The AT World of Warcraft Thread (Where do you play) and general BS

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Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: Anubis
because the QQ storm is valid

those changes basicially make Shadow Priests and Surv hunters 100% useless

Warlocks the "debuff class" get out debuffed by death knights (who have dots that can crit BTW) on top of the 20% straight damage nerf to Destro specs the moment the patch goes live

mele took a huge hit with everything becomming person only and things like BS and Kings not stacking


basicially this reminds me of what happened with SWG and NGE

Then don't spec survival :confused:. Also, go complain about Shadow Priest DPS, which has always sucked. Also, how are they necessarily useless? What if your guild doesn't have a retadin or a survival hunter... you use the shadow priest! The idea is that you're not stuck having to always have 1 survival hunter, 1 enhancement shaman, etc. Also, I don't get why people think that everyone will always be so close to them to continue buffing them :confused:. Not every fight in the game is a relatively simple tank-n-spank.

Who the fuck cares if melee takes a hit? Seriously... I don't even see what the fuck it matters? Everyone else is taking a DPS hit from some of the changes too! If this makes any current encounters harder (such as the DPS-heavy brutallus), then they'll be toned to account for the current state of DPS. Just because you can't brag "Haha, I hit 3000 dps last night" anymore doesn't mean shit and only shows that you care about your numeric-based e-peen.

Here's how I see it...

[*] Some fights require you to be in different areas... especially fights with adds and such. Because of this, sometimes only having one person to provide a buff is not enough.
[*] Just because most classes are taking a hit in DPS doesn't mean encounters won't be tuned accordingly (although Blizzard has not said that they will be looking into it). This change isn't designed to make things harder.

Also, kings still stacks with battle shout... it's blessing of might that doesn't stack.

I was just reading some comments and in tune of something I mentioned but didn't think of, when there's more than one boss or more than one mob in a boss fight, having multiple classes that can apply a debuff is advantageous.

EDIT:

Originally posted by: Xavier434
It is such a large change that even when combining it with my other knowledge from beta I cannot come up with any sort of educated guess about how this will impact everyone. I understand some of the first impressions people are having, but I am not fully confident in any of them. I think I am just going to have to wait and see how it pans out with testing results.

I agree... it's a fairly large change that will definitely shake things up a bit. I don't think it's some doom and gloom like others suggest, although it does kind of break the lines between classes. I think with this change, I may actually end up speccing frost instead of fire... unless the difference between the two is vastly great in DPS, the utility of Improved Water Elemental will probably be greatly appreciated as you can't chug pots anymore (it restores 10% of mana over the duration... 1% every 5 seconds). Although, I do like fire :x.
 

Chimley

Senior member
Jan 28, 2008
383
0
0
This is probably the biggest change they've made to the core game (PvE wise) since the Alchemy stacking changes back in the overtuned Gruul days.

I see where Blizzard is going with these changes. They don't want people having to raid stack anymore to obtain the perfect "synergy" for encounters. I'm holding back judgement until we see some PTR stuff..
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: Chimley
I see where Blizzard is going with these changes. They don't want people having to raid stack anymore to obtain the perfect "synergy" for encounters.

its still gonna happen because some things are better then others
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: Anubis
its still gonna happen because some things are better then others

If you're referring to DPS that some classes offer as well, not all classes have been toned properly yet. I can possibly see a class maybe brought over another in a 10-man, but in this way, all classes can bring something to a fight.
 

Chimley

Senior member
Jan 28, 2008
383
0
0
^^

That's pretty much it. Yeah, they'll still be "preferred" classes, but not by much, and you're not fucked if you're missing, say, a Spriest, as long as you have a Retardin or Surv hunter avail.

As long as they "balance" PvE around these changes, I won't mind too much.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Although one thing about the mana battery change that makes me wonder... who says it's not possible to have more than one?

Each time they trigger the mana regeneration effect, 10 people in their raid group will receive a buff which causes them to regenerate 0.5% of their maximum mana each second. This buff, Replenishment, will be given preferentially to raid members with the lowest mana, but will re-evaluate which raid members receive it each time it is fired.

