In my last article, I asked what World of Warcraft can learn from its newest rival – Carbine’s upcoming sci-fi MMO, Wildstar. While the game includes a lot of MMO staples – group quests, levels, dungeons and raids – it takes a new tack in its implementation. Wildstar has other positives that weren’t covered last time, but I’ve also included the game’s negative aspects – some of which would be very familiar to a vanilla WoW player. Side-note: Since my last article on Wildstar, I took part in the Easter open beta weekend. 7. Paths Path of the Titans (PotT) was a system of character progression that was originally going to be part of the Cataclysm expansion. It was a way to increase character power through regular activities, like questing, PvP and professions, and to make you different from Mage #30,463. While PotT was cancelled, Wildstar has a similar system – although unrelated to character power

Like many MMOs today, Wildstar – the upcoming sci-fi game from Carbine – bears some striking similarities to World of Warcraft. More than most, in fact, as several of the game’s developers are ex-Blizzard employees. But Wildstar has done a few things differently – good and bad – that WoW can learn from. Before we go any further, full disclaimer: I’m not in the Wildstar beta, so these are my thoughts from a second-hand viewpoint. Rather than a wall of text, I’m going to do it in list form. Because we’re on the internet. And the internet loooooves lists. 1. Early introduction to end-game mechanics Wildstar uses a telegraph system – red for enemies, blue for the player and green for allies – for the vast majority of its spells and abilities, both NPC- and player-cast – something WoW only introduces at higher levels, and mainly in dungeons. Wildstar’s entire combat

Simple answer: a lot. Strap in, this is going to be a big one. Mages were identified by Celestalon as undergoing a lot of changes in WoD. With the patch notes dropping (I’m on GMT, so they arrived at midnight on Friday – thanks Blizz!) we now have a rough idea of what we might look like on Draenor. Remember that these are only the first round of notes – more will be coming. Button Bloat Back in vanilla we were billed as a master of AoE, and our extensive list of spells in this category still supports that today. However, that has been more of a hindrance than a help. Throughout MoP our AoE rotation has been confused, usually consisting of your choice of Bomb spell, Flamestrike on cooldown and a spec-specific cleave mechanic (Arcane Barrage, Inferno Blast or Glyph of Splitting Ice). Pruning those abilities down makes absolute sense, and while I

With February’s announcement that Challenge Modes are going the way of the dodo, interest in them has picked up. Groups are forming all over the place on my server (Wildhammer-EU) – I’ve even managed to run some alts through – and you only have to dip into Openraid‘s chat to see the same thing going on there. With this resurgence in interest, it’s a good time to look back at CMs and ask what made them successful, and what could be done to improve them. CMs were a new type of dungeon introduced in Mists. A timed run through the new 5-mans with level-appropriate (or at least, downscaled) gear, they are a way to give raiders a challenge on off nights, as well as offering challenging content to 5-man players. What these instances did, they did very well. For starters, you can’t use the LFG tool to find a group;

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