22/11/2011

Battleground tidbits

I still have a couple of different post ideas floating around, but right now it would feel weird to work on any of them because none of it actually relates to what I've been doing in the game this past week... which is pretty much nothing but running battlegrounds, both rateds and randoms.

Just for laughs I decided to pick up my paladin whom I've neglected in the past couple of months, reactivate her holy spec and throw myself into random battlegrounds with zero resilience. I think it says a lot about just how powerful holy pallies are right now that I still had a pretty good success rate. Of course, if someone really zeroed in on me I died quite quickly, but most of the time just being a paladin seemed to be enough of a deterrent that people didn't even bother attacking me, which I found quite amusing. Compare that to my druid who gets harassed by the enemy non-stop even though she's in full PvP gear.

I'm now maxing out both honour and justice points on several characters in order to be able to buy them as much of the new gear as possible once the new season starts. Saving up justice points to convert into honour later feels quite bizarre to me, considering that PvE always used to be my top priority. But the thought of running random dungeons doesn't excite me at all anymore, while the idea of gathering PvP gear now does.

The other night four of my team mates and I ran a couple of randoms after our rated matches, or rather we did Battle of Gilneas over and over again since it was Gilneas bonus weekend. At one point we got matched up against a nine-man Alliance premade, to much groaning, but at least we didn't go down easily. While they had an elemental shaman with the Arena Master title in their group, they weren't actually very good at battleground strategy and spent a lot of time simply zerging in circles. We fought them as well as we could and even managed to score a few points by continually assaulting whichever base their zerg had just left. In the end they overwhelmed us however and we got three-based. We shrugged it off and queued again.

Next match, the same premade again. Okay, this time we did groan. My damage dealing friends decided that if we were going to lose again, at the very least they were going to get some revenge on that Arena Master and annoy him with some focus fire and crowd control spam. Again we were getting dominated quite hard, but at least people seemed to be having fun annoying that shaman. But then, I don't know how it happened... suddenly we had two bases and they had only one. Everyone banded together and to everyone's surprise we actually managed to squeeze out a win! That was a true fist-pumping moment for everyone in the group, friends and puggers alike.

Next match, we met the Arena Master again, this time on his own. I guess he decided that premades that couldn't actually win weren't really worth the effort.

16/11/2011

In which I come to a nice but surprising realisation

I frequently waffle on and on about how all the best times I've had in WoW happened during the Burning Crusade. If I had to pick one specific event or achievement during that time that had a bigger impact on me than anything else, it would without a doubt be the original Zul'Aman bear run. Mind you, I have a lot of happy memories from the BC days, but working on beating that timer week in, week out, failing over and over again until we finally had those ten Amani War Bears for everyone in the team definitely stood out.

(Incidentally, looking back at that picture of our "Team Bear" makes me kind of sad, as not one of the other nine people still plays with me anymore. They all either left the guild for one reason or another or simply quit the game entirely. I'm still in loose contact with most of them, but at least one guy has pretty much vanished off the face of the earth as far as I know. If you read this, Kordac, I still miss hearing your Irish accent on Teamspeak!)

Obviously I've had other good times in the game since then, but nothing that really lived up to those bear runs... until...

The other night I was thinking about how PvP season ten is ending soon and pondering our rated battleground team's performance over the last couple of months. And it suddenly hit me just how much of a good time I've been having and that I really, really care, in a way that I haven't cared about anything in the game in three and a half years. We've had our problems, sure, and for a while we had a couple of players that didn't really mesh with the rest of the team and who made things awkward sometimes, but looking at our regulars right now, there isn't a single person there that I don't like.

I don't exactly await every rated battleground evening with baited breath, but once we get started I tend to completely forget about the time (which is quite a feat, considering that I'm usually one of those people who look at their watch every five minutes) until someone says "well, that's it for the night I guess" and I realise that it's three hours later. I get completely immersed in exciting matches, and I laugh out loud at the silly banter that goes on during breaks between games. Who'd have thought that Cataclysm managed to bring back a little piece of my favourite expansion after all? That feeling of playing in a team, kicking butt and just having oodles of fun is back. I was honestly kind of shocked by this realisation.

