Archive for May 14th, 2008
More About Mythos: Blade Breaker and Meteor
Well, I told you that I would be back with information about these two builds when I had them leveled up a little bit. Soon after that post, I realized that my BB toon was already at 24, and I got my meteor toon to 20 tonight, so I figure I’ll give you all a little write up about what I think of them.
Blade Breaker:
This build is quite fun in my opinion. While it relies almost entirely on passive abilities (increased attack rating, crit rating, damage, etc.) to make it more powerful, it is extremely efficient and can really be a powerhouse. This is the epitome of a kiting class in Mythos since they generally are wearing strength gear (better “armor”) as well as a shield (at least in my case) so they can take a few more whacks than many other builds. I’ll frequently have 50-70 mobs behind me by the time I round on them and eliminate them all with one attack. Something this build and piercing barrage can do that meteor and tesla builds can’t do is speed through an instance. All you have to do in collect up all the mobs, kill the majority of the group, and keep heading to the bottom. This is particularly effective when you are doing random quests because the boss you need to kill is always in the final floor, so the faster you get there, the faster you get xp.
Well there is my brief overview of the blade breaker build. If you want a toon that’s beefy that really makes you feel powerful, this is a great choice.
Meteor:
While I feel like I have a pretty good grasp on this class now, I’m not quite sure what to think of it. It has a very large radius once it explodes, however, it frequently takes 3-4 attacks to kill everything in big groups. I had originally assumed that it would function much like Diablo 2’s frozen orb skill, but there are two big differences that affect it quite a bit. For a bit of reference, frozen orb would be sent into a great big group of mobs. It would explode when it struck your target and send out frozen shards from the explosion. An excellent shot would mean that every shard would strike a surrounding enemy. As I said though, there are two differences.
The first big difference is that meteor explodes on the first solid object it comes into contact with, not the target you picked (in fact, it doesn’t require a target at all, but rather a click anywhere on the screen.) This means that you must be much more aware of your surroundings, understanding how obstacles or other mobs moving around could affect the way your meteor is going to work. More often than not, this simply means that it won’t be nearly as effective as if it exploded only upon impacting a mob that you target.
The second big difference is that the fragments that spread outward from the explosion seem to have a slight gap between where they originate and where the explosion itself occurs. Basically what this means is that grouping mobs tightly together, a tactic used with some other builds, could actually hurt your damage more than if you allow the mobs to stay spread out since those fragments will start out past the cluster and therefore be largely worthless (except for mobs that haven’t quite been collected up.) This really bothers me quite a bit, as it means that you are basically better off shooting blindly and hoping to strike as many mobs as possible than you are if you use tactics to bunch them all together to blow them away. It seems to me that using some skill, even if it is just kiting, should be rewarded rather than penalized.
In any case, I enjoy this build, but I think that it could use some tweaking. This is obviously just an opinion, and I haven’t asked anyone else whether they would prefer a definitive target and/or removing the gap between the fragments and the explosions, but I think they would bring a greater need for skill to the table. I will probably hop on this toon occasionally, but I much prefer the other three builds that I’ve been working with.
On a side note, I’m gradually starting to lose my awe for the tesla build. After switching from this toon to my blade breaker, I realized that I could wipe out a much larger group much faster with the blade breaker because he can kill multiple mobs with the same attack instead of having a limit on the number of mobs than could be attacked at once, which is four for tesla widgets. I still think that this is the most powerful build for epic maps, but seeing as I don’t run these very often, this doesn’t do me much good.
~Kanthalos
WotLK Raiding Changes: What do they mean?
By now I’m sure that everyone has heard that raid instances in Wrath of the Lich King will be built for both 10-man groups as well as 25-man groups. This is causing quite the commotion, most of it is positive, and I have feel the same way. I think many more players are seeing this as a positive than players seeing this as a negative. In fact, I can really only think of one group who wouldn’t like this: the hardest of hard-core raiders. The guilds with players like this. They don’t feel that every player should have the right to see the content that they busted their humps trying to get through. Well, my friends, you are quite wrong. Last time I checked, everyone was paying the same monthly fee, and that same monthly fee bought the same content for everyone, not just the people who have more time to raid or are part of a bigger guild than the rest of us. Now let’s take a look at just what this means.