Based on this, it sounds like having more than one may let it go to more than just 10 members of the raid. They aren't too specific on that though.
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Originally posted by: Anubis
Originally posted by: Chimley
I see where Blizzard is going with these changes. They don't want people having to raid stack anymore to obtain the perfect "synergy" for encounters.

its still gonna happen because some things are better then others

Yes, and Blizz still wants to retain that fact. They do not want the classes to feel the same too much, but they do not want the gaps in differences to be too large either because that causes problems including the one they are trying to fix here. It is a very delicate balance to say the least and true success requires consideration of a great many aspects of the game. Some of these aspects are far less obvious than others and this is why I am having a lot of trouble feeling confident in any sort of prediction right now.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
I foreseeing a drastic reduction in the complexity of the upcoming dungeon mobs. In 1v1 pve some of these things may suck a little as a nerf hit, but there is some real groupvdungeon impacts here.

To be fair I've said for years that the dungeons should not be design such that talent spec or class stacking min/max'ing would be required for a group that doesn't outgear the place, and maybe they are finally going that way. I only hope that when finally going that direction they balance both ends and not just the player nerf.
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
Well, they did already say that they felt TBC's raid dungeons were too hard and are designing WotLK raids to be easier while also designing some of the later raids to appeal more to the "hardcore" player. So I guess you are correct.
 

Playmaker

Golden Member
Sep 17, 2000
1,584
0
0
I just picked up the game and I plan on starting a character to hit 70 before the expansion so I can join friends that are returning to the game. I was going to go warlock, but all these beta notes seem like very bad news for warlocks based on what little of the game I know so far. Am I wrong on this?
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: Playmaker
I just picked up the game and I plan on starting a character to hit 70 before the expansion so I can join friends that are returning to the game. I was going to go warlock, but all these beta notes seem like very bad news for warlocks based on what little of the game I know so far. Am I wrong on this?

no,

but locks are still fun to play, and most likely will be in wrath, im just a pessimist
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Lots of new changes pouring in.. some sweet, sweet rogue lovin'...

Upcoming Rogue Changes:
General
- Quality of life improvements: Removal of various reagents (Thieves? Tools, Flash Powder) as well as a Poisons skill change. We?re removing the Poisons skill and making the finished poisons available on vendors for purchase. This should free up a fair amount of bag space.
- Envenom: Now also increases your chance to apply poisons by 25% for 2-6 seconds (based on combo points).
- Wounding Poison: No longer stacks. The first application now reduces healing by 50%.
- Anesthetic Poison: Now also removes one Enrage effect from the target.
- Evasion, Sprint, Vanish: Cooldown reduced to 3 minutes. (Talents that reduce cooldown take this down to 2 minutes.)
- Cloak of Shadows: Cooldown increased to 2 minutes. (Elusiveness now reduces this cooldown to 1 minute.)
- A new level 75 ability has been designed. This is going to be one of the bigger teases as we?re not quite ready to talk about this one yet. I will say that will add some much needed group utility.
- Fan of Knives: Weapon normalization to equalize effectiveness regardless of weapons carried.

Assassination
- Mutilate: No longer requires you be behind the target.
- Relentless Strikes: Talent is too ?required? and will be made more accessible. Vigor will replace its spot in the tree and a new talent will be created to fill Vigor?s spot.
- Find Weakness: Made passive to cut down on the number of triggered effects that either don?t affect gameplay or affect it in a negative way.
- Cut to the Chase: No longer requires a critical Eviscerate or Envenom. The finisher just has to land.
- Hunger for Blood: Now removes any harmful physical effect instead of Bleed or Magic effects. Bleed effects will still be removed (as all are physical) as well as effects like Mortal Strike, Aimed Shot, Expose Armor etc?

Combat
- Riposte: Now generates a combo point.
- Mace Specialization: This will grant armor penetration when using a mace. (The warrior talent will as well.)
- Deflection: Reduced to 3 ranks for 2/4/6% parry. This should soften the prereq for Riposte.
- Fist Weapon Specialization: Merged with Dagger Specialization.
- Dagger Specialization: Renamed Close Quarters Combat, moved to tier 3.
- Dual Wield Specialization: Moved to tier 1. Lightning Reflexes swapped locations with it and still needs a little more ?oomph?.
- Unfair Advantage and Stay of Execution: Change to more offensive/utility (read mobility) talents. Too much defense on this tier.
- Killing Spree: Weapon normalization to equalize effectiveness regardless of weapons carried.

