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Author Topic: Patch 3.1 -Preview-  (Read 44751 times)
Fordel
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on: February 04, 2009, 10:51:20 PM

Eynoix listed a small bit from the upcoming patch.
-edit- Adding in additional Info.
-edit2- I am OCD about formatting ><
-edit3- For part III !


PART I (Source: http://forums.worldofwarcraft.com/thread.html?topicId=14910002204&sid=1 )
 
PRIEST
# Divine Spirit – this spell is now a core ability available to all priests.
# Discipline has access to a new talent, Power Word: Barrier. (Think of it as Power Word: Shield for your whole group).
# Several area of effect (AOE) heal spells have been improved: Prayer of Healing can be cast on any groups in your raid party. Holy Nova’s mana cost has been reduced. Circle of Healing now heals for more.
# Shadow priest PvP survivability has been improved: Shadow Form now reduces magic as well as physical damage. Dispersion now removes snares.
# Penance – this spell can now be targeted on the priest.
# Serendipity – this talent now reduces the cast time of Greater Heal and Prayer of Healing when Binding Heal or Flash Heal are cast.
# We are also working to give Holy additional PvP utility.

ROGUE
# 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.
# Adrenaline Rush – the cooldown on this ability has been lowered.
# Lightning Reflexes – reduced to 3 ranks. In addition to 2/4/6% dodge, this talent now also grants 4/7/10% passive melee haste.
# Killing Spree – while this ability is active, the rogue does 20% additional damage.
# Savage Combat – now causes 2/4% physical damage done.
# Mace Specialization – this talent now grants haste in addition to armor penetration.

SHAMAN
# Chain Lightning – now jumps to 4 targets but does less damage. We wanted to make the distinction between Lightning Bolt and Chain Lightning more clear.
# Storm, Earth and Fire – this talent now increases all damage done by Flame Shock, not just periodic damage.
# Spirit Weapons – now reduces all threat, not just melee threat.
# Unleashed Rage – reduced to 2 ranks, now also increases your critical strike chance with melee attacks by 1/2%.
# Totem streamlining: The Mana Spring and Healing Stream Totems have been combined. The Disease Cleansing and Poison Cleansing Totems have been combined.
# We are also working on giving Enhancement and Elemental more PvP utility.


PART II (Source: http://forums.worldofwarcraft.com/thread.html?topicId=14910422662&sid=1 )

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.


PART III (Source: http://forums.worldofwarcraft.com/thread.html?topicId=14910003268&sid=1 )

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.


MANA REGEN (Source: http://forums.worldofwarcraft.com/thread.html?topicId=14910422908&sid=1 )

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.
« Last Edit: February 05, 2009, 11:47:48 PM by Fordel »

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Fordel
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Reply #1 on: February 04, 2009, 10:52:54 PM

AE Priest Bubble seems awesome!

Combined Mana+Healing Spring and Disease+Poison Totems is such a nice change as well.


I don't understand Rogues on a good day, so someone else will have to make sense of those changes for me.

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Reply #2 on: February 04, 2009, 11:51:53 PM

In english:

Priest: PVE buffs to make discipline viable for general PVE instead of just a gimmick tree for Sarth 3d. Obligatory slap in the face to shadow priests.

Rogue: PVE buffs.

Shaman: Frees up a couple binds, a token ele buff to go along with a token ele nerf, and a minor enhancement buff.
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Reply #3 on: February 05, 2009, 03:46:02 AM

Awesome.  I started playing my priest again recently and Disc is fun but, yeah, healing is a bitch as Disc compared to Holy.  Fun, fun.

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Reply #4 on: February 05, 2009, 04:06:40 AM

Wouldn't this being a full tenth-point update instead of the prior hundredth-point update also mean some sort of major content thing? Sure I'm excited by the usual round of tweaks. But I'd expect more, particularly with the growing problem of non-Raiding endgamers running out of rep to grind.
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Reply #5 on: February 05, 2009, 04:16:53 AM

Yeah yeah more coming, it wasn't cut and pasted but it says other class ones soon to come.

First opinion all I see is more simplification of the game. Divine spirit for all 3 specs...say what....please do explain how a shadow priest earns that.

So more of just get 10 or 25 people into your it wont' matter what they do you just need 10/25 and go and you can win attitude. Weak.

I see a lot of Rogue buffs, speaking as someone without a 80 rogue.

