Category: World of Warcraft


BlizzCon 2008: Everybody out

 

Our folks on the floor of BlizzCon have said a fire alarm has gone off, and they’re asking everyone to leave the convention. We can’t get inside to verify, obviously, but people are streaming out of the front of the hall. Currently, things in the press room here are unchanged, and we haven’t heard anything officially yet.

More as we learn it.

Update:
We were heading into the hall, and saw an alarm go off. The guards at the doors started turning people away, and when we asked what was up, we were told it was a fire alarm and that we should exit the building. There’s still no action in the press room (and they haven’t interrupted the class panel on the floor), so it’s likely a false alarm.

Update2: Whoops, the class panel is being held upstairs, not on the convention floor. We just sent our man Adam Holisky down to see what the ruckus is all about and get the inside story. It’s good having bloggers to boss around, and nice to know they’ll even walk into possible injury to do what we say.

Update3: A security guard told Holisky that somebody tripped something they weren’t supposed to, and they are now letting people back onto the floor. Crisis.. averted!

 

Submit a question for the devs to answer at BlizzCon!

Just popping in with a quick note here; even if you’re not going to BlizzCon, you can still enter a contest to have a question answered live by the developers.

I braved the red tape for you all to figure out the following:

·         You have to be at least 13 years old.

·         You can’t be a resident of North Dakota, Connecticut, Vermont, or Maryland in the U.S., Quebec in Canada, or Queensland, Victoria, or the Australian Capital Territory in Australia. Otherwise, if you’re a player in the U.S., Canada, most nations of the E.U., South Korea, Singapore, or Australia, you should be eligible. No word on Russian, Mexican, or Latin American players so you guys may, like me, be ineligible.

·         You have until 4:00 pm PST October 11th (this Saturday) to enter the contest.

Twenty contestants will be selected to have their questions answered, and if you’re one of the winners, not only will your question be answered, but you’ll also get a prize package containing various Blizzard swag items plus a new ATI graphics card.

The actual submission form is right here if you’re interested (with the laundry list of rules here if you want to make sure you’re eligible to win), and you can ask any question related to Starcraft, Diablo, Warcraft, or World of Warcraft. Good luck!

 

I had a day off from work this week to relax so I finally had a chance to check out all of the new Engineering Tinkering “Enchants”. I had a skill of 390 (Gnome FTW) going into Beta so it only took 10 easy skillups to get into range to make these. I will have seperate comments on each, and a summary at the end.

Flexweave Underlay
This works well for the fact that you don’t have to swap in your Parachute Cloak all of the time (at the sacrifice of using a cape of your current level). There is a lot of vertical ground to be covered in Northrend, and you will actually get a lot of use out of this in Howling Fjord and Dragonblight. Its cheap to make so you may as well put it on at least one cape, if not more (if nothing else you can turn any cape you want into your old Parachute Cloak, so you can actually have a decent level cape with stats that slows your fall). Overall fairly useful and the one-minute cooldown ensures you can use it a lot. The parachute graphic you get as you fall is great as well.

Belt-Clipped Spynoculars
Not much to say here other than it has its uses, although it is mainly for being able to track gas clouds without having to rely on your goggles. It gets the job done, although most Engineers have several ways already to get the “zoom-in” effect.

Personal Electromagnetic Pulse Generator
What this does exactly is stun all mechanical creatures within a 10-yard radius from you for 3 seconds. That is actually fairly helpful, considering it is only on a one-minute cooldown. Several zones have many mechanical enemies so it will be worth it to put this on a belt as you level up. Just keep it in your bags and whip it out when you need it. Suprisingly useful considering I thought it would be very limited.

Hand-Mounted Pyro Rocket
The first thing I’ll say about this is holy crap it has a big range. I’m talking like 60 yards. I was suprised at that. I can shoot things from far enough away that I can shoot the rocket, and then shoot the oncoming mob with my 2.70 speed gun before it gets into melee range. Thats really far. It has no cast-time, although it does eat a global-cool down. The rocket’s cool down is one minute, so you can use it often. I plan on having this on every one of my gloves from 70-79 as I level. I’ll keep one around at 80 as well, but that is when losing a ‘traditional” enchant for stats will start to have a greater impact. Very fun, and useful (but not more useful than a regular enchant).

Hyperspeed Accelerators
I can see where Blizzard is going with this, but it just isn’t enough to justify this over other enchants. Ironically, I think that a caster would benefit much more from the temporary haste than a melee class does – that isn’t really a bad thing, but I just thought I would point that out. To be more useful for melee, it either needs to last longer than 8 seconds, or have a shorter cooldown, otherwise regular enchants like STR or AP will yeild more damage output in the same time (and not eat a GCD to activate). Fairly dissapointing.

