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Showing posts with label wow-pvp. Show all posts
Showing posts with label wow-pvp. Show all posts

18 January 2015

Plight of the Pandaren

Meet Pguinto, a pandaren Holy priest on realm Frostmourne-US. When not administering hugs on short notice, he likes to disrupt the operations of the Iron Horde with other, like-minded adventurers. Thus far, he enjoys life and what it has to offer, but has recently noticed smoke on the horizon.

Living on a PvP (player-versus-player) server, Pguinto has had his share of being ganked, but has noticed its worsening since his entrance to Draenor. Now, when he survives another day unscathed, he breathes a sigh of relief for not needing to die to a random Alliance adventurer, killing him for reasons he cannot fathom. Unfortunately, this fearful experience is common to all Wandering Isle pandaren, Huojin and Tushui alike.


Description
Common name: Pandaren
Scientific name: Ailuropoda sapiens
AUCN conservation status: Endangered
Estimated individuals remaining worldwide: 1.1 million (6.3%)

02 August 2009

Archavon's Parade


Which better way to Wintergrasp's Titan Relic than a beeline? The Scourge successfully employed this strategy in invading the Sunwell, after all (though their sheer numbers may have had something to do with it). This 160-man raid may now be trying to squeeze through an instance portal to Archavon...


It would be interesting to note Blizzard's use of perspective in this shot (where parallel lines seem to meet at a certain vanishing point). The above annotated image is provided for convenience.

13 July 2009

The Spectrum of Classes


This spectrum diagram illustrates the position of WoW's nine playable classes in the class balance. It is two-dimensional: rigour is read along the horizontal axis, while tactic is read along the vertical axis.

Rigour: Any given class uses a certain balance of physical abilities (using a weapon and/or shield) and magical abilities (casting spells) in combat. The classes to the right place an emphasis on the magical, with the priest and mage being magically pure. Classes closer to the centre are hybrids, who appreciate a combination of the magical and physical. The druid enjoys most a balance of the two rigours. The mana line divides the spectrum into those who use mana and those who use other power sources. To the left are the classes who place emphasis on the physical, with the warrior and rogue being physically pure and to the left of the mana line. Hybrid classes near the centre can tweak their respective balances through talent specialisation, though pure classes at the extremes are resolute about their respective masteries.

Tactic: Any given class uses a certain balance of tenacity and ferocity when engaging in combat. Tenacious classes will mitigate the damage taken in an attempt to outlast the opponent. The tenacious warrior will reduce the damage taken initially through heavy armour, while the tenacious priest will heal the damage that is taken. Ferocious classes maximise damage dealt to end combat as soon as possible. The rogue and mage place emphasis on this. Tactic can be tweaked by all classes through talent specialisation. The classes at the junctions (warlock and hunter) enjoy the versatility that class pets bring, so as to exercise a level of control over this balance.

It would be important to note that I cannot find a place for the new death knight class in this spectrum. This may be due to the youth in their class development; Blizzard simply has not yet found a niche that they can fill. It may suggest any of the following:
  1. There are no more niches that a death knight (and future hero classes) can fill, and they are doomed to be patchworks of any of the nine original classes. In fact, death knights possess some of the qualities of paladins and warlocks.
  2. The domain of the death knight and other hero classes lies outside of this spectrum.

10 July 2009

Flagging for PvE

WoW's PvP flag is a game mechanic introduced in its earliest days, where it marks the player for player-versus-player (PvP) activity. While very simple, it also has ramifications on the player's experience of player-versus-environment (PvE) content. Needless to say, the flag does not need to be permanently up for a PvE raid.

In fact, the PvP flag should not be permanently up for a PvE raid. Patch 2.4.3 introduced the following change:
Zoning into an instance on a PvE realm will now drop your PvP flag.

The game approaches flaggable actions conservatively. While targeted attacks towards enemy players or targeted aid towards PvP-flagged friendly players will raise the flag, incidental attacks or aid will not. This means that:
  • Area-of-effect (AoE) heals (e.g. Prayer of Healing) cast by an unflagged healer will not affect flagged players, unless the flagged player was targeted on spell cast.
  • Raid-wide buffs (e.g. Prayer of Fortitude) cast by an unflagged buffer will not affect flagged players.
  • Healing a flagged player flags the healer.
  • Buffing a flagged player flags the buffer.

It would be safe to assume that a majority of players disable PvP. It is therefore best that, for a PvE raid on a PvE realm, any permanently raised PvP flag should be lowered! This is done though the player's portrait's drop-down menu shown above.

There is yet another important note for PvP flags. Many PvP quests written into the Quest Log will keep the flag up until completed or abandoned. If the flag stays up 5 minutes after disabling PvP, this may be why.