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Xanthippe
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on: November 04, 2008, 09:10:34 AM

More pally and mage nerfs, priest boosts, hunter nerfs :( and I didn't read the other class stuff.

No more quests for mounts for locks, pallies.  Druids get swift flight at 71 now.

A lot of class adjustments.

Notes here:


http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
Nonentity
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Reply #1 on: November 04, 2008, 09:12:47 AM

I'm sorry, I must have missed where the hunter nerfs were.

All I saw was disengage being better, glyph of trueshot aura being better, and aimed shot being better.

Then again, as a die-hard Marksman hunter, beast may have gotten nerfed? I dunno.

My brand-new druid gets a free respec, and Boomkin is even better now. HooraY!

Pally nerfs - eh, whatever. I'll just respec back to Shockadin, which was my original spec anyways.

And - Titan's Grip buffs! Hooray!

But that Captain's salami tray was tight, yo. You plump for the roast pork loin, dogg?

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rattran
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Unreasonable


Reply #2 on: November 04, 2008, 09:22:12 AM

The Viper change makes it better overall. It was generating way too much mana per atttack, now it regens without attacking too.
Quote
Pets
    * Rake (Cat), Scorpid Poison (Scorpid): Lowered damage of all ranks.
    * Stampede (Rhino): Lowered the knockback to 10 yards.
    * Raised the damage of exotic attacks: Spirit Strike, Lava Breath, Froststorm Breath, Acid Spit, and Stampede.
    * Lowered the cost of pet specials from 25 to 20.
That balances pretty well, so no Hunter nerfs, even for BM.
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Reply #3 on: November 04, 2008, 09:26:15 AM

Mages are being nerfed?

I understand why Pallies are getting the nerfbat. Aside from the fact that they always do. The level of QQ about them is enormous, even if I haven't found much special about them while playing my non-pally characters (which is all of my 70s). A BG doesn't pass without someone getting smoked while a Paladin is in a bubble, and then that someone proceeding to emit a high-pitched QQ for 15 minutes that'd make a dog run in terror.

They have a lot of burst, I guess. But since they have no snares or intercepts, how the fuck do they kill anything without burst damage?

Beyond that, they have tiny mana pools - so have fun being rendered completely useless in arena by a very small amount of mana burning, I guess.

Mages, though. Uh. I guess they hit hard, but I also constantly twoshot them on every character. Seemed like a reasonable tradeoff.


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Reply #4 on: November 04, 2008, 09:26:48 AM

Quote
World of Warcraft PTR Patch 3.0.3

The latest test realm patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html

The latest patch notes can always be found at http://www.worldofwarcraft.com/patchnotes/

General

    * Removed “A Mask for All Occassions” as criteria for the “Hallowed Be thy Name” meta achievement.
    * Replenishment: Players below level 50 can now benefit from this effect.

Racial

    * Blood Fury: No longer triggers global cooldown.
    * Shadowmeld: The cooldown will now start on use instead of on break.
*

Druids

    * Druid talents points have been refunded. Players will need to visit a class trainer to relearn spells and abilities.
    * The Swift Flight Form is now available on the trainer at level 71, requiring 300 riding skill, and Flight Form learned.
    * Bash: The interrupt from this ability will now work on targets who are immune to the stun.
    * Berserk: Now clears the cooldown on Mangle Bear.
    * Earth and Moon and Moonfury (Balance) reduced from 5 ranks each to 3 ranks each.
    * Eclipse: Buff duration extended to 15 sec and bonuses doubled. The cooldown has been increased to 40 seconds.
    * Growl: Cooldown changed to 8 sec.
    * Insect Swarm: Tooltip corrected to indicate it does not affect hit chance with spells.
    * Nature’s Swiftness: This ability will no longer give chances to trigger Omen of Clarity.
    * Omen of Clarity: Will no longer be triggered by the Honorless Target buff gained when entering the world.
    * Survival Instincts will no longer be on the Global Cooldown.
    * Swiftmend: now benefits correctly from Genesis talent.

