fbpx
Menu Close

Category: Warcraft

Design Corner: Master Specializations

Previous Design Corner Articles:
Design Corner: Future WoW World Content Design
Design Corner: Time-Lost Halls of Karazhan Part 1
Design Corner: Improving the Garrison in 6.1
Mythic Dungeons and how they’d fit in the current system

Welcome to the WoW Weekly Design Corner! In this editorial series I (Mezzy) look at different parts of WoW and see how I would design the next new thing, or perhaps improve upon it. Keep in mind that this is an editorial/article and the following designs are NOT official content. Today we’ll be taking a look at class specializations within WoW.

Now this is an idea that I’ve been mulling on for many months and you might have heard parts of it on our podcast. Adding to that the recent announcement that in WoW: Legion we’re going to see a diversification of existing specs, this was the right time to flesh out the idea and write it down.

An issue that we’ve had for a while now is that specializations (specs) for some classes have become so similar due to homogenization, while others have remained similar (for the most part) through multiple expansions. If you’ve played the game a long time that could make it feel stale, and while you could reroll to another class to get a new(er) game experience you would still feel the loss of progression you put into your character.

To add some new life to the classes themselves Master Specializations could be added to the game. Now keep in mind that it is unlikely that it would be added on a mass scale due to the work of tuning it would bring to the table, but we’ll disregard that moving forward to take a look at the full idea/fantasy.

What are Master Specializations?

A blast from the past
A blast from the past

Master specs are specs outside of the (usually 3) regular specs for players to play their class in a completely different role. To prevent new players from getting overwhelmed, unlocking these specializations could be done through a class quest chain where in you interact with some npcs of your class who think outside the box. A few examples, some of which we’ll flesh out below:

  • A hunter could become a tank, drawing on the power of their pet
  • A hunter could become a healer, instead of using the elements to damage npcs they can use the elements to heal players
  • A mage could become a melee dps or tank (think of the battlemage in Dragon Age: Origins)
  • A shaman could get a support spec, in which totems are central to the gameplay to boost the performance of other players
  • A rogue could get a ranged dps spec focused on poisons and bleeds, but also find weaknesses increasing damage taken by the enemy by 5% for the entire group
  • A priest could get a support spec that focuses on reducing damage taken and shortening debuff durations instead of absorbs/heals

A word on the possibility of a new support role

Totems

Adding a support role would present some challenges for the community to solve. How would a support player stack up compared to a healer or dps? Are they worth the raid spot? We love our damage meters, it would suck not to see the damage we reduced or the damage we added show up on our record in the meters!

When it comes to the meters, they are not everything. As a raid leader I find myself having to say over and over, tactics over numbers. Killing the boss is the goal. Would you not still be a vital part of the team if your strength of the earth totem increased everyone’s damage by 5% for 8 seconds every 30 seconds? Imagine having that in a fight where adds spawn regularly (and they do in a lot of fights these days). A potentially dangerous mob that could wipe your raid would die much quicker because of you being able to increase everyone’s damage.

Or imagine that you could stand in a pillar of light every 30 seconds for 5 seconds to reduce your damage taken by 5% on a fight that has regular raid wide AoE. Also not uncommon these days.

On top of that, the community could be helped out by blizzard by having a new combat log event being created that says how much damage or healing (or damage reduced) the support role ability provided. Addon developers could work with that, update their addons and then they would be able to compare support playing players to each other.

There are problems with adding a support role, but they’re problems that can be solved. Adding on top of that, Master Specializations are mean to give you an alternate gameplay style. You can always choose not to play it and play one of the normal 3 (or 2 or 4) specs as you always have!

Going into detail on a few masters specs

Given that I play a hunter myself, I’ll go into more detail on 2 different hunter master spec ideas, and 1 priest master spec. We now know that Survival hunters will become a melee spec in Legion, but when originally coming up with the concept it made more sense to me to make Beastmastery a melee spec. The numbers on the spells are obviously not final, but a representation of how the master spec could function.

