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	<title>Hydramist &#187; blizzard</title>
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	<link>http://hydramist.tv</link>
	<description>World of Warcraft PVP Streams and Guides</description>
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		<title>Borrowed Time in 5.3 and Blizzards Reasoning&#8230;</title>
		<link>http://hydramist.tv/arena/borrowed-time-in-5-3-and-blizzards-reasoning/</link>
		<comments>http://hydramist.tv/arena/borrowed-time-in-5-3-and-blizzards-reasoning/#comments</comments>
		<pubDate>Sat, 13 Apr 2013 12:17:34 +0000</pubDate>
		<dc:creator>Ceon</dc:creator>
				<category><![CDATA[Arena]]></category>
		<category><![CDATA[PvP]]></category>
		<category><![CDATA[blizzard]]></category>
		<category><![CDATA[borrowed time]]></category>
		<category><![CDATA[patch 5.3]]></category>
		<category><![CDATA[PTR]]></category>

		<guid isPermaLink="false">http://hydramist.tv/?p=6570</guid>
		<description><![CDATA[Blizzard is changing Borrowed Time in 5.3 to: Borrowed Time now reduces the cast time<a href="http://hydramist.tv/arena/borrowed-time-in-5-3-and-blizzards-reasoning/" class="read-more">&#160;[...]</a>]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" title="Borrowed Time" src="http://voomt.com/images/borrowed-time.jpg" alt="" width="498" height="146" /></p>
<p>Blizzard is changing <a href="http://www.mmo-champion.com/content/3210-Patch-5-3-PTR-Build-16837-Patch-5-3-PTR-Notes-April-11-Update">Borrowed Time in 5.3</a> to:</p>
<blockquote><p><span style="color: #0091ff;">Borrowed Time now reduces the cast time or channel time of your next Priest spell within 6 sec by 15%, rather than granting 15% haste for 6 sec.</span></p></blockquote>
<p>Which means Discipline Priests will no longer be able to gain Borrowed Time and have the effect remain while casting instants to provide a lower GCD. Additionally the ability to cast Penance followed by a casted spell and have both spells benefit from Borrowed Time will no longer be possible in 5.3. Instead Borrowed Time will be consumed by the first channelled or casted spell to be used after the buff is gained.</p>
<p>This isn’t a major change to Disc, but the benefits of this spell have been present since it was implemented at the start of Wrath of the Lich King and Blizzard has, quite questionably, waited until now to change it.</p>
<p>This reason I bring this change up is because the <a href="https://twitter.com/Ghostcrawler/status/322814632840552449">reasoning for the change</a> is particularly humours:</p>
<blockquote><p><span style="color: #0091ff;">Not really a nerf. It only affects cast time heals now. It affected instants before, but many players didn&#8217;t understand how.</span></p></blockquote>
<p>Many players didn’t understand how. Right… It’s been in the game since Patch 3.0.2. I guess they’ve been “<a href="http://blue.mmo-champion.com/topic/187253/explanation-to-zarhym-about-ferals">keeping a close eye</a>” on the matter since then.</p>
<p>In other news, we have this in regards to <a href="https://twitter.com/Ghostcrawler/status/322886377563901953">Atonement been reduced to heal for 80%</a> of the amount of damage:</p>
<blockquote><p><em><span style="color: #ffffff;">That guts disc&#8217;s offensive pressure in PvP, one of few things it&#8217;s actually good at.</span></em></p>
<p><span style="color: #0091ff;">Oh, my bad. We like Disc being able to hit decently hard. But you should still choose to heal sometimes.</span></p></blockquote>
<p>Do you think Ghostcrawler actually believes Discipline Priests make use of Atonement in PvP? Or that Disc hits “decently hard”?</p>
<p>Keep the jokes coming Blizzard.</p>
<p>On a positive note, 5.3 is shaping up to have some good overall changes. What are your thoughts so far?</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Blizzard&#8217;s Future</title>
		<link>http://hydramist.tv/arena/blizzards-future/</link>
		<comments>http://hydramist.tv/arena/blizzards-future/#comments</comments>
		<pubDate>Sat, 15 Sep 2012 16:27:59 +0000</pubDate>
		<dc:creator>Kerzen</dc:creator>
				<category><![CDATA[Arena]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[League of Legends]]></category>
		<category><![CDATA[Mists of Pandaria Beta]]></category>
		<category><![CDATA[blizzard]]></category>
		<category><![CDATA[blizzards future]]></category>
		<category><![CDATA[guild wars 2]]></category>
		<category><![CDATA[MoP]]></category>
		<category><![CDATA[riot]]></category>

		<guid isPermaLink="false">http://hydramist.tv/?p=6194</guid>
		<description><![CDATA[&#160; First of all, we all know what Blizzard has done in the past. They’ve<a href="http://hydramist.tv/arena/blizzards-future/" class="read-more">&#160;[...]</a>]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://kasperhannula.files.wordpress.com/2012/09/40cyt.jpg"><img src="http://kasperhannula.files.wordpress.com/2012/09/40cyt.jpg?w=300" alt="" width="313" height="174" /></a></p>
<p>&nbsp;</p>
<p>First of all, we all know what Blizzard has done in the past. They’ve built a huge emporium with three different game series, StarCraft, Warcraft and Diablo and most important of all, almost everyone has been satisfied with the games at the time of their launch. Here I will speak mostly about Blizzard’s most popular product, World of Warcraft and its future. For a long time there has been things which annoy all but the most casual players—patches and the length of the seasons been major examples. Prime examples of this are patches 3.3 and 4.3, seasons 8 and 11. The patches were so long for a PvPer, you could literally get your full gear at least four times over. More than several times players have complained about these problems, but Blizzard has hardly shown any signs of listening. But really, to whom wouldn&#8217;t shorter seasons and a more active ladder appeal to?</p>
<p>Shamefully, even if one could bear the length of theses seasons, there’s still a problem even more awful. The balance issues. Though it is very understandable that a game of this size and with so many different aspects cannot be perfectly balanced, probably ever, the same game changing issues usually last for the whole half-year patch. For instance season 6 Warriors and Protholy Paladins as well as season 11 Rogues, Shamans and Warlocks. This for one cannot be tolerated in MoP. Indeed, how can a company  believe they can keep their game so disgustingly broken for so long while meanwhile keeping the same player base? The company has so much potential, as we can see from their games. My own assumption is the lack of drive and motivation. World of Warcraft has been running steady for the past, almost 8 years, without much serious competition. All the so-called “WoW killers” have pretty much failed miserably and gone to free-to-play models. That means Blizzard wont, most likely, start doing things differently, until they have to.</p>
<p><span id="more-6194"></span></p>
