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	<title>Broliant Writes... &#187; WoW Related</title>
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	<description>Occasional musings on WoW and other things...</description>
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		<title>RealID &#8211; Convenience That Costs You Your Privacy.</title>
		<link>http://www.broliant.com/2010/05/realid-convenience-that-costs-you-your-privacy/</link>
		<comments>http://www.broliant.com/2010/05/realid-convenience-that-costs-you-your-privacy/#comments</comments>
		<pubDate>Wed, 12 May 2010 13:31:50 +0000</pubDate>
		<dc:creator>Broliant</dc:creator>
				<category><![CDATA[WoW Related]]></category>
		<category><![CDATA[activision]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[blizzard]]></category>
		<category><![CDATA[chat]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[friends]]></category>
		<category><![CDATA[friends-list]]></category>
		<category><![CDATA[patch3.5]]></category>
		<category><![CDATA[platform]]></category>
		<category><![CDATA[privacy]]></category>
		<category><![CDATA[RealID]]></category>
		<category><![CDATA[security]]></category>
		<category><![CDATA[social]]></category>

		<guid isPermaLink="false">http://www.broliant.com/?p=362</guid>
		<description><![CDATA[Patch 3.5 is just about ready to hit the PTRs and one of the biggest new features it will introduce is Blizzard&#8217;s RealID system. You can think of this as an advanced version of the humble friends-list. It comes with a number of significantly attractive benefits&#8230; but it also comes with some very, very unpleasant [...]]]></description>
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<em>Patch 3.5 is just about ready to hit the PTRs and one of the biggest new features it will introduce is Blizzard&#8217;s RealID system. You can think of this as an advanced version of the humble friends-list. It comes with a number of significantly attractive benefits&#8230; but it also comes with some very, very unpleasant realities. We examine both here in order to warn you of the bad that will come with the good.</em></p>
<p><b>So, what is RealID?</b></p>
<p>At the moment, each individual current Blizzard game offers basic &#8220;friends-list&#8221; functionality. For example, within WoW each character has its own friends-list to which a player may add the name of another character of the same faction (Alliance or Horde) that exists on the same realm server.</p>
<p>Whenever this character then logs on or off, a chat-window notification is provided to the player and at any time, the player may access their character&#8217;s friends-list to see if any of their friends are currently online.</p>
<p>The basic WoW friends-list functionality is therefore character centered. If a player&#8217;s friend is playing a WoW character of a different faction or realm, there is no mechanism for them to see them or contact them provided within the game. The same is true if a player&#8217;s friend is playing another game entirely, be that another Blizzard game such as Starcraft or a game from another publisher.</p>
<p>Most WoW players will probably be aware of the existence of the Battle.net platform even if they don&#8217;t know exactly what it is. Some months ago, all WoW players were forced to create a Battle.net user account and to switch to using the credentials for this account (an email address and password) to login to WoW in place of the WoW specific login credentials they had been using up until that point.</p>
<p>Battle.net is simply the name Blizzard has given to its &#8216;online gaming platform&#8217; and for most intents and purposes, one might say that Battle.net is to Blizzard&#8217;s games what Xbox Live is to Xbox 360 games. It is a platform of &#8216;online services&#8217; that support the various needs of Blizzard&#8217;s games and its players.</p>
<p>In the same way that an Xbox 360 owner playing an online game can see if any of their Xbox Live friends are online and if they are, what games they are playing (or what movies they are watching, etc), Blizzard wishes to be able to offer that same level of functionality to its customers via the Battle.net platform. So far, all very sensible and all very pleasant sounding in principle.</p>
<p>RealID is therefore in some ways a little bit like the &#8216;Friends-List&#8217; functionality of a platform like Xbox Live. To begin with, you add friends to your RealID friends-list by adding their &#8216;Battle.net&#8217; user ID. Your friend is then sent a &#8216;friend request&#8217; message and they have to accept and agree to be a RealID friend with you. Xbox Live requires the same mutual agreement between friends.</p>
<p>Once a friend request has been accepted, both players will appear on each others RealID friends-lists whenever they are playing any Blizzard game that supports the RealID system. To begin with, this means WoW and Starcraft 2.</p>
<p>It does not matter what each player is doing &#8211; one could be playing WoW whilst the other is playing Starcraft 2. The RealID friends-list shows each player is online and reveals both what game each is playing and what activity within that game the player is currently involved in. (Within certain limits: After all, it would be easy enough for Blizzard to spot when a WoW player was running a dungeon or a raid instance and report that but less clear if a player was simply exploring the world map, looking for herbs and mining nodes.)</p>
<p>Thus, no matter what each player wishes to do, so long as they are logged in, they can be seen by their friends and contacted making it trivially easy to keep in touch with your friends and exchange messages with them. This is exactly the sort of good idea that has made Xbox Live such a pleasure to use. I&#8217;m playing Gears of War, you&#8217;re playing Trials HD and you&#8217;ve just beaten my time. You send me a quick message to crow and within a few moments I&#8217;m loading up the same game to steal back my honour with a better time. Forget the specific games mentioned in the example above, the ease with which friends can interact is the key point of focus here.</p>
<p>Thus, the basic premise of what Blizzard is aiming to provide to players with the RealID system is generally sound; a cross-game communications service to allow players that have agreed to be friends to keep in touch with each other. It will now be possible as a WoW player to keep in contact with friends playing on other factions or realms as well as in other Blizzard &#8216;Battle.net aware&#8217; games such as Starcraft 2. So far, so &#8216;awesome&#8217;.</p>
<p>However&#8230; there are some very important points to be aware of with the manner in which Blizzard have announced that they plan to implement the RealID system that have some significant and, in some edge cases, possibly dangerous potential consequences. We will examine these issues further in the following paragraphs.<br />
<span id="more-362"></span><br />
<b>The RealID system WILL reveal your full real name to your RealID friends.</b></p>
<p>Blizzard have stated very clearly and adamantly, if you accept or issue a RealID friends request with someone else and become RealID friends with them, whenever they see you on their friends-list they will see your full real name. That is, your first and last name as stored on your Battle.net account. Typically this WILL be your real world name (eg: Peter Smith, Jane Brown, whatever.) because you will have needed to give your real name for the purposes of billing since WoW and Starcraft 2 have recurring fees to play.</p>
<p>Thus, if my name were Peter Smith and I was logged into WoW playing my rogue Broliant, then my friend Jane Brown who was playing Starcraft 2 would see me on her friends-list as &#8220;Peter Smith (WoW: Silvermoon-EU: Broliant) or something along those lines.</p>
<p>Blizzard have been very explicitly clear. It WILL NOT be possible to withold your real name from the people you agree to be RealID friends with. </p>
<p>So, why might this be important?</p>
<p>There are a handful of well known and generally accepted reasons that range from being able to protect children from unwanted attention to mitigating the risks of possible identity theft why any individual may wish, need or require to withold personal details such as their full-name. </p>
<p>Most other platforms respect this and permit the player to create a &#8216;virtual ID&#8217; such as Xbox Live&#8217;s GamerTags under which they can conduct their gaming relationships. If two friends wish to accept each other as Xbox Live friends, they simply exchange GamerTags and nothing more is required. Should either of them wish to share more personal information with the other, the decision remains theirs to make.</p>
<p>This forced &#8216;exposure&#8217; of a player&#8217;s full real name in order to take advantage of the RealID system&#8217;s ability to enable cross-game communication has been widely criticised for the obvious reasons described above. What has not been seen so far in other coverage is a compelling argument that clearly explains why Blizzard have chosen to implement their RealID platform in this manner.</p>
<p>Since it is clearly not necessary to force players to reveal their full real name for such platform services as cross-game communications to function, the question is why Blizzard wants to push such an agenda. It is clearly a decision that is hostile to the individual and the preference they may have for remaining anonymous and it is highly unlikely that Blizzard is not aware that this is so.</p>
<p>The most likely driver for choosing this course is that genuine personal information is an incredibly valuable resource. Blizzard have already announced their plans to integrate Facebook support into the Battle.net system so that your Facebook friends can also be your Battle.net RealID friends where you are both players of Blizzard games that support RealID. Facebook is designed around the principle that a person is identified by their real name rather than by the assumed identity of a fictional avatar ID. In this way, Facebook is able to exploit its user data via various means, advertising being the most prevalent means currently employed to monetise user data.</p>
<p>By ensuring that the advantages of the RealID system are only available to those who implicitly choose to reveal their personal data, Blizzard is indicating that such attractive features as cross-game communications are only for those willing to relinquish full control and protection of their personal information.</p>
<p>Blizzard have stated that the simple answer for those concerned about revealing their personal information is to NOT use the RealID system but to stick to using the default friends-list functionality of the individual games. </p>
<p>Their official stance appears to be that the RealID system is only for use by people that either know each other already or that do not mind to reveal their personal information (even if it is <i>only</i> their full real name) to another player. </p>
<p>Let&#8217;s imagine for a moment that you&#8217;re a WoW player in a WoW guild and you have a guildie who plays a hunter called Bandycat. You have no idea who this person really is. Male, female, eunuch, it doesn&#8217;t matter. All you know is, you enjoy playing with this person in WoW and would like to be able to keep in touch when you are playing on an alt-character that might be on the other faction or on another realm. Or perhaps you also like playing Starcraft 2 and want to remain reachable by Bandycat in case he (or she, or it!) arranges one of the weekly retro-fun raids to BWL that you love so much. </p>
<p>Would it not be more friendly to allow these players to become something like &#8216;BattleNetFriends&#8217; where they could still keep in touch across the Battle.net platform without having to reveal their personal information? If Blizzard were genuine in their position that RealID were only for friends who actually know each other or were fully happy to exchange full real name information with each other, it is unlikely that they would be able to justify developing the RealID platform software. After all, how many of the people on your friends-lists are actual genuine real-life friends, the kind you&#8217;d fully trust with your personal identity information?</p>
<p>(Pure speculation: Considering the number of &#8216;real-life friends&#8217; playing WoW. Do you think it&#8217;s less than 10%/20%/30% of all WoW players? Do you think Blizzard would develop a costly feature that would only appeal to less than such a small percentage of its player-base?)</p>
<p>The much stronger liklihood therefore is that Blizzard is either seeking to tempt players to open up and reveal their personal information more freely or to &#8216;trick&#8217; them into doing so on the promise of the communication advantages the RealID system provides. The longer one examines the matter, the more likely seems the possibility that longer-term financial ambitions are the cause of the chosen design for the RealID system.</p>
<p>According to Blizzard, there are NO plans to offer players the chance to either withold their full real name or to use an alternative &#8216;avatar&#8217; name as their RealID name. In other words, do not expect Blizzard to adjust their stance on this matter.</p>
<p><b>The RealID system will ALWAYS show your RealID friends where you are and what you are doing.</b></p>
<p>At the moment, if I have three characters on the same faction/realm and want all of them to be friends with your character, I have to add the name of your character to the friends-list of each. I can either do this manually or, in WoW for example, I can use a game addon to synchronise my friends-list between characters. </p>
<p>With RealID, two friends must only perform the single act of becoming RealID friends with each other and from that point onwards, they will be able to see their RealID friend no matter what character, faction or realm (in the case of WoW) they are playing on or whether they are instead playing a different game that supports RealID such as Starcraft 2.</p>
<p>On the one hand, it&#8217;s nice to be easy to find in those moments when you don&#8217;t mind people contacting you. However, there are plenty of occasions that most players find themselves in where they appreciate being able to &#8216;drop off the radar&#8217; whilst still being able to play.</p>
<p>Although you might be happy to be &#8216;visibly online&#8217; whenever you are on your main character, perhaps a character that belongs to a guild for example and the alts you have within that guild are you happy to be &#8216;visibly online&#8217; no matter what character you login to? What about if you are on a minor alt, one used as a bank or auction house &#8216;mule&#8217; for example. Or perhaps you split your time between different groups of friends, playing on one realm with one group and on another realm with the other group.</p>
<p>Do you really want to be visible to every RealID friend 100% of the time you are logged into a Battle.net game? I can state from personal experience that as much as I generally love playing among the regular faces of my guild and the friends on my standard WoW friends-lists, there are times when I simply want to be free to put on some music or a podcast or two, get my head down and immerse myself in some questing or levelling fun without having to keep one eye on guild chat or be ready to make polite excuses for why I&#8217;d rather not join a dungeon run at the moment.</p>