Subtlety
- More attractive Tier 1 to draw in all types of builds.
- Fewer dagger specific talents to allow additional build options.
- Wrongfully Accused: Reviewed. This talent doesn?t fit well in this location. May be moved lower and/or redesigned.
- Shadow Dance: A bit awkward at the moment. Due for some polish and some design tweaks.

New Glyphs:
Druid

* Glyph of the Wild -- Your Gift of the Wild spells no longer require a reagent.
* Glyph of Aquatic Form -- Increases your swim speed by 20 while in Aquatic Form.
* Glyph of Rebirth -- Your Gift of the Wild spells no longer require a reagent.
* Glyph of Challenging Roar -- Reduce the cooldown of your Challenging Roar ability by 30 sec.
* Glyph of Thorns -- Increases the duration of your Thorns ability by 50 min when cast on yourself.


Hunter

* Glyph of Revive Pet -- Gives your Revive Pet spell a 100% chance to not lose casting time when you take damage.
* Glyph of Mend Pet -- Your Mend Pet spell increases your pet's happiness slightly.
* Glyph of Bestial Speed -- Increases the speed of your pet by 40% while using Eyes of the Beast.
* Glyph of Scare Beast -- Gives your Scare Beast spell a 75% chance to not lose casting time when you take damage.
* Glyph of Feign Death -- Reduce the cooldown of your Feign Death spell by 5.
* Glyph of the Pack -- Increases the range of your Aspect of the Pack ability by 15 yards.


Mage

* Glyph of Arcane Intellect -- Reduce the mana cost of your Arcane Intellect and Arcane Brilliance spells by 50%.
* Glyph of Slow Fall -- Your Slow Fall spell no longer requires a reagent.
* Glyph of Fire Ward -- You have an additional 5% chance to reflect Fire spells while your Fire Ward is active.
* Glyph of Frost Ward -- You have an additional 5% chance to reflect Frost spells while your Frost Ward is active.
* Glyph of Ice Armor -- Increases the duration of your Frost Armor and Ice Armor spells by 30 min.


Paladin

* Glyph of Blessing of Kings -- Reduce the mana cost of your Blessing of Kings and Greater Blessing of Kings spells by 50%.
* Glyph of Sense Undead -- Damage against Undead increased by 1% while your Sense Undead ability
* Glyph of the Warhorse -- Reduce the casting time of your Summon Charger and Summon Warhorse spells by 0.5 sec.
* Glyph of Lay on Hands -- Increases the mana restored by your Lay on Hands spell by 5%.
* Glyph of Blessing of Might -- Increases the duration of your Blessing of Might spell by 20 min when cast on yourself.
* Glyph of Blessing of Wisdom -- Increases the duration of your Blessing of Wisdom spell by 20 min when cast on yourself.


Priest

* Glyph of Fading -- Reduce the mana cost of your Fade spell by 50%.
* Glyph of Shackle Undead -- Increases the range of your Shackle Undead spell by 5 yards.
* Glyph of Levitate -- Your Levitate spell no longer requires a reagent.
* Glyph of Fortitude -- Reduce the mana cost of your Power Word: Fortitude and Prayer of Fortitude spells by 5%.
* Glyph of Shadow Protection -- Increases the duration of your Shadow Protection and Prayer of Shadow Protection spells by 10 min.


Rogue

* Glyph of Pick Pocket -- Increases the range of your Pick Pocket skill by 5 yards.
* Glyph of Vanish -- Increases your movement speed by 30% while the Vanish effect is active.
* Glyph of Blurred Speed -- You gain the ability to walk on water while your Sprint ability is active.