Hunters

    * Aimed Shot: Added to Barrage and Improved Barrage talent.
    * Animal Handler: Now increases your pet’s expertise by 5/10. (No longer increases the pet’s chance to hit.)
    * Aspects now have a shared cooldown category of 1 sec and no longer have a start cooldown.
    * Aspect of the Dragonhawk: New aspect added that combines the benefit of Aspect of the Monkey and Aspect of the Hawk, available at level 75 and 80.
    * Aspect of the Monkey: The Dodge chance has been increased from 8% to 18%.
    * Aspect of the Viper: The per attack mana regeneration has been reduced by 50% but this ability now generates 4% of maximum mana every 3 sec. In addition, the per attack regeneration now also works on melee attacks.
    * Disengage now fails if you’re rooted and is no longer on the global cooldown.
    * Hunter vs. Wild: The attack power bonus from this talent now applies properly to Hunter pets. In addition, the bonus attack power will now be recalculated properly from equipping items.
    * Improved Aspect of the Hawk: This talent no longer causes incorrect mana costs when interacting with the Rapid Recuperation and Improved Steady Shot talents.
    * Mana cost of Disengage has been lowered to 5% of base mana, down from 14%.
    * Pets
          o Rake (Cat), Scorpid Poison (Scorpid): Lowered damage of all ranks.
          o Stampede (Rhino): Lowered the knockback to 10 yards.
          o Raised the damage of exotic attacks: Spirit Strike, Lava Breath, Froststorm Breath, Acid Spit, and Stampede.
          o Lowered the cost of pet specials from 25 to 20.
      • Thrill of the Hunt: The mana gained from using this talent with Explosive Shot is now 1/3 of the normal amount per critical strike (but gets 3 opportunities per cast.) • T.N.T.: Explosive Shot can now only trigger this talent when it is initially fired.

Mages

    * Arcane Potency: The additional crit bonus is now consumed immediately on cast of a travel time spell, so it is no longer possible to make two spells benefit from one charge. (Ex. Fireball followed by Fireblast.)
    * Blast Wave: no longer receives double the intended critical strike bonus from Combustion.
    * Burnout: Now consumes extra mana as intended when livming Bomb gets a critical strike.
    * Deep Freeze: Now consumes a charge of Fingers of Frost when used.
    * Focus Magic: Now works properly when mages with this talent use the ability on each other.
    * Frostfire Bolt: The periodic damage effect from Rank 2 of this spell now benefits from spell power gans.
    * Living Bomb: Mana cost reduced to be the same as Arcane Explosion.. It no longer causes the caster to stand up when the final explosion occurs and it is now possible for each mage to have Living Bomb active on a target.
    * Master of Elements: Now works with Living Bomb.
    * Molten Fury: This talent no longer prevents Ice Lance ranks 2 and 3 from dealing triple damage against frozen targets.
    * Reduced the mana cost of Fireball, Frostbolt, Frostfire Bolt, Arcane Blast, Arcane Missiles, and Arcane Explosion.
    * Torment the Weak: Now works correctly when the Mage also knows the Molten Fury Talent.

Paladins

    * Art of War: No longer increases critical strike damage on Judgements, Crusader Strike, and Divine Storm, instead increases all damage done by those abilities by a smaller amount.
    * The Avenger’s Shield bounce distance has been reduced to 10 yards (from 15).
    * The epic ground mount is now available on the trainer at level 61, requiring 150 riding skill, and the non-epic mount learned.
    * Blessing of Might: Rank 8 points increased slightly to prevent from being overwritten by BattleShout 8 that has a shorter duration (also applies to Greater Blessing of Might 3.)
    * Blessing of Sanctuary: It is no longer possible to have both Blessing of Sanctuary and Greater Blessing of Sanctuary active on a target at the same time.
    * Crusade: No longer applies damage bonus twice to critical strikes.
    * Divine Plea: This spell’s duration is no longer affected by haste.
    * Divine Purpose: Rank 1 of this ability will now correctly determine its chance of remove stun.
    * Enlightened Judgments now increases range by 15/30 (was 10/20).
    * Eye for an Eye: No longer breaks crowd control effects.
    * Hammer of Justice: The interrupt from this ability will also be redirected when the stun is redirected. In addition, the interrupt will now work on targets immune to stun.
    * Hammer of the Righteous: Tooltip corrected to indicate it does 4 times weapon dps instead of 3.
    * Infusion of Light (Holy) now affects Flash of Light too, reducing its cast time down to zero and can be used while moving.
    * Judgements: The debuffs from Judgement of Light, Judgement of Wisdom, and Judgement of Justice will no longer be applied if the Judgement spell itself misses.
    * Judgements of the Pure: Haste increased to 3/6/9/12/15%.
    * Repentance PvP duration reduced to 6 sec.
    * Righteous Defense cooldown has been lowered to 8 sec (was 15 sec).
    * Righteous Vengeance: No longer increases critical strike damage on Judgements and Divine Storm, instead applies a DoT effect similar to Deep Wounds.
    * Seal of the Martyr: Tooltip for Judgement damage was incorrect and has been fixed.
    * Sheath of Light: Now correctly benefits Judgements of Command, Blood, and The Martyr.
    * Shield of the Templar now also reduces all damage taken by 1/2/3%.