<p>Right now, I can achieve this by jumping onto a &#8216;private&#8217; character, be it one outside my guild or not known to my friends. It&#8217;s not &#8216;wrong&#8217; or &#8216;seedy&#8217; to want this option, it&#8217;s just for those times when you want the game by itself without the &#8216;massively multiplayer&#8217; type baggage. </p>
<p>For me personally, both of the above issues are deal-breakers that will ensure I do not use the RealID friend system. It&#8217;s a shame, because the cross-realm/faction/game communications would be a nice thing to have but if I have to surrender my personal identity information and my online privacy, they are &#8220;nice to have&#8221; things that are not worth the cost of admittance.</p>
<p>Blizzard have again stated categorically that there will be NO opportunity for players to set their online presence to an &#8216;invisible&#8217; or &#8216;offline&#8217; status should they choose to use the RealID system. They are introducing several &#8216;status&#8217; flags for RealID though along the lines of &#8220;Available&#8221;, &#8220;Busy&#8221; and &#8220;Don&#8217;t disturb&#8221; but whichever you choose, other RealID friends will ALWAYS be able to see you are online and what you are doing and be able to contact you if they wish.</p>
<p><b>Conclusions:</b></p>
<p>The RealID system offers a range of features that any user of other modern &#8216;social&#8217; gaming or network platforms will be mostly familiar with. It makes perfect sense that players of Blizzard games, actively using the Battle.net platform, would appreciate having the ability to communicate with each other across game and faction/server/realm divides. For wanting to offer such features to players, Blizzard can be commended.</p>
<p>It is abundantly clear however that the design of the RealID system is incredibly hostile toward concerns of user privacy and security when it has no need to be in order to provide the features on offer.</p>
<p>The only credible explanation for choosing such a design appears to be that new streams of revenue generation will be created along similar lines to those used by other social gaming platforms and the new communications features provided by the RealID system are being used as the &#8220;enticement crowbar&#8221; to compel you to surrender your valuable information. In this regard, Facebook offers an informative preview of the templates that are likely to be introduced to Battle.net in the coming months and years. </p>
<p>Blizzard do not have a reputation for selling their customers down the proverbial river in order to make a &#8216;quick buck&#8217; and therefore the announcements being made here regarding the &#8216;costs&#8217; of the RealID system are in many respects surprising. Their parent company Activision however are gaining a firm reputation for &#8216;over-mining&#8217; their franchises as the handling of the &#8220;Guitar Hero&#8221; and &#8220;Modern Warfare&#8221; products have shown over the past year.</p>
<p>Whether or not Blizzard&#8217;s choices and motivations in this matter are fully their own or are shaped by &#8216;guidance&#8217; from Activision is a matter for rampant speculation. </p>
<p>What is clear however is that the RealID system is simply a small collection of additional new communication features that most users would find convenient and useful but that come at a cost that most users would find unreasonable when the implications are made clear to them.</p>
<p>-B-</p>
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		<title>Single Minded Focus: Cataclysm Class Preview: Rogue</title>
		<link>http://www.broliant.com/2010/04/single-minded-focus-cataclysm-class-preview-rogue/</link>
		<comments>http://www.broliant.com/2010/04/single-minded-focus-cataclysm-class-preview-rogue/#comments</comments>
		<pubDate>Fri, 09 Apr 2010 14:33:12 +0000</pubDate>
		<dc:creator>Broliant</dc:creator>
				<category><![CDATA[Class Specific]]></category>
		<category><![CDATA[Rogues]]></category>
		<category><![CDATA[Single Minded Focus]]></category>
		<category><![CDATA[WoW Related]]></category>
		<category><![CDATA[Cataclysm]]></category>

		<guid isPermaLink="false">http://www.broliant.com/?p=353</guid>
		<description><![CDATA[Single Minded Focus is an occasional series of articles offering players an insight into the supposed master of the single-target melee DPS classes. Today we take a brief moment to perform a sofa-analysis of the proposed rogue changes announced earlier today due to appear in the Cataclysm expansion. Thus far, we&#8217;ve not paid too much [...]]]></description>
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<em>Single Minded Focus is an occasional series of articles offering players an insight into the supposed master of the single-target melee DPS classes. Today we take a brief moment to perform a sofa-analysis of the proposed rogue changes announced earlier today due to appear in the Cataclysm expansion.</em></p>
<p>Thus far, we&#8217;ve not paid too much attention toward Cataclysm since our focus remains firmly upon progression through the current content, Wrath of the Lich King and Icecrown Citadel. However, we now know that very few changes are likely to come out between now and Cataclysm&#8217;s release therefore our thoughts naturally have the chance to begin wandering towards the future developments being discussed.</p>
<p>As we already know, Cataclysm is an expansion that is spending the greater resource of its development effort on replacing the &#8216;classic&#8217; content that was present in the game before the first expansion (The Burning Crusade, aka: TBC) appeared as much of that content is now so dated in tone and style that new players struggle to enjoy it and older players are loathe to repeat it.</p>
<p>The degree of focus on the old-world renovation means that Blizzard are only offering a further five levels of new content for existing players versus the customary ten levels that the previous two expansions have taught us to expect. It is a strange conundrum &#8211; on the one hand, Blizzard notes as defence against detractors that would rather see more high end content that players find having to play through ten levels tiresome when they have multiple characters yet at the same time are essentially encouraging all players to consider creating entirely new characters to experience the bulk of the new/revised content being generated with the old world update meaning that players would have to progress through a full eighty-five levels for each new character.</p>
<p>In fairness, five new levels at the max-level is understandable when the expansion&#8217;s focus is on renovation of the original game but would be a large disappointment in a subsequent expansion should Blizzard not provide some other similar diversion. </p>
<p>There are no new classes for Cataclysm but all existing classes are being overhauled in terms of their repertoire of existing spells and talents with the talent-trees receiving the majority of the changes. The degree to which the talent-trees are being changed in tone and focus means that most players will need to undergo a significant amount of relearning simply to play their existing class or classes with the same degree of proficiency.</p>
<p>Over the past week, Blizzard has begun to release the core ideas they are working on per class with regard to spells, talents and basic mechanics. Today saw the release of the proposed rogue changes which we&#8217;ll discuss below.</p>
<hr /><span id="more-353"></span><br />
<strong>New Rogue Abilities:</strong></p>
<p>Three new rogue abilities have been announced. We&#8217;ll cover each one in turn and give some instant reactions and thoughts.</p>
<blockquote><p>
<b>Redirect (Level: 81)</b></p>
<p>Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue&#8217;s current target, helping to ensure combo points aren&#8217;t wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cool-down and no other costs.</p></blockquote>
<p><strong>Thoughts:</strong> Switching targets is a problem that surfaces far more obviously on encounters where the rogue is working on targets in a team (read: party/raid) environment that die quickly before the rogue can complete or maintain a rotation cycle. Such situations reduce the DPS output of the rogue significantly. (Example: The trash killing on the Valithria Dreamwalker fight in Icecrown Citadel or the add killing on the Lady Deathwhisper fight in Icecrown Citadel.) If the ability to &#8216;transfer&#8217; combo points from a previous target to the rogue&#8217;s current target has either a low or zero energy cost, this could be a very much appreciated tool for keeping rotations running in a busy raid environment. </p>
<p><strong>Questions:</strong> Will the rogue also be able to maintain CPs on prior targets whilst doing damage to another target or will the current mechanic that CPs on prior targets are lost once the rogue begins doing damage to the new target remain? If so, the rogue will need to &#8216;Redirect&#8217; their CPs onto the current target as their first action.</p>
<p><strong>Conclusion:</strong> This could be a fairly solid ability and one that is frequently used. Energy cost and whether it is included on the GCD table will influence its attractiveness. On balance though, it sounds like something a rogue could find good use for.</p>
<p>- Good for PVE levelling and questing. (Regular usage.)<br />
- Good for PVE partying and raiding. (Frequent usage.)<br />
- Good for PVP. (Regular usage.)</p>
<blockquote><p>
<b>Combat Readiness (Level: 83)</b></p>
<p>Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.
</p></blockquote>
<p><strong>Thoughts:</strong> In a PVE party or raid environment, rogues traditionally should not be taking damage. That&#8217;s what the mentally-challenged (err, we mean &#8216;battle hardened!&#8217;) tanks are for, being smacked about a bit! Thus, this ability is more likely to see use in a levelling and questing scenario where the rogue has to manage their own adds.</p>
<p>In PVP, this is likely to be quite a handy ability to pop. Rogues will need to go toe-to-toe and manage their incoming damage and this provides something toward that goal. </p>
<p><strong>Questions:</strong> Is the trigger for this proccing and stacking limited to special abilities of other classes or also their &#8216;auto-attacks&#8217;? Does the 6-second timer refresh upon each subsequent hit or is it 6 seconds of protection from the first hit to the last, meaning it&#8217;ll rarely get to stack to the full 5-stacks and fifty percent damage reduction unless the rogue is being attacked by multiple enemies &#8211; in which case, this probably won&#8217;t save the rogue.</p>
<p><strong>Conclusion:</strong> Damage reduction is damage reduction. A rogue could always find a use for it and it is a PVP inspired ability. Personally, it&#8217;s of little interest to me beyond very situational circumstances and we need more info on how a 2-min CD, 6-sec ability actually works in practice. Feint provides about the same level of protection from some types of damage already and has a 10-second CD. Cloak of Shadows provides a 90% level of protection against magical damage and is on a 90-second CD. (It also &#8216;almost&#8217; fixes Vanish.)</p>
<p>- Average for PVE levelling and questing. (CD too long.)<br />
- Mostly superfluous for PVE partying and raiding. (Limited usage.)<br />
- Good for PVP. (Regular usage.)</p>
<blockquote><p>
<b>Smoke Bomb (Level: 85)</b></p>
<p>The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional game-play, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cool-down.
</p></blockquote>
<p><strong>Thoughts:</strong> The most interesting ability by far. None of the new abilities really offer interesting and exciting ways to do DPS, which frankly is the main thing most &#8216;normal&#8217; rogues would want to see most. This ability however does offer the sort of cool &#8220;interesting&#8221; promise that rogues do also greatly appreciate. There would seem to be more potential here for finding creative uses of the ability.</p>
<p>In a party or raid environment, it could serve to assist with &#8220;line of sight&#8221; pulls in open territory. Get a hunter to MD the tank (or &#8216;tricks&#8217; the tank yourself), drop a smoke bomb on the tank and then pull. The mobs should run to the tank in order to be able to target him or her.</p>
<p><strong>Questions:</strong> Does a player that has a rogue targeted &#8216;lose&#8217; their target when the rogue drops a smoke bomb on them self or does the rogue remain targeted and is simply &#8216;un-attackable&#8217; via ranged single-target abilities for the duration? This question will probably inform a great deal on how the PVP rogue makes use of the ability.</p>
<p>How will the ability be manifested graphically? It&#8217;s unlikely to graphically shield the players within it so we can more likely expect some form of transparent or translucent shell akin to the DK&#8217;s anti-magic shell. Something we can see but are not visually blocked by.</p>
<p><strong>Conclusion:</strong> Want to bet that a boss can target the rogue with any ability regardless of the bomb? This is really just another PVP ability that the PVE rogue will find occasional utility use for but will rarely find &#8216;front-line&#8217; use for &#8211; front-line use being perhaps abilities key-bound to the most commonly used keys for sake of argument. Something for the &#8216;toy-box&#8217; but otherwise not much more than a novelty.</p>
<p>- Okay for PVE levelling and questing. (Utility pulls.)<br />
- Average usefulness. (Utility pulls, occasional oh-crap moments.)<br />
- Good for PVP. (Regular usage.)</p>
<p><strong>New Abilities &#8211; Summary Conclusions:</strong></p>
<p>Overall, Blizzard have announced three new abilities of which two are defensive PVP-oriented abilities with perhaps only limited occasional appeal to end-game PVE players. The ability with most appeal in a PVE context is an ability which one might almost wish was a standard feature of the game anyway. Consider how one might &#8220;explain away&#8221; the mechanic of combo-points at a story level anyway. Discrete levels of a rogue&#8217;s heightened ability as each subsequent ability increases the rogue&#8217;s potency? Why then, if that potency can be transferred should it be a manual process that likely costs the rogue energy or time?</p>
<p>There are no new directly damage-dealing abilities &#8211; the last &#8216;proper&#8217; damage-dealing PVE ability for a raiding rogue was probably Mutilate that came out in the last months of 2006 prior to the release of TBC. It&#8217;s now 2010 and we have Shiv and Fan of Knives, situational poison applicator (PVP mostly) and energy-intensive AoE, of no real usage outside of the Onyxia &#8220;Many Whelps!&#8221; achievement. </p>
<p>The new abilities therefore are probably going to feel quite underwhelming for the PVE raiding rogues out there. PVP rogues may be more intrigued by the potential for these new moves but only time will tell. </p>
<p>Let&#8217;s move onto the changes being made to the rogue abilities and mechanics next.</p>
<hr />
<p><strong>Changes to Abilities and Mechanics:</strong></p>
<p>Here&#8217;s what Blizzard has announced.</p>
<blockquote><p>
In PvP, we want to reduce the rogue&#8217;s dependency on binary cool-downs and &#8220;stun-locks,&#8221; and give them more passive survivability in return. One major change is that we&#8217;ll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.