Beastmaster Tank Hunter

rexxar

In the master spec version of Beastmastery, the hunter takes on the Aspect of the Bear. The hunter is able to draw power from their pet and depending on the pet that the hunter is using they will have different abilities/cooldowns. The master beastmaster would tank as a regular melee tank and use melee weapons. In order to be nimble the master beastmaster prefers to use 2 one-handed weapons.

Aspect of the Bear: Increases health and armor by 20% and threat generation by 100%. The hunter gains bonuses to their abilities based on the pet they have active.

Toughness (passive): Combat hardens the hunter, every time the hunter deals a critical hit he gains a stack of Toughness. Max 30 stacks.

Wild Reflexes (Active Mitigation): Consumes Toughness. The hunter gains 30% chance to dodge attacks. Spells can also be dodged, but this will reduce the damage taken by spell by 15%. Lasts 0.5 seconds per stack of Toughness consumed.

Unbreakable Bond (passive): The hunter’s pet will share 3% of the physical damage the hunter takes. If a magic based pet is active it will share magical damage instead.

Sacrificial Bond: The hunter’s pet feels the pain of the hunter and shares 20% of the damage taken for 10 seconds. Unbreakable bond’s damage percentage goes up to 5% for the duration of Sacrificial Bond. 2 minute cooldown.

The master beastmaster’s kit would of course be rounded out with a taunt, interrupts and damage dealing abilities.

Survival Healing Hunter

In the master spec version of Survival, the hunter infuses his arrows with the elements with the intent to heal instead of deal damage. There are 3 options this spec could take in regard to pets.

– The pet could attack enemies as they do now, providing some extra dps to the raid.
– The pet could act as a support element, intercepting hits of damage from other players, reducing the amount of damage some players take.
– A new pet family, similar to the spirit beast, could be created to provide the master survivalist with pet that heals those with lower health.

The master survival hunter can have most of their current spells (pre-legion) converted into healing spells. Black Arrow would be on a shorter cooldown, allowing the master survivalist to become a HoT-oriented healer. The kit would need to be rounded out with a few cooldowns.

Regenerative Shot: Reduces the target’s damage taken by 30% and increases the healing of your healing over time spells on the target by 20% for 6 seconds. 2,5 minute cooldown.

Volley: Shoot a volley of nature infused arrows to the targeted area. Channel for x amount of healing every 1 second for 5 seconds.

Aspect of the Viper: Attacking an enemy npc for 3 seconds will give you x amount of spirit for 3 seconds.

“Cleric” Support Priest

PriestA priest who uses the Cleric master spec infuses the light into beneficial spells for their group, increasing the chance of success in fights.

Pillar of Light: Guide the light to the targeted location for 5 seconds. Every player standing in the pillar will take 5% less damage. 30 second cooldown.

Repel Malady: The duration of any debuffs the target gains in the next 8 seconds will be reduced by 20%.

Infuse Light: Channel the light onto your target, reducing their magical damage taken by 5%. Channel lasts up to 8 seconds.

Power of the Naaru: Increases the effectiveness of the target’s active mitigation for 8 seconds. Also reduces their damage taken from all sources by 30%. 2 minute cooldown.

It’s now been announced discipline is moving towards atonement play in Legion, but my idea had been to have the Cleric have atonement as well for filler spells, to contribute to both damage and healing in this new support role.

Some final remarks

These are just a few examples of possible ways classes could play a different style to prevent it from getting stale. Some classes have more possibilities than others due to their fantasy/lore background giving more opportunities to work with. Nevertheless, this is one addition I’d love to see in WoW. Hopefully the class diversification will offer some new play as well.

A counter argument to not implementing the master specs could be that it would mean if a master spec x is so good, but plays much differently players would not appreciate it. However that seems to be a risk worth taking as the complete SV spec is being changed in such a manner in Legion already.

And lastly to point out by giving pure dps classes a chance at a different role, they could help reduce the queue timers for looking for group tools.

What do you think of the Master Specialization idea? What master spec would you like to see be added to which class? Do you think a support role would work out? Let me know in the comments! Be sure to follow WoW Weekly’s social media in the side bar on the right!