<p>So, let’s compare Blizzard to a fairly new, fast growing game company, Riot. Riot has a few old developers of DOTA, so it  essentially didn’t start out of nowhere, but the company still had no public image or previous games. Now approximately  3.5 years after launch, the game (LoL) has more active players than WoW ever had even at its peak during Wrath of the Lich King. You have to also remember that WoW didn’t come out from nowhere, but already had a huge fan base, because of the previous games and the extensive lore behind the Warcraft series. LoL on the other hand is free, but it’s proven most of players do actually buy items and services for real money. Additionally, LoL has a huge competitive scene with record-breaking streamed tournaments.</p>
<p>One can always say they’re running a different kind of game, maybe even made for a different class of gamers, but the games do actually share a large player base. So, what does Riot do so differently in comparison to Blizzard? I think there’s a lot of things. Like I previously complained about, the long-lasting balance issues, Riot handles this trouble differently. They have a patch fixing balance issues every two weeks. The game might not be in perfect balance incessantly, but the same issues won’t be out there for long. Riot also makes the players feel like they’re part of the company, kind of like Blizzard did back in Vanilla and even somewhat in TBC. If servers are down, you get some compensation for it— in Riots case it’s the only thing you pay money for, Riot points.</p>
<p>There are some good signs out there from Blizzard’s side though. The focus of Mists of Pandaria is more on PvP than ever before, introducing one arena(which is basically a copy of Nagrand arena) and two more BG’s at launch. In fact, even the lore is mainly about the war between Horde and Alliance. Blizzard is also finally separating PvP and PvE gear with the amazing stat, PvP power. Even though  PvP power seems to be insanely strong right now on beta, I see it only as a good thing. It forces players to use PvP gear and no one gains unfair advantages via dragon slaying. This means a more balanced PvP environment. One thing I do have my hopes up for is an upgrade to the ladder system, which is almost the same as it was in TBC. The ladder system is like an ancient relic from the stone age. You get your rating up and it stays there for eternity. Rating decay is a must to keep the ladders active, especially if the season length stays the same. Also several different goals would be great, so one would have more things to aim for than just 2200 items and Gladiator. Also Blizzard did make a lot of boosters and wintraders panic at the end of the last season with scary letters about disqualifications. Even if most of the teams receiving the letter faced no serious consequences , it still showed that they do care about the fairness of arena. One can only hope they will keep doing the same in MoP, but rather at the start of the season, not in the last week of it.</p>
<p>I myself am going to play and try out MoP for sure, but especially in beta there’s still a few things to fix. Even though Mages have been hit with the nerfhammer more than a couple of times in beta, they’re still extremely broken in both damage and CC departments. Same thing goes for Warriors, BM Hunters and Spriests, but to a lesser extent. BM’s mainly do too much damage and Spriests are unkillable by casters. Warriors have so much utility and high damage, that they really outclass other melee. While Blizzard might be able to fix these problems before launch, I am more or less hoping for Guild Wars 2 to “kill” WoW or at least compete with it to keep the pressure up on Blizzard. Right now it looks promising for GW2. They’ve sold two million copies in a month and that amount keeps rising.  Maybe by losing some subscribers, Blizzard will start putting more effort into their own product.</p>
<p>Will Blizzard be able to cut it or will they just let WoW slowly turn into crap and fall into non-existence?</p>
<p>&nbsp;</p>
]]></content:encoded>
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		<slash:comments>20</slash:comments>
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		<item>
		<title>Fan Boys &#8211; Attack of the Clones</title>
		<link>http://hydramist.tv/blog/fan-boys-attack-of-the-clones/</link>
		<comments>http://hydramist.tv/blog/fan-boys-attack-of-the-clones/#comments</comments>
		<pubDate>Mon, 02 Jul 2012 16:39:05 +0000</pubDate>
		<dc:creator>anhellius</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Other]]></category>
		<category><![CDATA[blizzard]]></category>
		<category><![CDATA[Fan boy]]></category>
		<category><![CDATA[Fanboy]]></category>
		<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://hydramist.tv/?p=5946</guid>
		<description><![CDATA[It was a beautiful day in Irvine, sunny California. On my way to work I<a href="http://hydramist.tv/blog/fan-boys-attack-of-the-clones/" class="read-more">&#160;[...]</a>]]></description>
			<content:encoded><![CDATA[<p>It was a beautiful day in Irvine, sunny California. On my way to work I was thinking about a very important meeting in the R&amp;D department. I was generally a calm person, however a shadow of anxiety had crawled through my mind. &#8220;Oh, I have a bad feeling about this&#8221; I thought to myself while I was about to step through the gateway of hell&#8230; I mean, the glorious company that I had dreamed to work for since I was a teenager. As it turned out, my prediction was right.</p>
<p><a href="http://hydramist.tv/wp-content/uploads/2012/06/blizz.jpg"><img class="aligncenter size-full wp-image-5948" src="http://hydramist.tv/wp-content/uploads/2012/06/blizz.jpg" alt="" width="650" height="488" /></a></p>
<p>The receptionist threw me a fake smile as I was on my way to R&amp;D. I didn&#8217;t mind it much. Maybe because I wasn&#8217;t looking at her face, my eyes were glued to her huge breasts emerging from her unpinned shirt. &#8220;Oh the things I would&#8217;ve done with you&#8230;&#8221;. My erotic fantasies were violently interrupted by the sharp voice of Greg Street.</p>
<p><span id="more-5946"></span></p>
<p>&#8220;You&#8217;re finally here! I was expecting you a little bit earlier, after all you&#8217;re about to see what we&#8217;ve been working on for the past few years, and I assure you it&#8217;s huge&#8221;, he said.</p>
<p>&#8220;But, sir, I know R&amp;D are really slacky, which is not surprising, barely anyone works for this company anymore&#8221;, I replied.</p>
<p>&#8220;Oh, will you just shut it? Follow me, I have no time for explanations, but I can tell you one thing, the stuff you&#8217;ve seen up until now&#8230; well it was just a cover up&#8221;, he remarked.</p>
<p>I had to follow him. From that moment, we traveled together, East. Always&#8230; into the East.</p>
<p>On the east wall he placed his hand on the wall and I heard a sinister creak coming from the underground. &#8220;Stand back from this plate, would you?&#8221;, he said &#8230; I quickly jumped aside and observed how the floor shuffled itself and an elevator appeared.</p>
<p>&#8220;After you&#8221;, Greg said.</p>