</p></blockquote>
<p>The defining characteristic of a rogue was to stun, debuff and control an opponent. Arena PVP (frankly: the cancer that ate the best features of WoW from the inside out) has forced Blizzard to remove all &#8220;rock/paper/scissor&#8221; relations and homogenise all classes. Stun-locks have been difficult for them to accommodate because Blizzard had to give all classes the means to escape a stun-lock (because it&#8217;s not fun to be stun-locked, clearly) and the means to create a stun-lock of their own. Perhaps not &#8216;quite&#8217; as good as the rogue but enough that rogues don&#8217;t get to define themselves by their stuns to the same degree.</p>
<p>This change will affect PVP only with the exception of the third fight in the Trial of the Crusader/Grand Crusader raid instance because DR only exists in these PVP environs. Thus, if you play PVE, it&#8217;s hardly going to notice and if you play PVP, you&#8217;ll notice your early and mid-fight rhythm will need to change slightly to accommodate the reduction in your stun-lock duration.</p>
<blockquote><p>
In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue&#8217;s damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.
</p></blockquote>
<p>Blizzard are driving towards a model where most of the damage comes from a player&#8217;s &#8220;special abilities&#8221; instead of their passive abilities. Currently, one of the most notable differences between an average Assassination rogue and a good one in PVE raids is the awareness they have of the power of the Envenom buff and their success in achieving the maximum uptime of that buff. It is rather surprising how many rogues are outperformed due to this by players of lesser gear.</p>
<p>This is one for the &#8216;wash&#8217; &#8211; we need to see how they balance their mechanics to understand the impact of the change and what avenues are then opened for more skilled or knowledgeable players to differentiate themselves.</p>
<blockquote><p>
We would like to improve the rogue levelling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group game-play. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).
</p></blockquote>
<p>The biggest slow-down for a questing and levelling rogue is downtime needed to regain health. If this helps reduce that, it&#8217;ll be welcomed across the board. Let pots, less bandages, just CPs! </p>
<p>In PVP, the value of this will depend on the size of the heal but it&#8217;s likely we&#8217;ll still need to foster good relations with our healer friends!</p>
<blockquote><p>
To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue&#8217;s existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.
</p></blockquote>
<p>SnD almost worked this way in the past. If you had (say) three CPs on a mob and it died, you could use up those CPs with SnD before attacking the next mob. It appears we&#8217;re going to get that type of ability back which is a nice-to-have as far as rogue mechanics are concerned. Will rogues be allowed to &#8216;store&#8217; CPs on multiple targets other than the one they currently attack or just on one other target? Guess the latter, hope for the former!</p>
<blockquote><p>
Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.
</p></blockquote>
<p>Excellent. It was inconsistent with the &#8216;rogue story&#8217; not to be able to &#8216;ambush&#8217; a target with any weapon. Much like being able to &#8220;Mutilate in the face&#8221;, this is essentially Blizzard correcting an oversight.</p>
<blockquote><p>
As we&#8217;ve done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren&#8217;t overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.
</p></blockquote>
<p>Again, this is a good thing. There is nothing wrong with having abilities be able to be more weapon agnostic nor is there anything wrong with an ability becoming empowered if one specific weapon is used. A backstab with a sword should be possible for example, but one might imagine daggers would be faster when used to stab. Let&#8217;s see how Blizzard models this ambition.</p>
<blockquote><p>
Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.
</p></blockquote>
<p>Could this be the end of rogues carrying bows, crossbows and guns? It depends how much we want to use those two abilities &#8211; in a PVE raid rogues are still more likely to favour stats over those PVP-centric abilities. Some rogues have a little fun with FoK on trash. In a boss fight, it&#8217;s incredibly rare to waste energy on FoK. FoK with DP on both hands in Onyxia was the one exception when killing &#8216;Many Whelps&#8217; thanks to the energy-regenerating properties of certain talents and DP combined. The ranged weapons will need to be able to have poison applied to them otherwise rogue functionality will be diminished. In ways most PVE rogues won&#8217;t be too bothered about.</p>
<blockquote><p>
We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don&#8217;t want it to account for as much threat transfer as it does now.
</p></blockquote>
<p>Since classic end-game WoW, only Gurtogg Bloodboil in Black Temple has challenged rogues to watch their aggro versus the tanks. In all other situations, a good tank has been able to generate way more threat than the rogue meaning rogues did not need to feint. An occasional &#8216;tricks&#8217; plus the ubiquitous Vanish, which rogues have been using anyway in an offensive capacity, has been enough to manage threat.</p>
<p>If TotT transfers less threat, the ability will be less appealing to use &#8211; without a T10 2-piece bonus the energy cost for some rogue specs means it won&#8217;t get used &#8211; it&#8217;s DPS increase for the target is over-mitigated by a greater DPS loss for the rogue. </p>
<p><strong>Changes to Abilities and Mechanics &#8211; Summary Conclusions:</strong></p>
<p>It&#8217;s very early days and some of these changes are interesting whilst others are  more or less &#8220;change for change&#8217;s sake&#8221;. There seems to be more focus on PVP again but that&#8217;s hard to judge until we see final updates.</p>
<p>We&#8217;ve now looked at &#8216;New Abilities&#8217; and &#8216;Changes to Abilities and Mechanics&#8217;. Finally, let&#8217;s look at what Blizzard has announced for rogues regarding &#8216;New Talents and Talent Changes&#8217;: </p>
<hr />
<p><strong>New Talents and Talent Changes:</strong><br />
The following quotes were made by Blizzard at the close of this early preview:</p>
<blockquote><p>
Assassination will be more about daggers, poisons, and burst damage.</p>
<p>Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.</p>
<p>The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It&#8217;ll be about daggers, too, but less so than Assassination.
</p></blockquote>
<p>No word on whether there will be any effort by Blizzard on pushing certain trees towards specific activities, such that one tree favours PVE, another PVP and so on. Subtlety got to go raiding via Honor Among Thieves (aka: HAT). Personally, I&#8217;ve really enjoyed being able to go raiding with an assassination build and daggers and HAT was a huge amount of fun in a raid environment (and horrible outside of a raid!) but the variety was appreciated. Let&#8217;s keep fingers crossed that all tastes can be accommodated to a reasonable degree here. It has been done before.</p>
<blockquote><p>
In general, Subtlety rogues need to do more damage than they do today, and the other trees need to have more tools.
</p></blockquote>
<p>Ideally, I want to be able to go PVE raiding with investment in each talent tree and have comparable potential performance (ie: super-high DPS!) but a distinctly different flavour and play-style through different abilities. If I spent a lot of time PVPing, I&#8217;d want the same for my arena and BG play, such that my enemies would react quite differently depending on which tree I&#8217;d most heavily placed my points into.</p>
<p>This could help that as part of the overall ambition.</p>
<blockquote><p>
Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.
</p></blockquote>
<p>As noted before, the only real problem for rogues with weapon specs came with ranged weapons. Levelling any melee weapon was incredibly easy and the concept fitted well with the story of a rogue, or any melee class character for that matter. </p>
<p>Blizzard have stated that they strongly dislike the &#8220;power dial&#8221; effect of talents like Hunger for Blood that they&#8217;ve created and used to help balance the trees and the class. Need to nerf the class because it&#8217;s a bit overpowered? Dial down HfB from 15% to 9% and it&#8217;s job done. Rogues return into the pack from their earlier loftier position.</p>
<p>In Cataclysm, we&#8217;re losing these power-dial talents because they&#8217;re boring. Now, every tree just gets one single un-selectable power-dial. It looks like class balance in Cataclysm will be achieved by tweaking the mastery stats. There&#8217;s no shame in that.</p>
<p>In light of this, how about we replace the &#8216;boring&#8217; talents with super-fun ones instead then? Let&#8217;s see some real imagination brought in.</p>
<blockquote><p>
The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.