Priests

    * Binding Heal: Now only consumes one charge of Holy Concentration per cast.
    * Borrowed Time: Charge no longer consumed by spells with a base cast time that is instant.
    * Devouring Plague: The bonus coefficient has been increased to be on par with other DoT spells. Base damage on ranks 7,8, and 9 decreased to partially compensate for better scaling.
    * Divine Providence: This talent now also reduces the cooldown of your Prayer of Mending spell by 6/12/18/24/30%. With 5 points applied, it takes Prayer of Mending’s cooldown from 10 sec to 7 sec.
    * Divine Spirit: Now can be refreshed properly on self after logging in and out or zoning. (Also applies to Prayer of Spirit.)
    * Guardian Spirit: A target may now have only one Guardian Spirit active.
    * Healing Focus: Now works properly with Penance.
    * Improved Divine Spirit: No longer improves Divine Spirit after untalenting sometimes.
    * Inner Focus: Now works properly with Mind Flay, Mind Sear, and Penance.
    * Prayer of Spirit: Will no longer stack with other raid spell power buffs.
    * Shadowform: Devouring Plague, Shadow Word:Pain, and Vampiric Touch cast in Shadowform deal increased damage percentage equal to the player’s chance to get a spell crit on their target.
    * Shadow Word:Death: The self-damage from this spell can no longer be reflected or redirected.
    * Vampiric Touch: The Spell power coefficient has been doubled and no longer triggers Replenishment when other priests cast Mind Blast.

Rogues

    * Combat Potency: Now only works with autoattacks (no more Shiv.)
    * Fan of Knives changed to be castable with no targets, further improved the visual affect and it no longer plays an impact on the caster. Now benefits correctly from the Find Weakness talent.
    * Killing Spree: The rogue is now untargetable during the duration of the spree. In addition, no longer sometimes selects dead targets and no longer breaks stealth on nearby targets.
    * Riposte: Duration of this effect no longer reduced by other effects that reduce disarm duration.
    * Shadow Dance: The cooldowns on Sap, Garrotte, Ambush, Cheap Shot, Premeditation, Pickpocket, and Disarm Trap are no longer increased while this ability is activated.

Shaman

    * Flurry: Now grants the proper number of charges when it triggers.
    * Improved Fire Nova Totem: Increases the damage done by your Fire Nova Totem by 10/20% and your Fire Nova totem has a 50/100% chance to stun all targets damaged by your Fire nova Totem for 2 sec.
    * Lava Burst: The base damage has been increased by approx. 10%.
    * Maelstrom Weapon: Tooltips corrected to correctly describe the chance for this talent to be triggered.
    * Riptide: The initial heal amount has been increased on ranks 3 and 4 and periodic healing has been increased on all ranks.
    * Stormstrike: Other shamans can no longer consume charges of your Stormstrike, and each shaman can have their own stormstrike on the victim.
    * Storm Reach is now called “Elemental Reach” and now includes Lava Burst.
    * Thunderstorm: Mana gain has been increased to 8%.
    * Tidal Mastery: Now correctly applies its critical strike bonus to Earth Shield.
    * Tidal Waves will now also proc with Riptide.