I predict fully more changes to Paladins to affect the burst dps, that will truly fuck any holy paladins even further to again make you question WTF am I holy paladin. Ret paladins will snicker at their now cut in half holy paladins brethern. Prot paladins won't care cuz they are dealing fucktons of dps still.

Roll a tank you'll deal more damage than anyone else even pure dps classes. Then you'll mock loudly any enhancement shaman when you out dps that shaman without realizing that shaman is the reason your doing 10-35ish% more damage in your group/raid. Fucking selfish bishes.


Good cure to game buff everyone and make everything simpler.
Fordel
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Reply #6 on: February 05, 2009, 04:51:17 AM

Divine Spirit goes baseline, new group bubble talent replaces it in the Disc tree? I'm not sure what you mean by a Shadow Priest 'earning' it?


Darniaq: That was just a small preview posted by Blizzard, more to come Soon(TM).

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Reply #7 on: February 05, 2009, 06:28:00 AM

Yeah DS has been a "Must have" buff for raiding priests for as long as I can remember.  As such, it makes sense to make it baseline like any of the 'must have' buffs for classes over the years.  Improved DS will probably stil remain a Disc Talent instead of rolling into the base, meaning the most useful part for a raid (extra spelldam) will still require at least a secondary into Disc.

The rogue buffs DO make me QQ, though.  Must be because there's so many plate classes out there in PVP these days.

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Fordel
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Reply #8 on: February 05, 2009, 06:52:05 AM

DS being baseline really helps my Moonkin, which has this odd double dipping spirit/int split in terms of mana regen and tertiary bonuses.

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Reply #9 on: February 05, 2009, 08:33:27 AM

Interesting... I play a holy priest and a DK atm, it's fun playing on the overpowered AND underpowered ends of the spectrum awesome, for real. It's hard to tell just how good the buffs are going to be without numbers (anyone else remember the 'massive COH buff' where they increased its healing by a whole 25 hitpoints? Yeah.)

About divine spirit: it's a good change (and warlocks won't be forced to use felhunters anymore!), though improved DS is pretty much useless atm; a simple flametongue totem will override it, kek. (they don't stack since wotlk)


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Reply #10 on: February 05, 2009, 08:52:16 AM

DS should have been made baseline years ago. The exciting change is the new buff to PoH and Serendipity; although it's not clear whether the seredipity change will remove it's funcation as an awesome efficiency talent.

Glyphed PoH has the potential for huge HPS, this could be interesting.

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Reply #11 on: February 05, 2009, 09:41:06 AM

Interesting... I play a holy priest and a DK atm, it's fun playing on the overpowered AND underpowered ends of the spectrum awesome, for real. It's hard to tell just how good the buffs are going to be without numbers (anyone else remember the 'massive COH buff' where they increased its healing by a whole 25 hitpoints? Yeah.)

About divine spirit: it's a good change (and warlocks won't be forced to use felhunters anymore!), though improved DS is pretty much useless atm; a simple flametongue totem will override it, kek. (they don't stack since wotlk)


Yeah it's weird having to kill shit as a holy/disc smite spec vs my "what, something  hit me?" DK.  I can't complain too badly about spelldam at least as I'm only 76 but have 1257 spelldam self-buffed. Whee! 

Not having priest-raided yet, (and not ever having had a shaman and priest in my 10-mans.. who pays attention to spell buffs in 25s as melee?) I didn't realize that about flametongue totem.  Guess I'll be speccing out of that soon enough!

I expect nothing out of the CoH "buff."  Not more than a month ago they were talking about nerfing it again because of how it marginalized other healers, now it's getting a buff? I'll believe it when I see it.

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Reply #12 on: February 05, 2009, 10:01:35 AM

Quote
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.

Part II

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Reply #13 on: February 05, 2009, 10:05:08 AM

It's about time we saw these changes to enhance. It's been obvious spell damage generated threat has been a problem since 3.0. It's become a REAL problem when you hit 80 and start seriously gearing up.

The UR thing is another issue that's been obvious since 3.0. Dropping this to two talent points is simply outstanding (now I can get imp shields...), the crit buff isn't quite what anyone wanted (Hello? Expertise, maybe...), but at least it is a selfless buff. Totems, eh, it's good as I can always use more keyboard space, but I have so many conditional totem macros that it won't really affect me that much, other than maybe a bit less wear on my wrists typing up macros.

