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Topic: Cataclysm (Read 1536058 times)
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caladein
Terracotta Army
Posts: 3174
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Stolen from SA by way of EJ: Didn't preorder the digital copy? Want to pre-download all the Cata Data?
Open up Launcher.WTF and set your accountType from "LK" to "CT" Do the same in config.wtf.
Enjoy. Other bonus of this is you don't need to log in to start the pre-load if you did buy the digital copy, which is not happening if your account's lapsed.
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"Point being, they can't make everyone happy, so I hope they pick me." - Ingmar"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" - tgr
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Rendakor
Terracotta Army
Posts: 10138
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Does that work now caladein? Or do we have to wait until the pre-download starts?
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"i can't be a star citizen. they won't even give me a star green card"
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caladein
Terracotta Army
Posts: 3174
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I did it, started up the launcher and it immediately went to work downloading about 800MB. This is after having patched to 4.0.1 a few weeks ago.
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"Point being, they can't make everyone happy, so I hope they pick me." - Ingmar"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" - tgr
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Setanta
Terracotta Army
Posts: 1518
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I've been riding around on the Palomino on my mage because I like the look and don't think a heavily-armored warhorse is a good visual fit for a mage. I got a tell yesterday saying "Ha, Ha, Journeyman mount!"  I love this on my pally and 'lock journeyman mounts - the lock journeyman owns most other horse models in it's simplicity. Pity the original kodos still look like ass
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"No man is an island. But if you strap a bunch of dead guys together it makes a damn fine raft."
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SurfD
Terracotta Army
Posts: 4039
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I want to kick Ghostcrawler in the teeth for these changes to Feral Druids.
Have you been raiding at 85 on the beta? Apparently they have both way more hp than other tanks and also take less damage. That couldn't be left alone. EDIT: Really the changes to bring HP totals in line with each other are like 3 years overdue. "I have a lot of HP" is not a playstyle difference, and it makes balancing encounters really squirrely. They can differentiate the tanks through what they do, not what their basic stats are. Especially now that vengeance stacks AP up to 10% of your hp, and savage defense scales with AP. It was very obviously going to spiral out of control very fast. I am not sure exactly how this change is going to go over. My biggest concern is Savage Defense not proccing off of Lacerate Ticks. Bears are in general a fairly slow hiting class, without a huge number of instant attacks that dont already have decently long cooldown attached to them. Savage defense is supposed to be our equivilent to block. However with this change, I am concerned that with any decently fast hitting boss or any time we have more then maybe two mobs on us at once, they will be eating our savage defense procs way faster then we can generate them, which may not balance comparatively to warriors or paladins who can hit fairly absurd block chance percentages in moderately decent gear. The original tank model was something along the lines of: Warriors and Paladins had Dodge, Parry and Block (where a lot of their mitigation comes from) Druids had Dodge (usually equivilent to the combined dodge / parry of plate tanks), and Savage defense with extra HP as a buffer since Savage Defense would never realistically compete with block for amount of damage prevented. I can understand that Savage Defense scaling off AP and AP scaling off Vengeance and Vengeance scaling wierdly with Massive Bear HP could all end up a bit wonky, but I think removing Savage Defense procs off of Dot crits may be overkill.
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Darwinism is the Gateway Science.
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Kitsune
Terracotta Army
Posts: 2406
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Bears hit slowly, their spammable attacks are gone, and my feral druid's critical percentage has dropped several percent from the talent changes. So yeah, I'm now a worse tank in every regard, huzzah.
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WindupAtheist
Army of One
Posts: 7028
Badicalthon
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By the way, between "Purples are for raiders, newb!" and "Deathwing is going to one-shot your level 10, isn't that fun?" I'm detecting a particular and uncharacteristic Everquestian stench coming from this expansion. The zombie thing was pretty disruptive back in the day, but there were things to DO during that event besides die and pay repair bills helplessly.