Warlocks

    * The epic ground mount is now available on the trainer at level 61, requiring 150 riding skill, and the non-epic mount learned.
    * Demonic Sacrifice: The buffs from this ability will now be retained properly when logging out or zoning.
    * Demonic Empowerment: This talent no longer gives excessive threat to the Warlock’s Voidwalker.
    * Destructive Reach: Now properly reduces threat on Chaos Bolt and Shadowflame.
    * Drain Soul: Rank 6 now properly deals additional damage ot targets below 25% health.
    * Haunt: The cooldown has been changed to 8 sec, and refreshing the Haunt will trigger the heal from the existing Haunt.This ability will no longer heal for incorrect amounts or fail to heal when the Huaunt damage was the killing blow.
    * Inferno: The Infernal is now useable indoors and the tooltip has been updated.
    * Master Demonologist (Felhunter) will now also reduce damage taken by Holy.
    * Ritual of Doom: Now works correctly even when the Warlock already has a pet (dismissed the existing pet.)
    * Shadowflame: Damaged increased approx. 75%. Coefficients unchanged.
    * Shadow Embrace: Now works on ranks 1-4 and stacks properly with multiple applications.
    * Soul Link (Demonology): Increased from 15% to 20%.

Warriors

    * Armored to the Teeth: Grants only attack power( as intended) and recalculates the bonus immediately upon learning any rank of the talent.
    * Bladestorm: Now breaks all snares and roots on the warrior when activated.
    * Bloodthirst: Cooldown reduced to 5 sec.
    * Deep Wounds: Now works properly with Heroic Throw.
    * Heroic Throw: No longer gains increased damage from the warrior’s agility.
    * Improved Rend changed to 10/20%.
    * Rampage: Can now be triggered by off-hand Whirlwind damage.
    * Rend: Damage has been adjusted to be less base and more weapon based.

    * Rend: Ranks 9 and 10 now do 35% more damage when the target is above 75% health instead of 4 times damage when the target is enraged. Sudden Death: Now has 3/6/9% chance on hit instead of 10/20/30% chance on crit.
    * Titan’s Grip: Changed to 12% penalty instead of 15%.
    * Vigilance: Now properly transfers threat generated by heals.

Professions

    * The level requirements required to train gathering skills have been removed.
    * Alchemy
          o Reduced the effect of Elixir of Mongoose and Elixir of Major Agility.
    * Inscription
          o Glyph of Crusader Strike: Now reduces mana cost by 20% instead of increase damage on stunned and incapacitated targets.
          o Glyph of Flame Shock: Now extends duration by 6 sec and prevents Flame Shock from being consumed by Lava Burst.
          o Glyph of Lava: Glyph of Earth Elemental removed and replaced with this glyph. This glyph increases coefficient on Lava Burst by 0.1.
          o Glyph of Mind Flay: Now sets snare to 10% instead of removing it.
          o Glyph of Rejuvenation: Now works correctly when the target is not self.
          o Glyph of Shiv: Replaced with Glyph of Vigor, which increases maximum energy by an additional 10 for those with the Vigor talent.
          o Glyph of Shadow: Glyph of Mind Soothe removed and replaced with this glyph. This glyph increases spell power by 10% of spirit for 10 sec after critting while in Shadowform.
          o Glyph of Shadow Word: Pain: Increases damage done by Mind Flay when SW:P is present by 10%.
          o Glyph of Sinister Strike: Chance increased to 50%.
          o Glyph of Souls no longer removes soul shard cost. It instead reduces the mana cost of your Ritual of Souls spell by 70%.
          o Glyph of Spirit of Redemption: Tooltip corrected to 4 sec. extra when the glyph triggers.
          o Glyph of Strength of Earth: Replaced with Glyph of Lava Lash which increases the bonus from having Flametongue Weapon by 10%.
          o Glyph of Trueshot Aura: Now increases Aimed Shot crit chance instead of increasing attack power bonus.
          o Glyph of Totem of Wrath: Replaced with Glyph of Elemental Mastery, which decreases the cooldown on Elemental Mastery by 30 sec.

User Interface

    * For additional notes on Lua and XML changes please visit the UI & Macros forum.