The funny and slightly confusing thing is that I can't even really explain what makes these rated battlegrounds so different from everything else that I've done in the game since those infamous bear runs. The first things that come to mind that I enjoy about rated battlegrounds, other than the company, are the challenge and the pacing. Due to the matchmaking system almost every victory and loss push us to our limits in one way or another, but there's also plenty of time to chill out and be silly - between matches, at the start and towards the end of a game, as well as when you're simply waiting to resurrect at a graveyard.

As a bit of a side note, I've been thinking about challenge in games lately. Whenever WoW's difficulty is discussed anywhere, I tend to side with those who say that it needs to be harder, but at the same time I'm the kind of person who sets all her single player games to "easy", so am I being hypocritical? After a bit of soul searching I came to the conclusion that I don't really need challenge in my single player content (though I don't necessarily mind it either if I have to face it), but I absolutely do need it in group content because otherwise... it doesn't really feel like group content to me.

I mean, if I did a heroic Grim Batol through the dungeon finder right now, it wouldn't even matter whether I did it with friends or random strangers in terms of gameplay; just running along and AoEing everything down is boring. There is no interaction. I mean, I could chat with my friends while doing this I guess, but for that I don't really need to have the game running; we might as well go for a walk. For group content to be satisfying for me, it has to be at least difficult enough to require the assistance of another human being that can think for themselves, so that our goal is only achievable by working together. That is the true joy of having other people to play with, for me at least. And PvPing with a fixed group of people is like that all the time.

However, none of these things make rated battlegrounds truly special. Raids still have challenge and cooperation too! It's an interesting conundrum. Then again, maybe I just like riding around with a group of people who are all using the same mount as me. Vicious War Wolves, hoo!

12/11/2011

Surprise zone reviews!

In my last post about the new low-level areas I said that I would look at a bunch of zones in central Kalimdor next. Well, I'm sorry to disappoint, but something else came up first: my undead mage! He's yet another character that I've been playing on and off; I just never had much to say about his adventures. I mean, "cleared the new Badlands for the third time, it's the same on Horde side"? Not very interesting. However, as I made it through his last couple of levels to sixty, I encountered some things that gave me reason to pause.

Burning Steppes

I briefly wrote about levelling through the Burning Steppes as Alliance in this post. On Horde side the story is exactly the same, and I still liked it. However, I was kind of surprised by the way the parallelism was handled. When I did the zone as Alliance, I already had a hunch that Horde might be going through the same motions, but I wasn't sure how they were doing it. I only saw one Horde base in the entire zone, and no equivalent to Flamestar Post where Corporal Keeshan hangs out.

Turns out that Flamestar Post serves as both an Alliance and a Horde outpost at the same time, not by being a neutral base per se, but by phasing pretending to you that only your respective faction is present. So as Horde, I didn't even see Keshan, but instead there was Ariok the orc. I thought that was an interesting approach... it makes no logical sense to me from an immersion point of view, but it still struck me as clever in its own way.

Speaking of Ariok, he made me feel really lore-dumb.

Wait, Eitrigg has a son? (Where are all the daughters?)
Wait, Eitrigg is a former Blackrock orc? (I guess the grey skin should have given it away; I used to think he was just really old...)
Wait, Eitrigg serves in the Argent Crusade now?
What the hell? When did this happen?

This was not a bad thing by the way; I thought it was rather amusing.

Also, I ran into some mobs that even in Cataclysm's simplified levelling game turned out to be real mage killers: the various types of Obsidian Elementals. They have a chance to spell reflect, which is all the deadlier the more powerful you are. Nothing like giving yourself a pyroblast to the face! Good fun, that.

Swamp of Sorrows

Swamp of Sorrows was once again largely what I expected it to be: several neutral quest chains and then the Horde/Alliance conflict from the other side, with the quests being exactly the same only for different mobs.

