Category: PVP Basics



Reader UI of the Week is back! Each week WoW.com will bring you a fresh look at reader submitted UIs. Have a screenshot of your UI you want to submit? Send your screenshots, along with info on what mods you’re using, to readerui@gmail.com.

This interface, by Metzerott, is one of the more unusual I’ve seen. With 90% of the submissions I get featuring rectangular unit frames towards the bottom, a large bottom panel studded with action buttons, and a customized mini-map moved to the middle of the bottom, it’s nice to see something a little different. Well, it still hits the last point, but two out of three ain’t bad.

More importantly to me, it’s very minimal. It covers less of the screen than any interface I’ve seen recently, including the default UI. I’m going to guess that the left unit frame is the player, the right is the target, and the small user frame to the upper-left of the target frame is target-of-target.

Up at the top-right you can see some ElkBuffBars, and there’s a soulstone timer at the right under the zone map. The minimap has been Sexy-fied a little bit, and below that you can see the zone name, the framerate, the current coordinates, and a percentage that I’m going to guess is durability.

Finally, off to the left is Recount, done up to be mostly transparent. Based on the addon list, a lot more stuff (scrolling combat text, Omen, etc.) will pop up when it’s needed.

Here’s what Metzerott had to say about it:

My UI is designed around the concept of “Just in time information.” I tried to make as many addons as possible only appear to give me information when they have information to present. When the addon is not presenting information it goes away or goes as transparent as possible. Some addons, such as SexyMap, look cool and get to stay at a more visible alpha. This is a very beautiful game. Many people have spent many years building it, I don’t like things obstructing my view of it. This UI is made for 1680×1050 resolution.

Just-in-time, indeed. I may draw some features from this for my own UI, in fact. The circular unit frames are not for me, I’m not a fan of the font he’s using, and I like to see bars as well as numbers for health/mana, but everyone has their own preferences. I do like how there are no action bars showing; at a guess, this player has most of his core keybindings memorized, and the rest are on oPie menus.

List of mods used:

Ara_Broker_XP: ASCII experience display LibDataBroker plugin
picoEXP: Another LDB XP plugin
Fortress: Displays LDB plugin data
MakeRocketGoNow: LDB quick launcher (to be honest, I don’t really understand what this one does)
picoFPS: LDB framerate display
StatBlock_Coords: LDB coordinate display
tekKompare: Always-on equipment comparison tooltips, and hover tooltips on linked items
tekJunkSeller: Automatically vendors grey items
tekErr: Lua error manager
tekDebug: Addon debugging utility
tekability: Durability on the paperdoll screen and as an LDB plugin
oUF: Unit frame framework
oUF_Metzerott: Circular unit frames for oUF, made custom for this UI.
oUF_CombatFeedback: Adds combat feedback to oUF frames (text for events like “dodge” or taking damage)
oUF_Banzai: Aggro coloring for oUF frames
OPie: Radial action menus
OmniCC: Cooldown counts on everything
FluidFrames: Move any frame
MikScrollingBattleText: Scrolling combat text
Bartender4: Action bars
ElkBuffBars: Bars for buffs and debuffs
Omen: Threat meter
Recount: Damage meter
_Cursor: Customizable cursor trails
ArkInventory: Flexible inventory display
GoGoMount: One-key mounting
Cellular: Instant-messenger style whisper chat mod
Forte: I have no idea what this mod is
PowerAuras: Customizable indicators for just about anything
SexyMap: “Minimap awesomification”
Blipstick: Reskins minimap blips (“!”, “?”, etc.)
ButtonFacade: Support for skinning action buttons
ButtonFacade_Metz: Custom button skins
DKIRunes: Rune and disease display for Death Knights
SellOMatic: Automatically vendor whatever items you want, not just grey ones
Postal: Enhanced mailbox support
Portfolio: Library for addon options
Deadly Boss Mods: Need-to-know information about bosses
Butsu: Slick loot frame
Prat 3.0: Chat enhancements

If you like it, you can download it from WoWInterface. And if you don’t like it, and think you can do better, I invite you to submit your own UI to readerui@gmail.com.

