Posts Tagged ‘Expansion’

Runemastering

Monday, August 17th, 2009

Avene, a guildy of mine, recently dug up an article about Runemaster being a good candidate for the new Hero-class, complete with talent-tree suggestions, class mechanics and some background info. I’ll be doing a small break-down and commentary on this summary since there are some things I don’t completely agree with. Oeverall tho, the Runemaster sounds like a great addition to the game

New Hero Class: Runemaster

- – - – - – - General Information – - – - – - – -

Background Info – Runemasters are monk-like arcane spellcaster and melee fighters who empower themselves with magical energies by inscribing runes onto their bodies. The runemaster is a mystic who sees the power of ley lines. Moreover, those who study runes understand that these are not simply symbols of power – they are the power. The runemaster seeks to become one with the land, but not in the fashion of druids. Rather, the runemaster desires to become a microcosm of the land, seeking to overlay his body with runes.

Not much to agree or disagree with here, but the inscribing of runes on the body makes me think that the inscription profession comes natural for these guys, probably giving them a +5 class-bonus to inscription or something along that line.

Affiliation and Races – The Runemasters ally with both the Horde and Alliance, since the Tauren are thought to have began the arts, and the Dwarves probably learned it from the Titans. So, Lore-wise, the following races have been known to practice this art: Tauren, Orcs, Dwarves and Night Elves. Though, knowing Blizz they just do it like DKs and make it all available for all races.

I don’t think Blizzard would make it available to all races, I see no reason why they’d do that if it doesn’t fit with the lore of the existing playable races. However, I do think they would add it as a class for the new playable races. And in my humble opinion, it would kick some rather nice ass to play a Worgen Runemaster.

- – - – - – - – Gear, Weapons, and Armor – - – - – - – - – -

Note: Runemasters require a high intellect in order to conjure up Runes, this being the case, the Runemaster should have armor and weapons that compliments such stats.

Weapons – Fist Weapons mainly. Runemasters like to be unarmed, using pure brute force to deal damage. Staves, Daggers, and 1H maces/offhand relic are likely for the Caster/Healing Runemasters.

Armor – Leather or Mail are up for grabs. Caster Leather is only used by Balance and Resto Druids (and the occasional shaman), and DPS Leather is only used by Rogues and Feral Druids. Caster mail is also only used by two others, Resto and Elemental Shamans (and the occasional PuG Hunter..), and lastly, Mail DPS is used by Shamans and Hunters.

Runemasters don’t really strike me as a Mail wearing class, and maybe not even leather. No, I think with Runemasters we’ll see the addition of melee-stats cloth armor. Think cloth with agility, strength and attack power boosts.

Fist Weapons are indeed a very likely candidate for some buffing. I’ve always loved fist-weapons and I’ve also always been disappointed with them being underrepresented in the game, therefor I hope they’ll bring some nice fist weapons in-game with some jaw-dropping graphics and stats.

- – - – - – - – - – - Spells and Combat – - – - – - – - – - – -

Runic Power and Glyphs – Lore-wise, these would be the Runemaster’srage/energy/mana generator, and by Glyphs, I mean a system much like the Death Knight’s current one with Runes, only altered to work with certain elements, such as Fire, Water, etc.

Spells and Abilities – The Runemaster has the power to conjure up Runes at will, with great ease at that. Runes should be split into three main categories: Fire (DPS), Water (Healing), and Earth (Support). Some examples of Runes are as followed:

Fire Runes
- Rune of Heated Coals: Increases damage done by Fire based spells by % for 5min.
- Rune of the Fiery Spark: Allows the caster to jump higher. (Cosmetic?)
- Rune of Flames: Increases the Runecaster’s movement speed by 70% for 15 sec.

Water Runes
- Rune of Swift River: Increases swim speed by 50% and allows the caster to breath under water.
- Rune of Cleansing Rain: Increases healing done by the Runemaster by % for 5min.
- Rune of Glistening Water: Increases critical strike chance of spells by % for 5min.

Earth Runes
- Rune of Mangrove: Grants the Runemaster immunity to Poisons and Disease for 10 sec.
- Rune of Oak: Grants x additional armor to the Runemaster for 5min.
- Rune of Starlight: Decreases the target’s melee and ranged attack speed by 15% for 30 sec.

Talents – As stated above, the Runemaster is a monk/arcane caster class, and also uses the powers of Fire, Water, and Earth, which help define the talent trees:

Runic Flames – This talent tree will focus on increasing Melee DPS for the Runemaster.
Water Glyphs – This talent tree will aid the Runemaster in being a caster-healer.
Earth Force – This talent tree supports both DPS and Healing, caster style.

Not much to say about this, it just makes me sad to see one of the elements (air) being left out.

To round it up, so far I have speculated about 3 possible hero classes for the expansion; Tinker, Arch-Druid and Runemaster. What Hero-Class do you think we’ll see swimming around the Maelstrom?