</p></blockquote>
<p>This point is academic. If we get it passively, we won&#8217;t want it on gear. If we don&#8217;t, we will. Unless another stat benefits us all. You could pontificate on this point all day long. We won&#8217;t.</p>
<blockquote><p>
Mastery Passive Talent Tree Bonuses</p>
<p>Assassination</p>
<p>Melee damage<br />
Melee critical damage<br />
Poison damage</p>
<p>Combat</p>
<p>Melee damage<br />
Melee Haste<br />
Harder-hitting combo-point generators</p>
<p>Subtlety</p>
<p>Melee damage<br />
Armor Penetration<br />
Harder-hitting finishers
</p></blockquote>
<p>That all appears as one might expect. Poisons are the speciality of assassination rogues, speed of attack of the combat rogues and finishing moves of the subtlety rogues. Not sure on the last one but it&#8217;s acceptable. We&#8217;d have thought subtlety&#8217;s main feature was &#8230; subtlety, which a big finish pretty much is the opposite of. </p>
<p>New Talents and Talent Changes &#8211; Summary Conclusions:<br />
Overall, we like the seeming ambition to remove dull damage-boosting talents from the trees and only wonder if Blizzard have the imagination left to come up with some good fun replacement talents instead. It is starting to feel like they have begun to reach the end of their creative well-spring on this subject.</p>
<p>There are plenty of things to be interested in from what we&#8217;ve read in Blizzard&#8217;s announcement and very little of such note that we should have any real concern. The talent changes represent the largest sea-change on how we&#8217;ll spec, equip and play our rogues in whatever endeavours we prefer, be that PVP or PVE. All classes are in a boat like this one though so we are not alone.</p>
<p>For players at the end-game, it would appear that Cataclysm will offer them about 50% of the content that previous expansions brought plus the ability to fly around the continents of the original game. (Question: Will we be prevented from flying in the content zones for levels 80-85 as per Blizzard&#8217;s preference to keep us grounded for levelling? No idea yet, but we&#8217;ve never objected to the concept in the past, only the silly prices.) </p>
<p>For those players willing or keen to run through the whole levelling experience once more, the newly revised levelling process may be suitably new and rewarding to make the journey worthwhile. From a PVE raiding rogue&#8217;s perspective though, there&#8217;s not too much to be excited about just yet.</p>
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		<title>Single Minded Focus: Raiding with Mutilate Post 3.3</title>
		<link>http://www.broliant.com/2010/01/single-minded-focus-raiding-with-mutilate-post-3-3/</link>
		<comments>http://www.broliant.com/2010/01/single-minded-focus-raiding-with-mutilate-post-3-3/#comments</comments>
		<pubDate>Thu, 07 Jan 2010 13:13:11 +0000</pubDate>
		<dc:creator>Broliant</dc:creator>
				<category><![CDATA[Rogues]]></category>
		<category><![CDATA[Single Minded Focus]]></category>
		<category><![CDATA[WoW Related]]></category>
		<category><![CDATA[mutilate]]></category>
		<category><![CDATA[patch 3.3]]></category>
		<category><![CDATA[raiding]]></category>
		<category><![CDATA[rogue]]></category>
		<category><![CDATA[singlemindedfocus]]></category>

		<guid isPermaLink="false">http://www.broliant.com/?p=349</guid>
		<description><![CDATA[Single Minded Focus is an occasional series of articles offering players an insight into the supposed master of the single-target melee DPS classes. Today we look briefly at raiding as an assassination-mutilate specced rogue following patch 3.3&#8242;s release. In a series of raids where our guild ran progression attempts on Deathbringer Saurfang, I had the [...]]]></description>
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<em>Single Minded Focus is an occasional series of articles offering players an insight into the supposed master of the single-target melee DPS classes. Today we look briefly at raiding as an assassination-mutilate specced rogue following patch 3.3&#8242;s release.</em></p>
<p>In a series of raids where our guild ran progression attempts on Deathbringer Saurfang, I had the opportunity after numerous other recent trials to run the last remaining tests on my &#8216;work-list&#8217; so that I could conclude how well the different Assassination (Mutilate) specs operate at the moment and with what weapon combination I could maximise my DPS. All the collected data from my recent tests is available to all via our <a href="http://www.worldoflogs.com/guilds/2792/">World of Logs</a> reports for the next calendar month or so.</p>
<p>The two specs being debated at the moment are the more standard <a href="http://www.wowhead.com/?talent#f0ec0egoVboIuVo0xV0hZxb:ITacVm">51/13/7</a> spec and the more haste-oriented <a href="http://www.wowhead.com/?talent#f0ec0egoVboIuVo0xV0xcZb:ITacVm">51/18/2</a> spec. In the latter, we sacrifice some of the energy regen and damage boosting talents in the first tier of the subtlety tree to gain additional crit and haste for our standard attacks in the combat tree.</p>
<p>The second debate being held concerns whether it is currently better (all other things being equal) to use a slow main-hand dagger and a fast off-hand dagger as normal or to use a fast dagger in each hand. Faster equals more white melee damage attacks and generally lower damage from specials like mutilate but offers an increased number of Instant Poison procs which can more than compensate potentially due to the good damage it does currently.</p>
<p>With these questions in mind, I have therefore now fully modelled and subsequently raid tested to satisfaction the following combinations:</p>
<p>1) 51/13/7 with Slow-MH and Fast-OH weapons.<br />
2) 51/13/7 with Fast-MH and Fast-OH weapons.<br />
3) 51/18/2 with Slow-MH and Fast-OH weapons.<br />
4) 51/18/2 with Fast-MH and Fast-OH weapons.</p>
<p>Please note, ALL of these specs are using a rupture-free cycle because there are no circumstances with assassination builds now where rupture does damage worth its energy cost in normal rogue usage. There is a very slim possibility that the use of rupture could offer a DPS increase where the rogue is off-target so often that the ticking DoT of Rupture is a benefit. However, I&#8217;ve tested the rupture-inclusive builds and none of them were really even close in the DPS stakes. Instant Poison is far more potent at the moment.</p>
<p>Of the above specs tested, with MY gear, the best combination was&#8230;</p>
<p><strong>4) 51/18/2 with Fast-MH and Fast-OH weapons.</strong></p>
<p>Again, please note that this was with MY gear and the balance of which of the two specs is more powerful for you will be gear dependent. However, in both cases, I found the 51/18/2 spec was more DPS whatever weapon combination I used. But, to any rogues going down this route, once you&#8217;ve gemmed for this spec, it&#8217;s simple enough to use your Dual Talent Spec option to have each spec available in a raid, run some real world tests (the ONLY kind that really matter) and see for yourselves.</p>
<p>The other very important point is to attempt wherever possible to maintain the uptime on the <a href="http://www.wowhead.com/?spell=57993">Envenom</a> buff. Thus, if you have Classtimer or a similar mod, I suggest adding a custom buff-timer/monitor for &#8220;Envenom&#8221; (that&#8217;s the buff&#8217;s name as well) so that you can more easily keep track of it.</p>
<p>I&#8217;ve also tested the CP variations and can report that the best DPS lies with the use of 4CP and 5CP envenoms and that the use of 3CP envenoms is normally a DPS loss &#8211; the only exception to this is during a Heroism if you are trying to keep/put-up the Envenom buff to take advantage of the burst period.</p>
<p>Rotation from the opening of a fight is roughly:</p>
<p>1) Begin in Stealth. Garotte.<br />
2) Put up Hunger for Blood and Slice and Dice.<br />
3) Mutilate to 4+ CPs, Envenom. Repeat this basic cycle throughout the fight.</p>
<p>4) As soon as the initial Garotte is complete, work another Vanish/Garotte into the rotation.<br />
&#8212;- Pool energy via Overkill if you have the chance, it&#8217;s 30% improved when stealthed.<br />
&#8212;- Use Cloak of Shadows if needed (eg: You have a debuff like Mark of the Champion) to get the garotte out.</p>
<p>5) Hold Potion of Speed for Heroism. Keep Envenom buff up during Heroism without question.</p>
<p>If you can do that, you can easily run consistent high DPS on many fights that favour rogues. Now that weapon swapping is no longer needed, you have plenty of time to get every detail of your rotation correct.</p>
<p>-B-</p>
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		<title>Patch 3.3 Eases Rep-Grinds &#8211; For the love of Hodir&#8230;</title>
		<link>http://www.broliant.com/2009/12/patch-3-3-eases-rep-grinds-for-the-love-of-hodir/</link>
		<comments>http://www.broliant.com/2009/12/patch-3-3-eases-rep-grinds-for-the-love-of-hodir/#comments</comments>
		<pubDate>Fri, 11 Dec 2009 12:13:14 +0000</pubDate>
		<dc:creator>Broliant</dc:creator>
				<category><![CDATA[WoW Related]]></category>
		<category><![CDATA[patch 3.3]]></category>
		<category><![CDATA[rep grind]]></category>
		<category><![CDATA[shoulder inscription]]></category>
		<category><![CDATA[sons of hodir]]></category>

		<guid isPermaLink="false">http://www.broliant.com/?p=343</guid>
		<description><![CDATA[Patch 3.3 was recently released and initial fervour for all the new content meant the realms strained under the weight of some many players attempting to get into the new instances all at once. Meanwhile, for those with some time to spare, patch 3.3 brought some other nice benefits&#8230; First, let me start by saying [...]]]></description>
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<em>Patch 3.3 was recently released and initial fervour for all the new content meant the realms strained under the weight of some many players attempting to get into the new instances all at once. Meanwhile, for those with some time to spare, patch 3.3 brought some other nice benefits&#8230;</em></p>
<p>First, let me start by saying that if any of you reading this have already done the Hodir rep-grind to get your revered or exalted shoulder inscription, please simply stop reading this post right now to avoid getting really annoyed. For the rest, I&#8217;ll see you in the next paragraph&#8230;</p>
<p>Being the type of player that does not mind the repetition of raiding (an activity of my choosing) but that hates with incredible intensity the enforced labour-mechanic of rep-grinds to get things like the Hodir shoulder inscriptions (an activity NOT of my choosing), Broliant had never pursued the Hodir rep for the new shoulders and simply &#8220;made do&#8221; with the Aldor enchants of TBC. Even when the venerable &#8216;Relic of Ulduar&#8217; became BoE and purchaseable, I still could not find within myself the justification to spend around 1000g+ on the relics needed.</p>
<p>So, there I was on the eve of patch 3.3&#8242;s release chatting to the guys on vent and I mentioned one neat thing I&#8217;d heard that was supposedly in the patch &#8211; the fact that all top-level Arcanum (Head Enchants) and Inscriptions (Shoulder Enchants) were now BoA (Bind on Account) items, meaning that you could do the rep-grind on one char only then buy the Arcanums and Inscriptions you needed for all your characters. &#8220;Pretty sweet&#8221; I said, &#8220;I may even do the rep-grind now, it almost makes sense!&#8221;</p>
<p>Then one of my fellow officers said something along the lines of &#8220;you can buy rep-tokens with badges, don&#8217;t you know&#8221; and so off I went, straight to the Badge of Triumph vendor in Dalaran, to check it out. I&#8217;d already confirmed the &#8220;BoA&#8221; status of Arcanum at the Ebon Blade vendor in Icecrown. Now I was also able to confirm what my team-mate told me&#8230; and so I bought one &#8220;<a href="http://www.wowhead.com/?item=49702">Sons of Hodir Commendation Badge</a>&#8221; for a cost of one &#8220;<a href="http://www.wowhead.com/?item=47241">Emblem of Triumph</a>&#8220;. Normally it awards 520 rep with the Sons of Hodir&#8230; but I&#8217;m Human so add 10% and I got 572 rep. And went from having &#8220;no standing at all&#8221; with Hodir to being somewhat &#8220;Hated&#8221;. Ooops.</p>
<p>Hmm, I thought. Even though I have many Badges of Triumph which I have no other use for, this will take some doing. Maybe I should do the quests first. Off to Stormpeaks I went, spent a couple of hours doing all the quests leading up to the Hodir quest-line and eventually there I am standing in front of Thorim ready to hand in his two main quests &#8211; the main &#8220;Mending Fences&#8221; quest and &#8220;A Spark of Hope&#8221;&#8230; and hahahahahahaha&#8230; see the image below&#8230;</p>
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<p>That&#8217;s right &#8211; each quest hand-in awarded me with 31,460 rep with the Sons of Hodir. I went directly to revered with that nice jump! I then ran back to Dalaran, bought around 35-40 more of the &#8220;Sons of Hodir Commendation Badge&#8221; and hit exalted. I then went straight back to Dun Niffelem and bought an exalted-level Arcanum for Broliant and another for Balgardner.</p>
<p>So, the instances might be borked entirely while we wait for the &#8220;new patch smell&#8221; to die down a litte&#8230; but there are still some nice discoveries to be made.</p>
<p>-B-</p>
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		<title>Cheapshots: Weapon-Swapping for Increased DPS</title>
		<link>http://www.broliant.com/2009/10/cheapshots-weapon-swapping-for-increased-dps/</link>
		<comments>http://www.broliant.com/2009/10/cheapshots-weapon-swapping-for-increased-dps/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 11:43:34 +0000</pubDate>
		<dc:creator>Broliant</dc:creator>
				<category><![CDATA[Cheapshots]]></category>
		<category><![CDATA[WoW Related]]></category>
		<category><![CDATA[combat]]></category>
		<category><![CDATA[macros]]></category>
		<category><![CDATA[mutilate]]></category>
		<category><![CDATA[poisons]]></category>
		<category><![CDATA[rogue]]></category>
		<category><![CDATA[Rogues]]></category>
		<category><![CDATA[weapon swapping]]></category>

		<guid isPermaLink="false">http://www.broliant.com/?p=333</guid>
		<description><![CDATA[Cheapshots is a collection of shorter informal articles for the rogue that needs quick bursts of useful information whilst waiting for their Thistle Tea to brew. Today we ask whether you&#8217;re swapping weapons in combat for a little extra DPS? Following the recent release of patch 3.2, many rogues have been playing with various forms [...]]]></description>