Welcome back to The Queue, WoW.com’s daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Adam Holisky will be your host today.

Long long time ago…
I can still remember
How that music make me smile, Alex.

And I knew if I had my chance
That I could make those people dance
And, maybe, they’d be happy for a while, Alex.

Tim asked…

When discussing new content coming out, why does Blizzard always play so close to the chest? For example, the mount changes are due to be “in the next major content patch” which everyone knows is going to be patch 3.2, why don’t they just say it?

It’s all about forward looking statements, and in general companies don’t like to make them. If they make them and then things happen differently, it’s possible for them to get sued. That’s why if you look at the BlizzCon announcement page, for example, or any press release, there’s gigantic legalese attached that basically says “Blizzard is not responsible if these statements don’t come true.”

Now does saying something like “Mount changes come in patch 3.2” and then it gets delivered in patch 3.1.4 constitute a breach of some apparent contract that a judge could rule against Blizzard with? I don’t know, and I don’t think anyone knows for sure.

But no one wants to find out.

The other side to the coin is that with 11.5 million players, you’re bound to make some large group mad if you say you’ll do something and then change your mind (even though your decision not to go forward with the plan is perfectly reasonable). The folks at Blizzard are real people, despite their promises of ponies, and no one like to make 100,000 people dislike the game they play so much. Even if that 100,000 is just a rather small fraction of the overall community.

Stephen asked…

With the recent changes to mounts, how will the mount quests for Locks and Pallies be done? I’d like a Feat of Strength for my Pally to match the one on my Lock and Druid. Will we need to not buy the class mount from the trainer, and wait until level 60? Can we still do the quest if we have the mount already trained? What’s the plan?

I’d assume the quests will remain at their original levels because they’re tied to dungeons of those levels. You can do the quests whenever, even if you have the mount. They’re a fun and unique thing about WoW, and I recommend everyone tries them all out, even though they’re not required anymore.

Methuus asked…

If Blizzard is not going to let us fly in the old world, how about they give us faster land mounts (like epic flying speed, but on the ground). Seems like an obvious idea. Has anyone from Blizzard ever commented on this?

100% speed boost on the ground is pretty fast. Remember that traveling by ground you need to navigate terrain and other obstacles. By air you can pretty much go as the crow Medivh flies. Blizzard has said before they don’t want the epic flying mounts to go beyond the 280%/310% increase they give now, and it’s not hard to draw the conclusion that they’re probably okay with the land speed as is.

Out of the realm of possibilities for the land speed mounts to increase in speed? No. If they do, should we expect a major jump? No.

Maintenance, you say? Unheard of! After all, what is wrong with a Paladin standing upright while riding her horse? Or what’s wrong with constant errors telling intrepid adventurers additional instances cannot be launched?

Well, okay. Something might be wrong with those things. Hopefully tomorrow’s maintenance will bring fixes to them. But more importantly based on all account it’ll be bringing patch 3.1.3 with it as well.

Maintenance will last from 3:00 a.m. PDT until 11:00 a.m. PDT. Unless, of course, you on one of the few dozen realms listed after the break. For those special realms, maintenance will last from 12:01 a.m. PDT until 12:01 p.m. PDT. Why is it starting at the :01? Because Blizzard wants you to have an extra minute to complete raids tonight. That’s how much they care. And you know what? So do I… (Click it… I dare you.)

The full list of realms under the extended maintenance after the break.