Items

    * The war against spelling errors continues: many items have had typos removed or their functionality clarified.
    * The item quality on several quest rewards was incorrect and has been altered.
    * The phoenix summoned by Ashes of Al’ar has had his flame trains restored.
    * Guardian’s Band of Subjugation now correctly grants universal haste.
    * Girdle of the Warrior Magi now has a socket bonus.
    * Some one-hand spell power weapons are now main hand only.
    * Heart of the Dragon should now provide a consistent amount of Ranged Attack Power.
    * Loatheb’s Shadow should now provide a consistent amount of Ranged Attack Power.
    * Spirit-World Glass now correctly has a cooldown.
    * Discerning Eye of the Besat procs should now be more obvious.
    * Focusing Lenses now have a cooldown.
    * The Horseman’s Reings should again function in Dalaran.
    * Haute Club Membership Card no longer prompts players to open it.
    * The buff granted by Frenzyheart Insingia of Fury now has a correct tooltip.
    * Harness of Carnal Instinct no longer has bonus armor.
    * Boots of the Protector have been brought in line with protection paladin itemization changes.
    * A tootip error in the Glyph of Spint has been corrected.
    * Grilled Sculpin now correctly grants Ranged Attack Power.
    * Libram of Souls Redeemed should now only affect Holy Light.
    * Legacy items that had both melee and spell critical strike rating have been integrated to the unified rating.
    * Held in hand books created by Inscription are now Bind on Equip rather than Bind on Pickup.

Bug Fixes

    * Fixed an issue that was affecting terrain rendering on GeForce 3 and 4 Ti cards. Those that added the command Set fixedfunction 1 to their config.wtf file should remove it to avoid a decrease in performance.
    * Glyph of Rupture: The tooltip has been corrected.
    * Hunter: Ferocious Inspiration will now apply raid-wide, as intended.
    * Hunter Pets
          o Sonic Blast (Bat): Will no longer ignore LoS.
          o Bad Attitude (Croc): Will no longer ignore the Longevity buff.
          o Thunderstomp (Gorilla): Will no longer have a physical coefficient instead of a magical one.
          o Gore (Bore): Fixed an issue where a wrong value was being applied.
          o Savage Rend: Corrected typos in the tooltip.
    * Mage: Burning Determination will now work properly.
    * Mage: Living Bomb’s “explosion effect” will now be properly classified.
    * Priest: Holy Reach (Rank 2) will now increase the radius of Divine Hymn properly.
    * Priest: Inner Focus will now properly increase the critical strike chance of the talent Penance.
    * Shaman: Totem of Wrath tooltip updated to reflect that it affects all crit chance and indicate that it increases Spell Power (instead of just damage).

I don't really see any hunter nerfs. Animal Handler's +hit wasn't really useful in any case, what with pets getting +hit from the hunter. So its a buff, and might be worth points now. The only really 'nerf' was the fix to the broken Thrill Of The Hunt mechanic with Explosive Shot.

Warrior changes look good on the whole.

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Morfiend
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Reply #5 on: November 04, 2008, 09:39:11 AM

While I haven't kept up with a lot of the rogue changes, I am trying to get back to my rogue. This looks like a pretty big nerf to PVE rogues.

* Combat Potency: Now only works with autoattacks (no more Shiv.)

That was an amazing talent for the raiding rogue.
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Reply #6 on: November 04, 2008, 09:44:33 AM

priest boosts

Wat? We're getting a couple of minor fixes, and some minor buffs to deep-shadow that still won't make it a competitive DPS spec. No mention of any fix for the prayer of mending bug though...

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Reply #7 on: November 04, 2008, 09:47:05 AM

The pally nerfs really kill ret's pvp power as it stands.  Like az mentioned, one good mana drain and you're fucked.  From my messing around on beta, however, it really has evened-out the PvE DPS a lot.. but you get bored now since you have to stand there waiting on a Judgement or Crusader cooldown after your inidial Judge-Storm-Crusader combo.   They're not as hurtful for Protadins, though, so I'm not worried.  Holy? Who the fuck plays holy?  Oh ho ho ho. Reallllly?