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<em>Cheapshots is a collection of shorter informal articles for the rogue that needs quick bursts of useful information whilst waiting for their Thistle Tea to brew. Today we ask whether you&#8217;re swapping weapons in combat for a little extra DPS?</em></p>
<p>Following the recent release of patch 3.2, many rogues have been playing with various forms of weapon-swapping macros in order to attempt to gain a small boost to their DPS. The premise is that whatever spec you are raiding with, and currently this should really be a standard Assassination-Mutilate build or a standard Combat build, you&#8217;ll typically be running with Deadly Poison (DP) on your off-hand weapon.</p>
<p>Now, DP has an uptime of 12 seconds and can stack up to five times on a single target. The idea therefore is to begin a fight with an off-hand weapon coated with DP, wait until DP has stacked five times and has a full 12 seconds or so of uptime remaining and then to switch your off-hand weapon to a good alternative/equivalent that has been coated with Instant Poison (IP). You then continue as normal until your DP stack has about 5 seconds of uptime remaining at which point you perform another weapon-swap to reequip the DP coated weapon so that you can refresh the stack before it drops.</p>
<p>If all goes well, you&#8217;ll have gained some additional DPS due to the extra DPS that IP can provide on top of the DPS that DP is already providing as it continues to tick. This whole concept relies very much on you being able to stand relatively still and maintain DPS on a single target only &#8211; it does not work on mobile fights or on fights where you are required to switch targets regularly.</p>
<p>Depending upon your spec (Assassination or Combat) and what gear you have will determine how easy it will be for you to perform the weapon-swapping due to the 1 second enforced cooldown (CD) that occurs after each weapon-swap. Additionally, you ideally should have a second off-hand weapon comparable in terms of DPS and speed to the normal weapon you use in your off-hand so that when you switch you don&#8217;t lose a significant amount of DPS through raw weapon-stat reductions.</p>
<p>We&#8217;ve included a trio of simple macros below and to use them, simply replace the &#8220;Dagger of BLAH Poison&#8221; with the name of the weapons you are off-handing in each case. And no, they don&#8217;t have to be daggers! Once you have some macros, we&#8217;ll assume you can cover the basics of keybinding them and of using a simple addon like class-timer to track the points when your DP stack is full and refreshed and when it&#8217;s getting close to expiry such that you need to swap back. If you pop on over to Elitist Jerks (EJ) then you&#8217;ll find some people there are creating automated weapon-swap macros that run in addons like Outfitter. </p>
<p><b>The Deadly Poison Weapon-Swap Macro:</b><br />
<code>/equipslot 17 Dagger of Deadly Poison</code></p>
<p><b>The Instant Poison Weapon-Swap Macro:</b><br />
<code>/equipslot 17 Dagger of Instant Poison</code></p>
<p><b>The Wound Poison Weapon-Swap Macro:</b><br />
<code>/equipslot 17 Dagger of Wound Poison</code></p>
<p>However, we&#8217;d suggest that if you can&#8217;t at the very least track your DP stack yourself and manually select when to switch weapons using macros like these, then you&#8217;re essentially letting the addons make your decisions for you and frankly you then neither deserve nor should you be swapping weapons. Do it manually by yourself or leave well alone. Blizzard already made their position clear on who should be thinking on behalf of your character when they locked addons down previously, meaning decursive users had to learn to do more than simply stab a single bright red button labelled &#8220;Decurse the cursed person please!&#8221;</p>
<p>In ideal circumstances where you are able to fit the weapon-swapping into your rotation, have an identical OH weapon to switch to and are on the ball with the changes so that you don&#8217;t let the DP stack expire, you can expect to see anywhere up to a 500 DPS increase from doing this. It&#8217;s likely going to be a smaller proportion of this figure for the &#8220;average you or me&#8221; once all non-ideal parameters are factored in but from our early experiments, it&#8217;s certainly worth doing on those &#8220;stand still and fight me&#8221; encounters.</p>
<p>-B-</p>
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		<title>Patch 3.2 Killed Level 39 Twinking Stone-Cold Dead.</title>
		<link>http://www.broliant.com/2009/08/patch-3-2-killed-level-39-twinking-stone-cold-dead/</link>
		<comments>http://www.broliant.com/2009/08/patch-3-2-killed-level-39-twinking-stone-cold-dead/#comments</comments>
		<pubDate>Thu, 20 Aug 2009 12:50:40 +0000</pubDate>
		<dc:creator>Broliant</dc:creator>
				<category><![CDATA[Player versus Player]]></category>
		<category><![CDATA[dead]]></category>
		<category><![CDATA[no xp gains]]></category>
		<category><![CDATA[patch3.2]]></category>
		<category><![CDATA[playerversusplayer]]></category>
		<category><![CDATA[pvp]]></category>
		<category><![CDATA[twinking]]></category>
		<category><![CDATA[WoW Related]]></category>

		<guid isPermaLink="false">http://www.broliant.com/?p=327</guid>
		<description><![CDATA[Player versus Player is a very very very occasional series exploring aspects of the game&#8217;s PVP sensibilities from the perspective of someone that does hardly any PVP at all. Today Player vesus Player examines how patch 3.2 has killed the level 39 twinking bracket stone-cold dead. Patch 3.2 was released in Europe on Wednesday 5th [...]]]></description>
			<content:encoded><![CDATA[<p><em>Player versus Player is a very very very occasional series exploring aspects of the game&#8217;s PVP sensibilities from the perspective of someone that does hardly any PVP at all. Today Player vesus Player examines how patch 3.2 has killed the level 39 twinking bracket stone-cold dead.</em></p>
<p>Patch 3.2 was released in Europe on Wednesday 5th August, 2009 after being released one day earlier in the US. With it came many changes including the overhaul of the PVP Battleground system. At the core of the changes were three major new features:</p>
<p>1: By default players now &#8220;earn&#8221; XP in Battlegrounds when achieving the various goals of the battleground. (Thus endangering twink existence.)</p>
<p>2: Players can opt to turn off the gaining of XP on any character they own by paying a 10g fee to one of several NPCs located throughout the game. (Thus preserving twink existence.)</p>
<p>3: In battleground &#8220;matching&#8221;, players with XP gains turned off will only ever be allowed into games with other players with XP gains turned off. </p>
<p>On face value, the first two new features seem to add value to the game and to preserve the status quo for those players who have enjoyed twink-play in the past and would hope for that to continue. The last feature however, as feared and suspected prior to the release of patch 3.2, has proved thoroughly destructive in certain scenarios.</p>
<p>As noted in a previous post, my twink is a level 39 resto-druid. It was always fairly uncommon to see many twinks in a game, perhaps one or two being the most in any team. The fear was that this &#8220;twink vs twink only&#8221; idea would mean there would never be enough players to make a match has been born out.</p>
<p>It is now, at the time of writing, some three weeks since patch 3.2 was released and in that time, it has not been possible to get into a single PVP battleground. Admittedly, I have not been sitting still for three weeks waiting to get into a battleground but instead have been proceeding as normal, spending the majority of time in-game raiding.</p>
<p>However, it was always possible previously to jump onto Gosling after the end of a raid and let off some steam with a quick game or two in WSG or AB. Since the patch, nada, nil, nichts, nothing.</p>
<p>Most of the time, joining a BG queue (of which there is only ever one lifeless looking option available) reveals a predicted wait time of &#8220;Unavailable&#8221; and a real-world wait-time of &#8220;as long as you can bear to wait, and then some.&#8221; </p>
<p>Here at the towers, we&#8217;ve even logged in and left ourselves queuing for hours at a time whilst watching a movie or doing anything else around the castle ramparts while keeping a keen ear alert for the sound of a BG &#8220;popping&#8221; to absolutely no avail.</p>
<p>Following up our own personal disappointments within the group of people Gosling used to run through level-39 BGs with, a scan of the official forums reveals more evidence of the same problem being experienced widely across the wow-playing world.</p>
<p>There is no light currently in this particular tunnel. All advice from Blizzard gives no indication that matters might be relaxed to allow twinks and non-twinks to rub shoulders once more which is about the only way we can predict that the problem could be solved.</p>
<p>Certainly, the liklihood that a sudden influx of players wanting to join the &#8220;level-39 twink brigade&#8221; is surely close to flat-zero &#8211; who in their right mind would level and build a twink for a category for which there is no chance to play a game?</p>
<p>Of many disappointments, this is perhaps one of the ones that will have the longest lasting effect on those players for whom twink-BGs were a fun hobby in past times. We can&#8217;t comment here on what is going on in the 19 and 29 twink-BGs although the feeling is that they should be less affected given their greater accessibility and numerical levels of player activity. If any of you are running in  twink-BGs now, how are you finding things post 3.2?</p>
<p>Strike 1 for Blizzard here though &#8211; a bad bad bad decision that has removed an enjoyable aspect of the game and has not replaced it with anything else of value.</p>
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		<title>WoW Nerdy &#8211; Managing the WoW Combat Log</title>
		<link>http://www.broliant.com/2009/07/wow-nerdy-managing-the-wow-combat-log/</link>
		<comments>http://www.broliant.com/2009/07/wow-nerdy-managing-the-wow-combat-log/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 23:00:51 +0000</pubDate>
		<dc:creator>Broliant</dc:creator>
				<category><![CDATA[WoW Nerdy]]></category>
		<category><![CDATA[7-zip]]></category>
		<category><![CDATA[batch file]]></category>
		<category><![CDATA[chomp]]></category>
		<category><![CDATA[combatlog]]></category>
		<category><![CDATA[loggerhead]]></category>
		<category><![CDATA[scheduled tasks]]></category>
		<category><![CDATA[world of logs]]></category>
		<category><![CDATA[WoW Related]]></category>
		<category><![CDATA[wws]]></category>

		<guid isPermaLink="false">http://www.broliant.com/?p=304</guid>
		<description><![CDATA[WoW Nerdy is a celebration of the more geek oriented aspects of our favourite WoW pastime. Today we&#8217;re going to offer some advice on how to manage the WoW Combat Log for those of you responsible for logging your raid&#8217;s combat data to various sites like WWS, World of Logs and others. Regular raiders are [...]]]></description>
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<em>WoW Nerdy is a celebration of the more geek oriented aspects of our favourite WoW pastime. Today we&#8217;re going to offer some advice on how to manage the WoW Combat Log for those of you responsible for logging your raid&#8217;s combat data to various sites like WWS, World of Logs and others.</em></p>
<p>Regular raiders are always on the look-out for ways to improve their raiding performance and will commonly take advantage of the output of tools such as WoW Web Stats (aka: &#8216;WWS&#8217;) or World of Logs (aka: &#8216;WoL&#8217;) to provide them with detailed reports on how much damage or healing was done and by whom, what abilities were used, who died and how and much, much more.</p>
<p>Typically, there will be one or two people in a given raiding team who have been given (or have assumed) responsibility for producing these raid reports and the steps they typically have to go through are generally as follows:</p>
<p>- Create an account with the reporting system. (WWS, WoL et-al.)<br />
- Enable the logging of all combat data to the WoW Combat Log file at raid start.<br />
- Upload data about the raid from the WoW Combat Log file to the report website.<br />
- Stop logging of all combat data at raid end.</p>
<p>In general it&#8217;s not a terribly hard task but there are a few caveats that can catch people out from time to time, the most common ones being:</p>
<p>- Forgetting to enable the logging of combat data.<br />
- Not managing the size of the WoW Combat Log file.<br />
- Being unable to upload combat data due to the size of the WoW Combat Log file.</p>
<p>As a result of these potential caveats, being the one responsible for combat logging can sometimes be a more stressful and annoying job that it needs to be. Therefore, we&#8217;d like to offer a few useful nuggets of advice to those burdened with such a task.<br />
<span id="more-304"></span></p>
<hr style="border: 1px dotted; border-style: none none dotted;"/><br/></p>
<p><strong>Automatic Logging:</strong></p>
<p>To get woW to record all combat data to the combat log file, one simply needs to enter the following command into the WoW chat window:</p>
<p><code>/combatlog</code></p>
<p>This should trigger an acknowledgement message to be displayed in the chat window indicating that logging has been enabled. To stop WoW recording the combat data to the log, simply type the same command again and once more, you should see an acknowledgement message indicating this.</p>
<p>Naturally, it&#8217;s quite tedious to have to be responsible for manually starting and stopping the logging of combat data and if you find yourself forgetting to start or stop the logging from time to time you wouldn&#8217;t be the first. Step forward therefore magically-useful addon &#8220;LoggerHead&#8221;.</p>
<p>Loggerhead is a small addon that detects when you switch zones and the first time it detects a new zone it does not know about it pops-up a small window asking if you&#8217;d like combat data logged whilst in this zone. It then remembers your answer so it doesn&#8217;t need to ask again the next time you enter the same zone and eventually, you&#8217;ll move freely around the world and if you enter a raid (for example) it will automatically trigger the logging of combat data to the wow combat log file on and off as appropriate, assuming that you answered &#8216;yes&#8217; for logging in that zone!</p>