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« Last Edit: October 29, 2010, 12:59:55 AM by WindupAtheist »
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"You're just a dick who quotes himself in his sig." -- Schild "Yeah, it's pretty awesome." -- Me
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Sheepherder
Terracotta Army
Posts: 5192
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The original tank model was something along the lines of: Warriors and Paladins had Dodge, Parry and Block (where a lot of their mitigation comes from) Druids had Dodge (usually equivilent to the combined dodge / parry of plate tanks), and Savage defense with extra HP as a buffer since Savage Defense would never realistically compete with block for amount of damage prevented. And the original tank model was shit, because block and parry were never worth gearing for until now, and in the case of parry could be detrimental. While bears had a sizable lead in effective health. _____ hit slowly, their spammable attacks are gone, and my __________'s critical percentage has dropped several percent from the talent changes. So yeah, I'm now a worse tank in every regard, huzzah. Back of the line.
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« Last Edit: October 29, 2010, 01:38:58 AM by Sheepherder »
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caladein
Terracotta Army
Posts: 3174
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By the way, between "Purples are for raiders, newb!" and "Deathwing is going to one-shot your level 10, isn't that fun?" I'm detecting a particular and uncharacteristic Everquestian stench coming from this expansion. The zombie thing was pretty disruptive back in the day, but there were things to DO during that event besides die and pay repair bills helplessly.
The gear progression between Normal 5s, Heroic 5s, and Raids has been an issue at the beginning of each expansion. With TBC they tried to make it a half-step between dungeon rares and early epics by upgrading the quality but lowering the item level (minus 5 or so). Players bitched about how they weren't a large enough upgrade and they eventually caved and just made the starting level 70 epics the same item level as the dungeon rares. In Wrath, the only epics from the initial heroic dungeons were off the end boss and following the TBC model, they were the same item level as the rares that dropped in that instance. Normal mode dungeons were a full tier behind. This meant that there was effectively a three tier gap between a normal-mode 80 dungeon drop and a drop from Naxx-25. Things are reasonably similar in Cataclysm except that 10-man gear and the same-item-level epic off the last boss in a heroic are now gone. There is again a full tier jump (13 item levels) between normal 5s and heroic 5s and a two tier jump (13 item levels plus rare->epic) from that to T11. The EQ crowd can take it as a small victory while they still go on about 40-mans being best mans, badges being terrible, and the need for aspirational hierarchies; but the change is only a result of Blizzard not giving a shit about mudflation and having 10s and 25s share the same gear.
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"Point being, they can't make everyone happy, so I hope they pick me." - Ingmar"OH MY GOD WE'RE SURROUNDED SEND FOR BACKUP DIG IN DEFENSIVE POSITIONS MAN YOUR NECKBEARDS" - tgr
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Hawkbit
Terracotta Army
Posts: 5531
Like a Klansman in the ghetto.
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I'm not a raider; other than weeklies I've never stepped in a raid outside Naxx from this xpac. I used to raid in Vanilla/BC, though. I'm 100% okay with not being able to get purples, in fact I think it's for the best. Gear isn't very 'epic' when everyone is wearing it. Also, it makes it that much cooler when you're full blues and finally get that first purple.
As far as Deathwing one-shotting lvl 10s, I'm pretty okay with that too. There's nothing to really be scared of in the world. Fel Reavers were awesome in Hellfire... watching them one shot people, adding that level of urgency to get out of an area when they were around. Back in Vanilla there were zones that had big old bosses like in Blasted Lands that would spawn and own folks too.
People complaining about stuff that hasn't even happened yet... let's just relax and attempt to enjoy the game. If it's not fun either Blizzard will change it or you can quit. It's not a hard decision.