6.2.2 Patch Notes – Patch Arriving September 2, The Grand Tournament Arrives August 24!

Both The Grand Tournament and Patch 6.2.2 (with flying) have gotten release dates!

Patch 6.2.2 Arriving September 2

Quote from: Blizzard
Patch 6.2.2 arrives Wednesday, September 2. Once live, players with the Draenor Pathfinder achievement will be able to take to the skies of Draenor.  Learn more about earning this achievement in our blog post – Draenor Pathfinder: Prepare for Flying.

The Grand Tournament Arrives August 24!

Quote from: Blizzard
The Grand Tournament Arrives August 24!

Saddle up your steed, sharpen your steel, and prepare to take your place at the merriest of all contests—The Grand Tournament officially arrives on August 24. This is one celebration of special extravagance you won’t want to miss, so GET IN HERE!

An impressive 132 cards featuring the finest of Azeroth’s knights and champions will be waiting for you to craft, win, or purchase, along with a few festive surprises along the way. Joust your way to victory on an all-new game board, or rally your minions to victory with an all-new game mechanic: Inspire.

We’ve shown off some of the fun themes of The Grand Tournament, such as jousting, Inspire, and of course, partaking in a grand celebration. Check them out below!

Hero PowersGet Inspired

A Grand Celebration!Honor! Valor! Knighthood!The Joust

The Tournament Card Back!

The Grand Tournament card packs will be available to purchase via the in-game Shop on August 24 in the Americas and Europe regions for Windows and Mac PCs, iOS and Android tablets, and mobile phones, and pre-purchased card bundles can be opened upon the official release of The Grand Tournament as well.  The Grand Tournament will raise its banners in Asia on August 25.

Don’t forget! The pre-purchase period for The Grand Tournament ends when the expansion goes live, so don’t miss out on a treasure trove of card packs at a discounted price as well the festive card back that’s included along with it.

THE GATES ARE OPEN...August 24th!

Join us in celebrating the release of The Grand Tournament on August 24!

Podcast Episode 65: First Impression of Legion

This week in the podcast we talk about the first information set we got about WoW: Legion. We cover a whole range of subjects this time including Artifact Weapons, Class Order Halls, the different lore story threads and the “shocking and surprising” events that will occur on the Broken Shore.

Upcoming Pets and Mounts Sneak Peek, Patch 6.2.2 PTR Patch Notes

Upcoming Pets and Mounts Sneak Peek

A new set of pets and mounts will make their way to WoW via things such as Blizzcon 2015, the ingame store and the WoW: Legion collector’s edition. Blizzard released a preview of what they’re going to look like!

Quote from: Blizzard
Upcoming Pets and Mounts Sneak Peek

Check out our sneak peek of some of the future pets and mounts that will be making their way into Azeroth.

PetReveal_WoW_ThumbM-Murkidan_JM_550x200.jpgPetReveal_WoW_ThumbM-Manasaber_JM_550x200.jpg

PetReveal_WoW_ThumbM-FelstalkerPet_JM_550x200.jpgPetReveal_WoW_ThumbM-Archon_JM_550x200.jpg

PetReveal_WoW_ThumbM-FelStalkerMount_JM_550x200.jpgPetReveal_WoW_ThumbM-Moose_JM_550x200.jpg

Patch 6.2.2 PTR Patch Notes

The PTR has been updated to patch 6.2.2, which brings along some new rewards for Timewalking dungeons and new holiday content. You can check out the full patch notes here.

One thing to note is that the PTR with flying was originally tagged 6.2.1 likely meaning that we’ll have to wait another few weeks for flying in Draenor to hit the live servers.

Legion Dev Interview By GameGuideFR

Another dev interview has appeared, below are the new things we have learned from it.