Nitro Boosts
A Northrend version of an old favourite. Like the Pyro-Rocket, I plan on sticking these on all of my boots as I level from 70-79, but at 80 they will bow out for other enchants. Also, the 5 minute cooldown is a bit long, it could easily do with 3 and be balanced. Great for mobility and emergencies for leveling…but will be forgotten at 80 other than a higher stat version of a novelty item Engineers already have.

— Summary —
While the tinkering effects are fun and somewhat useful depending on what class/spec you are, tinkering does not compete with traditional enchants. They will be used as players level from 70-79 as they are cheap enough to put on lots of pieces of gear as you level up, but at 80 they will suffer the same fate as other fun toys Engineers have already – they will be destined to sit in bags and used very infrequently for a laugh. They are easy enough to slap into all of your gear as you level up due to cheap crafting costs, but most items you will put these on wouldn’t have received a traditional enchant for that very reason – you will soon replace these items. In this case, the only reason the Engineering ones are getting used at all is because of the low cost – not because of their actual effects.

There also seems to be a double-standard in regards to Engineering Tinkering. Blacksmiths can add a socket to many items and still benefit from a regular enchant on the same item. Given that the Engineering Tinkering effects are not very “powerful” is it wrong to assume the same could be done for them? It has been tested that using the Pyro-rocket every minute on the minute increases DPS by 19….that isn’t a lot. I bet you could get a similar number out of adding a STR or AP gem in a socket. So why do Blacksmiths get to benefit in this way and Engineers don’t?
I like the direction Blizzard is going with the tinkering and I hope to see more of them in the months to come, but I want compelling reasons to use them for more than just “fun while leveing up and replacing gear often”.

Thoughts?

EDIT: I spell gud.

By “Proc scopes”, I mean something along the lines of what Enchanters have where they have some enchants to weapons that are just straight stats, and some that have no up-front stats but give you some special proc effect to compensate- Mongoose, Crusader, Spellsurge, Executioner, and so on. Possibly even some with some group benefit like Spellsurge.

I know it probably isn’t necessary, but it always seemed odd to me that Hunters (and, to an extent, casters, but they do have at least one of these already) get left out of the “Nifty weapon enchant with cool proc” club for… What reason, exactly?

And for non-hunters, there could also be some added that have some effect that benefits class who are only at range occasionally, like “Chance on ranged hit, increases some effect of your next melee attack(s) by arbitrary percentage”.

Something like:
X29-b Infra-lazer-scope-o-tron: Chance on ranged attack to increase your chance to hit/hit rating with ranged attacks/critically strike/rating with ranged attacks by x for y seconds.
Magnetic Acceleratizing coils: Chance on ranged attack to increase armor penetration rating by xx for y seconds. Only effects ranged attacks.
Kleptomaniac Energy Siphon Device: Chance on ranged attack to gain xx mana. If the target of your ranged attack has available mana, they will lose an amount equal to the amount gained.

…and so on and so forth. Iunno, could be neat.

Skinning Passive Ability Lackluster   

At max level:

Skinning all those dead animals has broadened your anatomical knowledge, increasing your critical strike rating by 25. (1.13% at Level 70, 0.54% at Level 80)

This is absolutely horrible. I’ve brought this up before but has blue even recognized how low this is? I think they made the number up thinking BC crit rating equivalents at the least…. compare this with:

All your hard work spent mining has made you exceptionally tough, increasing your maximum health by 500. (Mining)

Heals for 2000 over 5 Seconds (Herbalism, 3 min CD)

I just don’t feel these are at all equivalent =(

Glad to see that Vesperon (Left-most drake) is working properly now. Entering the portal dramatically decreases the aura that he puts on you, and killing the add successfully wipes the debuff. Pretty easy encounter, but I think it’s good for intro-level.

Middle drake is still more or less the same. We didn’t bother with the portals; we just knocked out the drakes that came out, although it seemed like they have more HP this run (50k per). Overall another easy fight.

Right-most drake is currently exploitable, as we found out by accident. If you drag him far away from where he starts, his portal/add/shield mechanic doesn’t apply and he becomes a basic tank and spank.

The big enraged adds at the very end is a nice touch, and provides an interesting twist to an otherwise fairly simple fight. We definitely had an “oh **@!” moment at that point, but we had it under control with DK’s/Retadins and a good dose of AoE.

Good instance overall. I think the tuning is pretty good for an intro-level 10 man.