Even though I've been working on achievements for my Pally I'm really starting to look longingly at the DK.   Damn my altitis.

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Reply #8 on: November 04, 2008, 09:50:40 AM


Even though I've been working on achievements for my Pally I'm really starting to look longingly at the DK.   Damn my altitis.

My friend told me that even though their abilities look a lot the same, they play very different. DKs have almost no burst.
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Reply #9 on: November 04, 2008, 10:00:14 AM

I know, I've played with one in beta for a while now.  It's a fun class in all, and it has a lot more tools than my paladin.. who also has no burst since I play Protection rather than Ret on live.  Not sure I like the survivability trade-off however.  Even Blood doesn't have the multi-mob takedown capability of a prot pally and I fucking love murdering things in groups of 8+.

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Reply #10 on: November 04, 2008, 10:06:46 AM


Even though I've been working on achievements for my Pally I'm really starting to look longingly at the DK.   Damn my altitis.

My friend told me that even though their abilities look a lot the same, they play very different. DKs have almost no burst.

Someone needs to try going into deep Frost. Even outside of that, though, DKs have excellent burst. They do play differently, though.

EDIT: I should say, in PvE. I did not do any of the peeveepees with my DK.
« Last Edit: November 04, 2008, 10:13:04 AM by justdave »

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Azaroth
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Reply #11 on: November 04, 2008, 10:07:29 AM

What Paladin spec DOES have burst at this point?

Shrug. No burst, no mana, no snares, no hope.

Oh, and just about the most fucking useless 51 point talent in the game. Woot.


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Reply #12 on: November 04, 2008, 10:12:02 AM

Oh, and just about the most fucking useless 51 point talent in the game. Woot.

Want to trade for dispersion?

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Reply #13 on: November 04, 2008, 10:18:51 AM

Yes.

F  is inviting you to start Quarto. Do you want to Accept (Alt+C) or Decline (Alt+D) the invitation?
 
  You have accepted the invitation to start Quarto.
 
F  says:
don't know what this is
Az  says:
I think it's like
Az  says:
where we pour milk on the stomach alien from total recall
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Reply #14 on: November 04, 2008, 10:19:38 AM

My paladin is Holy. But only because he's only ever used as a healbot for 2-boxing :p  I did intend to actually play him, but I find I can't get over the fact that he's a blood elf, they're just not Horde enough for me.

Also the mage changes look like an even balance between nerfs and buffs to me.

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Reply #15 on: November 04, 2008, 11:46:51 AM

Looks like the hamsters that power the servers are still out voting. Downtime extended until 4 PM EST. At which point, we'll probably get another extension. They've buggered something up again.

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Reply #16 on: November 04, 2008, 12:25:19 PM

Rogue
Combat Potency / Shiv change is of no consequence to raiding rogues.  Shiv is worse than standing around waiting for more energy to do something useful in a raid environment.  Mutilate is the most fun and highest damage build, and there is a non-sucky deep subtlety build that allows raiding with lolstep, but melee dps is just a less enjoyable experience than ranged dps in wow.  Hey look, an ankle!  Hey look, a cleave!  Hey look, we're all dead!

Shadow Priest
Dispersion is the only way I stay in mana for longish fights with my shadowpriest, even the reduced cooldown for the shadowpet is insufficient.  I had infinite casting lifespan without potions prior to v3, now I would need mana potions if fights lasted longer than 2 minutes.  They even broke my racial ability "free 1k mana for your group" so that it is a) channeled and b) breaks shadowform (neatly wiping out the personal mana gain).  Dispersion is also useful for bringing the mob that a hunter ripped and feigned onto you back to the tanks without dieing before you drag it clear of the ranged dps/healers. 

Back of the envelope calculations do put the stated SPriest changes at a 12% overall damage boost.  SPriests were 10-15% behind the curve thus far, so this could put us right on track.

Shaman
I'm still not logging into my Shaman, and no one else is either.  We had 6 resto Shaman on our first Archi kill, that is down to 2 shaman total now.  Elemental had slightly better damage than my SPriest, with a cast order that more closely resembled a SPriest priority system than a spamfire or regular cycle of the past.  My SPriest outheals a resto shaman so there is no raid need to bring it.