  • They are discussing what they can do with Karazhan.
  • The legion is not just invading the Broken Isles, the legion will invade a bunch of different zones across the world.
  • Our regular weapons aren’t enough to battle against the legion, we need the Artifacts to be able to even put a dent into them.
  • They have solutions in place for loot itemization, but they are not ready to talk about it yet. They will have a good conversation with leather users.
  • Alex Afrasiabi’s (Creative Director) favorite feature is something they can’t talk about yet

Check out the other sources of Legion information as well:
World of Warcraft: Legion Overview
Summary of Dev interview by Icy Veins
A lot more dev interviews

 

Mythic Iron Reaver Raiding Guide

Hey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Mythic Iron Reaver. In this video we assume that you know the heroic mechanics, if you don’t, check out our heroic guide in the annotation.

For this encounter you will want 2 tanks, 5 healers and 13 dps. As usual everything hurts more and Barrage will outright one-shot you. So don’t get hit.

In phase 1 all the mechanics are still in play and the reaver only gains 1 new ability. The reaver will now also throw out bombs in phase 1. Meaning that they of course, have to be killed. Now this will almost always coincide with either a barrage or a blitz, so there will be things to dodge while doing so.

To make phase 1 more manageable, split up your ranged players into 4 groups around the boss, and have the boss in the middle. Be sure to have a healer in each group. When you get to the second phase 1 stick to the 4 group structure, but if you need to move one way or another don’t be afraid to do so. Just move the boss and have the 4 groups reposition based on where the boss is.

Phase 2 gets a little more interesting as you’ll now have to deal with 4 different types of bombs instead of just 1.

The first is the Quick-Fuse bomb which will explode after 12 seconds. So naturally you’ll have to kill these first.

The second is the Burning bomb. Attacking this will give you the stacking Flame Vunerability debuff, increasing your fire damage taken by 15% per stack. As long as enough dps switch to these, the stacks shouldn’t be a problem. Putting a dot on the bomb only gives you 1 stack.

The third type is the Reinforced bomb. This bomb takes 75 seconds to explode and thus is your lowest priority.

The final type is the Reactive bomb. This bomb will explode within 30 seconds, but you don’t get rid of it by killing it. Instead you will want your tanks to click on them, by doing so they will take damage just like the bombs on the Iron Juggernaut encounter in Siege of Orgrimmar. Dps can also soak the damage from these with cooldowns but it’s better if your tanks do it.

Your priority on bombs is Quick-Fuse > Burning > Reactive > Reinforced.

To deal with the reactive bombs efficiently you will want to use your voice coms such as ventrilo to tell your tanks where the reactive bombs are, so none get missed. By using the same sides as in phase 1, you can spread out your dps and healers accordingly that you’ll have the entire room covered.

The reaver actually does have so much health that it’s not impossible that you’ll find yourself having to go through 3 phase 1’s and 2 phase 2’s. But if you can deal with all of the bombs and move out of Barrage you’ll find yourself on the way to a kill soon enough. Good luck!

If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Mezzy and I’ll see you again next time.

Mythic Hellfire Assault Raiding Guide

Hey guys I’m Mezzy from WoW Weekly and today we’ll be taking a look at Mythic Hellfire Assault. In this video we assume that you know the heroic mechanics, if you don’t, check out our heroic guide in the annotation.

For this fight you will want to use 2 tanks, 4 healers and 16 dps.

Now this fight being what it is, we’ll take a look at the differences and additions to this fight, in somewhat of a disorganized fashion. This is because most of it applies to the entire fight as you’ll have multiple types of adds at the same time.

In this encounter you will have to deal with 2 siege vehicles spawning at a time, one on the left side and one on the right. This means you will have to split your group up into 2 groups to take care of everything that spawns.

Around the 3 minute mark your 2 groups should go back to the middle because then you will have to deal with an intermission phase. Which we will get to in a minute.

In the video you will see a list of types of vehicles spawning for each side and at roughly what times. The blue marker is for the left cannon and the green marker is for the right cannon.

