/10 PVP.

Fortitude: Stam, stam, stam -- how PVPers love you. But stam is relatively cheap in TBC, and it's a lot harder to get some good healing and mp/5 options. Even PVPers might want to consider the other enchants, particularly considering the cost of the mats here. 4/10 PVE, 7/10 PVP.

Restore Mana Prime: 6mp/5 yet again. This is slightly more valuable in PVE, where paladins need to stack mp/5 for long fights where the tank's taking severe damage. It's really a tossup between this and healing, though, so consider what you need the most. 9/10 PVE, 8/10 PVP.

Superior Healing: 30 heal is a lot to put on an item with as small a stat budget as bracers. This is one of the best bang for your bucks in the game, particularly if you're an herbalist and are swimming in Primal Lifes. 9/10 PVE, 9/10 PVP.

World of Warcraft: Getting your RTS background in before it's too late
- Mar 27, 2008
Some players are eager to know if now is a good time to be playing the old Warcraft RTS games, and, actually no, now is probably not a good time to be playing them. You should probably be heading up to the Isle of Quel'danas and helping your realm and the Shattered Sun get those dailies unlocked.

But yes, after patch 2.4 has quenched your interest in the World of Warcraft for a while, now would be a perfect time to play WarcraftIII and its expansion, the Frozen Throne. Because it is right smack dab in the thick of the lore following both of those games -- Illidan and Kael'thas' stories have just finished, and the main event, with Arthas Menethil, is just about to start in Northrend. Up until the end of Wrath of the Lich King (and it is just now reaching the end of the Burning Crusade), World of Warcraft was really just a gigantic, cross-genre, extremely involved and detailed sequel to Blizzard's earlier Warcraft games.

There are other places to go beyond this, however, of course, and being discussed a lot of them before (and will again, no doubt). But yes, if you haven't played the RTS games yet, you've already missed half of the story. Now would be a great time to play them, before you miss the second (and in my estimation, much more interesting) half.

Those who haven't played the old Warcraft games (especially Warcraft III and Frozen Throne) are really missing out. Knowing the past stories from the previous games really enriches the WoW experience. Going back and playing Warcaft I, Warcraft II, and Beyond the Dark Portal if you have the ability too. The gameplay is a bit cruder, but you get to run through Karazhan, the Deadmines, and even attack Auchindoin. It's fantastic stuff!

World of Warcraft: : How to run instances without a net
- Mar 20, 2008
Running 5 man instances is the bread and butter of gearing up any PvE character. There are some short instances, and some longer ones. There are some bosses that are ready for fun, and others that like to die fast. Many people consider it a universal truth that all you need to do these instances is solid crowd control. When you're faced with a pack of six or seven level 70 elite mobs, the last thing you want is one or two of them running loose.

But what can you do if you don't have any CC available? Are you just out of luck? Nope! There are a few tricks to running instances without CC, and if you pay close attention, you won't miss the lack of sheeps at all.

In fact, you might just start preferring to run without crowd control entirely.

Off the bat, we're going to mainly focus on doing a no-cc run with a Warrior or Druid. Paladins have a natural AoE tanking ability and it's not very challenging to tank or run five mans with a paladin and no-CC. Consecration FTW.

So first, you want to always allow your tank a few extra seconds for agro. Give them a few seconds to hit each mob, and then start the DPS. This is particularly important in saving the lives of your healers. No matter what your healer does, they are going to be building healing agro with all the mobs that are being engaged - not just the focused target. There for, the tank's threat must be above the healer's threat at all times, unless you want your healer taking a dirt nap.

This brings us to the second tip – heal lightly and heal often. It's not a good idea to spam big heals – those are going to generate more healing aggro and easily pull off a mob on the peripheral of the tanks threat generation rotation off to the healers. If that happens and the tank is under some movement impairing effect, expect a wipe to follow. Save the big heals for only when absolutely necessary. There are some healers I run with that never use them, and things go just fine.

On the opposite side to healing aggro is the DPS aggro, and the third tip: keep it low. DPS aggro is much easier to control. You should be running Omen, don't bother with anything else. Omen makes staying below the tank at all times an easy task. How can you do this when multiple mobs are being controlled by the tank? Single target everything down. Don't let that pretty Arcane Explosion graphic tempt you – because the tank won't be able to taunt the mob off you fast enough.

The best way to stay on the tanks target is for the tank to have setup a predefined charm as their current focus. If the tank binds the charm to a key, they can just bounce the charm around as each mob dies. This is a very easy and effective way to quickly dispatch a large number of mobs.

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