However, I was once again confused by whether one side was actually supposed to win, and if so, who did. On Alliance side you get to assault Stonard and then the quest giver gives you a pat on the back afterwards, which I always interpreted as "we won, well done". However, apparently Stonard actually reverts back to its original state afterwards (I have to admit I never checked), and on Horde side I was given the impression that the assault was successfully repelled. Which is it? It would be rather odd for the Alliance to just lose with no explanation or even acknowledgement after they had the Horde on the run for the longest time. Though to be honest, I also found the experience a bit unsatisfying from Horde side because I was apparently super successful at all these quests to kick Alliance butt but somehow we were still losing the entire time, until the very end at least. It just made me scratch my head.

At the end of the zone, there was a quest that surprised me by how it was basically a clone of an Alliance quest but still ended up with a totally different feel. On Alliance side you help a draenei who's trying to heal his sick friend, but he dies anyway. This is sad, but in the end Velen himself makes an appearance to provide some comfort, which is pretty cool.

On Horde side, you help an orc lady whose husband was mortally wounded and he dies anyway... and nothing happens. Most depressing quest in the game? I remember standing on top of the watchtower afterwards, looking out across the swamp and suddenly hating the zone - not for having bad quests or anything, but for being a place where good orcs die in the dirt (after I had done no less than four quests to save him, too) and nobody gives a damn.

Blasted Lands

The Blasted Lands were a bit more samey than I would have liked, though each faction had at least a couple of unique quests. And I still like the storyline about the demon hunter regardless, as well as the way I kept finding junk that I could exchange for greens every now and then. And saving tadpoles of course.

06/11/2011

A Gnome's Life

Every now and then the WoW blogosphere is good for some in-game laughs. First there was Single Abstract Noun, the bloggers' guild (is that still going?), then there were the Real ID heroics (which I didn't write a separate post about, but I did participate), and now the latest craze are gnome clones, originally inspired by a nostalgic post by Alas.

Since I had yet to try out the new gnome starter area anyway, I decided to join in the fun as a gnome clone "impostor" (copying the look but rolling up a warrior, so I won't be able to be a fully armoured clone). While I've been playing a lot of alts this expansion, I mostly used already existing characters that had simply been sitting around at level twenty or so pre-Cataclysm; I haven't actually done a lot of levelling from one to ten. But holy crap, Nils wasn't kidding when he said that those first ten levels were hardcore!

I started off being confused by what was only the second or third quest in the gnome starter area. After I'd just made my way out of a gnome refugee camp, I was told to save some more survivors that couldn't make it on their own. "Okay, that makes sense!" I thought and went back to save all those injured gnomes that were lying on the floor. Nope, couldn't target them or they came up as "invalid target". Turns out that I was supposed to "save" some perfectly healthy and only slightly scared gnomes that were standing around outside. O-kay?

Not much later I was told to ask for a teleport to the surface. Why teleport when there's a perfectly serviceable elevator right next to me? Fortunately a vague memory reasserted itself to tell me that taking the lift would not be a good idea before I could do anything foolish.

At level three a warrior quest rewarded me with a Very Light Sabre. Yes, I know... cheap joke. But I really loved it!

In a cave full of troggs I had my first death as early as level... was it four or five? A rogue in full heirlooms had just mowed everything down in front of me, and then all the mobs respawned at once and I was buried under a pile of troggs. It's as if the game wanted to teach me early on that the presence of other players was only going to cause me headaches.

Getting Victory Rush at level five increased my survivability a lot, though I learned quickly that its use is limited when it comes to casters. Nothing like dying at the feet of the second Frostmane Seer that's attacking you a mere second before you manage to run over and hit it. That was death number two. On a side note, I'm impressed that the Frostmane trolls have survived as long as they have, considering that they appear to live on nothing but weed and fight by throwing snowballs at you.

Then there was the cave with the wendigos. I managed to overlook one of the quest NPCs near the entrance and (unnecessarily) went all the way to the back of the cave in search of him. However, I found something else there, a rare! Acutely aware of my vulnerability, I made sure to clear the mobs around him before attacking, but once I charged him I found to my dismay that he still had quite a lot of health relative to my puny damage output. So I died, again.