<p>I had no choice, but to enter the lift. The inferior looked quite futuristic. Colored buttons covered one side of this circular place. I felt drops of sweat as we were descending. The elevator had stopped 12 levels underground. The aluminum doors finally opened. A sinister smile appeared on Greg’s face. We were walking through dark, rigid, cold corridors. Dim, teal light was stroking us. And then I&#8217;d seen what no one should&#8217;ve seen. Cylindrical cells filled with blue, glowing gel and some dark shadows. Human curiosity pushed me close to one of tanks, I wanted to examine the shadow inside of it. Suddenly a misshaped head hit the tank wall.</p>
<p><a href="http://hydramist.tv/wp-content/uploads/2012/06/cloning.jpg"><img class="aligncenter size-full wp-image-5947" src="http://hydramist.tv/wp-content/uploads/2012/06/cloning.jpg" alt="" width="650" height="276" /></a></p>
<p>&#8220;Oh, my fucking god&#8221; I screamed as I jumped back. My heart was rushing like a horse in a gallop. I literally felt the blood pumping in my veins, I felt dizzy and I was about to faint, unfortunately I didn&#8217;t. I wish I had though. I wish I had and never woken up again. However blissful ignorance was not my destiny.</p>
<p>&#8220;What the hell is this?!&#8221;, I yelled him.</p>
<p>&#8220;Pull yourself together! Stop acting like a child. This isn&#8217;t the mature form in here, we have more advanced forms just on the other side of this corridor.&#8221;, Greg stated.</p>
<p>&#8220;Are you cloning people here?!&#8221;, I stated still in disbelieve.</p>
<p>&#8220;Well, not really. We are creating them from scratch, but you can call them clones if that&#8217;s easier for you.&#8221;, he replied.</p>
<p>&#8220;That is insane!&#8221;, I wasn&#8217;t hiding my strong disapproval. &#8220;Not to mention, it&#8217;s highly unmoral.&#8221;</p>
<p>&#8220;Well that doesn&#8217;t matter, as long as we are making profit, don&#8217;t you know, that the single reason for a corporations existence is to make profit?&#8221;, he stated.</p>
<p>&#8220;But this? This?! We were creating games, for people to enjoy, not damn clones.&#8221;</p>
<p>&#8220;Ah, you are so short-sighted. We did not create them to sell them. We did make them to help sell our games though. You see it&#8217;s cheaper to actually make them, then to make a good games, at least at our current rate of wages. A Grim smiled glimpsed across his face.With their help we can sell anything, they will provide free advertising for us, so we can make even more profits in the long run. They will be fanatics for Blizzard, genetically engineered to fight our competition.&#8221;, he said.</p>
<p>&#8220;But sir? Sir! Would you do this for a video game, virtual reality, money? Sacrifice every bit of your human nature, sell your soul to the devil? This&#8230; this is madness, this is BLIZZARD!!&#8221;, I said.</p>
<p>&#8220;Silence, you maggot! I am the incarnation of Grom Hellscreem, proud warchief of the Horde. We shall crush other companies the same way we&#8217;ve crushed the Alliance scum, no matter what it takes and what sacrifices we will have to make. Our soldiers are faithful, obedient and countless. They shall swarm every forum and comment section, stomping our competition into the ground.</p>
<p>They are our ultimate weapon.</p>
<p>They are the clones.</p>
<p>They are the Fanboys.&#8221;</p>
<p style="text-align: center;">To be continued.</p>
]]></content:encoded>
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		<slash:comments>36</slash:comments>
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		<title>Discipline Priests in MoP: Why Blizzard Does Care</title>
		<link>http://hydramist.tv/pvp/discipline-priests-in-mop-why-blizzard-does-care/</link>
		<comments>http://hydramist.tv/pvp/discipline-priests-in-mop-why-blizzard-does-care/#comments</comments>
		<pubDate>Sun, 25 Mar 2012 01:38:16 +0000</pubDate>
		<dc:creator>Ceon</dc:creator>
				<category><![CDATA[PvP]]></category>
		<category><![CDATA[blizzard]]></category>
		<category><![CDATA[disc in mop]]></category>
		<category><![CDATA[disc priests]]></category>
		<category><![CDATA[mop beta]]></category>

		<guid isPermaLink="false">http://hydramist.tv/?p=4779</guid>
		<description><![CDATA[The title of this post might be assumed to be some poor attempt at sarcasm—with<a href="http://hydramist.tv/pvp/discipline-priests-in-mop-why-blizzard-does-care/" class="read-more">&#160;[...]</a>]]></description>
			<content:encoded><![CDATA[<div id="yass_top_edge_dummy" style="width: 1px; height: 1px; padding: 0px; margin: -11px 0px 0px; border-width: 0px; display: block;"></div>
<div id="yass_top_edge" style="background-image: url('chrome://yass/content/edgebgtop.png'); background-attachment: scroll; background-position: center bottom; padding: 0px; margin: 0px 0px 0px -10px; border-width: 0px; height: 0px; display: block; width: 1px;"></div>
<p style="margin-top: 10px; text-align: left;">The title of this post might be assumed to be some poor attempt at sarcasm—with an assumption another tirade of negativity is about to follow, highlighting why Blizzard don’t care contrary to the title above. Yet it isn’t.  Blizzard seem to have taken the phrase actions speak louder than words to heart, evidenced by a myriad of examples (in terms of Disc Priests at least). These actions highlighting that they do care and they are listening to and acting on the feedback of their player base in regards to MoP.<a href="http://hydramist.tv/pvp/discipline-priests-in-mop-why-blizzard-does-care/"><img class="aligncenter size-full wp-image-4784" title="discinmop2" src="http://hydramist.tv/wp-content/uploads/2012/03/discinmop2.png" alt="" width="490" height="196" /></a></p>
<p>The latest incarnation of the <a href="http://us.battle.net/wow/en/game/mists-of-pandaria/feature/talent-calculator#X!">Mists of Pandaria talent calculator</a> proved extremely worrying for Discipline Priests.  A number of key abilities, including Binding Heal and Renew, were given exclusively to Holy and other abilities, such as Mana Burn and Shackle Undead, were scrapped entirely. It seemed Blizzard, when implemented the eight second cooldown on defensive dispels, had failed to take into consideration the fact Dispel Magic comprised both our defensive and offensive dispel. However, this all paled in comparison to the removal of Mind Spike for Disc and the cast time of Smite been nerfed from 1.5s to 2.5s since the previous version of the MoP talent calculator. In fact, it looked as if Disc would be at a net loss in the ability department come MoP and “good, if not great” was destined to reoccur.</p>
<p>Issues were made more worrying when it came to our attention that the designer working on Monks is also in charge of Priests—a potential recipe for disaster. Yet, thus far Blizzard is doing an amazing job in terms of Disc and gone has the mentality of focusing on abilities from a purely PvE perspective. Blizzard is listening. In fact, they’ve so far fixed all of the issues mentioned above or at least plans to in the near future.</p>
<p>Blizzard is eager for feedback and the door to change is not yet closed and locked. This post is therefore an attempt to raise some other, unresolved, issues with Disc and also highlight how Blizzard have acted and corrected a large number of problems with Discipline, to give credit where credits due and hopefully give the PvP community some much needed hope. Before we jump into this though, Hydra has released his second Mists of Pandaria video. This time he shares his thoughts on the tier one talents.</p>