PvP now, well...good luck with that. The perfect shaman PvP buff would be removal of PvP from WoW. Which wouldn't be a bad thing, now that I think of it. Blizz will need some serious creativity there. We shall see. I'm betting it won't happen, but one never knows.
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Reply #14 on: February 05, 2009, 10:31:15 AM

yes yes yes yes yes (rogue and priest)

One thing I noticed; mutilate rogues are about 10x more work than combat rogues. I got a new shiny and respecc'd to combat and I am never going back. Playing cooldown games keeping Hunger for Blood, Slice and Dice, Rupture up while moving around and paying attention to your surroundings is practically harder than raid healing. I'm not confident the hunger for blood change is going to make it much easier.

Combat rogues simply mash SS and use one of two alternating finishers.
« Last Edit: February 05, 2009, 10:34:41 AM by bhodi »
Fordel
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Reply #15 on: February 05, 2009, 10:33:01 AM

Quote
# Survival Instincts ( http://www.wowhead.com/?spell=61336 ) now works in Moonkin form.


Random change is... random.


Seriously, while I'm sure that is supposed to be some sort of Moonkin PvP buff... I hope there is some kind of bigger picture they just haven't shown us yet, because there is precisely zero way any Moonkin will be able to put 11 points into Feral, where 10 will be useless.

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Reply #16 on: February 05, 2009, 11:04:36 AM

yes yes yes yes yes (rogue and priest)

One thing I noticed; mutilate rogues are about 10x more work than combat rogues. I got a new shiny and respecc'd to combat and I am never going back. Playing cooldown games keeping Hunger for Blood, Slice and Dice, Rupture up while moving around and paying attention to your surroundings is practically harder than raid healing. I'm not confident the hunger for blood change is going to make it much easier.

Combat rogues simply mash SS and use one of two alternating finishers.

I'm interested to see how the new Rogue changes play out but I found that I rather enjoyed the mental work. It is easy to maintain all those items if you keep hitting your crits. Only critical one to keep up at all times was Hunger for Blood, the rest could easily be reapplied.

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Reply #17 on: February 05, 2009, 11:19:30 AM

how a shadow priest EARNS divine spirit? Oh gtfo poopsocker, these changes have been long in coming because as stated multiple times, they aren't even that great, just making things a bit easier.

As to the actual shadow changes? well 15% melee AND spell reduction combined is actually pretty good. No, it's not the end all be all but I wouldn't throw it out.  As for dispersion breaking snares? woop-de-freakin-do, ill either get re-snared while in dispersion or as soon as im out of it. this doesnt really add much to survivability.

Holy/disc looks interesting, shadow looks like they still arent sure what to do with us.

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Reply #18 on: February 05, 2009, 11:24:20 AM

Gee, we only suggested combining mana spring/healing spring and poison/disease cleanse what...3 and a half years ago?  Hell, it was back i n the day when we wore onions on our belts, as was the style at the time.

Whatever.
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Reply #19 on: February 05, 2009, 12:23:53 PM

-edit- Moved the patch info to the first post.



Mana regen changes always scare me  ACK!
« Last Edit: February 05, 2009, 12:30:48 PM by Fordel »

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Error 404: Title not found.


Reply #20 on: February 05, 2009, 12:30:23 PM

The stance dance thing is fine for warriors, I suppose, but I never really used it more than just breaking fears. Granting rage when warriors block, dodge, or parry should be baseline and I thought they did that already. As explained numerous times, you don't want better gear to = shittier threat performance because of less rage, which is usually on trash mobs. Arms needs the most looking at in the warrior line, and I think it's getting it. Prot needs a few tweaks, and I think they are getting those too. I really don't think shockwave generates the kind of threat that it should for a 20s cooldown ability, but we'll see.

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Reply #21 on: February 05, 2009, 12:55:37 PM

We get rage on block from the shield spec talent but rage on dodge/parry were taken out partway through beta.

Honestly I don't think I need it. Prot is in a really good place right now, the only things I want are lazy quality of life things like longer shout durations and maybe a change to heroic strike mechanics.