Since it had been quite a close affair, I immediately ran back in to try again, and this time managed to get him down with literally one hitpoint left on my own character. More exciting than any raid boss kill these days if you ask me!

I had one more death when I was asked to kill a yeti called Vagash. Non-elite, no adds... no biggie, right? Well, maybe if you have heirlooms, but as a warrior in whites he kicked my arse, and in a very thorough fashion. I went back to my trainer to pick up Thunder Clap, which I hadn't done yet, in hopes that this would help - though I'm not sure it would have, considering how I hadn't even come close to killing him before. Fortunately I was saved from any further embarrassment as I ran into a random gnome priest upon my return to the cave, who tentatively threw a heal on me and looked at me in what I interpreted as a hopeful manner. We grouped up and it was easy peasy. I couldn't help but wonder whether he hadn't got his arse kicked before as well.

Then I hit level ten, picked up prot spec, and the next cave I went into seemed to hold no threat to me at all. I also dinged eleven before I even knew it. I guess the really exciting levels are over. Still, I'm looking forward to seeing where the project as a whole goes.

On the whole, this starter zone was amazingly fun! The only thing that marred the experience ever so slightly for me was the how-to-use-the-flight-master quest line, which still told me that I couldn't fly anywhere where I hadn't been before (flat out not true anymore), and the quest text couldn't seem to decide on what exactly it was that I was transporting for the dwarves, as it alternated between cleavers and mining picks every other sentence. Okay, it's kind of fun to joke about dwarves cooking with mining picks, but really? That's one of those things that I would have expected them to have fixed nearly a year after release.

03/11/2011

Random Karazhan Memories

I just noticed that I didn't even have a Karazhan tag yet before writing this post. The humanity! Like pretty much everyone who started raiding in Burning Crusade, I spent a lot of time in that place and it was a crucial part of my formative months of becoming a raider. I even remember one time, admittedly already towards the end of the expansion, where I did two full clears of the instance in a single day. Some guildies called me crazy for it, and I do remember feeling slightly dizzy afterwards.

But it wasn't always like that, breezing through the entire raid in a few hours. I remember repeatedly wiping on the trash to Attumen and being completely unable to get even the first boss down. I also remember learning to be sensible about aggro, because the last thing you wanted to happen when Attumen spawned or mounted up and the aggro reset was for you to stand out as the noob who couldn't wait for the tanks to get a solid grip on the boss (again).

I remember huddling on the stairs leading up to the ballroom, and having to trust the tanks blindly to pull the trash correctly because you literally couldn't even see what was going on up there. Most of the time it was fine, but sometimes there would be an exclamation of "uh oh" and we'd get more than we could handle. I also remember standing on those stairs when we first noticed that Blizzard had added music to the instance, and discussing our opinions on it.

I remember wiping a lot on Moroes as well, and learning how to kite, crowd control and use a focus macro. I'd position myself in a far corner and as soon as the tank pulled, I'd grab my CC target's attention with a Shadow Word: Death and then shackle it a safe distance away from any AoE. I was very proud of that at the time.

I remember Maiden of Virtue forcing me to fiddle with my UI and keybindings for the first time in order to be able to dispel her Holy Fire quickly enough so that people wouldn't die from it. Up until then the old point and click had always been good enough, but not anymore.

Everyone always seemed to love the Opera Event, especially the Big Bad Wolf - his "Run away, little girl!" was DBM's default warning for any bad effect that needed avoiding for a long time. Myself, I was never a big fan, and I vaguely remember never being very good at kiting him. My favourite was always Oz, because I loved how it gave different people different things to do, such as someone who did fire damage having to tank the strawman. I get the impression that a lot of people hated the idea of fights requiring specific classes though.

I remember the Curator and being exempt from flare duty as a shadow priest because we had absolutely no burst back in the day and switching targets actually harmed my main utility of regenerating other people's mana. I remember the trash afterwards that was immune to magic and all the casters meleeing with their staves and daggers.