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SurfD
Terracotta Army
Posts: 4039
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The original tank model was something along the lines of: Warriors and Paladins had Dodge, Parry and Block (where a lot of their mitigation comes from) Druids had Dodge (usually equivilent to the combined dodge / parry of plate tanks), and Savage defense with extra HP as a buffer since Savage Defense would never realistically compete with block for amount of damage prevented. And the original tank model was shit, because block and parry were never worth gearing for until now, and in the case of parry could be detrimental. While bears had a sizable lead in effective health. We NEEDED that lead in effective health, though, because before Savage Defense, we had quite literally NOTHING else other then higher then usual armor to set us appart from other tanks. Having 40 - 45% dodge was great, untill you realised that an equally geared warror / Paladin probably had better avoidance then you did after you combined their Parry and Dodge percentages, were rapidly approaching the same amount of armor (yay for shields), and they ALSO had block, which they could get to pretty silly % levels (I knew at least one paladin who regularly soloed Garr in Molten core at 70 beacause he could hit around 95% chance to block, completely negating the damage that all 8 of the bosses adds did). Expertise and the removal of Parry haste on pretty much every really hard hiting boss in the game when wrath came out also made parry MUCH less of a "bad" thing to gear for. _____ hit slowly, their spammable attacks are gone, and my __________'s critical percentage has dropped several percent from the talent changes. So yeah, I'm now a worse tank in every regard, huzzah. Back of the line. I am not really up on warrior and paladin tank mechanics, but do they need land hits to get their block to actually block? Just by putting on a shield, they automatically gain 30% or 40% chance to block when in decently statted tank gear, or somewhere around there dont they? I am not super worried about it on big boss fights (unless the boss hits like algalon does, with an attack speed like a rogue but damage like a freight-trian), but in any situation where you are dealing with a decent group of things (like, say, instance trash), block style mechanics will destroy SD style ones in terms of efficiency. Savage Defense (as our equivilent to block style damage absorb / prevent mechanic) ONLY procs on critical hits that we do, and ANY damage taken consumes the entire thing (meaning an add hitting you for 25 damage will consume your 5k absorb SD proc). Since Bears have a pretty slow attack speed, Mangle, Maul, and Swipe now all have around 5-6 second cooldowns, and our only two spamable abilities (Lacerate and Pulverise) are almost completely useless when spammed, takeing SD procs off of Lacerate ticks may easily put us in a situation where we cant proc SD even remotely often enough to let it compete with block in multi mob encounters. ------------------------------------- Ninja Edit for Kitsune: Replacing your tank itemized Strength / Dodge Rings, Cape and Neck with equivilent Ilevel Agility DPS gear will solve that crit problem, while also probably giving you a net gain in Dodge, AP and giving you extra Haste to reforge into mastery to boot.
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« Last Edit: October 29, 2010, 05:08:59 AM by SurfD »
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Darwinism is the Gateway Science.
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Typhon
Terracotta Army
Posts: 2493
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I'm not a raider; other than weeklies I've never stepped in a raid outside Naxx from this xpac. I used to raid in Vanilla/BC, though. I'm 100% okay with not being able to get purples, in fact I think it's for the best. Gear isn't very 'epic' when everyone is wearing it. Also, it makes it that much cooler when you're full blues and finally get that first purple.
As far as Deathwing one-shotting lvl 10s, I'm pretty okay with that too. There's nothing to really be scared of in the world. Fel Reavers were awesome in Hellfire... watching them one shot people, adding that level of urgency to get out of an area when they were around. Back in Vanilla there were zones that had big old bosses like in Blasted Lands that would spawn and own folks too.
People complaining about stuff that hasn't even happened yet... let's just relax and attempt to enjoy the game. If it's not fun either Blizzard will change it or you can quit. It's not a hard decision.
1) everyone who raids will be wearing it. So I'll be conservative and say 50% of the playerbase. So you are correct, not 'everyone' will be wearing it. 2) What you described does add tension. The Ungoro TRexs are another good example. That is not what Deathwing is. 3) lol, welcome to f13
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SurfD
Terracotta Army
Posts: 4039
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I am not exactly sure how the Deathwing event works. There was a video of it in action (sort of) up on MMO-Champ, and the person recording the video was flying around following deathwing across the zone, and landing on the ground running through burning areas that were left behind. Judging from the look of things, you probably have to practically be standing in his path as he flys over you vomiting fire in order to actually die, so simply getting off to one side of the zone will likely be enough to save you whenever he happens to wander by.
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Darwinism is the Gateway Science.
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Typhon
Terracotta Army
Posts: 2493
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If there is a chance to avoid it, I have much less of a problem with it because there is some interactivity. One post described it as, "If you're in the zone, you're almost definitely screwed." Re-reading them all seems like there is some chance for avoidance, so I'll stop being so twitchy (but just about this, mind you! twitch!)