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Reply #22 on: February 05, 2009, 01:12:03 PM

Two things stand out for me.
1.  Blizzard just fucked holy paladins.  Side note - I'm -highly- amused that the poster notes that paladin mana regen works differently, then boldly states they're going to "fix" holy paladin mana regen by nerfing the bejesus out of Divine Plea.  The main job of a holy paladin is to heal one (or two with bacon) people throughout the entire fight.  "Oh hey, I need to halve my healing for 15s because I just put a Mortal Strike on myself and can only heal for half as much so could someone else pick up the slack?  Oh, and this is going to happen every 60s.  Not a problem, right?"   awesome, for real

2.  Spiritual Attunement nerf could fuck Ret paladin dps as well, while reducing their raid utility by adding Replenishment to other classes.  As it stands, Spiritual Attunement + Judgement of Wisdom + Divine Plea + Replenishment is the only thing that allows me to go full out with my DPS.  While the 50% reduction to healing on Divine Plea doesn't affect me, cutting mana regen from Spiritual Attunement -does-.  Maybe this isn't as big a concern, we shall see.  Something as simple as switching from Seal of Blood to Seal of Command (Sapph, sometimes Gluth if I don't want to judge myself to death  Ohhhhh, I see.) is enough to cause me to be concerned about mana.

Edit - I didn't see this was already posted.  My bad.  My replies still stand!
« Last Edit: February 05, 2009, 01:35:18 PM by Soulflame »
Fordel
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Reply #23 on: February 05, 2009, 01:18:44 PM

My beautiful formatting, ignored!  Cry

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Reply #24 on: February 05, 2009, 01:31:06 PM

I was waiting for that Holy Pally nerf to come.  As of right now I DO have the right gear for the instances we are doing and I HAVE to use Divine Plea to last the fights.  I don't really care that they didn't intend for that to happen, but it does.  I'm not blowing away priests, shamans, or druids with mana regen either.  They get lots of spirit and special talents to keep them high in mana pools.  Divine plea was really my only tool to keep up.

I guess I'll switch him to ret or prot now and make my priest heal again. 
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Reply #25 on: February 05, 2009, 01:31:36 PM

Fuck.

Dear Blizzard,

Hunters should not use mana. Thanks.

Xerapis

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Reply #26 on: February 05, 2009, 01:32:24 PM

Sorry Fordel, I missed that you added the notes to the first post.  Modified post accordingly.
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Reply #27 on: February 05, 2009, 01:33:29 PM

Sorry Fordel, I missed that you added the notes to the first post.  Modified post accordingly.

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Reply #28 on: February 05, 2009, 02:50:02 PM

We knew the mana regen nerf was incoming, but it's pretty sucky all over. The guys running 25-mans and nothing else won't feel a thing, but in 10-man raids this is going to be painful.

I had enjoyed the OOC regen I have on my priest (~1K mp5) as it meant that I didn't have to drink; but finding ways to weave that OOC regen in during combat required som skill I always felt, and now they're trying to take that away, much like they took downranking away. *sigh*

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Reply #29 on: February 05, 2009, 02:55:56 PM

Wow, that's fucked up.  However, my group's holy pally never has mana problems so I don't get why others are.

Yeah, sorry hunters.  hay, at least you have Asspack of the Viper!  Ohhhhh, I see.

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Itto


Reply #30 on: February 05, 2009, 03:13:16 PM

A bit of an odd move. In theory, their changes to mana regen will hurt the people who knew how to properly work with 5SR the hardest, whereas joe imashbuttangud will see little change.
« Last Edit: February 05, 2009, 03:28:32 PM by Itto »

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Reply #31 on: February 05, 2009, 03:20:49 PM

Wow, that's fucked up.  However, my group's holy pally never has mana problems so I don't get why others are.

Yeah, sorry hunters.  hay, at least you have Asspack of the Viper!  Ohhhhh, I see.

My guess would be your holy pally relies primarily on flash of light while the ones having trouble are using holy light.

From the description of the changes, if you're a class that doesn't rely heavily on spirit for mana regen, or are a holy paladin, then this won't really affect you. Hunters, shamans, non-arcane mages, etc. won't change much at all, regen-wise.

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K9
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Reply #32 on: February 05, 2009, 03:22:46 PM

A bit of an odd move. In theory, their changes to mana regen will hurt the people who knew how to properly work with 5SR the hardest, whereas joe iambuttangud will see little change.

This is my impression. If anything I would have gone the other way, and toned down abilities like meditation and mp5 and buffed active mana regeneration methods instead.

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Reply #33 on: February 05, 2009, 03:45:59 PM

I wonder how these regen changes will affect newbies, speaking as someone who started a Moonkin-in-Training Druid recently.

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Reply #34 on: February 05, 2009, 03:47:08 PM

I wonder how these regen changes will affect newbies, speaking as someone who started a Moonkin-in-Training Druid recently.

Leveling balance druids will be no more out of mana than they were before... because it is impossible to be more out of mana.

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