I remember Illhoof's sacrifice always making me nervous and me reminding people to make macros to target the chains. Deaths remained frequent for a long time. I also remember what an extreme novelty it was to have a paladin tank the imps. Hah!

I don't actually remember anyone ever blowing up the raid by moving in the Flame Wreath in the Shade of Aran fight. Instead it was always people dying to the Blizzard, or the Arcane Explosion or what have you. He forced people to dance even back then.

I loved Netherspite because shadow priests were the best tanks for the blue beam after warlocks, and I enjoyed the way this enhanced my special class abilities. I became so fond of this boss that I was frequently happy to do the beam assignments for everyone during later runs, even if I wasn't the raid leader.

Wait, didn't I forget another dragon? Of course, Nightbane! I remember being so proud of getting my own Blackened Urn to summon him myself, and I felt my heart break when Blizzard turned it into a useless grey item in Wrath and encouraged me to vendor it. And yet another extremely gimmicky fight! Blizzard would never make a boss like that again, with a deadly cleave and an AoE fear on a short cooldown. I mean, you can't require a ten-man raid to have multiple fear breakers just like that! Outrageous!

The Chess Event: a fun little distraction, including the shame of "wiping on chess" (which we did, more than once).

And finally Prince Malchezaar and his infernal infernals. I remember wiping on him so many times simply due to bad infernal placement, and always people chucked it up to bad luck, though I could never quite shake the feeling that maybe we were just doing something wrong?

It's really kind of funny to remember all these little things. Karazhan is often cited as a "raid done right", and I actually agree, but at the same time it was chock-full of gameplay that Blizzard and many players would consider awful these days: Watching your aggro? How terribly un-fun! Crowd control? Boring and just slows things down. Having boss fights that heavily favoured or even required at least one of a certain class? Way too limiting! The thing is... while I understand why many of these things were changed, I don't think that their replacements are necessarily that much better. I mean, is needing a ranged dps with healing dual spec really that different from needing a certain class? And is it really that big a deal if your spec does kind of poorly on one fight due to its limitations, as long as there's another one where your strengths really get to shine?

Anyway, you might wonder why I'm feeling nostalgic about Karazhan in the first place. Before my boyfriend cancelled his subscription, we ran the place a few times for transmogrification gear, and after he stopped playing I wasn't in the mood to go back for a long time. However, I finally decided to go back to complete my druid's transmogrification outfit the other week, and it's been... interesting.

Opera still nearly kicked my butt on my own. Nothing like being little red riding hood on the Big Bad Wolf all the time, only having a chance to attack him for three seconds every thirty seconds or so. You'd think that he wouldn't hit that hard on a level 85 character, but it still adds up when you can't do anything to fight back or defend yourself for ages and ages. I was also terribly fail at interrupting Julienne's heals, but got there in the end.

But oh, the biggest problem when soloing Karazhan is definitely the Chess Event, that former joke. While Medivh moves his units all over the place and cheats left and right, you can only use one unit at a time, and you get a debuff that forces you to wait ten seconds before controlling another unit. And without your control, your pieces are dumb as rock, willing to auto-attack whatever's in front of them but nothing else - so if they get mutilated from the side, they'll be happy to just stand there and stare off into space until they die.

On my first run, it took me about four hours until I finally beat the game, and I was close to bursting into tears out of sheer frustration by that point. I had looked up a variety of guides online but nothing quite seemed to work. Yesterday I went back and beat it on the first try, though Blackhand only had 6k health left at the end. The sad thing is, I can't even tell whether I got better at it or whether it was just sheer dumb luck, as Medivh's moves can be quite random and screw you over big time at the worst moments.

The only things I've learned for sure are that the fire cheat always happens at roughly the same time, and you have to be ready to move your king (and/or possibly one other important unit) out of the fire patches as soon as they spawn, and that the castles are good pieces to push forward and then leave alone, as their main attack is a non-directional AoE and thus useful even if they refuse to focus on the "right" enemies. Otherwise it's largely about flying by the seat of your pants and hoping that your king and queen can kill the enemy king off before it's too late.