On the positive side, smaller guilds will have the same access that bigger guilds have simply due to numbers. This can’t be understated, due to the sheer number of players who will be able to participate in more than one raiding instance, which is currently available to them now. Obviously, there is a difficulty factor to be considered, any getting any 10 players together will not necessarily mean that they will be able to get through the content. They will still need to be skilled players who know what they are doing.
On the negative side… well, whiny elitists will only get whinier because they aren’t so elite anymore, and everyone will see what they get to see. The one thing that I did see that made me side with them A LITTLE BIT was that they would have to run through these instances with 10 man groups and then again with 25 man groups. That said, I still think they just need to suck it up and deal with it. Why? Because there have been far too many instances in the history of WoW (MC, BWL, AQ40, Naxxramas, SSC, TK, BT, SP) that have been restricted to an incredibly small portion of all WoW players, and the rest have never (or barely) set foot in these places. The number of players who have been to Karazhan are infinitely higher, and do you want to know why? It’s because they require 10 players, not 25 or 40. Why wouldn’t you want to allow all of your players to see this content? It means that a great deal more players will have a lot more content that they will have access to, which means they will be happy players for much longer, which in turn means more money for Blizzard. Smart, huh? They have realized that money isn’t being made by keeping the hard-core raiders happy. It’s being made from the other 9.5 million players who deserve to have access to all content, regardless of guild size. If they can keep the hardcore raiders happy in the process, that’s great, but they are after all a very, very small percentage of the player base.
The other thing to consider is that gear will be better from the 25-man raids. Don’t even try to tell me that this isn’t the ultimate reason you are raiding in the first place, either. I really don’t think most people raiding Black Temple right now are doing it because it’s fun. After the fifth time or so you’ve run an instance, you’re primarily doing it for loot. Don’t get me wrong, the first time you set foot in a new instance and every time you slay a new boss, you are completely stoked. This can fade rather quickly, though. Let me tell you from experience; When you get into high-end guilds that run Black Temple and Sunwell Plateau, they aren’t doing it to socialize and hang out with friends. They are there to conquer and get “phat lewtz.”
You might say that this would still be the case for 10-mans. Players will just get bored with those eventually, too. This isn’t quite the case with Karazhan however, because it’s not quite as intense as some of the higher end raids (once you get used to it.) Once you get a solid group of players, it can become a social event. That said, I don’t know how the difficulty of 10-mans will change (if at all) with the expansion, but even if they do get harder, smaller guilds will still have the option of attempting these instances, rather than simply wishing they could. Then, if they struggle and can’t complete the content that the hardcore raiders can, they can stick it in their face, but anyone should at least have the chance to have a go at it.
The other option that this leaves players is to leave their 25-man guilds to form smaller, more tight-knit guilds with their friends, and still be able to enjoy the same content as the guild they just left. Granted, they won’t get the same gear as before, but at least they can still experience the same things. Having smaller guilds oftentimes (not always) means less drama. For one thing, you don’t need to organize nearly as many players to get through a raid. The chance of players getting at each others throats for one reason or another is much smaller, as there are less players in general. Small guilds aren’t perfect, however, and there are still a lot of benefits to being part of a bigger guild.
I can see one problem forming already, and it affects the larger guilds. It’s the same problem that players faced with Burning Crusade. When everyone first starts getting to 70 and players are looking to raid, I can tell you who’s going to be filling those raid slots in the 10-mans… officers. It will be interesting to see how this gets dealt with.
Well, I could probably keep going for hours on this, but I have somewhere I need to be, and I really wanted to get this up before I left. Hopefully it’s coherent enough to follow in any case. Let me know what you think.
~Kanthalos
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