<p>You can download LoggerHead <a href="http://wow.curse.com/downloads/wow-addons/details/loggerhead.aspx">from here</a>.</p>
<hr style="border: 1px dotted; border-style: none none dotted;"/><br/></p>
<p><strong>Log File Overload:</strong></p>
<p>It&#8217;s great to be able to have LoggerHead manage the switching on and off of logging automatically on our behalf and commonly means that the task becomes one we never think of again. There is however a potential problem with this that we have not mentioned yet.</p>
<p>Whenever you enable logging, WoW simply appends the current combat log data to the WoW Combat Log file, growing the file over time. As a result of this, without proper management, the log file can grow to uncomfortable extremes. Here at &#8216;BW-Central&#8217; we&#8217;ve recently taken on the mantle of managing our raid&#8217;s &#8216;WoL&#8217; report creation and had never spared a thought historically to looking after the WoW Combat Log file. The result? The file grew to about 4.5gb in size before we noticed which is rather a lot of data and wholly unnecessary.</p>
<p>The quick and dirty solution to this problem is to simply wait until you&#8217;ve closed WoW down, finished uploading any data you care to upload to either WWS, WoL or wherever and then simply delete the existing WoW Combat Log file. The next time you enable combat logging WoW will detect the file does not exist and will create a fresh new log file accordingly.</p>
<p>We&#8217;re huge fans of &#8216;automation&#8217; though so we&#8217;d much rather not have to even remember to do this job on the occasional basis. Far better for us to find a way for it to be taken care of on a repeating and regular basis without any interaction from us. Step forward &#8216;Chomp&#8217;, &#8217;7-Zip&#8217; and a simple Dos batch-file.</p>
<p>First of all, get hold of the following two utility programs and install them onto your computer:</p>
<p>- <a href="http://chomp.amadis.sytes.net/">Chomp</a> &#8211; Enables the splitting of logs files into smaller individual pieces.<br />
- <a href="http://www.7-zip.org/">7-Zip</a> &#8211; A free archiving tool in the same vein as Winzip and Rar et-al.</p>
<p>With these tools downloaded, the next step is to copy the following batch-file code into a new text file on your PC and save it somewhere safe that makes sense to you. Although you could save it into the default &#8216;log&#8217; directory (typically &#8216;&#8230;\World of Warcraft\logs&#8221;) we&#8217;d recommend against that simply because there might come a time when you need to reinstall the game and if you&#8217;ve saved it there, you might then delete it in the process of reinstalling. A user-profile directory or similar would do just fine. Save the file with the filename &#8220;WoWCombatLogRotator.bat&#8221; in the location you chose.</p>
<p><code><br />
@echo off<br />
REM WoWCombatLogRotation.bat<br />
REM Rotates the WoW combat log file.<br />
REM Notes:</p>
<p>c:<br />
cd "C:\Program Files Public (x86)\World of Warcraft\Logs"</p>
<p>REM Delete old ZIP list file since we always append to the log<br />
del chomp.lst</p>
<p>REM Chomp each required file in-turn ...<br />
ECHO Rotating WoW Combat logs...<br />
REM Logs could be left locked/ro+sys (just in case)<br />
attrib *.log -r -h -s<br />
"C:\Program Files Public (x86)\Chomp\chomp.exe" WoWCombatLog.txt leave 0P /CRLF >> chomp.lst</p>
<p>REM Echo any errors ...<br />
type chomp.lst</p>
<p>REM ZIP up the resulting files<br />
REM (add errorlevel test and delete later on)<br />
ECHO Zipping up extracted logs...<br />
"C:\Program Files\7-Zip\7z.exe" a WoWCombatLogs.zip @chomp.lst</p>
<p>REM Delete unzipped log-file extracts.<br />
ECHO Deleting uncompressed log files matching "WoWCombatLog-*.txt"...<br />
Del WoWCombatLog-*.txt<br />
</code></p>
<p><strong>(NB: See comment #5 and comment #6 below.)</strong></p>
<p>Note that there are several lines in the batch file code that you need to customise to point to the locations on your system of Chomp, 7-Zip and the WoW logs directory. Once you&#8217;ve done this, you&#8217;re ready to jump on to the next stage of the proceedings.</p>
<p>We now have a program to split the log file (chomp), a program to add the bit we chop-off to an archive and compress it down to save space (7-Zip) and a batch-file to marshall the whole process. Let&#8217;s give a quick explanation of what this batch file does.</p>
<p>We could run this batch-file now to test it and by all means, if you&#8217;d like to do so, please do. We&#8217;ve set it to empty the combat log file completely so if you run it a second time before you play WoW again, it won&#8217;t have anything to do.</p>
<p>What we&#8217;d really want though is to set this program to be run automatically everyday on an automatic basis. Under Windows we have something called &#8220;Scheduled Tasks&#8221; which you can find in your control panel.</p>
<p>Open the Scheduled Tasks window and create a new scheduled task. Configure it to run once per day at a time you would generally be sure not to be playing WoW (5am seemed like a good option here at the &#8216;BW-Daycentre!&#8217;) and save the task with a useful name and description such as &#8220;WoW Combat Log Rotation&#8221; etc.</p>
<p>With the task setup to run everyday at 5am, the first new session of WoW on any given day after 5am will have a fresh and empty combat log. Should you for any reason need a previous day&#8217;s combat log, you will be able to find it archived inside the Zip format archive in the WoW logs directory under the name &#8220;WoWCombatLogs.zip&#8221; with each day&#8217;s log data referenced in the name by day and date.</p>
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		<title>Cheapshots: Tricks of the Trade Bugging Out in Ulduar</title>
		<link>http://www.broliant.com/2009/07/cheapshots-tricks-of-the-trade-bugging-out-in-ulduar/</link>
		<comments>http://www.broliant.com/2009/07/cheapshots-tricks-of-the-trade-bugging-out-in-ulduar/#comments</comments>
		<pubDate>Fri, 03 Jul 2009 12:10:52 +0000</pubDate>
		<dc:creator>Broliant</dc:creator>
				<category><![CDATA[Cheapshots]]></category>
		<category><![CDATA[bug]]></category>
		<category><![CDATA[tott]]></category>
		<category><![CDATA[tricksofthetrade]]></category>
		<category><![CDATA[ulduar]]></category>
		<category><![CDATA[WoW Related]]></category>

		<guid isPermaLink="false">http://www.broliant.com/?p=313</guid>
		<description><![CDATA[Cheapshots is a collection of shorter informal articles for the rogue that needs quick bursts of useful information whilst waiting for their Thistle Tea to brew. Today we comment briefly on how tricks of the trade is bugging out in Ulduar At first it seemed like a random isolated incident. Our guild tends to leave [...]]]></description>
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<em>Cheapshots is a collection of shorter informal articles for the rogue that needs quick bursts of useful information whilst waiting for their Thistle Tea to brew. Today we comment briefly on how tricks of the trade is bugging out in Ulduar</em></p>
<p>At first it seemed like a random isolated incident. Our guild tends to leave the optional bosses of Ignis and Razorscale as pleasant little &#8216;fillers&#8217;, an easy way to round out an evening when there&#8217;s just enough time left before raid end for an easy kill. About half-way through the fight, I realised my Tricks of the Trade button was not activating. I tried my keybind, I tried clicking manually on the button. Neither worked &#8211; all I got was the &#8220;That action is not ready yet&#8221; error message. Grrrr.</p>
<p>We regularly run with two rogues in our raids, me and one other, and the two of us trade our tricks once aggro is settled to get a nice mutual damage boost on a 30-second cooldown. Except now I wasn&#8217;t able to oblige my rogue buddy. Got to the end of the fight and was about to send a quick whisper to explain and apologise for my &#8216;apparent slacking&#8217; but received a whisper before I could send mine. &#8220;Tricks bugged. <img src='http://www.broliant.com/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> &#8221; it said. &#8220;Mine too&#8221; I replied.</p>
<p>That was the end of that raid and I wouldn&#8217;t have thought anything much more about it were it not for the fact that it happened again on our most recent run. Sometime after or during XT it simply stopped working again for both of us and stayed that way until sometime during the pre-Freya trash clearance. I have no idea what&#8217;s causing it at the moment but it&#8217;s now near the top of my list of things to check up on over the weekend should I get the time.</p>
<p>Not only does it drop our potential DPS on fights where my rogue buddy and I would be trading the buff but it also makes every pull just that little bit more clunky because we can&#8217;t help with the aggro-redirection. I&#8217;m nowhere near a machine from which I can check the official forums as I type this but I&#8217;m hoping it&#8217;s got a decently sized collection of duplicated &#8216;QQ, this is bugged&#8217; posts that will at least show me I&#8217;m not suffering this irritation alone.</p>
<p>I&#8217;ll update here if we find out what&#8217;s causing this issue, but for the moment venting was therapy enough.</p>
<p>-B-</p>
<hr style="border: 1px dotted; border-style: none none dotted;"/><br/></p>
<p><strong>Update: Cause found, solution pending&#8230;</strong></p>
<p>It turns out that the cause of this problem with Tricks of the Trade appears to occur in certain instances where the target you expect to apply TotT to is made somehow immune to its effects. A standard example of this is when your target has been placed into the slag-pot on the Ignis fight. If you are not monitoring the status of your target closely and you use TotT on them as they are in the slag pot, they will be immune to its effects and you will be unable to use TotT again until you re-zone or relog.</p>
<p>Dieing/wiping generally clears the problem up but simply reloading the interface (&#8220;/console reloadUI&#8221;) does not. Logging out of the game then back in also fixes the problem generally.</p>
<p>It&#8217;s probably not too much to ask on a fairly static (for melee dps) fight like Ignis to check their target is not &#8220;slag-potted&#8221; before hitting TotT on them &#8211; no doubt simple laziness had been the cause of our past problems in this matter since I know I for one had not been paying such close attention &#8211; do forgive me though since it&#8217;s normally a warm-up or cool-down fight for us hence ultra-ultimate performance is not generally gut-busted for here.</p>
<p>Blizzard will probably hot-fix this issue away at some point but in the meantime, just pay closer attention to the combat status of your target to avoid such irritations and simply relog (or wipe/die!) if you get unlucky and do catch this nasty bug!</p>
]]></content:encoded>
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		<title>Player versus Player &#8211; Patch 3.2 and Twinking</title>
		<link>http://www.broliant.com/2009/07/player-versus-player-patch-3-2-and-twinking/</link>
		<comments>http://www.broliant.com/2009/07/player-versus-player-patch-3-2-and-twinking/#comments</comments>
		<pubDate>Fri, 03 Jul 2009 11:45:20 +0000</pubDate>
		<dc:creator>Broliant</dc:creator>
				<category><![CDATA[Player versus Player]]></category>
		<category><![CDATA[no xp gains]]></category>
		<category><![CDATA[patch3.2]]></category>
		<category><![CDATA[playerversusplayer]]></category>
		<category><![CDATA[pvp]]></category>
		<category><![CDATA[twinking]]></category>
		<category><![CDATA[WoW Related]]></category>

		<guid isPermaLink="false">http://www.broliant.com/?p=310</guid>
		<description><![CDATA[Player versus Player is a very very very occasional series exploring aspects of the game&#8217;s PVP sensibilities from the perspective of someone that does hardly any PVP at all. Today Player vesus Player examines the attractions of twinking and wonders how the new &#8216;turn off XP gains switch&#8217; purportedly coming with the forthcoming patch 3.2 [...]]]></description>
			<content:encoded><![CDATA[<p><em>Player versus Player is a very very very occasional series exploring aspects of the game&#8217;s PVP sensibilities from the perspective of someone that does hardly any PVP at all. Today Player vesus Player examines the attractions of twinking and wonders how the new &#8216;turn off XP gains switch&#8217; purportedly coming with the forthcoming patch 3.2 might change things.</em></p>
<p>Although Broliant has engaged in numerous PVP encounters over the years, it&#8217;s never been more than a fun diversion for him in between raiding activities and when PVP has been pursued for its loot rewards, those rewards have always been coveted for the benefit they might grant to PVE endeavours. Raiding regularly takes plenty of time by itself and these days a typical raid lasts about three hours. Within that time you&#8217;ll need to use three flasks (1hr duration each), numerous potions (healing, haste etc) and bandages and you&#8217;ll incur expensive repair costs once you get some decent gear. Perhaps as much as 150g per night on a day of progression attempts and continual wiping. Plate-wearing tanks can probably double that figure.</p>
<p>Thus, a three-hour raiding excursion can swallow upwards of 350g a time on the worst nights and despite the assertion that money now grows on trees, it still has to be earned somehow. Combine the responsibilities of going raiding with the additional time-costs of helping to run a guild and very little time (actually none typically) is then left to explore the PVP side of the game.</p>
<p>As a result, the continual arms-war of current-day PVP arena contesting long ago lost its lustre for this rogue since to compete at a decent level really does require the kind of time investment that can earn rankings and reward points sufficient to purchase each new season&#8217;s gear. The alternative is to soldier on with outdated gear and that becomes tiring quite quickly once you begin encountering people with the next &#8216;tier&#8217; up of gear in comparison to what you own.<br />
<span id="more-310"></span></p>
<p>Broliant had always been a fairly single-minded pursuit and represented the only max-level end-game character on the account when the end-game max-level was 60 and the raiding menu consisted of MC, BWL, AQ40 and Naxxramas. By the time the end-game max-level had settled at 70 Broliant was joined by the warlock Koyaanis who expanded the horizons of a melee minded player into the realms of the finger-wiggling caster classes. Koyaanis later became a staple of early pushes into Mount Hyjal where the value of the warlock&#8217;s Seed of Corruption spell on the waves of pre-boss trash was immense.</p>