It's really funny how these things can work out, with the former joke boss becoming a soloers nightmare two expansions later.

28/10/2011

A goblin in Azshara and Ashenvale

I rolled a goblin priest to see the goblin starter area some time ago. Those zones seems to be the kind of content that people either love or hate, and unfortunately my reaction fell on the negative side of the spectrum. Kezan and the Lost Isles just felt nothing like the Azeroth I used to know, and while I can generally appreciate pop culture references and the like, the goblins went overboard with it in my opinion.

So once I had seen what it was all about, I parked my little priest in Orgrimmar and didn't touch her for the next couple of months. I've found that not playing a character for a while gives them time to settle, and possible negative associations from the past are given time to dissipate. So I finally felt ready to play my goblin again the other week and took her to Azshara.

Azshara is a sort of continuation of the goblin starter experience, but officially open to all races and not quite as silly. Yes, the hyper-intelligent raptor that escaped into space with a rocket was a bit mind-boggling, and then there was that whole affair with Azuregos and the spirit healer. What the...? However, a lot of the zone was about fighting night elves and naga and typical wildlife, and I was happy.

I saw a comment on someone else's blog, I don't remember by whom, who said that Blizzard had "destroyed" Azshara with Cataclysm. It's certainly not the quiet and empty land it used to be, but... don't get me wrong, I certainly appreciated the old Azshara, but let's not kid ourselves: emptiness is cheap. Azshara was what it was due to Blizzard failing to do anything useful with it, not due to any intentional design making it awesome. They did the same thing again in Cataclysm in some areas, so if you miss that feeling of being lost in a landscape that is nothing else but land, you can always go for a stroll through Alterac. (Or actually, Gilneas works quite well too, due to so many things being phased.)

While Gallywix is ugly as sin, I have to admit that I still found this display oddly awe-inspiring.

Meanwhile, Azshara offers lots of questing fun now and I think it's a solid experience, though I had one problem here that I haven't managed to have in any other post-Cata zone: I managed to lose the plot. Suddenly I had no more quests in my log, even though I still had a good quarter of the zone left according to the quest achievement, and I was sitting out in the middle of nowhere, lost. I then spent about half an hour driving around the zone on my annoying-sounding trike, until I finally found a quest on a lonely mountain peak which then reconnected me with the rest of the story.

I wasn't sure how I felt about that. On the one hand it's nice to engage your own brain in search of quest givers every once in a while instead of blindly following a breadcrumb trail all the time. But if the entire zone is designed around the idea that you will be following the breadcrumb trail along fifty different mini-hubs, losing the plot is annoying because it could literally be anywhere. How I longed for just being able to check three different quest hubs for updates instead of having to peek into every nook and cranny of the zone in search of that lone missing exclamation mark.

I also felt bad about ending the zone by killing the former Alliance flight master.

I continued onwards to Ashenvale. For comparison, I wrote about how I experienced the zone on Alliance side in this post a few months ago. Horde side was a bit of an emotional rollercoaster to me. Oh cool, I get to ride around on a kodo. Argh, why are we killing all these night elves and I'm not allowed to join in? Why am I doomed to watching passively as the cut scene plays out? Combat cut scenes seriously need to go, considering that's the basic unit of WoW gameplay.

There were a couple of NPCs that I liked, like that orc couple where the guy made me pick flowers for his lady and she made me collect fel fire. It made me like the Horde. I was quite happy to slaughter generic night elves by the dozen, and I was absolutely delighted to see that the three named beasts from The Ashenvale Hunt were still around and dropping quest items.

Around the third time or so when I walked through Silverwind Refuge, I noticed that there were actually night elf corpses on the ground still... and named ones. Agrnagvekf. I didn't really remember them very well, but I found myself wondering which one of them had sold me the expert cookbook back in the day. Suddenly I hated being Horde.