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Sheepherder
Terracotta Army
Posts: 5192
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We NEEDED that lead in effective health, though, because before Savage Defense, we had quite literally NOTHING else other then higher then usual armor to set us appart from other tanks. Having 40 - 45% dodge was great, untill you realised that an equally geared warror / Paladin probably had better avoidance then you did after you combined their Parry and Dodge percentages, were rapidly approaching the same amount of armor (yay for shields), and they ALSO had block, which they could get to pretty silly % levels (I knew at least one paladin who regularly soloed Garr in Molten core at 70 beacause he could hit around 95% chance to block, completely negating the damage that all 8 of the bosses adds did). And now you don't.  More to the point: a geared defense capped warrior or the equivalent in paladin terms prior to 3.0 was guaranteed to have at least 102.4% avoidance all totaled, because at that point Shield Block and Holy Shield were short cooldowns that gave you something like 50-60% chance to block, and they were required to mitigate crushing blows, which Bear druids were, by design, meant to soak via effective health. At that point, block rating was also around one third the value in item budget of other avoidance. Expertise and the removal of Parry haste on pretty much every really hard hiting boss in the game when wrath came out also made parry MUCH less of a "bad" thing to gear for.
I am not really up on warrior and paladin tank mechanics, but do they need land hits to get their block to actually block? Just by putting on a shield, they automatically gain 30% or 40% chance to block when in decently statted tank gear, or somewhere around there dont they?
I am not super worried about it on big boss fights (unless the boss hits like algalon does, with an attack speed like a rogue but damage like a freight-trian), but in any situation where you are dealing with a decent group of things (like, say, instance trash), block style mechanics will destroy SD style ones in terms of efficiency.
Savage Defense (as our equivilent to block style damage absorb / prevent mechanic) ONLY procs on critical hits that we do, and ANY damage taken consumes the entire thing (meaning an add hitting you for 25 damage will consume your 5k absorb SD proc). Since Bears have a pretty slow attack speed, Mangle, Maul, and Swipe now all have around 5-6 second cooldowns, and our only two spamable abilities (Lacerate and Pulverise) are almost completely useless when spammed, takeing SD procs off of Lacerate ticks may easily put us in a situation where we cant proc SD even remotely often enough to let it compete with block in multi mob encounters. Parry haste was of marginal effect. The fact that point for point it offered only slightly better survivability than agility for paladins and warriors was more than enough to make it shit, however. Block has never required extra effort, some cooldowns have historically increased block chance. Block is a single stat now, with lower returns per point of rating and a percentile based mitigation of damage. Your concerns about instance trash are groundless and have already been addressed. Read the patch notes and theorycraft, FFS. Or just listen to Ingmar, who's already told you that bear druids are by far the best trash compactor in the beta currently.
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« Last Edit: October 29, 2010, 07:12:44 AM by Sheepherder »
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Chimpy
Terracotta Army
Posts: 10633
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I believe he was talking about boss haste when they were parried. I.E. getting parry bombed by Brutallus.
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'Reality' is the only word in the language that should always be used in quotes.
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Mnemon
Terracotta Army
Posts: 82
All this swearing upsets me. I'm sensitive.
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This shit where every mount goes whatever your highest trained speed is? I fucking love it. LOVE IT. All my cool looking old normal-speed mounts, totally viable again. Hell yes.
yup. road through Stormwind on my old school black stallion and got a good 10 tells asking where I got it.
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Ingmar
Terracotta Army
Posts: 19280
Auto Assault Affectionado
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Remember, the other 3 tanks have now lost all the passive miss/dodge/parry/block that they got from having to wear +defense gear to become uncrittable. That really takes the meat out of any avoidance advantage they may have had.
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The Transcendent One: AH... THE ROGUE CONSTRUCT. Nordom: Sense of closure: imminent.
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Sheepherder
Terracotta Army
Posts: 5192
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I believe he was talking about boss haste when they were parried. I.E. getting parry bombed by Brutallus. I know, it was of marginal effect. Because Brutallus never parry hasted.
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Ingmar
Terracotta Army
Posts: 19280
Auto Assault Affectionado
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Prince Malchezzar (phase 2) was the poster boss for getting fucked by parry haste, really.
That said, bosses parry hasting has *nothing* to do with gearing for parry yourself. They haste when *they* parry, not when we do.
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The Transcendent One: AH... THE ROGUE CONSTRUCT. Nordom: Sense of closure: imminent.
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Fordel
Terracotta Army
Posts: 8306
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Prince Malchezzar (phase 2) was the poster boss for getting fucked by parry haste, really.
That said, bosses parry hasting has *nothing* to do with gearing for parry yourself. They haste when *they* parry, not when we do.
Remember when I used to just stop swinging my sword? Judge, HolyShield, Exorcisim, Cons!
