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Archive for the ‘Monk Class’ Category

postheadericon Blizzard Blues Explain Monk Choices

Unwanted RogueWell, blow me down with a feather. It seems that monks are going to be given some very powerful raid saving abilities. While this is great, I do struggle to understand the logic explained blow by the “Blizzard Blues” How does taking a particular talent spec of monk instead of or as well as your shaman or druid magically make way for your DPS rogue or hunter. Did these guys do basic math. 11 into 10 STILL won’t go, you’ve just made another class and spec “indispensable” which doesn’t help your rogues or hunters one little bit.

Not that I personally care.  I don’t run a  hunter or a rogue, but the math is still wrong no matter where you sit on this one.

Talent Tree Homogenization
There is homogenization that is good for the game, and homogenization that is bad for the game.
Consider Blood Lust/Heroism and Rebirth (battle rez). Those are very powerful abilities and probably mandatory for raiding. If shaman and druids were the only classes that brought them still, then every 10-player raid group would need a shaman and druid to be successful. In a game with 10-player raids and 11 classes, that means someone is excluded. Even worse, if yours is the guild with 2 really good rogues or hunters, you are going to have to make the choice to sit one of those players out in order to be optimal. Even if that hunter is a really nice guy or a good player, he can’t come because you need Blood Lust. We don’t think that’s fun, and we know a lot of players agree. There are several abilities in this mandatory or near-mandatory category: interrupts, raid buffs, dispels and so on. We have no problems spreading those around, or homogenizing the abilities that mean groups can bring the player they want to.
The other category though is making each class feel a bit different when you play them. These are abilities or mechanics that tend to make your class or spec feel unique, but aren’t mandatory. There are a lot of these in the game: Chakra, Cauterize, Bladestorm, Demonic Circle, etc. There are of course still going to be healing, survival, damage and movement abilities in the game that are equivalent in their effect as another classes’ ability, but they all work a little differently, and hopefully make you feel different when you group with other characters or play different alts. It’s important to us to protect those differences in the game.

Character and Creature Model Quality
We’ve acknowledged that the old character models could do with a revamp, and we’re planning to get this done. But the point several of you raised about system requirements holds true; we want WoW to be accessible to those with older machines as well as those of you with top-end gaming rigs.

postheadericon Monks – Are They The First Real New Class for Warcraft?

Monks - The first TRULY new class for WarcraftAs we look forward to the introduction in a few months of Warcraft Mists of Pandaria expansion, I thought it was time to take a look at the last class introduced to the game. The Death Knight.

At the time I think Blizzard’s introduction of this class was done for obvious reasons.

To reward long-term players with a slightly overpowered class capable of performing most main actions slightly better than average. You could tank, you could self heal, you had partial group healing abilities, you could DPS. Depending on your spec Death Knights at patch 3.0 could do just about anything.

2) To reward seasoned players. At the time of Wrath was released it had become clear that most seasoned players had several alts at a high level and had done Azeroth several times. Death Knights gave these players the opportunity to perhaps fill a hole in their stable of ‘toons without the grind of Azeroth.

3) Refer to 2. Yes, Death Knights were simply to allow many players to skip Azeroth and go straight to the burning Crusade. Skip the entire original game and go straight to the expansion packs.

 

If you think about it, that’s an incredibly telling fact.

It’s saying,

“We don’t think our original game has enough content or variation to keep our established players interested.”

It also pointed to the increasing dominance of endgame raids and instances to provide meaningful rewards the players. Both in terms of content and gear.

Stylized Death KnightThis had a knock-on effect a game. With gear increasingly farmed from high end instances, even the scant “ new raider” recipes available to crafters would be trimmed down to the bare bones. Blacksmith’s could make one tanking weapon for level 80 starting raiders, and for some reason it was mace. The story was the same for most other crafting professions. The game was shifting towards more endgame group content – and something in the mechanics had to change.

But times have changed. As we look forward to the monks that will be introduced in Mists of Pandarea, the headroom above Death Knights has increased dramatically. Levels 80 to 90 have added a considerable amount of levelling scope. Azeroth has been completely remodelled quest lines that followed you throughout your entire levelling process now require that you start at the beginning.

Death Knights themselves have been nerfed and nerfed again until they are barely capable of holding their own.

They are now the ubiquitous jack of all trades, and masters of none.

The class mechanics have been simplified again and again, and “Mists” looks like they will be simplified still further.

Other than a quick alt to fetch and carry..what now is the actual purpose in game of the Death Knight? The first – and probably last “Hero Class”

Death Knights seem to have been designed to solve a problem that no longer exists, and now stand out as anachronisms. Serving no real purpose other than a quick fix for levelling.

So all hail the monks of Pandaria. The first proper new class in Warcraft.