 

  • Aegwynn
  • Akama
  • Aman’Thul
  • Azjol-Nerub
  • Barthilas
  • Blackrock
  • Bloodscalp
  • Bonechewer
  • Boulderfist
  • Bronzebeard
  • Caelestrasz
  • Chromaggus
  • Crushridge
  • Daggerspine
  • Darkspear
  • Dath’Remar
  • Draenor
  • Dragonblight
  • Dragonmaw
  • Draka
  • Drak’thul
  • Dreadmaul
  • Dunemaul
  • Eitrigg
  • Eldre’Thalas
  • Feathermoon
  • FIretree
  • Frostmane
  • Frostmourne
  • Frostwolf
  • Garithos
  • Gundrak
  • Gurubashi
  • Hakkar
  • Jubei’Thos
  • Khaz Modan
  • Khaz’goroth
  • Kil’jaeden
  • Kilrogg
  • Korgath
  • Kul Tiras
  • Malorne
  • Mug’thol
  • Muradin
  • Nagrand
  • Nathrezim
  • Ner’hzul
  • Perenolde
  • Proudmoore
  • Rexxar
  • Runetotem
  • Saurfang
  • Scarlet Crusade
  • Sen’jin
  • Shadow Council
  • Shadowsong
  • Silver Hand
  • Silvermoon
  • Skywall
  • Smolderthorn
  • Spirestone
  • Stonemaul
  • Stormscale
  • Surarmar
  • Terenas
  • Thorium Brotherhood
  • Tichondrius
  • Uldum
  • Vek’nilash
  • Windrunner

Every Monday Scott Andrews contributes Officers’ Quarters, a column about the ins and outs of guild leadership.

One of the big annoyances of raiding is finding the right schedule. This time of year is particularly bad for many guilds, as last week’s Officers’ Quarters column proved. Students of all ages have finals. Working adults are traveling more often or spending more time away from the PC. When you have a small crew, the loss of even one person for a few weeks can mean all your raids are put on hold. This week, one officer wants to know how to figure out a raiding schedule despite some uncooperative individuals.

Dear Scott,
I am the co-leader of a casual 10-man raiding guild on Lightning Hoof. Despite only raiding once a week, we’ve managed to down ten of the bosses in Ulduar and we’re proud of that accomplishment. Lately though, it has been almost impossible to get everyone together on the same night to work on progression. Quite a few of our raiders have school or work requirements, and it is very difficult to time every one’s lives around raiding. We try our hardest, and for a good while it was working out perfectly. Lately though, I feel that our raiders are beginning to demand the raid schedule be built around them, rather than trying to make time in their own week to come. Since we are such a small guild, it happens quite often that when one person can’t/doesn’t show, we are not able to raid. This then wastes the entire night, and it becomes almost impossible to re-schedule.
It seems that while our members want to raid, many of them are making it difficult to do so. A few guildies have stepped up with ideas of how we could fix it, but many are ideas that benefit/make things easier for them personally rather than the entire guild and therefore do not work. I understand the logical thing to do right now would be to recruit more people, which is an idea that both myself and my co-leader have thought about. However, since most of our members are good friends rather than just raiders, it is a difficult decision for us to make. We don’t want to threaten raid spots, since when people do show up, they do their job. It’s just becoming exhaustive to deal with all the whining and we’re not sure if we have any other choice.
We fully understand that real life comes first and we don’t penalize people when something comes up they can’t help. We try hard to make it fair for everyone, but it feels like we’re the only ones. Granted, I admit we’re not perfect either. But I’m tired of being treated like we owe them Ulduar on a silver platter when they often refuse to make the time themselves to show up because they “don’t want to,” not because they can’t.
Is there any way to remind everyone that raiding is a team effort? Or are we doomed as long as people think that since their raid spot isn’t challenged, that they have the right to dictate when we go or not?
Sincerely,
Has a headache . . .

You said it yourself, HAH: “Raiding is a team effort.” Rather than having individuals pose self-serving solutions, you need to figure out the schedule with input from everyone.

Allow me to suggest a statistical solution. Ask everyone who wants to raid to post on your Web site. Have them rank each day of the week from 1-10 in terms of their availability. 10 would be a day they can always make barring a personal emergency. 9 would be a day they can almost always make, and so on. 1 would be a day they could never make no matter what.