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and the gate is like I TOO AM CAPABLE OF SPEECH
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Ingmar
Terracotta Army
Posts: 19280
Auto Assault Affectionado
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Cheating paladins! 
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The Transcendent One: AH... THE ROGUE CONSTRUCT. Nordom: Sense of closure: imminent.
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Fordel
Terracotta Army
Posts: 8306
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Well, really, all I turned off was auto-attack, because that was all that was left in the TBC era. 
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and the gate is like I TOO AM CAPABLE OF SPEECH
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Soulflame
Terracotta Army
Posts: 6487
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And then half of your raid would stand in the PBAE of an elemental. 
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Fordel
Terracotta Army
Posts: 8306
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« Last Edit: October 29, 2010, 03:16:49 PM by Fordel »
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and the gate is like I TOO AM CAPABLE OF SPEECH
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Ashamanchill
Terracotta Army
Posts: 2280
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I want to kick Ghostcrawler in the teeth for these changes to Feral Druids.
Have you been raiding at 85 on the beta? Apparently they have both way more hp than other tanks and also take less damage. That couldn't be left alone. EDIT: Really the changes to bring HP totals in line with each other are like 3 years overdue. "I have a lot of HP" is not a playstyle difference, and it makes balancing encounters really squirrely. They can differentiate the tanks through what they do, not what their basic stats are. Especially now that vengeance stacks AP up to 10% of your hp, and savage defense scales with AP. It was very obviously going to spiral out of control very fast. Excuse me Mr. Robot of Logic and reason, but I didn't say it wasn't merited, or needed, just what my first reaction was 
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A poster signed by Richard Garriot, Brad McQuaid, Marc Jacobs and SmerricK Dart. Of course it would arrive a couple years late, missing letters and a picture but it would be epic none the less. -Tmon
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Ingmar
Terracotta Army
Posts: 19280
Auto Assault Affectionado
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does not compute
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The Transcendent One: AH... THE ROGUE CONSTRUCT. Nordom: Sense of closure: imminent.
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Sjofn
Terracotta Army
Posts: 8286
Truckasaurus Hands
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Excuse me Mr. Robot of Logic and reason, but I didn't say it wasn't merited, or needed, just what my first reaction was  If you want to provoke him, ask him how happy he is that he doesn't have blood rage anymore.
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God Save the Horn Players
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Chimpy
Terracotta Army
Posts: 10633
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That said, bosses parry hasting has *nothing* to do with gearing for parry yourself. They haste when *they* parry, not when we do.
Oh...yeah. I was not really reading the previous posts and was tired when I replied. I just remember parry bombs shredding tanks on that one annoying guy by the waterfall in BT.
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'Reality' is the only word in the language that should always be used in quotes.
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Soulflame
Terracotta Army
Posts: 6487
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Making healer mana matter is going to blow up in their face.
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Simond
Terracotta Army
Posts: 6742
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I bet tying crit block to mastery blows up first. Watch every warrior stack mastery and block then become ridiculously hard to kill.
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"You're really a good person, aren't you? So, there's no path for you to take here. Go home. This isn't a place for someone like you."
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Sheepherder
Terracotta Army
Posts: 5192
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Diminishing returns still apply.Evidently not at the moment. 
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« Last Edit: October 29, 2010, 06:03:16 PM by Sheepherder »
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SurfD
Terracotta Army
Posts: 4039
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Diminishing returns still apply.Evidently not at the moment.  They probably still do, but since diminishing returns are now calculated based on a max level of 85, things get wonky at level 80.
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Darwinism is the Gateway Science.
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Sheepherder
Terracotta Army
Posts: 5192
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No, there's absolutely no diminishing return on block. Everything else is peachy, block isn't.
I expect that will change soon, but you never know.
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Ingmar
Terracotta Army
Posts: 19280
Auto Assault Affectionado
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Block has never had DR as far as I know. I'm not sure it really needs it frankly - it is still worse than dodge or parry even when you crit block, and we still are going to want to cap expertise and hit for threat purposes, and we're still going to want to stack stamina since it is a survival AND threat stat now, and bosses are still going to do significant amounts of magic damage. There are enough things pulling at our itemization priorities that I don't really expect stacking mastery exclusively to be a terribly productive choice.
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The Transcendent One: AH... THE ROGUE CONSTRUCT. Nordom: Sense of closure: imminent.
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