New Titles

Achievements Titles

* Arena Master - Complete the arena achievements
* Salty - Complete the fishing achievements
* The Diplomat - Raise your reputation level from unfriendly to exalted with Timbermaw Hold, Sporeggar and the Kurenai / The Mag'har.
* The Hallowed - Complete the Hallow's End achievements
* The Seeker - Complete 3000 quests.

Feats of Strength

* Twilight Vanquisher - Participated in the realm first Sartharion the Onyx Guardian kill (25 player).
* The Supreme - First player on the realm to achieve level 80.
* Assassin - First rogue on the realm to achieve level 80.
* Warbringer - First warrior on the realm to achieve level 80.
* Archmage - First mage on the realm to achieve level 80.
* Of The Ebon Blade - First death knight on the realm to achieve level 80.
* Stalker - First hunter on the realm to achieve level 80.
* The Malefic - First warlock on the realm to achieve level 80.
* Prophet - First priest on the realm to achieve level 80.
* Crusader - First paladin on the realm to achieve level 80.
* Arch Druid - First druid on the realm to achieve level 80.
* Of the Ten Storms - First shaman on the realm to achieve level 80.
* The Magic Seeker - Participated in the realm first Malygos kill (25 player).
* Conqueror of Naxxramas - Participated in the realm first Kel'Thuzad kill (25 player).
* Of Gnomeregan - First gnome on the realm to achieve level 80.
* Of Quel'thalas - First blood elf on the realm to achieve level 80.
* Of Argus - First draenei on the realm to achieve level 80.
* Of Khaz Modan - First dwarf on the realm to achieve level 80.
* The Lion Hearted - First human on the realm to achieve level 80.
* Champion of Elune - First night elf on the realm to achieve level 80.
* Hero of Orgrimmar - First orc on the realm to achieve level 80.
* Plainsrunner - First tauren on the realm to achieve level 80.
* Of the Darkspear - First troll on the realm to achieve level 80.
* The Forsaken - First forsaken on the realm to achieve level 80.
* Grand Master Blacksmith - First player on the realm to achieve 450 skill in blacksmithing.
* Grand Master Alchemist - First player on the realm to achieve 450 skill in alchemy.
* Iron Chef - First player on the realm to achieve 450 skill in cooking.
* Grand Master Enchanter - First player on the realm to achieve 450 skill in enchanting.
* Grand Master Engineer - First player on the realm to achieve 450 skill in engineering.
* Doctor - First player on the realm to achieve 450 skill in first aid.
* Grand Master Angler - First player on the realm to achieve 450 skill in fishing.
* Grand Master Herbalist - First player on the realm to achieve 450 skill in herbalism.
* Grand Master Scribe - First player on the realm to achieve 450 skill in inscription.
* Grand Master Jewelcrafter - First player on the realm to achieve 450 skill in jewelcrafting.
* Grand Master Leatherworker - First player on the realm to achieve 450 skill in leatherworking.
* Grand Master Miner - First player on the realm to achieve 450 skill in mining.
* Grand Master Skinner - First player on the realm to achieve 450 skill in skinning.
* Grand Master Tailor - First player on the realm to achieve 450 skill in tailoring.
* Hero of Northrend - First player on the realm to gain exalted reputation with the Argent Crusade, Wyrmrest Accord, Kirin Tor and Knights of the Ebon Blade.

Patch changes (lots of lovin'!)

Death Knight
Blood
Talents

* Hysteria (Tier 7) changed to: Induces a friendly unit into a killing frenzy for 30 sec. The target is Enraged, which increases their physical damage by 20%, but causes them to suffer damage equal to 1% of their maximum health every second.
* Blood Aura (Tier 7) is now passive.
* Bloody Vengeance (Tier 6) now affects Frost damage as well as physical and shadow.
* Dark Conviction (Tier 3) now increases crit chance with weapons, spells, and abilities by 1/2/3/4/5%. (Previously just affected weapons)


Frost
Skills

* Howling Blast damage slightly reduced. Cooldown reduced to 6 seconds. (All Ranks, Previously was 10 sec cooldown)
* Icy Touch now only affects melee attack speed and reduces it by 14%. (Previously worked on Ranged, Casting and Melee speed, reducing it by 15%)


Talents

* Frost Aura (Tier 7) is now passive.
* Improved Icy Touch (Tier 1) changed to: Your Icy Touch does an additional 10% damage and your Frost Fever reduces melee attack speed by an additional 2/4/6%.
* Toughness (Tier 1) now reduces the duration of all movement slowing effects by 10/20/30/40/50% in addition to its armor increasing effect.


