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Bojangle

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Come to think of it, haven't seen anyone with the salty title either.....

My Rogue has the salty title, all the achievements are just a matter of time and patience cept for the fishing compo which is a nightmare to win, tho saying that I won it the 1st time I tried I was shaking like a leaf as I rushed to turn it in, was one of the most nerve wracking moments since I started playing wow, tried to win it again on other chars but got nowhere near.

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Nothing too exciting for Shaman, the CL change is going to make CL a worse spell for sneaking in between your Lava Burst cooldowns which is a bit rubbish. I quite like having something to cast besides Lightning Bolt, Flameshock and Lava Burst in a boss fight...

Still other things are nice if a bit uninspired. Mostly though I'd like to know what the PvP buffs they are planning are. I don't think they know how to sort shamans out in PvP though so I'm not holding my breath!

(this post brought to you by the letters Q and Q :))

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The totem thing is good but I really think they need to do more, it should be possible to drop up to 4 totems in 1 GCD (I don't think they should take totems off GCD though, just give some way to make the initial drop quicker). I'm a little surprised by the healing/mana merge though as it gave an interesting choice before a fight. Means less messing with macros and more healing done now though so I won't complain :)

Elemental needs a PvE buff currently and enhancement doesn't (and doesn't look like it's getting 1 unless the Unleashed Rage thing is) so rest of changes look decent for PvE.

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# Hunger for Blood – instead of a self-buff, this ability can only be used when there is a bleed effect on the target. However, it has no stacks and grants a 15% damage bonus.

YASSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS. So instead of worrying about hitting HFB every 28 seconds I can concentrate on rupturing instead.

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The extra dances and stuff were supposed to be part of the expansion out of the box but yeah, can't say I give too much of a damn about it. What I really want is to use my newly acquired Diplomat title to set up a cute little Lordaeron embassy in Stormwind. The People's Revolutionary Party of Tirisfal demand representation!

Yeah, you heard.

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The extra dances and stuff were supposed to be part of the expansion out of the box but yeah, can't say I give too much of a damn about it. What I really want is to use my newly acquired Diplomat title to set up a cute little Lordaeron embassy in Stormwind. The People's Revolutionary Party of Tirisfal demand representation!

Yeah, you heard.

Sorry, but what after you lot did at the Wrathgate, I'm surprised you haven't been chucked out of the Horde yet.

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WARLOCK

# Improved Shadow Bolt – this talent now provides a 5% spell critical strike buff (similar to Improved Scorch).

# Improved Soul Leech – this talent now provides Replenishment (similar to shadow priests)

# Drain Soul now has a chance to produce Soul Shards even if the target doesn’t die.

# Siphon Life no longer as an active ability but the talent grants the old Siphon Life effect to Corruption.

# Curse of Recklessness and Curse of Weakness have been combined into one spell

# Consume Shadows – this Voidwalker ability is no longer channeled but has a cooldown.

# Several other warlock talents have had their ranks reduced, their effects changed or removed. This list includes but is not limited to Demonic Empathy, Shadow Embrace, Eradication, Suppression, and Pandemic.

# Additional new talents have been added.

DRUID

# Savage Defense – this is a new passive ability. When a druid in Dire Bear form deals a melee critical strike, the druid gains a damage shield equal to 25% of their attack power. The next hit completely removes the shield regardless of how much damage was done.

# Survival of the Fittest has had its bonus armor reduced to compensate for the above increase in damage mitigation.

# Faerie Fire (and similar debuffs) now reduces armor by 5%. See Sunder Armor in the warrior update below for additional details.

# Thorns and Nature’s Grasp can be cast in Tree of Life form.

# Survival Instincts now works in Moonkin form.

# Replenish – to avoid confusion, this talent has been renamed “Revitalize.” It now also works with Wild Growth.

# We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.

WARRIOR

# Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.

# You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.

# Blood Frenzy now causes 2/4% physical damage done.

# Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.

# We are also adding increased damage to Arms, possibly through Overpower or Slam.

# We are also looking at granting rage when the warrior blocks, dodges or parries.

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Savage Defense is fairly significant though. It basically makes crit and ap (and strength) mitigation stats.

That said, they will nerf our armour to make up for it, I don't know if I like proc based mitigation like that. I'm glad that AP becomes a tanking stat as it does make gearing up interesting I just don't know if I like the way they did it.

besides. This isn't an expansion patch, it's not like we're getting another tier of talents or anything. Some classes need fixes more than others, so some will get bigger fixes. I personally feel feral druids are generally fine, the only glaring fault is that there's so few tanking stats to want to stack but that's in there.

The thing that concerns me is a fast hitting mob will hurt us a lot more than a slow hitting mob, regardless of their dps. There's fairly few bosses like that though I guess just Mother Shahraz but then the hardest hitting boss of all of TBC was, Brutallus, a dual weilder. Our attack speed just isn't fast enough to expect that shield to be up all the time so...as long as the armour nerf isn't too severe...

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Savage Defense is fairly significant though. It basically makes crit and ap (and strength) mitigation stats.

That said, they will nerf our armour to make up for it, I don't know if I like proc based mitigation like that. I'm glad that AP becomes a tanking stat as it does make gearing up interesting I just don't know if I like the way they did it.

besides. This isn't an expansion patch, it's not like we're getting another tier of talents or anything. Some classes need fixes more than others, so some will get bigger fixes. I personally feel feral druids are generally fine, the only glaring fault is that there's so few tanking stats to want to stack but that's in there.

The thing that concerns me is a fast hitting mob will hurt us a lot more than a slow hitting mob, regardless of their dps. There's fairly few bosses like that though I guess just Mother Shahraz but then the hardest hitting boss of all of TBC was, Brutallus, a dual weilder. Our attack speed just isn't fast enough to expect that shield to be up all the time so...as long as the armour nerf isn't too severe...