<p><span id="more-4779"></span></p>
<h2>Hydra: Tier 1 Priest Talents</h2>
<p><iframe src="http://www.youtube.com/embed/KwdkfKHoYaw" frameborder="0" width="640" height="360"></iframe></p>
<h2>The Toolkit Restored and the Causalities Reborn</h2>
<p><a href="http://hydramist.tv/wp-content/uploads/2012/03/holyonly.png"><img class="aligncenter size-full wp-image-4790" title="holyonly" src="http://hydramist.tv/wp-content/uploads/2012/03/holyonly.png" alt="" width="630" height="150" /></a></p>
<p>At BlizzCon one of the aims of MoP was to clean up our spell books and remove unnecessary clutter to free up much needed keyboard real estate.  They aimed to do this in two ways. Firstly, Blizzard stated their intention to limit certain baseline abilities to specific specs. For example, Combat Rogues don’t utilise Backstab while both Assassination and Subtlety do. If Backstab is never necessary for Combat, it’s pointless giving the spec access to it. This design makes sense in that context. The second way they intended to fulfil this aim was by removing certain abilities all together:</p>
<blockquote><p><span style="color: #0091ff;">Spell books cleaned up, got rid of more junk, the goal is to clean up action bars a little more without removing the fun things [Source: BlizzCon Slides].</span></p></blockquote>
<p>This essentially meaning they&#8217;d carried out or intended to carry out another clean up akin to the removal of Sentry Totem like abilities at the start of Cataclysm. We’ll miss you Mind Soothe.</p>
<p>In the latest incarnation of the talent calculator they’d gone overboard with this strategy in terms of Priests. Binding Heal, Renew and Divine Hymn were made Holy only and Shadow lost out even furthermore with the loss of Prayer of Mending, Greater Heal, Holy Nova and Hymn of Hope. They’d also outright removed Shackle Undead, Mana Burn, Cure Disease and Devouring Plague. A large number of passive effects were also absent such as Borrowed Time, Renewed Hope, Focused Will and Strength of Soul.</p>
<p><a href="http://blue.mmo-champion.com/topic/208607-talent-update-priests/">Blizzards reasoning</a> for this change was:</p>
<blockquote><p><span style="color: #0091ff;">Our intent is to make the healing styles between the two as different as possible, while cutting down on the number of rarely-used-yet-core spells that each spec has.</span></p></blockquote>
<p>This would have seen Disc at a net loss in the abilities department come MoP. It would have done nothing to strengthen Disc and make it unique in comparison to Holy. It’d have also seen Shadow Priests with only Power Word: Shield and Flash Heal—pushing Shadow further towards the one dimensional do nothing but damage mentality.</p>
<p>Fortunately, Blizzard has listened to feedback and once again made Prayer of Mending, Renew and Binding Heal baseline for all three specs. They’ve also reinstated Shackle Undead and, as far as I can tell, Mana Burn. This is certainly great news and it’s extremely satisfying to see Blizzard listen to feedback rather than stubbornly going forward with questionable changes.</p>
<p>As to the Passive Effects, a number of them have become glyphs:</p>
<div style="float: left; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/spell_holy_innerfire.jpg" alt="sos" /></div>
<div style="float: left;">
<div style="margin-right: 5px; margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 230px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Glyph of Inner Sanctum</span></div>
<div style="color: #71d5ff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Major Glyph</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Classes: Priest</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Requires Level 25</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Item Level 25</span></div>
<div style="color: #1eff00; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">
<p>Use: Permanently teaches you this glyph.</p>
<p>Spell damage taken is reduced by 6% while within Inner Fire, and the movement speed bonus of your Inner Will is increased by 6%.</p>
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<div style="float: left; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/spell_holy_ashestoashes.jpg" alt="sos" /></div>
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<div style="margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 230px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Glyph of Strength of Soul</span></div>
<div style="color: #71d5ff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Major Glyph</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Classes: Priest</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Requires Level 69</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Item Level 69</span></div>
<div style="color: #1eff00; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">
<p>Use: Permanently teaches you this glyph.</p>
<p>When you cast Inner Focus you become immune to Silence, Interrupt and Dispel effects for 5 sec.</p>
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<div style="clear: both; display: block; margin: 0; padding: 0;"></div>
<div style="float: left; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/ability_priest_reflectiveshield.jpg" alt="sos" /></div>
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<div style="margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 230px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Glyph of Reflective Shield</span></div>
<div style="color: #71d5ff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Major Glyph</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Classes: Priest</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Requires Level 52</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Item Level 52</span></div>
<div style="color: #1eff00; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">
<p>Use: Permanently teaches you this glyph.</p>
<p>Causes 45% of the damage absorbed by your Power Word: Shield to reflect back at the attacker. This damage causes no threat.</p>
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<p>This still leaves a number of passive effects missing, but with Blizzard claiming Priests are still very much work in progress, we can only assume the inclusion of passive effects such as Borrowed Time, Renewed Hope, Inspiration, Divine Fury, Strength of Soul (the weakened soul reduction portion) and Focused Will are to follow. This certainly may not be a complete list so please do add to it in the comments below. The fact is, while Blizzard might fully intend to add these effects, they may have simply forgotten about them. Also, while certainly describing them as passive, they aren’t boringly passive in the same way Twin Disciplines (6% more damage and healing) is, they’re fun mechanics and, presumably, the type of passive mechanics Blizzard intends to keep.</p>
<h2>Dispel Magic Split in Two</h2>
<p><a href="http://hydramist.tv/wp-content/uploads/2011/10/dispelmagic.jpg"><img class="aligncenter size-full wp-image-1413" title="dispelmagic" src="http://hydramist.tv/wp-content/uploads/2011/10/dispelmagic.jpg" alt="" width="614" height="179" /></a></p>
