• Category for Dungeons

Dungeons

One of the biggest problems that we currently have in the game is how little dungeons are worth in your progression. People jump into LFR the second they have the item level for it and completely bypass the amazing dungeons that we have in Draenor.  Thankfully in Patch 6.2, this looks like it will change. With the introduction of Mythic dungeons (and to a certain degree Timewalking Dungeons) Blizzard is attempting to change this. Raids are the end game in WoW. They should give out the best gear and have important aspects of the lore attached to them. With LFR we even have a way to show these stories to a broader audience, but the problem right now is that in order to raid in an organized group you probably have to run LFR to get some  gear. With four different difficulties of raiding, this leads to higher burnout from

 

Aggro, as we’ve already gone over, is the measure of an enemy’s animosity towards a specific target. In a perfect world, aggro will always be directed towards the tank and rarely towards anyone else. Sometimes this is unavoidable due to certain mechanics, but generally the tank’s primary job is to soak up as much damage as possible. Unfortunately we do not live in a perfect world. Sometimes the tank makes a mistake and loses aggro on a target, other times its the DPS that’s simply attacking the wrong enemy. It is common for a couple of targets to get loose during a dungeon run but if it starts to become an epidemic during a specific instance, there are a few things to look for. Tanking Stance The most likely culprit of continuous aggro issues is the tank. After all, their job is to control aggro and they have many tools

Yesterday I began discussing the latest Dev Watercooler article here, specifically the changes to personal loot. Today I will cover the next two sections: secondary stats and the item level ramp. The section about secondary stats is very cryptic. It talks about how in the past specific loot would be more exciting because it might have been best in slot for your class and spec, and now with how loot works you generally just use whatever you get. Their response to this is making stat weights a bit more important towards your attuned stat. They are also panning on toying around with how the budget of stats on gear works, so that there are better pieces for the spec you are playing. First of all I think that improving attuned stats is a decent choice, but it leads to less diverse builds. For example I play Assassination and Combat rogue

 

Dungeon Professionals: Wipes

by JGGiant on

It does not matter how long you have been playing MMOs or how good you are, we have all wiped in dungeons and will continue to do so from time to time. Even the best statics can be brought low by a sudden mistake or uncontrollable factor. You also know how frustrating they can be; what should have been an easy run through a simple dungeon turns into an hour-long blame game. However, a wipe does not have to mean the end of a dungeon; most can be salvaged, it just requires that you understand the root cause of the wipe. Death by Mechanics This is the most common cause of a group wipe, even more so when the dungeon in question is new content. Many bosses have varying mechanics, some obvious and others not, that can quickly lead to a group’s demise. Even well-known bosses can easily take advantage of

The most recent Dev Watercooler discussed the problems with itemization and loot distribution that are currently in game, and how the changes coming in 6.2 will try to fix them. Gear has been all over the place this expansion, and raiders expected for it to be less of a hassle with how reforging and stats were removed, but it seems like they complicated themselves by oversimplifying things. The first thing they discuss is how personal loot has been inherently flawed to begin with. The moment people realized that personal loot was giving them less amounts of loot, most organized and pickup groups switched to group loot. There is also the fact that items can be distributed however you want, for example if in personal loot I get a piece that I don’t need but my friend does then we both end up loosing, but if we are using group loot and

The basic format for all dungeons is the same; you start at the entrance, work your way through whatever obstacles that the game feels like throwing at you, then leave. However, the reasons that a you might be there are more nuanced and can often lead to different types of group interactions. This week we will be going over the different objectives someone might have for running a dungeon and what to expect from them. “I’m Here for Loot!” This is likely the most common type of player you will encounter in a dungeon. This is the player that has been there before and knows what they are doing, so you should not encounter too many issues with their gameplay. They will, however, often be the most impatient player; they do not want to see the sights or branch off for other objectives. They just want to beat the bosses

Are you stuck with a DPS that thinks they’re a tank and is constantly initiating pulls, or a healer or tank that thinks that doing damage is their first priority? If you’ve played Warcraft for any longer than a week, of course you have! Our next few installments of Dungeon Professionals will be focusing on each of the three major roles in dungeons and what’s expected of them. Healers Much like how fights would last forever without competent DPS, healers are also necessary to keep the dungeon moving at a steady pace. Even if the DPS and the Tank can mitigate and put out enough damage to survive an encounter, without a healer they’ll be waiting for quite awhile between in each pull. Additionally, while bosses can be killed without the other 2 rolls if necessary as long as skill and gear are up to par, there is very little chance

Are you stuck with a DPS that thinks they’re a tank and is constantly initiating pulls, or a healer or tank that thinks that doing damage is their first priority? If you’ve played Warcraft for any longer than a week, of course you have! Our next few installments of Dungeon Professionals will be focusing on each of the three major roles in dungeons and what’s expected of them. DPS Damage-Dealers, or DPS (short for damage-per-second) don’t usually start fights but they’re always the ones to finish them. While tanks and healers are necessary to survive dungeons, in the end they’re just there to keep the DPS alive while they do their work. DPS often get a bad rap for having simpler jobs and also for there being so many of them, but anyone who’s specialized as a damage class knows that it’s not a walk-in-the-park like some believe. Sometimes you have

 

Patch 6.2 – April 17th Update

by pallimmanis on

Rygarius updated the patch notes for 6.2 today with additional information about Timewalking, Profession Crafted items (get ready for more upgrades!) and a few additions to Ashran. Bold text are additions or changes, italic text is items that were removed. As always, remember anything currently on the PTR is subject to change and we’re a long way off from the patch release so don’t get too crazy about nerfs/buffs/too much content/not enough content. Now if you’ll excuse me, I need to go see a certain celestial dragon and his team about the Holy Shock mana increase.

Are you stuck with a DPS that thinks they’re a tank and constantly initiating pulls, or a healer or tank that thinks that doing damage is their first priority? If you’ve played Warcraft for any longer than a week, of course you have! Our next few installments of Dungeon Professionals will be focusing on each of the 3 major roles in dungeons and what’s expected of them. The Tank The first actual tanks were introduced in World War I and had very little in the way of offensive capabilities. They were essentially giant armored cars that were very tough to damage and allowed ground troops to traverse no-man’s land with less exposure. It wasn’t until later that we started putting big guns on them, and MMO tanks should operate with the same mindset. As a tank, you’re first job is keeping the party alive by mitigating as much damage as