It looks like a roundabout way of giving Druids something to match Block.

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As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

* Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.

* To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.

* The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.

* Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.

* In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.

* We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.

* We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.

* These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

This is going to be an interesting patch..

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so it wont effect druids at all then?

Surely 99% of resto druids will be casting lifebloom a fair bit with wild growth every now and then, i'm NEVER out of the 5 second rule, so if its main effect is to lower the out of casting mana regen i wont get hurt by it at all...... odd

Mana regen is at the moment a bit ott i find, some fights I have 90% of my mana at the end of the fight and i used innervate on a mage for fun...

Did Obsidian Sanctum today 10 man, 2 healers, and poor priest either DC'd or died in most fights so I was solo healing with a ele shaman helping off heal and I was ok for mana all the time,

maybe this change will be good .. although giving even more classes replenishment sucks, its was nice having Spriests give it made them actually useful, now they are a none existent class it seems.. (I have seen 2 in pvp since I hit 80, and not 1 in a raid)

Too many classes have too many of the same abilitys, coupled with the fact almost all casters wear the same loot .. why not have 2 classes

default melee class 1 and default caster class 2. be so much simpler!

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It will be interesting to see how this mana stuff ties into the last batch of class changes. Seems like the Spiritual Attunement change and maybe some others will be explained a bit better then (at least, they better be - I don't like the way they missed Ret off that particular note).

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http://forums.worldofwarcraft.com/thread.h...03268&sid=1

We are planning a lot of exciting content for patch 3.1.0, and we are doing a three-part preview series on upcoming class changes. This is the third in the series: Mages, Paladins, Hunters, and Death Knights. Please keep in mind, that this list is not at all comprehensive, and subject to change.

MAGE

# Improved Water Elemental – this talent has been removed and replaced with a new talent that grants Replenishment (similar to Shadow priests).

# We are also working on a way to give frost mages Ice Lance “Shatter combos” in PvE.

# We are also working on more survivability for Fire spec in PvP.

# We are also working on making Spirit a more useful and interesting stat for all mages.

PALADIN

# Blessing of Kings – this spell is now a base ability trainable by all paladins.

# Exorcism – this spell now causes damage to all types of enemy targets. However, it always critical strikes undead or demon targets. This change should make sure paladin damage doesn’t drop when going from Naxxramas to later tiers of content.

# Shield of the Templar now causes your Avenger’s Shield and Shield of the Righteousness to silence targets for 3 sec. The old damage bonus of this talent has been folded into Holy Shield, Avenger’s Shield, and Shield of the Righteousness.

# Ardent Defender, Improved Hammer of Justice, One-Handed Weapon Specialization and more have had their ranks reduced.

# Guarded by the Light – no longer reduces the mana cost of shield spells, but now has a 50/100% chance to refresh Divine Plea duration.

# Judgements of the Just – now also reduces the cooldown of Hammer of Justice by 10/20 seconds and increases the duration of the Seal of Justice stun effect by 0.5/1 second.

HUNTER

# Consumable ammunition has been removed from the game. Arrows and bullets no longer stack, but are not consumed. Ranged attack speed bonus gained from quivers and ammo bags will be preserved in a different capacity.

# A new tier of hunter pet talents have been added. In particular, this allows Beastmaster hunters to improve their damage per second (DPS) with their 51 point talent.

# Hunting Party – this talent has been reduced to 3 ranks and also grants a passive bonus to the hunter.

# Piercing Shots – this talent has been changed. Your Aimed, Steady and Chimera Shots cause the target to bleed for 10/20/30% of damage dealt for 8 sec.

# Sniper Training – this talent has been changed. After standing still for 6 sec, you gain a 2/4/6% damage bonus to Steady, Aimed and Explosive Shot.

# We are also looking to add additional trap functionality to Survival.

DEATH KNIGHT

# Gargoyle and Unholy Blight have swapped talent positions. Gargoyle’s damage has increased and runic power cost per time has decreased.

# Pestilence – this spell no longer causes damage but just spreads diseases. Blood Boil is intended to be the general area attack, and has been changed to be castable on targets with no diseases on them, but does extra damage if diseases are present.

# Unbreakable Armor now absorbs a flat amount of damage that increases as your armor increases. It no longer boosts armor.

# The Frost tree has been shuffled. Among other things, PvP talents such as Endless Winter are closer to the top of the tree where Blood and Unholy death knights can access them.

# Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload.

# Magic Suppression and Blood of the North have been reduced to 3 ranks for the same benefit.

# Blood Gorged now grants armor penetration instead of expertise.

Dunno about the DK and Hunter changes but those are some mad changes to prot paladins. Talent points refunded, Silence on 2 abilities and possibly a 10 second cooldown on the hammer of justice stun/interrupt. Somehow I can't see all of that staying. Nice about Kings though.

Edit: bah, just beat me to it :angry:

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It's nice to see that they're making an effort with Frost Mages. Having the elemental grant replenishment is nice, but it only really matters if they manage to buff Frost (or Frost leaning frostfire) DPS to the levels of Arcane or FFB builds or no one will raid with the build anyway. As far as I'm aware, current "replenishment" classes don't have to sacrifice significant DPS potential to get the buff, so fingers crossed they have a similar vision for us mages.

I am a bit confused by them buffing Pyromaniac. I have no mana issues as it is as a FFB spec mage, so having even more is, erm, nice. Good to hear that they want to make spirit more useful as well, right now it's pretty much a junk stat, every time I see some on some cloth I wish it was crit rating or something :angry:

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