<p>Disc has traditionally possessed both the best defensive and offensive dispel capabilities in the game. Indeed, Dispel Magic removed two harmful effects from an ally (and still does) or two beneficial effects from an enemy. The offensive portion of Dispel Magic was particularly strong and received a nerf in Cataclysm. While this nerf certainly made Dispel Magic’s offensive capabilities equal rather than better than purge, Mass Dispel and the abundance of magic debuffs still sees Disc reign supreme as the de facto Dispel master in Cataclysm.</p>
<p>However, Blizzards intended <a href="http://blue.mmo-champion.com/topic/205765/apparently-spellsteal-has-a-cooldown">design for Dispels in MoP</a> raised a few potentially devastating issues for Disc:</p>
<blockquote><p><span style="color: #0091ff;">Dispels:</span></p>
<p><span style="color: #0091ff;">Similar to with interrupts, we also want Dispels to be more meaningful, also for both the dispeller and the target, and to be rarer, but stronger, so that when you do get dispelled, you know that you have a period of time where you know your spells won’t be dispelled again. Dispels, both offensive and defensive, will have a short cooldown, and will dispel all dispellable effects. We’re still evaluating what cooldown feels right for these, and they may vary a bit, but we’re currently thinking of possibly up to a 10-sec cooldown.</span></p></blockquote>
<p>On the current incarnation of the MoP talent calculator and within the latest beta build, this has come to fruition in terms of defensive dispels. Indeed, Dispel Magic (Priest), Cleanse (Paladin), Nature’s Cure (Druid), Detox (Monk) and Purify Sprit (Shaman) all have an eight second cooldown suggesting the initial idea of a ten second cooldown was deemed too severe. Secondly, all these dispels remove all harmful debuffs that correspond to their Dispel type. The requisite Druid, Paladin and Shaman dispels possess the capability to remove all magic effects as well as all curses (Druid and Shaman), diseases (Paladin), bleeds (Monks) and poisons (Druid and Paladin) from their target. In terms of offensive dispel, Purge has no cooldown and still only removes one beneficial effect from an opponent. It is, in fact, likely Blizzard have changed their mind on changing the offensive dispel mechanic, but we’ll come on to reasons why this may be so shortly.</p>
<p>Dispel Magic is composed of both our defensive and offensive dispel. Unlike Shaman who can Purge and then immediately Purify Spirit, Disc Priests would have to chose between using their dispel cooldown offensively or defensively. They’d effectively go from the strongest dispeller to the weakest.</p>
<p>Fortunately the beta has brought with it the separation of Dispel Magic:</p>
<div style="float: left; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/spell_holy_dispelmagic.jpg" alt="sos" /></div>
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<div style="margin-right: 5px; margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 230px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Purify</span></div>
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="float: right; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">40 yd Range</span>16% of base mana</div>
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="float: right; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">8 sec cooldown</span>Instant</div>
<div style="color: #ffd100; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">Dispels harmful effects on the target, removing all Magic and Disease effects.</div>
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<div style="float: left; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/spell_nature_nullifydisease.jpg" alt="sos" /></div>
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<div style="margin-right: 5px; margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 230px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Dispel Magic</span></div>
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="float: right; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">30 yd Range</span>16% of base mana</div>
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">Instant</div>
<div style="color: #ffd100; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">Dispels Magic on the enemy target, removing 1 beneficial Magic effect.</div>
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<p>The offensive and defensive mechanics of Dispel Magic have been separated into two abilities. This is something a certain Lord Hydra has been demanding for years. This is also the perfect solution to the Dispel Magic problem in this new cooldown era. It also highlights Blizzard does have the forethought to think ahead and make decisions based on PvP reasons as well as PvE ones.</p>
<p>The decision to remove Cure Disease and bake it into Purify is actually a disadvantage since disease removal now effectively shares a cooldown. However, disease removal is easily the weakest dispel type in the game especially with the removal of Devouring Plague and Death Knight Diseases having immunity via Unholy Blight in Cataclysm and this glyph in MoP:</p>
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<div style="float: left; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/spell_shadow_contagion.jpg" alt="sos" /></div>
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<div style="margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 290px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Glyph of Enduring Infection</span></div>
<div style="color: #71d5ff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Major Glyph</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Classes: <span style="color: #c41f3b;">Death Knight</span></span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Requires Level 61</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Item Level 61</span></div>
<div style="color: #1eff00; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">
<p>Use: Permanently teaches you this glyph.</p>
<p>Your diseases are undispellable, but their damage dealt is reduced by 30%.</p>
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<p>It’s a decent idea attaching a negative effect to the immunity, but, with the cooldown on dispel, this is a better time than ever to remove this immunity effect and raise the value of the disease dispel type. It’ll also provide Discipline Priests with a minor, but much needed counter to Death Knights.</p>
<p>Speaking of Glyphs, the following new Glyphs suggest Blizzard no longer intends to give offensive Dispels this cooldown treatment:</p>
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<div style="float: left; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/spell_deathknight_icetouch.jpg" alt="sos" /></div>
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<div style="margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 230px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Glyph of Icy Touch</span></div>