Edit because Mind Flay isn't included in the bonus damage = to Crit rate for DoTs cast under Shadowform, which would have been a 9% total damage boost
« Last Edit: November 04, 2008, 02:36:46 PM by Lightstalker »
Sjofn
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Reply #17 on: November 04, 2008, 12:56:17 PM

     • Thrill of the Hunt: The mana gained from using this talent with Explosive Shot is now 1/3 of the normal amount per critical strike (but gets 3 opportunities per cast.) • T.N.T.: Explosive Shot can now only trigger this talent when it is initially fired.

Awwww. :(

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Lakov_Sanite
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Reply #18 on: November 04, 2008, 01:06:25 PM

priest boosts

Wat? We're getting a couple of minor fixes, and some minor buffs to deep-shadow that still won't make it a competitive DPS spec. No mention of any fix for the prayer of mending bug though...

Deep shadow? is there a lite shadow? You either go shadow or you don't there's no such thing as holy/shadow hybrids.

Also the buff is pretty extensive, doubling the VT co-efficient and making all dots get your crit% added to their damage.

Will these buffs make spriests the #1 dps in every raid? probably not but they are hardly laughable and if you aren't already competitive in dps you are doing something wrong. 

Edit to add: Dispersion may not be the end all be all of talent points but if you are going to say it's useless you are smoking crack. Already since the patch I cannot tell you how many times it's saved my ass in pve raiding.

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Reply #19 on: November 04, 2008, 01:56:18 PM

Something my faggy little 51 point whirlwind certainly won't do. Well, not that I can actually use it without being immediately put OOM anymore.

Oh, and by the way - enjoying those Pally mounts, Pallies?

Well, no. No, you're not.

Every time Blizzard feels cute and makes a little joke, I swear I become more and more convinced that they're just fucking stupid.


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Reply #20 on: November 04, 2008, 02:44:03 PM

What Paladin spec DOES have burst at this point?

Shrug. No burst, no mana, no snares, no hope.

Oh, and just about the most fucking useless 51 point talent in the game. Woot.


Um...

I'd like to introduce you to my friend Shockadin. Burst meets survivability.

In Season 3, a well-geared Shockadin could put out 10k burst HOLY damage. No joke.

The talents are even better now. You can stack +19% chance to crit with Holy Shock from talents alone, or +22% if you judge before you shock. The cooldown has been reduced from 15 seconds to 6 seconds.

You can spec it to be more of a healer, but that's the basic gist of it. I have no idea why Shockadins are such a foreign concept to most people - especially now since spellpower is shared.
« Last Edit: November 04, 2008, 02:50:07 PM by Nonentity »

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Reply #21 on: November 04, 2008, 03:31:07 PM

If you think a "shockadin" is burst, you've never seen a Elemental Shaman, Arcane Mage or Balance druid actually cast a spell then.  Ohhhhh, I see.

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Reply #22 on: November 04, 2008, 03:48:21 PM

Arcane is over -- there is an increasing mana cost for Arcane Burst, starting at 20 or 25% of total pool.  But yeah, its gone.
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Reply #23 on: November 04, 2008, 03:55:50 PM

The lesson is to pick the weakest class, because eventually everything else will be nerfed into the ground.

That way EVERYONE is unhappy.


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Righ
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Reply #24 on: November 04, 2008, 04:42:02 PM

     • Thrill of the Hunt: The mana gained from using this talent with Explosive Shot is now 1/3 of the normal amount per critical strike (but gets 3 opportunities per cast.) • T.N.T.: Explosive Shot can now only trigger this talent when it is initially fired.

Awwww. :(

Oh, come on. If you're that deep in survival, you have no problems with mana, even without this. :)

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Righ
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Reply #25 on: November 04, 2008, 04:43:23 PM

The lesson is to pick the weakest class, because eventually everything else will be nerfed into the ground.

The lesson is to pick a pure tank or pure healer class. Even when you're nerfed, people will invite you to the best parties.

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DraconianOne
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Reply #26 on: November 04, 2008, 05:27:30 PM

Quote
Glyph of Souls no longer removes soul shard cost. It instead reduces the mana cost of your Ritual of Souls spell by 70%.