Emotional turmoil aside, seeing the Alliance vs. Horde conflict in Ashenvale play out from both sides was also a bit strange. I've talked about how quests running in parallel on both sides can make for a more interesting story, and to some extent this is happening in Ashenvale, but it's all very inconclusive. The Horde has you bombing Astranaar and then happily sends you on your way with a pat on the back. But didn't I put all those fires out as Alliance? Didn't I save Astranaar? So Alliance wins, technically? Likewise a Horde quest sends me to corrupt the Forest Heart, and I do, but I know from Alliance side that they cleanse it afterwards. At Splintertree Post I fought off not one, but two major night elf attacks, but the attackers never really went away entirely. And at Raynewood Retreat the Horde kills the local Alliance leader, but the Alliance lays massive waste to the Horde army on their side of the quest. They then say that I saved the place, but did I really?

Silverwind Refuge is the only area where it's completely clear who won, but that happened before I even got there. Anything I contributed to the war effort made no particular difference from what I could tell. That's actually not a bad thing in principle, but what bothered me a little was that I couldn't tell whether that was by design, or whether the developers simply didn't want to tell Horde players that they lost those fights... because knowing what I knew from Alliance side, it kind of felt like they should have.

Next zones coming up in review from Horde side whenever I get around to it: Desolace, Southern Barrens, Thousand Needles.

25/10/2011

Pondering the MoP priest talents

Okay, so I might think that completely revamping the talent trees yet again is a really bad idea (I think Nils has a very good summary on the subject here), but that doesn't mean that I'm not curious about what new talents the developers are thinking of for my class. Let's have a look, shall we?

Tier 1 aka The Mass CC tier

You only need to take a brief look at the new system to see that every tier of talents seems to focus on a certain theme, such as survivability or crowd control. The first tier of priest talents appears to be designed around our mass crowd control, and sees Psychic Scream being turned from a baseline ability into a talent with alternative options.

The Good: I think that the three options given here, mass root vs. "fearing totem" vs. the old psychic scream are interesting alternatives to achieve a similar effect. Void Tendrils sounds like a good way of getting melee off your back in an environment where psychic scream frequently fails to achieve much because so many classes have been given counter-fear measures by now. (Though I noticed that they are also planning to give shamans an anti-snare totem in MoP. Clearly the class is meant to remain our nemesis in PvP.)

The idea of a fearing totem, which is what the Psyfiend basically sounds like, is a very funny one. It's nice to imagine dropping this on top of a flag carrier under pressure for example. I do suspect that it will need buffing though, because one single-target fear every two seconds for ten seconds is not that amazing, and most of the effect can still be nullified by a single tremor totem while it still has twice the cooldown of good old psychic scream.

The Bad: All the good things above refer to PvP only. In PvE this choice is likely to feel borderline pointless for all specs, because single target crowd control is already used rarely enough in group content, and mass CC is used even less. At best you can probably hope to get some use out of it if you get into a tight spot while questing, but I'm not sure how likely that is to happen anymore.

Tier 2 aka the Movement Tier

This one currently looks very boring to me unfortunately: increased movement speed after getting bubbled vs. increased movement speed while levitating vs. Fade removing movement impairing effects.

The Good: Body and Soul is a fun talent right now, and I guess it's nice that they are making it available to all specs - I miss it all the time on my shadow priest.

The Bad: As it stands, I don't see this tier offering any genuine choice. I just can't see anyone taking Path of the Devout. Body and Soul is the clear winner for PvE, because being able to get out of the fire sixty percent faster is amazing. And Phantasm will probably be the undisputed choice for PvP in the future, since snares are the bane of any priest's existence. The only reason it would lose out to Body and Soul right now is that the current PvP 4-piece bonus for priests has something similar baked in for whenever you shield yourself. Hopefully something will be done to make this entire tier less of a no-brainer.

Tier 3 aka... Shinies?

Aha! Finally something that affects the priest's actual role, whether it's healing or damage dealing. We get to pick between Surge of Light / occasional instant Mind Blasts that consume no shadow orbs, a shiny holy boomerang of healiness and Archangel with the mana regen aspect removed.

The Good: For healers, there's a genuine choice here between saving mana with Surge of Light or increasing your output with Archangel (assuming that all specs will get Evangelism as well, otherwise having this as a talent would be kind of pointless). Divine Star sounds like the kind of ability that might end up with an awesome spell effect that makes you squeal in delight every time you use it, though its usefulness remains to be seen.