<div style="color: #71d5ff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Major Glyph</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Classes: <span style="color: #c41f3b;">Death Knight</span></span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Requires Level 55</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Item Level 55</span></div>
<div style="color: #1eff00; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">
<p>Use: Permanently teaches you this glyph.</p>
<p>Your Icy Touch also dispels one helpful Magic effect from the target.</p>
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<div style="float: left; margin-left: 5px; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/spell_nature_purge.jpg" alt="sos" /></div>
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<div style="margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 230px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Glyph of Purge</span></div>
<div style="color: #71d5ff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Major Glyph</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Classes: <span style="color: #0070de;">Shaman</span></span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Requires Level 54</span></div>
<div style="color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span>Item Level 54</span></div>
<div style="color: #1eff00; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">
<p>Use: Permanently teaches you this glyph.</p>
<p>Your Purge dispels 1 additional Magic effect.</p>
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<p>It seems counter intuitive to put the effort into creating these new glyphs if the offensive dispel mechanic is going to be changed. Indeed, if the offensive dispel mechanic was going to receive the originally intended cooldown treatment, they’d also have changed the mechanic so that it removed all beneficial magic effects. These two new glyphs suggest Blizzard no longer intends to add a cooldown to offensive dispel. The glyphs certainly don’t state this point for definite, but they’re certainly evidence for a change of heart on Blizzards original aims for offensive dispel in MoP.</p>
<h2>The Value of Freedom</h2>
<p><a href="http://hydramist.tv/wp-content/uploads/2012/03/handoffreedom.jpg"><img class="aligncenter size-full wp-image-4803" title="handoffreedom" src="http://hydramist.tv/wp-content/uploads/2012/03/handoffreedom.jpg" alt="" width="629" height="452" /></a></p>
<p>Freedom effects are all effects that remove or provided immunity to harmful magic effects that would normally require dispels. For example, Hand of Freedom makes the possessor immune to snares and roots therefore removing the necessity to dispel such debuffs while Hand of Freedom is active. In an environment where defensive dispels are no longer readily available due to the 8 second cooldown, the value of these effects increases. Indeed, healers who possess such utility are much more desirable in this new environment.</p>
<p>Imagine one of your team mates is feared and one of them has been caught in a Frost Nova. At the moment you could simply dispel both parties. However, in MoP this will no longer be possible and you’ll be limited to dispelling just one of your team mates in an eight second period. As a Shaman you can drop Tremor Totem to break the Fear and Dispel your other team mate. As a Paladin you can pop Freedom on the team mate caught in Frost Nova and dispel the fear off your remaining team mate. The ability to provide other outs will be more advantageous in this new dispel cooldown era. A Druid can shape shift a root or snare rather than waste dispel. A Priest can pop Phantasm on such effects every 30 seconds.</p>
<p>Now in terms of group utility, Priests seem to be lacking in this department. This could potentially be a problem. The other healers may be more desirable because of their ability to keep their team mates active and mobile in spite of whether dispel is on cooldown—at least while they have the cooldowns to do so. This isn’t to say Priests are absolutely lacking. They do have Fear Ward and Glyph of Life Grip (removes roots and snares), but Fear Ward has somewhat of a lengthy cooldown and, while you might want to use Life Grip to break movement impairing effects, the associated grip to your position may not always be desirable. Druids aren&#8217;t as strong as Paladins and Shaman in the group freedom department, although they do have Stampeding Roar. However, Druids will never have to dispel themselves out of a snare or, with the talent, roots—meaning the Druids dispel is free that much more.</p>
<p>Shamans seem the strongest in this department with Grounding Totem and Wind Shear as preventative measures as well as Tremor Totem and Freedom Totem (a talent called Wind Walk Totem).  Hand of Freedom certainly can’t be underestimated though with the shortest cooldown of any group utility freedom effect. Priests on the other hand seem somewhat weaker.</p>
<p><a href="http://hydramist.tv/wp-content/uploads/2012/03/massdispel.jpg"><img class="aligncenter size-full wp-image-4800" title="massdispel" src="http://hydramist.tv/wp-content/uploads/2012/03/massdispel.jpg" alt="" width="630" height="195" /></a></p>
<p>Mass Dispel is the likely candidate here, should a solution be necessary of course. At the moment it currently has no cooldown and remains the same. If it’s left like this, Discipline Priests wouldn’t have a problem keeping their team mates active and mobile. In fact, discipline Priests would be able to dispel on demand rather than every 8 seconds. This, with the limitation of the other healers, will probably be overpowered if left.</p>
<p>In my opinion, Blizzard should instead give Mass Dispel a short cooldown, but allow it to remove all harmful magic effects from allies hit and all beneficial magic effects from enemies hit. This would give Discipline two defensive dispels and the most powerful offensive dispel—cementing Discs place as the de facto dispel master in MoP. It’d also give Disc the ability to keep team mates mobile and active. The cooldown needed for this is hard to say, but around 30 seconds would be ideal. It&#8217;s also a fun mechanic in terms of skilful decisions—do I let my rogue sit in this nova so I can Mass Dispel this Druid shortly or use Mass Dispel to get him out? These types of choices really add to the game in my view and, any change which makes decisions actually matter and count towards the end result of a matchup, would be welcomed.</p>
<h2>The Return of Smite</h2>
<p style="text-align: center;"><a href="http://hydramist.tv/wp-content/uploads/2011/09/smite1.png"><img class="aligncenter  wp-image-1204" title="smite" src="http://hydramist.tv/wp-content/uploads/2011/09/smite1.png" alt="" width="614" height="179" /></a></p>
<p>Discipline Priests are offensive healers. It was once the case that, when left to their own devices, Disc Priests could kill any damage dealer—even Death Knights if they could be kited for five hours. In fact, Priests could even win when the odds were against them as Hydra proved time and time again in his 1v2 skirmish endeavours. Indeed, the reason Discipline was so fun in the glory days of Wrath was because it played like a hybrid between a damage dealer and a healer. However, while Disc damage used to be a game changer, in Cataclysm it became barely anything. Disc Priests can still certainly hit harder than the other healers, but nowhere near as hard as they once did.</p>