Unholy
Skills

* Raise Dead changed only work on a humanoid corpse that yields experience or honor.
* Deathcharger renamed Acherus Deathcharger.
* Death Coil is no longer modified by attack power.


Talents

* Unholy Command (Tier 2) now affects the cooldown of Dark Command.
* Scourge Strike (Tier 9) changed to: An unholy strike that deals 100% of weapon damage as Shadow damage plus 333 and 50% additional damage for each of the Death Knight's diseases on the target.
* Desecration (Tier 7) now affects Plague Strikes instead of Obliterates.
* Unholy Aura (Tier 7) is now passive.
* Reaping (Tier 6) now affects Pestilence and Blood Boil. (Previously affected Death and Decay)


Druid
Balance
Skills

* Nature's Grasp is now a trainable spell and all ranks have been changed to 100% chance on getting struck.
* Hurricane now increases the time between enemy attacks by 20% (Previously 25%)


Talents

* Earth and Moon (Tier 10) now has a 20/40/60/80/100% chance to increase Arcane, Fire, Frost, Nature, and Shadow damage taken by 13% for 12 sec.
* Moonkin Form (Tier 7) now affects the whole raid and its range has been increased to 45 yards.
* Improved Moonkin Form (Tier 7) now grants 1/2/3% Haste.
* Improved Faerie Fire (Tier 7) now only affects spell hit chance.
* Nature's Grace moved from Tier 5 to Tier 3.
* Moonglow moved from Tier 5 to Tier 2.
* Celestial Focus (Tier 4) changed to: Gives your Starfire and Starfall spells a 5% chance to stun the target for 3 sec and increases your total spell haste by 1%.
* Insect Swarm moved to Tier 5 and reduces hit chance by 5% (Previously Tier 3 and 2%)
* Focused Starlight renamed Nature's Majesty and now affects Nourish and Healing Touch as well.
* Control of Nature (Tier 2) removed.
* *New Talent* Improved Insect Swarm (Tier 5): Increases your damage done by your Wrath spell to targets afflicted by your Insect Swarm by 1/2/3%, and increases the critical strike chance of your Starfire spell by 1/2/3% on targets afflicted by your Moonfire spell.
* *New Talent* Nature's Splendor (Tier 3): Increases the duration of your Moonfire, Insect Swarm, Rejuvenation, Regrowth, Lifebloom and Flourish spells by 10/20/30%.
* *New Talent* Genesis (Tier 1): Increases the damage and healing done by your periodic spells by 1/2/3/4/5%.


Feral
Talents

* Infected Wounds (Now Tier 9) and King of the Jungle (Now Tier 8 ) have swapped places.
* *New Talent* Mother Bear[PH][NYI] (Tier 8 ): Increases the bonus attack power for Bear Form and Dire Bear Form by an additional 20/40/60/80/100%, and for each friendly player in your party, damage you take is reduced while in Bear Form and Dire Bear Form by 1/2/3/4/5%.
* *New Talent* Natural Reaction[PH] (Tier 6): Increases your dodge while in Bear Form or Dire Bear Form by 2/4/6%, and you regenerate 1/2/3 rage eveyrtime you dodge while in Bear Form or Dire Bear Form.


Restoration
Talents

* Tree of Life (Tier 9) Increases healing by 3% to all party and raid member now.
* Improved Tree of Life (Tier 9) changed to: Increases your Armor while in Tree of Life Form by 33/66/100%, and reduces the mana cost of your heal over time spells while in Tree of Life Form by an additional 5/10/15%.
* Nature's Focus (Tier 1) now affects Wrath, Entangling Roots, and Cyclone in addition to Healing Touch, Nourish, Regrowth and Tranquility.
* Furor (Tier 1) changed to: Gives you 20/40/60/80/100% chance to gain 10 Rage when you shapeshift into Bear and Dire Bear Form or 40 Energy when you shapeshift into Cat Form, and increases your total Intellect while in Moonkin form by 2/4/6/8/10%.