<p>Christmas 2007 saw the birth of a new project, a baby druid for whom the parental ambitions were that the druid would grow-up to become an additional support healer/tank for those rare but occasional guild nights where a key member was not available and a hole in the raid needed plugging. Given the very limited amounts of free time, this was to be a long-term project with a 9-12 month run-time for the completion of the 70 levels required to reach the TBC end-game.</p>
<p>After several months had passed Gosling, the said druid, was approaching the late-mid thirties. Although instance runs were naturally sparse due to time constraints, it had been notable through the Scarlet Monastery phase that on the server he was levelling on, healers were far more in demand than any other role. Not wanting to embarrass himself by being the worst healer in existence, he took himself off to the trainer, respecced fully into the restoration tree and then signed up for a few battlegrounds &#8211; AB and WSG being the only options at that stage &#8211; to gain a little emergency triage experience.</p>
<p>Unbelievably, healing in the 30-39 BGs was a blast, pure and simple. Levelling concerns were quickly forgotten in order to let this experience be savoured and as the enjoyment continued, web-searches were undertaken in earnest to find the best gear available within that BG category. It was already too late to run enough instances to get all the gear without tripping over the level 39 limit but since this was a slow process conducted over many weeks, it was a pleasureable process, scoping out what was possible before the druid inevitably had to confine himself to &#8220;known quarters&#8221; lest he &#8216;discover&#8217; his way beyond the glass ceiling of level 39&#8242;s XP cap.</p>
<p>Unlike max-level PVP, there was a simpler purity about this &#8216;new&#8217; experience. Resilience, the perfunctory stat that had been created in the usual heavy-handed manner to mitigate critical damage in end-game PVP encounters, did not really exist in a meaningful way at this level. Similarly, due to the self-imposed and therefore artificial level-cap, the game enjoyed a kind of stasis that was not possible at the level cap. Only a finite amount of gear and corresponding enchants and buffs were available meaning that it was possible to slowly build on a character here over an extensive time-frame.</p>
<p>Thus, Gosling could remain in mothballs for months at a time and yet each time he was unpacked once more, he was able to jump straight back into the fray without too much difference. Of course, the game always has slight changes going on &#8211; a talent tree overhaul here, an imposition on the ability to use certain enchants there&#8230; but overall, it was a far more stationary set of goalposts to aim for than would be the case if one were engaging in arena PVP at the level cap.</p>
<p>It was a genuine pleasure to discover this hidden gem of a game within a game. Just like PVE, the PVP side of WoW had always previously been viewed as a game in continual motion, where to stand still was to be left behind and thus, where inactivity for any period of time was detrimental to future plans and activities. The decision to halt the levelling of Gosling, at least for the time being, was soon made and it seemed an easy decision to make at that time.</p>
<p>Over time Gosling earned himself a number of items that are available via the honor points system and was grandfathered a few additional niceties from the auction house by Broliant, whose spending power was naturally greater as an end-game character. For those that don&#8217;t know, the practice of using a higher level character, or characters, to source more powerful equipment and consumables for a lower level character is known as &#8216;twinking&#8217; and thus Gosling was now a confirmed twink. Twinking as a practice is in equal parts enjoyed by many and vehemently disliked by others.</p>
<p>The enjoyment is easy to understand since almost every single WoW player seeks to find better equipment and the like for their characters on an on-going basis. Better equipment normally equates to a more powerful character and thus improves the chances of success in any encounter. However, that increased power can be such that it unbalances encounters to the extent that players that are not &#8216;twinked&#8217; have lower chances of success should they encounter a fully twinked character.</p>
<p>Battlegrounds divide entrants into level ranges along the lines of 10-19, 20-29, 30-39 and so on and since 19 and 29 are the lowest and easiest to reach levels, the most common twinks are either level 19 or level 29. Furthermore, they are invariably &#8216;DPS&#8217; twinks since a majority of people prefer playing a DPS role to any other in such PVP encounters.</p>
<p>Broliant didn&#8217;t enter the BGs until he was well into his late 40s where twinks are generally very rare therefore the experience of being thoroughly beaten by a full-power twink was unknown to him. Equally, Koyaanis only began PVPing at level 70 and Gosling at around level 36/37 or so. </p>
<p>At the 39 BG level, you see far fewer twinks than one imagines you&#8217;d see at the two lower brackets, presumably due to the extra effort required to reach the level. What twinks one does see do seem invariably to be DPS twinks as normal though. Let&#8217;s pitch the balance at say 99 in every 100 twinks at the 39 level are DPS, taking a rough guess based on past observations.</p>
<p>Gosling has encountered his fair share of these DPS twinks and boy do they hurt if you get caught within the range of their attacks. It&#8217;s not hard to understand why non-twink players would find the contest to be imbalanced. However, it&#8217;s rare to find more than one or two in any single BG game and thus the many cries of &#8220;foul!&#8221; screamed from some quarters at the world of twinking surely follows the expectations of a player who is disappointed to learn that all is not fair in life. There have certainly been occasions when I&#8217;ve not been thoroughly in the mood to be easily killed by the same player over and over again but such times have normally resulted in my most creative and exceptional playing &#8211; adapting simply to survive at times, to overcome at others.</p>
<p>As a dedicated and fully specced healer, Gosling has all the DPS punch of the proverbial asthmatic ant with a couple of heavy bags of shopping, walking up a steep hill. Never one to go toe-to-toe with any other character, his power lies in his ability to remain alive and to keep others alive at the same time. His HKs are earned by healing his team-mates and very occasionally by moonfire-spamming the last 2% of life from that rogue who&#8217;s desperately running for cover.</p>
<p>It&#8217;s a good game to sharpen the senses of one that spends most of their time in PVE DPS roles and certainly improves the whack-a-mole reflexes immensely. Heal, heal, root, heal, run, shift, shift, run, heal, heal, root, sleep, etc etc. It&#8217;s just fun.</p>
<p>So, Gosling remains to this day a level 39 twink healer destined to spend his days fighting the good fight against the Horde in Arathi Basin and Warsong Gulch. Certainly he is a more potent healer than a non-twinked level 39 character would be but on reflection, the game-changing ability this twinking provides is nowhere near as pronouced as it would be were Gosling a dps twink. </p>
<p>As stated earlier, Gosling had been intended for our guild&#8217;s raid team as a backup healer/tank. Some of the guilt of parking Gosling at 39 was subsequently overcome by the birth of a second druid, Balgardner, who did indeed manage to make the full climb all the way up to the level 80 end-game of the modern era and become a relatively well regarded stand-in healer for the team. Balgardner thus continues to make it possible for Gosling to live the guilt-free life of a permanent twink. In the words of one of his fellow officers, &#8220;Huzzah!&#8221;</p>
<p>Patch 3.2 is encouraging to Twinks?</p>
<p>So, that&#8217;s the history to date of Broliant&#8217;s &#8220;other life&#8221; as a twink and in this other life, he was recently very interested by the annoucement made by Blizzard regarding the forthcoming patch 3.2. In this patch, Blizzard are introducing a feature which is currently described as the &#8220;turn off XP gains&#8221; feature and essentially describes the premise that any character will be able to access a setting whereby they can stop their character from gaining XP when they otherwise complete actions that would normally result in XP being gained.</p>
<p>This of course will make the life of a twink far easier to control if the feature operates as its early descriptions suggest it will. Furthermore, battlegrounds will for the first time also offer XP gains to the people taking part by the completion of the battleground&#8217;s aims. This has not been clearly defined but one might assume that winning the various games would be the primary XP scoring criteria here. Blizzard have gone on record to say that HKs will not score XP since that would simply encourage players to farm HKs instead of completing the game which is not something they wish to promote.</p>
<p>So far, so good. All sounds rosy and wonderful does it not. XP from BGs could well lead to more people entering the BGs as a means of levelling their characters which would make the BGs more populous and therefore reduce queue-times and improve match-ups. Sounds awesome. And then the wheels fall off the cart&#8230;</p>
<p>Blizzard have indicated that players queueing for BGs will only be matched against players whose &#8220;XP gains&#8221; setting matches their own. Thus, if you have disabled the XP gains feature to create a twink, then you&#8217;ll only be matched into games with other &#8220;XP gains off&#8221; twinks. Likewise, if you are levelling along with the &#8220;XP gains on&#8221; setting, you&#8217;ll only be matched against other people with the XP gains flag set to on.</p>
<p>At face value, this simply appears to be a mechanism to prevent players from being ganked repeatedly by over-enthusiastic twinks &#8211; and although here at BW we&#8217;re not entirely in agreement with that idea, we appreciate its community spirit, misplaced though we feel it is.</p>
<p>What does concern us is the on-going viability of BGs at our preferred level of twinking after such a policy is enacted. As noted previously, it&#8217;s rare to see more than one or two twinks in such a BG and therefore one should guess that unless there is a fallback position, level 39 twinks may never be sufficiently numerous to enable a game to take place. </p>
<p>Perhaps at this point, it is worth considering whether twinking is something Blizzard should continue to allow at all or not. The objections are almost always levelled against the DPS twinks whom the non-twink players regard as being too powerful for them to overcome. &#8220;Ban them&#8221; or &#8220;stop twinks&#8221; you&#8217;ll often hear such opponents to twinking cry.</p>
<p>Looked at rationally though, battlegrounds already permit players of greatly different levels to enter the same game (10-19, 20-29, 30-39 etc) and the ultimate effect of twinking is to improve a character beyond their perceived &#8216;normal&#8217; ability for their level. In essence, a level 39 twink is probably as potent as a non-twinked character of a few levels higher. Thus, the sum effect of twinking is to extend the &#8216;virtual&#8217; range of a battleground &#8211; think of it as 10-22, 20-32, 30-42 for example.</p>
<p>This might mean then that for the non-twinked players that are just &#8220;passing through&#8221; they won&#8217;t be able to claim the status of being &#8216;top dog&#8217; in the battlegrounds simply by the quality of the gear they have but if they can play well, make intelligent decisions and have good general knowledge of the game then they can still be a vital and wholly valuable member of their team.</p>
<p>It will be interesting to see how these plans that Blizzard have announced work out finally for those of us that do enjoy participating in PVP via &#8216;twink&#8217; characters. If the queues are short and the games plentiful, then the outcome will probably be good for all. It will naturally be a shame to be held separately from the non-twinked players and note that I write that as a healer and not a dps. By segregating the battlegrounds into two separate categories, Blizzard might well be &#8216;protecting&#8217; a group of players that want nothing to do with twinks but they&#8217;re also denying players the opportunity to mix freely.</p>
<p>It would be far better to create two queues that players could sign-up to independently and freely. One would be the normal queue and the other would be for &#8216;XP off&#8217; (aka: twinks) only. Twinks would most likely enter both queues and take whatever came first. Although it seems plausible that twinks would simply choose the easier option and more easily farm HKs, this argument would only be valid for a limited time. There is a finite amount of loot that players can get via Honor points and once this is collected, Honor points and battleground tokens simply accumulate to a maximum level. Honor points would likely not have any real use to a proper &#8216;twink&#8217; player at that stage.</p>
<p>However, it&#8217;s highly unlikely at this stage that Blizzard will do something like this. As they have already demonstrated numerous times, their aim is to homongenise the game such that near equality exists across all classes. The idea of there being a &#8220;rock/paper/scissors&#8221; relationship between classes seems now to be abhored because it would break arena balancing. Given the choice though, I would prefer a World of Warcraft where there were genuine differences between classes. Let Broliant as a rogue find mages an appealing target but warriors a genuine nightmare. Let warlocks run riot against other casters but sweat feverishly at the thought of a good melee getting in their face. Right now, the insipid differences between classes are hardly worth considering.</p>
<p>Furthermore think back to even earlier times when, as an Alliance rogue, the only time one would encounter a Shaman would be in the battlegrounds and boy could they be trouble to fight. It was probably a reasonable decison for the PVE game going forwards to give Shamans to the Alliance and Paladins to the Horde but that old factional difference sure was a delicious ingredient in PVP and it&#8217;s yet to be replaced by anything as memorable.</p>