<p>This problem seemed like it was going to get worse in MoP because, while Disc had Mind Spike and Mind Blast to replace the over nerfed Smite in Cataclysm, those two abilities will be Shadow only. This makes Smite Disciplines only (no cooldown) nuke in MoP and, in fact, this looked promising on the two previous incarnations of the MoP talent calculator because Smite had a base casting time of 1.5s. It was as if Blizzard had actually considered how iconic damage and Smite in particular was to Discipline Priests. However, on the latest version of the talent calculator and on the beta, Smite has been nerfed to a cast time of 2.5s making it completely useless.</p>
<p>This is essentially a deal breaker for me. If Disc lacks its iconic damage, MoP can be as brilliant as you can possibly imagine and I still wouldn’t play it.</p>
<p>Yet, quite fortunately, Blizzard has once again pleasantly surprised me:</p>
<p style="text-align: center;"><span style="color: #ffffff; font-size: 14px;"><em><strong>One of our sources has revealed Smite will have a base cast time of 1.5s in the next beta build.</strong></em></span></p>
<p>Awesome. Best change in MoP!</p>
<p>On another point, Blizzard should possibly consider having the Glyph of Atonement increase the cast time of Smite or have the Glyph heal for a smaller percentage of the damage dealt. This isn’t an attempt to get Priests nerfed, just an attempt to future proof this base cast time of Smite and ensure, even if Atonement is particularly powerful in PvE, the cast time of Smite is not up for consideration to tone the mechanic down in PvE.</p>
<p>Also, based off the suggestion of Hydra, Blizzard should possibly alter Holy Fire by making it belong to the Fire school rather than Holy. With the removal of Mind Spike and Mind Blast, Disc can no longer protect its self from a holy lockout while nuking. This was the case in Wrath somewhat, but Priests could switch to Mind Blast when an interrupt or silence was about to be used. This allowed Priests to continue nuking with Smite or switch to healing if need be. The same mechanic could be achieved by making Holy Fire belong to the Fire School either as a baseline effect or by adding the effect to the Glyph of Smite. They could also make Smite fire school, but frankly there’s something about the risk of nuking that’s somewhat appealing to me.</p>
<p>There’s a new Glyph of Holy Fire which makes Holy Fire instant. This could be quite fun, but with only three glyph slots available (or so it seems), Disc could be a bit limited with using this. It might work best overall to change Smite and Holy Fire from holy school to fire and just have Glyph of Smite also make Holy Fire instant. We’ll really need to see how Disc damage plays out first though and see the final selection of Glyphs available to get a real feeling for our options.</p>
<h2>One or Two Suggestions</h2>
<p>A few quick suggestions:</p>
<ul>
<li><strong>Divine Hymn:</strong> Make Divine Hymn baseline again. Making it Holy only is quite understandable in PvE, due to Disc possessing Power Word: Barrier. However as Hydra said:<iframe src="http://www.youtube.com/embed/YKlfLxlFKUU" frameborder="0" width="640" height="360"></iframe>In terms of PvP, Divine Hymn is better for Disc then Barrier. Divine Hymn isn’t quite as effective as it once was in Wrath, but it’s certainly a fantastic ability with its capacity to work through LoS—it’s a brilliant ability and is tremendously useful for Disc in PvP. Of course, keep the longer cooldown for Disc or, hell, even make it share a cooldown with Barrier. Shadow PvP would also benefit from this as well.</li>
<li><strong>Mind Control:</strong> It’s great to see Psychic Scream baseline again instead of a talent. However, replacing it with Mind Control wasn’t the right move. This new system shouldn’t take away baseline utility. Come up with a new talent instead; perhaps even consider making Chastise a talent and giving Holy a new ability in its place. As to Mind Control or Dominate Mind as it’s now known, the 1.5s cast time and usability on demons, undead and beasts is a welcome change. It gives Disc a way to deal with pets and makes Mind Control more useable as a CC. The 30 second cooldown seems a bit harsh though, especially for ability that effectively crowd controls the caster. Lower the cooldown a bit.</li>
<li><strong>Devouring Plague:</strong> This isn&#8217;t a major issue, but Devouring Plague gave Disc some extra damage and also, as a disease, it was possible to DoT Rogues and have certain enemy teams be unable to dispel the debuff. Bring it back.</li>
</ul>
<h2>Priests Tricks of the Future</h2>
<p>One of the appeals of playing a Priest is the amazing feats possible with their utility. From Warding Fears, gripping Bombs, pre-emptively dispelling Ice Blocks, hitting a silence immune and, of course, Shadow Word Deathing, Priests are capable of some amazing tricks. This makes the class awesomely fun to play. MoP looks set to continue this trend with, at least, the following:</p>
<div style="float: left; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/spell_priest_voidshift.jpg" alt="sos" /></div>
<div style="float: left;">
<div style="margin-right: 5px; margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 230px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Void Shift</span></div>
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="float: right; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">40 yd Range</span>X% of base mana</div>
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="float: right; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">3 min cooldown</span>Instant</div>
<div style="color: #ffd100; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">You swap health percentage with the current friendly target, and then heal the lower health target by 25%.</div>
</div>
</div>
<div style="float: left; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/spell_shadow_twistedfaith.jpg" alt="sos" /></div>
<div style="float: left;">
<div style="margin-right: 5px; margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 230px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Phantasm</span></div>
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"></div>
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"></div>
<div style="color: #ffd100; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">When you Fade, you remove all movement impairing effects from yourself, you become untargetable by ranged attacks, and your movement speed is unhindered for 3 sec.</div>
</div>
</div>
<div style="clear: both; display: block; margin: 0; padding: 0;"></div>
<div style="float: left; margin-right: 3px; border: 1px solid #353837; outline: 0; width: 56px; height: 56px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;"><img src="http://hydramist.tv/wp-content/uploads/2012/03/ability_rogue_shadowdance.jpg" alt="sos" /></div>
<div style="float: left;">