Bubbling in the Dungeons

Friday, August 14th, 2009

No, this is not an article about Paladin’s in dungeons, this is all about water-based dungeons, inspired by this post from a Blue on the US-boards:

We typically never throw anything completely off the drawing board when it comes to conceptualizing fun content. I think there would have to be a good opportunity for a water dungeon in the game first, but more importantly, we’d have to really make sure it would be done right and feel fun. Under water combat can be a little chaotic, especially when using any sort of ground-targeting spell. We wouldn’t want to come out with such content were it to feel like the game play would suffer from the format of the setting.

<snip irrelevant banter about Wintergrasp>

Source

The Blue in question, Zarhym, states there need to be a good opportunity for a water dungeon, but doesn’t rule out the possibility. Well, what better opportunity than an expansion revolving around the Maelstrom?

A water-based dungeon could have all kinds of neat stuff, like 360 degree battles, imagine a giant squid battle where the squid uses his ink to make the water all black, the overall dungeon atmosphere and visuals would be breathtaking.

Knowing Blizzard and how they like to have content as available as possible for everybody, there would probably be an npc at the entrance giving people an under-water breathing buff for as long as you remain in the dungeon. I doubt you’ll get an item for that purpose since that will take up a valuable gear-slot on your character. Then again, it would be neat if the npc would give you some choices for an underwater breathing device, let’s say a trinket, a headpiece or a belt to make it interesting. Maybe even a small quest you need to do before you can enter the dungeon, with as a reward one of said items so that you can put an enchant on it.

Going back to the idea of the npc and his underwater-breathing buff, this gives all kinds of possibilities for underwater fun. Maybe the buff runs out after 15 minutes and there’s a certain spot in the dungeon where another npc is for a new buff, you’d have to get there before the timer runs out. Would make for a great pacing-mechanism if you ask me. And ofc, to circumvent this buff-timer there are plenty of options, a warlock, an engineering diving helmet, the kalu’ak fishing pole, underwater breathing potions, druid aquatic form, one could even try to outheal the drowning damage :P

Ofcourse, the dungeon wouldn’t have to be completely under water, there are plenty of ways to put in normal cave areas filled with murlocs to keep you busy J

Any either way, if they implement an underwater dungeon, “Don’t forget to bring a towel*”

*quote from Burs, Blackrock-US

Professions

Wednesday, August 12th, 2009

After reading this article http://projectlore.com/blog/the-next-expansion-future-tradeskill-design/comment-page-1/#comment-38962 I got to thinking about the new profession for the expansion…

A new expansion will ofcourse mean a new profession, lots of speculation is pointing in the woodworking direction. Woodworking, however, has been rumored with for years now and it doesn’t seem like Blizzard will be implementing one soon for numerous reasons.

Would woodworking be a crafting or a gathering profession, or maybe both? Either way it will cause a lot of problems. If it would be a crafting profession there is the question of what mats will you use? If it’s a gathering profession there will be the problem of having to reseed every zone in the game with trees to harvest, and there will have to be added recipes for various existing crafting professions to use the wood. If they’d combine it, it wouldn’t be balanced with other professions, unless they would let it take up 2 profession slots. Also, one very important reason why woodworking just won’t be a new profession is that it just wouldn’t fit into the theme of a water-based expansion.

Chances are higher that there will be yet another crafting profession, this time one using mainly enchanting or leatherworking mats, since there are already three professions which use ore, two that use herbs, and one that uses leather, and one that uses disenchanted stuffs. As you can see, disenchanting and skinning are a bit underrepresented.

The question remains, what will we be crafting? It would be silly of Blizzard to let us craft more extra buff-items for our characters since we already have enchants, glyphs, scrolls and gems. So again, what shall we be crafting in the next expansion? I really have no idea yet…

Worgen debunked?

Monday, August 10th, 2009

I think not! According to an interview on the Taiwanese gamebase website, the Worgen race speculation has been debunked, read the full translated interview here: http://www.scrollsoflore.com/forums/showthread.php?t=4853

The q&a part talking about the Worgen and Goblin masks..

Q10. Some players datamined the new masks models from Patch 3.2 PTR files. Are they really the hints for the new races in the expension?

B: These masks are made for the upcoming in game event Hollow’s End this year. I said it’s too early to connect them to the new races. If there’s gonna have new races in next expension. We will make an official announcement.

This has led many players to believe all the rumors to be false, but…if you read carefully you will notice that the Blizzard answer does not deny the masks being indicative of the new races being Worgen and Goblins. It just states that they are to be used with Halloween’s event, a great evasive answer that actually doesn’t tell us anything we didn’t already know.

Oh Herro, Classes

Friday, August 7th, 2009

In case you’re wondering, yes the title is supposed to be the way it is spelled and punctualised, anyway…Hero Classes is what we’re discussing here. My first idea was that Tinkerer would fit the new goblin race perfectly as a hero class, and ofcourse it would also fit the Gnome race as a hero class, leading to more proof that Goblins would be a Horde race, and not Alliance. With this logic it would make perfect sense as the new hero class for the next expansion. BUT…I recently stumbled upon a very interesting series of articles on www.projectlore.com.

In short the articles discuss the possibility of an Arch-Druid or a Druid of the Sun as the new hero class. After reading this article it occurred to me that a new druid type Hero Class makes much more sense than a Tinkerer, mainly because the Emerald Dream would be in the expansion and each faction only has 1 druidic race, which is a shame if you ask me.