That part is written kind of strangely. From my perspective it seems like they're trying to say that mob armor has been reduced to the point that armor on mobs after the patch will be equivalent to armor on a debuffed mob before the patch. You guys reading that the same way?Tamanon said:I think the biggest news is buried in that Warrior Sunder Armor bit.
Creature armor globally reduced. That increases all melee DPS.![]()
Epix said:That part is written kind of strangely. From my perspective it seems like they're trying to say that mob armor has been reduced to the point that armor on mobs after the patch will be equivalent to armor on a debuffed mob before the patch. You guys reading that the same way?
I guess you missed the part how the changes aren't everything they are going to reveal yet. They never are.border said:The warlock changes don't exactly sound like the Savior of the Class sorta thing they were hyping it to be. PVP survivability still ass....spell rotation for Affliction still involved and confusing as fuck. Getting rid of Siphon Life is nice though.....if you use Haunt to refresh your Corruption, that's now 2 GCDs you don't have to expend.
* 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.
This seems like an odd choice, given how crazy-conscious they have been about PVP balance. Everyone is going to be getting Overpower'ed up the ass by warriors who used to play it safe staying in Berserker stance.
Maxrpg said:I guess you missed the part how the changes aren't everything they are going to reveal yet. They never are.
firex said:I have yet to do AN, Oculus or OK on heroic because nobody runs those on kilrogg but of all the other heroics, the easiest ones for me are, in this order:
UK
CoS
HoL
HoS (oddly the maiden fight can be bad if your healer doesn't know how to break her group gouge, and tribunal can suck only when the lasers come in because they can target Bronzebeard and instagib him, or you can have really dumb dps that doesn't move out of them)
Gundrak
DTK
Nexus
VH
UP
UP can be annoying because of how dps don't think they need any gear at all now to run heroics. So if you get shit dps for UP, it makes fights like Skadi and even the first boss a pain in the ass.
There is a huge gap between H-VH and H-UP in difficulty, too. I just put H-Nexus and DTK up there because their bosses can actually kill people on heroic and the achievements for all the bosses but the final one are actually kind of tough to get. H-VH varies, but I consider the jin'do boss and the ethereal boss to be pretty frustrating, which can make it into a tougher heroic compared to getting every other boss in there (all pretty easy to fight, honestly).
The last set of changes (hunter, dk, mage, pld) are what interest me the most. I am assuming the last four are last for the simple reason that they've changed them already so much recently, which means the refining process of them is going to be very interesting to look at.TomServo said:Especially since there's nothing mentioned about destruction talents, and some of us don't like playing affliction.
PhoenixDark said:for me (haven't done AN, HoS, Oculus)
UK
CoS
DTK
Nexus
HoL (cake walk to Loken, and he's not tough if group is on same page)
UP (I try to bring as many plate wearers as possible lol)
GunDrak (first boss can be a pain if the group isn't on the same page)
VH (the multi mob spawns often catch me off guard ie with little rage to aoe)
OK (first boss is a total pain. Outside of the last boss I just don't like this instance)
VH isn't hard but I just need to work on picking up the mobs faster. The boss with the voids can be a pain. Xevozz is easy as hell when you kite him up the ramp
Not necessarily. It ends up as a buff to other classes vis a vis Warriors; because it's goal is to nerf the shit out of Sunder Armor, which most raid/5 mans had already. Very very few 10 man groups were running without Sunder Armor.Tamanon said:I think the biggest news is buried in that Warrior Sunder Armor bit.
Creature armor globally reduced. That increases all melee DPS.![]()
I'm a paladin tank so I get woken up when she hits me. It's just bad if the healer doesn't know how to break her group gouge/sap/whatever because even way past the defense cap it can be tough to survive the whole duration of that incapacitate on the healer.Angry Grimace said:The Maiden fight is pretty easy if you have a Warrior tank because Berserker Rage breaks the sap effect and the cast time is long enough that you can just stnad in the void zone to break it the second time.
Watch her cast bar and when she casts the incapacitate effect move into the black void zones that she leaves around the field; the void zone will break the incapacitate effect instantly and you can pick her back up immediately. She doesn't hit hard enough to kill you in that time, since the only way you die is if she aggros a healer during that point.firex said:I'm a paladin tank so I get woken up when she hits me. It's just bad if the healer doesn't know how to break her group gouge/sap/whatever because even way past the defense cap it can be tough to survive the whole duration of that incapacitate on the healer.
"fixed" is a good way of putting it.Lain said:So manaregen is gonna get "fixed".
I wonder how they are gonna change spiritual attunement to nerf the mana you get back as Holy, since it isn't specified in their planning.
I'm surely gonna miss DP the way it is now tho.
I also wonder how much druids and priests are gonna get affected as well with the lowering manaregen during the fsr.
Her sleep spell is an aggro dump. If you don't clear it she'll kill whomever she feels like, generally the healer due to the fact that any HoTs you have on still register aggro. A forced targeting effect such as the 3-second forced attack from challenging shout, taunt or mocking blow will work if timed right, but I usually just jump in the void zones.firex said:oh, she hits me anyway because I'm always on top of threat. I just meant that the healer may not always be able to get woken up using the method you said, same with dps, so I might wind up having to solo her until everyone else wakes up.