Most head-scratching, fuckarsed change ever.

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Driakos
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Reply #27 on: November 04, 2008, 09:12:27 PM

Quote
Glyph of Souls no longer removes soul shard cost. It instead reduces the mana cost of your Ritual of Souls spell by 70%.

Most head-scratching, fuckarsed change ever.

Yeah.  There are a couple of these mana-reduction glyphs.  Arcane Intellect?  Mark of the Wild?  Who cares if they cost less mana.  You cast them out of combat.  In Arenas and BG's it's free.

The soul shard cost was the only thing that made this glyph look reasonable.

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Koyasha
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Reply #28 on: November 05, 2008, 01:56:21 AM

They don't want to put in a 'band-aid' fix to just part of 'the soulshard problem', which they're working on.

....seems to me that it'd be better to leave the damn glyph as it is until they FIX 'the soulshard problem', THEN change it to whatever-the-fuck useless thing they want to.  Hey, here's an idea that -wouldn't- be useless.  Glyph of Souls: Allows the warlock to cast Ritual of Souls without people clicking the stupid portal thingy, cause that's just annoying anyway.

For that matter, add a glyph of mage table that does the same thing.  And one for ritual of summoning.

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Dewdrop
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Reply #29 on: November 05, 2008, 06:43:29 AM

They need to make soulshards a currency so they go in that currency tab with an unlimited quantity. Just farming on my lock i could easily pick up hundreds of shards and never have to worry about bank space. Wouldnt this solve a large part of the problem?
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Reply #30 on: November 05, 2008, 06:49:06 AM

Strikes me that after 4 years of locks moaning about soulshards that Blizz would have changed the mechanic by now if they thought it was a problem that needed fixing.

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Reply #31 on: November 05, 2008, 07:13:09 AM

The lesson is to pick the weakest class, because eventually everything else will be nerfed into the ground.

The lesson is to pick a pure tank or pure healer class. Even when you're nerfed, people will invite you to the best parties.

Or a simple corollary, stop picking the retarded FOTM DPS class because it's cool atm. The Sword of Damocles hovers over such classes.
« Last Edit: November 05, 2008, 07:15:23 AM by Paelos »

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Reply #32 on: November 05, 2008, 07:30:11 AM

They need to make soulshards a currency so they go in that currency tab with an unlimited quantity. Just farming on my lock i could easily pick up hundreds of shards and never have to worry about bank space. Wouldnt this solve a large part of the problem?

excellent point.....   or at least be able to stack the friggin things......

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Reply #33 on: November 05, 2008, 08:10:33 AM

     • Thrill of the Hunt: The mana gained from using this talent with Explosive Shot is now 1/3 of the normal amount per critical strike (but gets 3 opportunities per cast.) • T.N.T.: Explosive Shot can now only trigger this talent when it is initially fired.

Awwww. :(

SJOFN OMG LETS TALK ABOUT HUNTERS

like like like like I want ummm

I want to tame like

seven Silithid

but I have to be marksman

WHAT SPEC ARE YOU

But that Captain's salami tray was tight, yo. You plump for the roast pork loin, dogg?

[20:42:41] You are halted on the way to the netherworld by a dark spirit, demanding knowledge.
[20:42:41] The spirit touches you and you feel drained.
DraconianOne
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Reply #34 on: November 05, 2008, 08:33:02 AM

They need to make soulshards a currency so they go in that currency tab with an unlimited quantity. Just farming on my lock i could easily pick up hundreds of shards and never have to worry about bank space. Wouldnt this solve a large part of the problem?

excellent point.....   or at least be able to stack the friggin things......

From a game mechanic point of view then yeah, I can see why you'd want them to stack. From a geeky point of view, no - I don't want them to stack - they're the remnants of the drained souls of my victims, the source of my power. Making them stack or turning them into currency demeans what they symbolize.

Perhaps it's from the odd 1v1 pvp encounter where I manage to win comfortably and finish with a soul drain. (Then, because I'm undead, after they've snuffed it I eat their corpses for good measure. With me it's an all inclusive service - I take both body and soul.)


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