Time Blue Green
0:55 Art!! Art!!
1:15 Demo Flame
2:10 Flame Demo
2:55 Art!! Flame
3:05 Grand Corruptor Grand Corruptor
3:17 CRUSHER!! CRUSHER!!
3:55 Demo!! + Grute Demo!! + Grute
5:00 Flame Art!!
5:55 Demo Transporter
6:30 Flame Demo
7:10 Demo Flame
7:40 Transporter Demo

Whenever a siege weapon spawns it has the utmost priority so that they don’t destroy the cannons. There are two exceptions though. If there is a terror up, kill it quickly. And if it’s not an Artillery and there’s a berserker up, kill that first because it’s much more lethal to your tank now.

Another difference is that you want to be careful with the felcasters/terrors, as you don’t want 2 terrors up at the same time. Control your dps, focus on one felcaster when there are 2 up and when a terror has morphed kill it quickly.

There’s a new type of vehicle called the Felfire Transporter, which brings along some Iron Dragoons for you to deal with. If you kill the Transporter in time it will not spawn the Iron Dragoons, so you’ll naturally want to do so.

Other than the having to split up your group, the main changes come in at the 3 minute mark. You will have to have your groups go back into the middle and deal with 2 mini bosses + a crusher. They won’t all come at the same time.

Both mini bosses you’ll have seen on the trash on heroic. The first one being Grand Corruptor U’rogg. Sadly none of his abilities are interruptable, so you’ll have to dodge what you can.

His first ability is Corruption Nova, this is the circular shape of swirls on the ground. This will deal a huge amount of damage to you if you stand on it, so you really don’t want to get hit by this anymore.

The second ability is Corruption Bolt, with which he does a moderate amount of shadow damage to his target. And then the last one is Corruption Siphon, which heals U’rogg, puts his 2 targets at low health and puts an absorption debuff on the targets. Healers will have to heal this off of the victims, so that they can be healed back up once it fades.

While you’re dealing with U’rogg, a crusher will spawn, which just like on heroic has the utmost priority. As usual don’t stand in it’s front unless you want to die.

Soon after the Crusher spawns you’re going to have to deal with the second mini-boss: Grute. Now Grute will come in a Demolisher which you will have to kill before you switch to him.

Grute is a bit more interesting on mythic than he was as a trash mob. First off he has Shockwave, which works like the Siegemaster’s Shockwave at the start of the encounter. Simply dodge this to prevent taking any damage.

His second ability is Cannonball, he will target a player and jump on them. Anyone within 9 yards of that player will take damage, so that player needs to move away from others as well as others need to move away from them.

His last ability is Slam, which will deal damage to the tank and put a stacking debuff on them increasing their damage taken by physhical damage by 30%. To deal with this you will want to tank swap at 2 stacks.

Once Grute is dead, clear up the remaining adds and get back to your sides before the 5 minute mark.

To make sure everything is clear let’s start at the beginning:

When you start the encounter you will not want to use heroism but you can use the legendary ring. Get the Siegemaster to 50% health and finish off the other adds. At the 1 minute mark, split up and kill the Artilleries that are spawning. They have nearly 6 million health so your dps will need to really put their backs into it.

Continue on your sides until the 3 minute mark. All the vehicles should be dead and you’ll have a transporter + the Grand Corruptor incoming. Once the Grand Corruptor spawns use heroism as this intermission phase will need to be dealt with as efficiently as possible. Kill the Crusher, Demolisher and Grute when they each spawn and get back to your sides at the 5 minute mark because you’ll have to deal with the second Artillery set.

From here on out it’s continueing the fight as you’re used to it, with a lot more vehicles. When you get close to the end you’ll see a lot of adds spawn at the same time.

A final note, when the legendary ring is used on one side of the room, it should not activate it for the other side. So after the min boss phase you can decide for your own side when to use it. Good luck on this first encounter!

If you liked this raiding guide please comment, subscribe and click on the like button to help us out. If you would like to keep up with when new videos come out, but you don’t have a youtube account, you can also follow us on twitter and facebook at twitter.com/bbmezzy or facebook.com/wowweekly. Also be sure to check out our written content on our website wowweekly.net. For now I’m Mezzy and I’ll see you again next time.