A few months back I really liked your posts but for some reason now they seem full of complaints and a let down to read. Them changing things around will minorly switch things up keeping it somewhat ever changing. Ulduar would be great but 80% of us out there aren't stressing over it because we don't have 25 naxx on farm yet. We're still taking 2 nights in there instead of 1, and not all of us are tiered out and best piece in slotted.Angry Grimace said:"fixed" is a good way of putting it.
None of this stuff needs to be changed. It's getting changed because they "can." Not because it "needs" to be.
More likely, we'll quit and play something else. Heck, neither am I. I've cleared Naxxramas (in it's entirety) once, but it's hard to have incentive to do it three more times since there's nothing else to shoot for beyond it. My personal problem with it is that they think that having 10 and 25 man versions is equal to having 2 separate raids/dungeons, but really it isn't.vumpler said:A few months back I really liked your posts but for some reason now they seem full of complaints and a let down to read. Them changing things around will minorly switch things up keeping it somewhat ever changing. Ulduar would be great but 80% of us out there aren't stressing over it because we don't have 25 naxx on farm yet. We're still taking 2 nights in there instead of 1, and not all of us are tiered out and best piece in slotted.
PVP or roll an alt, or take a break from wow. I almost get depressed and question my loving of the game when reading your posts lately and its unnecessary. This game is better than its been preBC and through BC.
Within a couple months i assume ulduar will be here and off we go!![]()
Oni Link 666 said:I hope all this mana regen talk doesn't apply to hunters. We do run out of mana on every boss fight and going into aspect of the viper hurts our DPS a lot. Sometimes I have to go into viper 2 or 3 times during a fight that has me dropping volleys on a shit ton of adds.
Puncture said:I think our value and the value of viper is going to shine that much brighter now that mana regen is being nerfed. Our class can maintain, over any period given any circumstances really.
Yeah it seems like they just wanted to stop people from abusing Sunder Armor in arenas, so at its heart it is yet another change made only for the sake of their PVP that throws PVE kinda outta whack. Did they even do anything to Rogues' Expose Armor, though?Angry Grimace said:Not necessarily. It ends up as a buff to other classes vis a vis Warriors; because it's goal is to nerf the shit out of Sunder Armor, which most raid/5 mans had already. Very very few 10 man groups were running without Sunder Armor.
Angry Grimace said:I'm not saying it's worse than it ever has been, just that as a casual/hardcore player I find less and less interesting things to do, since there's not really enough content to justify continually shaking up class mechanics.
thatbox said:Only spirit-based oofsr mana regen is being nerfed from what I've read, aside from turning Divine Plea into a self-cast MS. Nobody has been stacking spirit if they can help it since 3.0 because Int is far better with replenishment, which it looks like sooner or later every DPS is going to have. Funny!
vumpler said:A few months back I really liked your posts but for some reason now they seem full of complaints and a let down to read. Them changing things around will minorly switch things up keeping it somewhat ever changing. Ulduar would be great but 80% of us out there aren't stressing over it because we don't have 25 naxx on farm yet. We're still taking 2 nights in there instead of 1, and not all of us are tiered out and best piece in slotted.
PVP or roll an alt, or take a break from wow. I almost get depressed and question my loving of the game when reading your posts lately and its unnecessary. This game is better than its been preBC and through BC.
Within a couple months i assume ulduar will be here and off we go!![]()
Puncture said: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.
Better than a new Icon for Mage Armor.Mr Pockets said::lol
Seriously??
At least no outright nerfs so far. Spirit should be interesting if they do something cool with it. No clue what they mean by shatter combos for frost mages, since I get those as it is now.
They better not ruin my WE though ;P
Angry Grimace said:I've cleared Naxxramas (in it's entirety) once, but it's hard to have incentive to do it three more times since there's nothing else to shoot for beyond it.
# Blessing of Kings this spell is now a base ability trainable by all paladins.
border said:* We are also looking at increasing the sustained (not burst) damage of feral druids in cat form.
VaLiancY said:... got me tweaking my nipples. I like the bleed effect ...
For real. Unless they add some new stuf, the only thing I would ever use Engineering for again is to put the cloud tracker on a new belt and maybe make another Mechano-hog. I'm glad I don't have to make any more Mammoth cutters for my hunter though.BigJonsson said:Fuck
Way to remove something that engineers can actually sell
Unless they make epic best in slot ammo now that hunters will have to pay through the teeth to get
Xabora said:DEATH KNIGHT
border said:I can understand how and why they are slow to turn out raid dungeons, but would it kill them to add a few more useful items to the rep factions? Sometimes the only cloth pieces are STA/INT/SPI + Spellpower.....I'm a warlock, and despite the changes to LifeTap I still really don't give a shit about spirit. Gimme some crit and hit please.
TomServo said:You're also selling spirit extremely short. Once you're hit capped (which isn't tough at all for heroics, and still easy for raids if you assume 3% talents and 3% debuffs) your priority should be spellpower then haste. After that I value spirit over crit - if you're affliction a solid portion of your damage won't crit, and if you're demo / destro Demonic Aegis will make spirit worth at least 0.39 spellpower, which puts it damn near haste in terms of weighting.
border said:Unstable Affliction and Corruption can crit (so can Haunt), so it at least seems like there's more value in Crit than Spirit. I never understood the benefit in haste either, for Affliction. I assume it's nice for Shadowbolt spammers, but half my spells are instant cast anyhow.