Set a deadline for this post so you don’t waste a whole week gathering the data. You want to get your raiding back on track ASAP. Set your request to be the message of the day. Talk to people about it when you see them online. Make sure they know how important it is. It’s in their best interest, after all. If they aren’t accounted for, the result will be far less favorable to their personal schedule.

Once everyone has posted, it’s a matter of some simple math. First, eliminate all the days that were rated with a 1, 2, 3, or 4 by anyone. You’ll consider those last, and only if necessary. Hopefully there won’t be more than a couple of days that people rated so low. If various people rated all 7 days of the week that low, then you’ll have to eliminate only the days that were rated 1 or 2.

Next, take the total rating for each day and divide it by the number of respondents. For example, say the ratings from 10 raiders for Monday were 10, 10, 10, 10, 9, 8, 8, 7, 5, 5. The total is 82. Divided by 10 people, that’s a rating of 8.2.

Say you threw out Friday and Sunday, and the remaining days were

  • Monday, 8.2
  • Tuesday, 9.5
  • Wednesday, 6.1
  • Thursday, 5.8
  • Saturday, 9.1

Tuesday and Saturday are now your raid days, with Monday as the alternative day if a reschedule is necessary. Statistically speaking, they are the best days for everyone in the group. You eliminated days that were impossible (or nearly so) for any individual to make. In theory everyone should be able to go on that day during most weeks if they “want to.”

If they don’t want to, that’s another story. What else can you do at that point but recruit someone to replace them? Just because you’re all good friends doesn’t give any one person the right to veto a raid night based on nothing but laziness or selfishness — in fact, I’d say they have even less right to do so.

Some will of course try to argue for other days. Point to the numbers and say there’s nothing you can do about it. You have to raid on the days that are the best for the most.

By using a statistical method, you’re removing the subjectivity from scheduling. No one’s needs are more (or less) favored than anyone else. It’s not an ideal solution. (The ideal solution would be to get everyone to agree to a schedule and show up without having to go to this length.) But it’s a solution that works when people are being uncooperative.

Some people’s schedules will change once school is over or some other life event occurs. You can always go back and reevaluate the ratings for each day if someone has to change a day to a 1-4 rating. However, keep the original numbers and ask people to provide a reason for a change when they make a drastic one. Otherwise, you may not have stability.

It’s important to choose days and then stick to them. When family and friends know in advance that the guild raids on certain days, they can do their part to leave those days free of other commitments when possible.

I know some people will scoff at the idea of a wife or husband planning their life around their spouse’s guild’s raiding schedule. But it’s no different than asking them to plan around a weekly poker night or softball game. It won’t always be possible for them to leave those days free. Family obviously has to come first. But families can try to accommodate someone’s needs when it’s something they enjoy doing. (If a parent is raiding five nights a week instead of spending time with the family, that’s a whole other story.)

So that’s my suggestion, Has a Headache. I’m curious how other guilds figure out their raiding schedules. Tell us about it below!

/salute

As with other MMORPGs, companies have emerged offering to sell virtual gold and associated services. After Blizzard started offering free trial game-play accounts, players noticed an increase in spam from bots advertising these services.[88] One study shows that this problem is particularly prevalent on the European realms, with gold being over 14 times more expensive to buy on US realms than their European counterparts.[89]

In patch 2.1, Blizzard responded to this by adding additional anti-spam mechanics including whisper throttling and the report spam function. Additionally, trial accounts are prevented from speaking in the public chat channels (although they may speak to players within range or whisper to other players that have first whispered them), participating in-game trades, using the Auction House and the mail feature and several other limitations.