The Bad: Shadow doesn't appear to have much of a choice here. Two of the three available talents give dps boosts, and it will probably only be a matter of time until theorycrafters figure out which one is better.

Tier 4 aka The Survival Tier

Another tier that I feel very meh about as a whole. From what I gather they intend to give all classes a pick of survival talents, but I feel that to a priest the whole concept is probably less exciting than it is to other classes. Shadow already has a good survival cooldown in Dispersion, and the two healing specs are already dedicated to guaranteeing their own survival with their default tools all the time. Anyway, the offerings are Desperate Prayer, +30% effectiveness for bubbles on yourself, or a bubble that gets auto-cast on you when you get low on health (once every 90 seconds).

The Good: I think there is an interesting trade-off between Desperate Prayer and Final Prayer. The former has a slightly longer cooldown and you have to actively cast it, but you can choose when to use it. The latter is applied automatically and occurs a bit more frequently, but you have no influence on it; it just happens when it happens. That sounds like an interesting choice in PvP.

The Bad: Unfortunately I suspect that Angelic Bulwark is always going to win out over both of the abilities mentioned above, since getting more absorption and thus protection against spell pushback from your shields all the time sounds like a lot more bang for your buck in almost any scenario I can imagine. Also, I don't like that Final Prayer sounds like they just copied over Sacred Shield from the paladins and increased its cooldown.

Tier 5 aka The More Damage and Heals Tier

Aha! Finally another tier that affects core abilities! In this one we have more damage and healing done to targets at or below 25% health, Power Infusion and Serendipity / a tweaked version of Mind Melt.

The Good: I reckon Power Infusion is one of those talents that every spec would be happy to be able to pick up. Disc priests might enjoy being able to grab Serendipity to boost their single target output even more when required.

The Bad: I thought that we were past the age of flat bonuses to damage and healing. I guess holy is going to be rebalanced either way, but at the moment I find it hard to even imagine functioning as a holy priest without Serendipity, which wouldn't leave me any choice but to take that. I think for shadow PvE Power Infusion is going to be a no-brainer; I don't know enough about its PvP side to be sure what a PvP-ing shadow priest would pick here.

Tier 6 aka The New OP Spells

This tier is exciting simply because everything in it is actually new, and a lot of it looks extremely powerful in its currently suggested implementation.

First we have Vow of Unity, which looks like it's inspired by Beacon of Light and Hand of Sacrifice. Then there's Void Shift, which swaps health percentage with a friendly target, and Vampiric Dominance, which applies free extra heals to three nearby friendlies every time you heal or do damage (though it doesn't say whether they have to be near you or near your target; I assume the latter).

The Good: Well, it all sounds very exciting, doesn't it? Void Shift would be another very powerful survival cooldown that can either be used on yourself or someone else. And Vampiric Dominance sounds amazingly powerful for a healer (kind of like the old Flash of Light glyph for paladins, except even stronger) - so powerful that I have a hard time imagining this talent making it live.

The Bad: Vow of Unity is really hard to judge since there are so many unknowns about it, such as duration. I suspect that Void Shift will be a no-brainer for shadow priests as the other two talents are both healer-centric. It also has enormous griefing potential in the currently suggested incarnation - in battlegrounds for example you could swap health with some poor random schmuck whenever you're close to dying and get them killed instead.

Final Verdict

I think that even if I agreed that another talent revamp was badly needed, I doubt that I would be happy with this system in particular. People are complaining about the prevalence of cookie cutter specs in the current system, but as a healer this doesn't affect me nearly as much. As a holy priest I'm free to choose between a variety of talents to boost my hps, mana regen, cooldowns or effectiveness of different spells, all depending on my preferred playstyle, and they are all equally valid.

A reduction to six talent points is less than what I currently get to contemplate, and about half of them don't even affect any core abilities. A few of the new abilities sound very cool in principle, but it remains to be seen how frequently they will be used.