<div style="margin-right: 5px; margin-bottom: 10px; padding: 10px; border: 1px solid #353837; outline: 0; font-size: 12px; width: auto; height: auto; max-width: 230px; font: normal 12px/1.5 Arial, Verdana, sans-serif; color: #fff; background-color: rgba(15, 15, 15, 0.9); -moz-border-radius: 5px; -webkit-border-radius: 5px; border-radius: 5px; -moz-box-shadow: #000 0 0 15px; -webkit-box-shadow: #000 0 0 15px; box-shadow: #000 0 0 15px;">
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="font-size: 16px; font-weight: normal; color: #ffffff; margin: 0; padding: 0; border: 0; outline: 0;">Spectral Guise</span></div>
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">X% of base mana</div>
<div style="color: #9d9d9d; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;"><span style="float: right; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">30 sec cooldown</span>Instant</div>
<div style="color: #ffd100; margin: 0; padding: 0; border: 0; outline: 0; font-size: 100%;">Your shadow blurs into the darkness, leaving your true form behind. As a shadow you are invisible, but remain in combat. Lasts 6 sec or until your true form is hit by 3 direct attacks..</div>
</div>
</div>
<div style="clear: both; display: block; margin: 0; padding: 0;"></div>
<p>This is only three abilities. There are a number of talents marked “Coming soon”. The level 90 talents are also off limits at the moment and the new baseline ability for the level cap is currently unknown. There’s a ton of possibilities and, based on their current work, Blizzard doesn’t look likely to disappoint.</p>
<h2>Conclusion</h2>
<p>Blizzard has done an extremely good job at resolving a large number of issues with Discipline Priests in MoP. While there’s still some issues to be resolved, the work thus far has proven Blizzard are looking at and tackling issues from both a PvE and PvP perspective in terms of Priests at least. This new attitude is fantastic to see. Blizzard has a long way to go to make up for their treatment of the PvP community throughout Cataclysm, but they’ve certainly started to make up for it. Indeed, they’ve managed to wash away a number of doubts and worries from my mind with their actions of late. They need to keep this up though, especially with all the balance issues MoP will pose in terms of new mechanics and, especially, the new class. It’s imperative they give PvP the focus it deserves so MoP launches on a high note rather than the run of the mill chaos we see often see in rated PvP at the start of new expansions.</p>
<div id="yass_bottom_edge" style="background-image: url('chrome://yass/content/edgebgbot.png'); background-position: 0px 0px; position: absolute; margin: 0px; padding: 0px; border-width: 0px; height: 0px; left: 0px; top: 0px; width: 100%; display: block;"></div>
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		<title>Will Diablo 3 Make More Money Than WoW?</title>
		<link>http://hydramist.tv/diablo-3/will-diablo-3-make-more-money-than-wow/</link>
		<comments>http://hydramist.tv/diablo-3/will-diablo-3-make-more-money-than-wow/#comments</comments>
		<pubDate>Sun, 08 Jan 2012 16:18:56 +0000</pubDate>
		<dc:creator>markco</dc:creator>
				<category><![CDATA[Diablo 3]]></category>
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		<category><![CDATA[diablo 3]]></category>
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		<description><![CDATA[Blizzard is going with a pay once and then &#8220;survive off in game purchases&#8221; system<a href="http://hydramist.tv/diablo-3/will-diablo-3-make-more-money-than-wow/" class="read-more">&#160;[...]</a>]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter" 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<p>Blizzard is going with a pay once and then &#8220;survive off in game purchases&#8221; system for Diablo 3. As you already know, World of Warcraft relies on box sales, in game purchases, and a monthly subscription to earn insane amounts of money. Looking at the two business models, there doesn&#8217;t seem to be a shot in Hell for Diablo 3 to beat out World of Warcraft (sorry for the terrible pun). However, I&#8217;d like to argue that Diablo 3 is going to blow WoW out of the water in terms of revenue, given enough time and the continuing of current trends.</p>
<p>Estimates are out in terms of how many players will try Diablo 3, and I&#8217;m guessing that in the first year it will sell just over 3 million copies. With 3 million players on the auction house at least once a week, spending let&#8217;s say $5 per week in fees on the auction house either selling or buying items. Remember, it&#8217;s 15 cents to post an auction (minus several post free weekly options) and 65 cents per successful auction. You get the 15 cents back if your item sells, but you lose that deposit if the item fails to sell. With around $5 in transaction fees per person equals $15,000,000 per week. In comparison, WoW makes around $150,000,000 per MONTH. With Diablo making $15 million per week, that means that it will really be making $60 million per month. It appears that WoW will win in this example, except for the fact that is losing hundreds of thousands of subscribers every few months, and the latest panda expansion appears to be more of the same failed formula that Cataclysm followed.</p>
<p>Could Diablo 3 really make more money than WoW? Yes, but definitely not until 2-3 years after its initial release. The previous Diablo 2 still sells, a decade later, and there&#8217;s potential for this game to have more longevity due to fixes in the economy (no more duping of items hopefully!). With WoW on the decline and other MMO&#8217;s starting to build momentum (like SWTOR), it is entirely possible for Diablo 3 to rise up and pass WoW&#8217;s earnings. Only time will tell, but I can guarantee that Blizzard truly wants to build a monetary behemoth with Diablo 3&#8242;s Real Money Auction House.</p>
<p>Perhaps these are ideal numbers for the system Blizzard envisions, but this example definitely shows the potential Diablo 3 has to overwhelm the coffers at Blizzard. It&#8217;s a bold, powerful move for gaming in general, let alone MMO&#8217;s where the subscription model seems to be fading. Companies just aren&#8217;t creating enough games WORTH paying a monthly subscription for. Just look at Rift and the slew of MMO&#8217;s that have been forced to go Free to Play in order to survive. These Free to Play games are making money from in game transactions, just as Blizzard plans to do with Diablo 3.</p>
<p>As of right now, there is speculation that Blizzard&#8217;s real money auction house and its in game purchases are slowing down the South Korean game board&#8217;s decision on whether to allow the game in their country. If South Korea says no, then Blizzard is going to take a huge pay cut out of their game&#8217;s sales.</p>
<p>If you want, you can view what various bloggers said on this same subject at the <a title="Diablo 3 Blogging Carnival" href="http://www.diablo3goldguide.net/2012/01/will-diablo-3-make-more-money-than-wow.html">Diablo 3 Blogging Carnival</a>.</p>
<p>Thanks for reading, and be sure to share your thoughts on Blizzard&#8217;s Real Money Auction House and micro transactions!<br />
Markco of <a title="Diablo 3 Gold Secrets" href="http://www.diablo3goldsecrets.com">Diablo 3 Gold Secrets</a></p>
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