In May 2007 Blizzard filed a complaint against In Game Dollar LLC (trading as peons4hire) in US federal court. In February 2008, the parties filed a consent decree in which In Game Dollar agreed to refrain from using any World of Warcraft chat or communication to advertise any business or sell any services relating to World of Warcraft.[90]

As characters progress in World of Warcraft and take on some of the toughest challenges, many of the rewards received are bound to that character and cannot be traded, generating a market for the trading of accounts with well-equipped characters. The highest noted World of Warcraft account trade was for £5000 (€7000, $9,900 USD) in early September 2007.[91]

The practice of buying or selling gold in World of Warcraft is seen as highly controversial.[92] On February 21, 2008, Blizzard released a statement concerning the consequences of buying gold. Blizzard reported that an “alarmingly high” proportion of all gold bought originates from “hacked” accounts. The article also stated that customers who had paid for character leveling services had found their accounts compromised months later, with all items stripped and sold for virtual gold. The article noted that leveling service companies often used “disruptive hacks … which can cause realm performance and stability issues”.[93]

 

Game “addiction”

World of Warcraft has also been the subject of video game addiction concerns.

In August 2005, the government of the People’s Republic of China introduced an online gaming restriction limiting playing time to 3 hours, after which the player would be expelled from whichever game they were playing. Of the more than 20 million people who play online games in China, roughly 1.5 million play World of Warcraft.[94] In 2006, it changed the rule so only citizens under the age of 18 would face the limitations.[95]

 

Community

In addition to playing the game itself and conversing on discussion forums provided by Blizzard, World of Warcraft players often participate in the virtual community in creative ways, including fan artwork[96] and comic strip style storytelling.[97]

Blizzard garnered criticism for its decision in January 2006 to ban guilds from advertising sexual orientation preferences. The incident occurred after several players were cited for “harassment” after advocating a group for gay-straight alliance.[98][99] Blizzard later reversed the decision to issue warnings to players promoting LGBT-friendly guilds.

And so we finally return to our discussion of hit and expertise for warriors, in this case DPS warriors. Having finally gotten around to leveling my tauren warrior to 80 I’ve taken him arms for grinding reputations and running instances (I need a new weapon and several gear upgrades before he’s ready for 10 mans, although he’ll probably end up in a wow goldcouple before he’s geared enough to do much) which means I’m now looking at these stats from both a fury and an arms perspective.

It also means I’m back to my old “you have how many max level warriors?” days. It’s a shame I’m currently working on my DK and shaman horde side or I could level another warrior. Yes, I’m aware that with Dual Specs coming having more than one warrior per faction per server is kind of ridiculous. Luckily, this means I can have two warriors per server! Look, I don’t love this class because I’m sane.

So, we now have hit and expertise to discuss for Arms and Fury warriors. How much do you need? The short answer is enough to ensure you don’t miss your special attacks and push dodges off of the attack table. The short answer is also remarkably less than helpful in terms of telling you how much you want on your gear.

Hit Rating

The slightly more comprehensive answer to how much hit rating you want as a DPS warrior is 263 at level 80. This will equate to 8% chance to hit with special attacks, and assumes you have no talents that increase your chance to hit. Full Precision, for instance, provides 3% to hit, but it also costs at least 3 points to max and you have to have at least 20 points in fury to get it, so you’re not likely to have it maxed if you have the 51 point talent in either arms or protection, meaning that for this discussion we can assume arms warriors won’t have it. (Note: the current data seems to be that we need 8% hit against raid bosses. Previously it was thought to be 9%. I am using the 8% value here.)

Hit differs for Arms and Fury in that Fury simple cannot afford to try and gear for total miss removal on white attacks. The miss chance for a dual wielding warrior on white attacks is roughly 27% (assuming a level 80 warrior with maxed weapon skill against a skull level, functionally level 83 mob). So for a fury warrior, it’s sufficient to aim for complete miss removal on special attacks, because in order to totally remove the dual wield miss penalty you would need over 800 hit rating. It’s possibly achieveable but the sheer amount of hit you would need to shoot for would completely gut your attack power, critical strike rating, and other beneficial stats. You would be hitting with every auto attack but doing effectively no damage.