<p>Perhaps the best observation that can be made about PVP is this one: The more constraints Blizzard place upon PVP, the less compelling it becomes. Tarren-Mill/Southshore battles remain the highlight of many people&#8217;s PVP experiences simply because in a single zone, level 30s could rub shoulders with players 30 levels above them and still feel that they were part of the experience. You might not have the ability to solo-kill at that stage but you&#8217;d join the pack and as your levels increased and your skill improved, you&#8217;d branch off by yourself more and more. You could come and go from the battles as you pleased since this was no falsely walled garden affair and although it was of course having a detrimental effect on the ability of players to complete quests in that zone, the sense of effecting real change in the otherwise static world of the game by siezing an enemy town and locking them out of it for a period of time was genuinely satisfying. Likewise, the effort of retaking your own town ellicited ad-hoc groups and rapidly agreed strategies to be formed. Communication and collaboration were at least as developed there as they are in the modern BGs where PVP is relatively &#8216;produced&#8217;.</p>
<p>PVP is changing soon and in fairly significant ways. It&#8217;s going to be hard to predict how these changes will play out over time and hopefully it&#8217;s going to be a lot of fun in the discovering.</p>
<p>-B-</p>
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		<title>WoW Nerdy &#8211; Running WoW on Windows 7</title>
		<link>http://www.broliant.com/2009/06/wow-nerdy-running-wow-on-windows-7/</link>
		<comments>http://www.broliant.com/2009/06/wow-nerdy-running-wow-on-windows-7/#comments</comments>
		<pubDate>Tue, 16 Jun 2009 10:56:06 +0000</pubDate>
		<dc:creator>Broliant</dc:creator>
				<category><![CDATA[WoW Nerdy]]></category>
		<category><![CDATA[fraps]]></category>
		<category><![CDATA[protected system folders]]></category>
		<category><![CDATA[windows 7]]></category>
		<category><![CDATA[WoW Related]]></category>

		<guid isPermaLink="false">http://www.broliant.com/?p=279</guid>
		<description><![CDATA[WoW Nerdy is a celebration of the more geek oriented aspects of our favourite WoW pastime. Today we&#8217;re looking at how WoW runs on Microsoft&#8217;s new Windows 7 operating system and offering some advice to those thinking of giving it a try. Microsoft recently released what they call the &#8220;Release Candidate&#8221; of their latest desktop [...]]]></description>
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<em>WoW Nerdy is a celebration of the more geek oriented aspects of our favourite WoW pastime. Today we&#8217;re looking at how WoW runs on Microsoft&#8217;s new Windows 7 operating system and offering some advice to those thinking of giving it a try.</em></p>
<p>Microsoft recently released what they call the &#8220;Release Candidate&#8221; of their latest desktop operating system, Windows 7, via <a href="http://www.microsoft.com/windows/windows-7/">their website</a>. It&#8217;s a free download and can be used until the summer of 2010 completely free of charge. We won&#8217;t explain here all the many new features of Windows 7 because there are plenty of reviews already published to great effect on that subject but we will give some thoughts on why it might be a good choice for the WoW player to consider.</p>
<p>Here at &#8216;BW HQ&#8217; we&#8217;ve been using the &#8220;Release Candidate&#8221; or &#8216;RC&#8217; on our main machines for about one month now and thus far it has behaved itself impeccably. It&#8217;s definitely an improvement over its Windows Vista predecessor although when we say that, it is worth adding the qualification that our experiences with Windows Vista over the past two years have been quite excellent. Despite the many voices that jumped onto the &#8220;we hate Vista&#8221; train with claims of preference for the earlier Windows XP, we&#8217;ve preferred Vista as our desktop OS of choice at all times. We get plenty of exposure to XP in our corporate offices and with our business clients but when it comes to what we rock with on our own kit at home, it&#8217;s been Vista every time. If you understood the few basic changes between XP and Vista and could cope with that, it was no problem.</p>
<p>In fact, the only problem we ever truly had with Vista came towards the end of our time with it (we&#8217;re confirmed Windows 7 converts now for reasons that will become immediately clear) after we replaced the main workstation in the office with a bigger more powerful machine. As part of the upgrade, we kitted it out with a fancy 30&#8243; screen with a 2560&#215;1600 resolution display and it was here that some problems were encountered. Essentially, during day-to-day operation the machine worked flawlessly however it would quite regularly trip-over when running WoW (the only game we have installed onto the machine bar those that come supplied with Vista) and cause us to have to either restart the game or restart the machine. It didn&#8217;t happen often but it happened enough for us to recognise that it only happened during game-play and thus, it was never a welcome occurrance.</p>
<p>Since switching to Windows 7, this problem has simply disappeared. It&#8217;s not possible to tell if it&#8217;s the new OS, the ATI driver for the graphics card under Windows 7, the fact we&#8217;ve gone from running 32-bit Vista to 64-bit Windows 7 or some other factor that is to thank for the improvement but any improvement shall be considered a good thing, whatever its cause. Unsurprisingly therefore, we&#8217;re firmly attached to Windows 7 now and with our experiences from Vista in hand, there are some very useful tips to be passed on to anyone considering trying the new Windows OS.<br />
<span id="more-279"></span></p>
<hr style="border: 1px dotted; border-style: none none dotted;"/><br/></p>
<p><strong>Installing WoW on Windows 7:</strong></p>
<p>The first important decision to make after installing Windows 7 on your PC and before installing WoW on top of that is where you are going to install WoW. On a traditional Windows XP machine, all standard program installations went into the &#8220;<em>C:\Program Files\</em>&#8221; directory which thus meant that WoW generally ended up in &#8220;<em>C:\Program Files\World of Warcraft\</em>&#8221; if you simply followed normal convention. There was no problem with this under Windows XP but come Windows Vista, this way of doing things could have a subtle but significant effect.</p>
<p>Windows Vista introduced some new and more stringent security settings and one of these was the increased protection of what it termed &#8216;Important System Folders&#8217; and of course, the &#8220;<em>C:\Program Files\</em>&#8221; directory was one of these. Thus, if you first installed WoW into the normal &#8220;<em>C:\Program Files\World of Warcraft\</em>&#8221; location and then attempted to make changes to WoW folders that used to be stored inside there such as your &#8220;Interface\Addons&#8221; folder or your &#8220;Screenshots&#8221; or &#8220;WTF&#8221; folders you&#8217;d find they no were longer located inside there. Instead, to preserve the protection for the &#8216;important system folders&#8217;, Vista had moved the folders you might need to change to a location inside your personal profile, typically under&#8230;</p>
<p><code>C:\Users\&lt;name&gt;\AppData\Local\VirtualStore\Program Files\World of Warcraft\</code></p>
<p>&#8230;where &lt;name&gt; is your Windows Vista username. Handy huh? And easy to find&#8230; we think not!</p>
<p>Thus, our personal solution to this &#8216;problem&#8217; was to install WoW to a different location where this separation would not occur so that we could more easily keep all of WoW&#8217;s data in one place. On our machines, we would create a single directory called&#8230;</p>
<p><code>C:\Program Files Public\</code></p>
<p>&#8230;into which we installed WoW. This ensured that all WoW&#8217;s folders stayed in the same place and kept things tidily organised. Remember that a good Windows Nerd seeks to minimise the number of directories directly under &#8220;C:\&#8221; so things don&#8217;t get cluttered.</p>
<p>Moving to Windows 7, we have exactly the same matter to address so we were all ready to create our &#8220;Program Files Public&#8221; folder under &#8220;C:\&#8221; when we noticed something new to consider. We&#8217;d chosen the 64-bit version of Windows 7 given that we have a modern PC and almost all the modern Intel chips in desktop PCs these days are essentially 64-bit chips. They&#8217;ll still run quite happily if you only install the 32-bit version of Windows but there are limitations on things like how much memory you can access with a 32-bit operating system thus we&#8217;d elected to go 64-bit this time around.</p>
<p>In the same way that your PC with a 64-bit chip can run both 32-bit and 64-bit Windows, so too can your 64-bit Windows run both 64-bit and 32-bit versions of Windows applications, no doubt to ensure compatibility for business users and the like. What this generally means though is that if you install a 64-bit application on 64-bit Windows (XP/Vista or 7) then it will default to the normal &#8220;<em>C:\Program Files\</em>&#8221; location. However, if you install an older 32-bit application on 64-bit Windows, it will instead default to the alternate &#8220;<em>C:\Program Files (x86)\</em>&#8221; location in order to help it (and us!) identify the 32-bit apps from the 64-bit ones. </p>
<p>Thus, with Windows 7 we created our new directory as&#8230;</p>
<p><code>C:\Program Files Public (x86)\</code></p>
<p>&#8230;before installing WoW since we knew, after doing a bit of research via Google, that WoW&#8217;s client is only available in a 32-bit version. We then installed WoW to this location giving us an install-location of&#8230;</p>
<p><code>C:\Program Files Public (x86)\World of Warcraft\</code></p>
<p>&#8230;and once again were forever more blessed with being able to find all our &#8216;Interface\Addons&#8217;, &#8216;Screenshots&#8217; and &#8216;WTF&#8217; files under the same basic location. Everyday geeks have a word for such things as this&#8230; bliss!</p>
<p><center>
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<p>Thus, if you choose a 32-bit version of Windows 7 then we&#8217;d recommend installing WoW into the normal &#8216;Public&#8217; folder whilst under a 64-bit version of Windows 7 we&#8217;d recommend installing WoW into the &#8216;Public (x86)&#8217; folder instead. Either way, it&#8217;ll make your life simpler in the long run.</p>
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<p><strong>Running WoW on Windows 7:</strong></p>
<p>In general, the experience of running WoW on Windows 7 should not differ from the experience you&#8217;d have received when running it on Windows XP or Vista before it. Former users of Windows XP will probably find the performance of WoW under Windows 7 to be about the same whilst former Vista users should see a minor performance improvement due to the refinements that have been made to the core Windows systems between Vista and 7.</p>
<p>We&#8217;ve noticed a few other areas where WoW seems to perform better under Windows 7 than under Vista although again, it&#8217;s not clear for us whether the performance improvements are coming from being under the new version of Windows or from our step-up to a 64-bit version of the OS from the former 32-bit version we used before. However, running Fraps alongside WoW under Windows 7 is notably smoother than it was under Vista previously. Fraps, for those that don&#8217;t know, is a small utility program that allows you to record the game-graphics as you play for the purposes of making game-related movies afterwards.</p>
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<center><small>Running WoW on Windows 7, in a 1920&#215;1080 Window.</small></center></p>
<p>We&#8217;re running WoW in a 1920&#215;1080 window to mirror the default resolution of modern &#8216;High Definition&#8217; or &#8216;HD&#8217; television sets and Fraps will comfortably grab the game graphics at 30 or 60 FPS as we prefer without causing the game to become in any way laggy, choppy or notably affected. At approximately just under 4GB per minute of footage captured in the raw &#8216;avi&#8217; format that Fraps saves, handling the large files produced is a problem/joy of its own when we later attempt to stitch our movies together. However, this should clearly bode well for those wanting to capture their own gameplay via Fraps-like tools. Again, we&#8217;re guessing, whatever performance you managed under XP will likely be the level you&#8217;ll get with Windows 7 and Vista users should find performance slightly better than before.</p>
<hr style="border: 1px dotted; border-style: none none dotted;"/><br/></p>
<p><strong>In Conclusion:</strong></p>
<p>Windows 7 is a truly excellent continuation of the Windows desktop operating system line. It has proven itself to be both rock-solid stable and a pleasure to use over the past month and furthermore, WoW runs very nicely on Windows 7 offering perhaps the most enjoyable WoW experience due to the combination of all the modern Windows finery with no notable performance penalties over the more basic XP versions of Windows. </p>
<p>We&#8217;d certainly recommend all Vista users to strongly consider it a good option to explore since it is basically &#8220;more of the same but just plain better.&#8221; To XP users we&#8217;d also recommend it highly however we&#8217;ll happily pull our punches with the recommendation here because we know many XP users have tried and disliked Vista in the past and really don&#8217;t want to move forwards beyond XP. That&#8217;s cool &#8211; WoW certainly works just as well on XP as it does on Windows 7 and if you&#8217;re not itching to try the newest version of Windows then why make needless &#8216;upgrade&#8217; work for yourselves. However, we will say that one day you&#8217;ll probably be in a position of having to make the step forwards to a new version of Windows and if that version happens to be Windows 7, we think you&#8217;ll be really quite okay.</p>
<p>As for us here at the BW-HQ, we&#8217;re all for Windows 7 now and won&#8217;t be going back to Vista or XP where we have the choice. Windows 7 and WoW is a very satisfying combination.</p>
<p>-B-</p>
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