As fury, I don’t take precision because at this point my gear has all the hit I need. It’s worth keeping in mind that until you hit the point where your gear has this kind of hit rating, precision is a heck of a talent. With it, you will only need roughly 165 hit rating to be sure of not missing with a special attack. For an arms warrior, there’s no precision bonus but arms also doesn’t have the 27% chance to miss with regular, or white, attacks. (So named because the damage they do is reported in white numbers rather than the yellow numbers of special attacks.) What this means is that while an arms warrior will not have precision to help with specials and must aim for the 263 hit rating that equates to 8% hit against a level 83 mob, it also means that at 263 hit rating you will effectively never miss a special or a regular attack against a level 83 mob unless there is a debuff that lowers your chance to hit.

As the game currently stands, you can hit this target fairly easily for either arms or fury. My tauren warrior has the Cast Iron Shackles, Berserker’s Sabatons and Gauntelts of the Culling from the moment he hit 80, meaning that he has over 100 hit rating from those three items alone. Various enchants for weapons and gear make hit a stat you can reach the ‘soft cap’ on fairly easily for fury and for which arms can achieve all it needs in level 80 blues.

Please, though, don’t stack hit to the exclusion of all else. If you have 263 hit rating as an 80 arms warrior that’s good, but if you achieved it by stacking hit to the point where you have less than 2k AP and 18% crit, you’ve done something wrong somewhere. Keep in mind also, the 8% (or 8.2% as some are reporting) number is against raid bosses, that is, functional level 83 mobs. The mobs in Heroics and regular level 80 5 man dungeons are at most level 82. This means you need less hit rating for them – your chance to miss a level 82 mob at level 80 with maxed weapon skill is 5.4%, meaning you need slightly above 177 hit rating without precision or 78 hit rating with it to be all good on hit for heroics.

Expertise

Expertise is of two fold use for tanking warriors, as we covered last time.

You, however, are not a tank. (Well, you might be for all I know, but this is a discussion for DPS warriors. We covered you guys last time.)

You should not be in front of the mob. If you are in front of the mob, you’re doing something horribly, horribly wrong. You should be behind or to the side of the mob, with behind being better because it’s safer in a game where the mob is often not quite where we think it is due to lag.

If you are behind the mob, it cannot parry you, it can only dodge you. (You may see some parries if the mob is the type to turn to cast some spell or another, but those are unavoidable and we will ignore them.) Therefore, for a DPS warrior, expertise is only of value for removing the chance the boss will dodge you. Up until that point, expertise is as valuable, if not more valuable, than hit or other DPS stats. Once you have removed the chance for the bosses you’re killing to dodge you, you do not need a single point more of expertise. This isn’t like being a fury warrior dealing with hit, where a few points of hit over the cap for specials will just reduce the chance your white attacks will miss by a small amount. (This doesn’t mean you should be stacking hit endlessly, either.) Also, unlike arms vs fury, neither DPS spec differs in how much expertise it needs, save for the presence of the Weapon Mastery talent in fury which reduces your chance to be dodged by 2%. (Weapon Mastery does not add expertise, which would also affect parries, it simply reduces your chance to be dodged outright. For purposes of DPS gearing the effect is the same, but the distinction is important to remember.)

Since the last time I wrote about expertise I’ve been swayed to the opinion that level 83 mobs have a 6.5% chance to dodge. Therefore, you need 26 expertise (which is 214 expertise rating) to remove dodges and once that is achieved, you’re done. If you have that much expertise, you can respec and stop taking weapon mastery entirely, as you will gain no benefit from its 2% dodge reduction. If you have Weapon Mastery, you only need 148.42 expertise rating or 18 expertise. For a rule of thumb, remember that each point of expertise reduces your chance to be dodged or parried by .25%, and that it takes 32.79 expertise rating for each 1% dodge or parry you’re trying to remove.

Finding DPS gear with expertise is not easy before raiding, but once you get into 10 man raiding the warrior DPS tier gear will have all of it you need. You’ll drop weapon mastery so fast it will make your head spin.

Okay, this wraps up Hit and Expertise for warriors. Next week, we’ll talk about PvP.