Hunter
Beast Mastery
Skills

* Aspect of the viper changed to: The hunter takes on the aspect of the viper, instantly regenerating mana equal to 100% of the damage done by any ranged attack or ability, but reduces your total damage done by 50%. Only one Aspect can be active at a time.


Talents

* Beast Mastery (Tier 11) now grants you 4 extra pet skill points. (Previously 5 pet skill points)
* Separation Anxiety (Tier 10) changed to: When your pet is greater than 20 yards from you or is out of line of sight of you, its damage is increased by 4/8/12/16/20%, and when you and your pet are within 20 yards of each other, you and your pet's movement speed is increased by 2/4/6/8/10%.
* Aspect Mastery (Tier 3) changed: Aspect of the Viper - Reduces the damage penalty by 10%. Aspect of the Monkey - Reduces the damage done to you while active by 10%. Aspect of the Hawk - Increases the attack power bonus by 50%.


Marksmanship
Skills

* Kill Shot now deals [ 15% of RAP + 2500 ] damage and doesn't deal additional damage against targets under 20% health.
* Hunter's Mark changed: Places the Hunter's Mark on the target, increasing the ranged attack power of all attackers against that target by 110. In addition, the target of this ability can always be seen by the hunter whether it stealths or turns invisible. The target also appears on the mini-map. Lasts for 2 min.


Talents

* Trueshot Aura (Tier 7) now increases the attack power of party and raid members within 45 yards by 10%. Lasts until cancelled. (Previously, increased the attack power of party and raid members within 45 yards by 225. Lasts until cancelled.)
* Wild Quiver (Tier 9) - You have a 4/7/10% chance to shoot an additional shot when doing damage with your auto shot, dealing 60% Nature damage. Wild Quiver consumes no ammo. (Previously, you have a 4/7/10% chance to shoot an additional shot when doing damage with your auto shot, dealing 60% damage.)
* Combat Experience (Tier 6) now increases your total Agility by 3/6% and your total Intellect by 3/6%. (Previosuly, 1/2% of total agility and 3/6% of total intellect)
* Concussive Barrage (Tier 5) changed to: your successful Auto Shot, Multi-Shot and Volley attacks have a 2/4/6% chance to Daze the target for 4 sec. (Previously, it was only auto shot)
* Improved Arcane Shot Tier 3) now increases the damage done by your Arcane Shot by 5/10/15%. (Previously, reduced the cooldown of arcane shot by 0.2/0.4/0.6/0.8/1 sec)
* Rapid Killing (Tier 3) - Chimera shot is now included in this proc, and auto shot has been removed from it.
* Improved Hunter's Mark (Tier 2) - Changed to increase the bonus attack power granted by your Hunter's Mark ability by 10/20/30%, and reduces the mana cost of your Hunter's Mark ability by 33/66/100%.


Survival
Skills

* Disengage changed to: You attempt to disengage from the target, leaping backwards. Must be facing the target.


Talents

* Hunting Party (Tier 10) changed to: Your Arcane Shot, Explosive Shot and Steady Shot critical strikes have a 20/40/60/80/100% chance to grant up to 10 party or raid memebers mana regeration equal to 0.5% of the maximum mana per second.
* Expose Weakness (Tier 7) changed to only work for the hunter.
* Lock And Load (Tier 4) changed to: You have a 33/66/100% chance when you trap a target and a 5/10/15% chance when you Sting a target to cause your next 3 Arcane Shot or Explosive Shot spells to trigger no cooldown, cost no mana and consume no ammo. (Previously, was 10/20/30% chance when you sting a target)
* Trap Mastery[NYI] (Tier 3) changed to: Frost Trap - Increases the duration by 30%. Freezing Trap - If your freezing trap is dispelled within 5 sec of it's duration, the dispeller will be rooted in Frozen Ice for 6 sec. Immolation and Explosive Trap - Increases the damage done by 30%. Snake Trap - Increases the number of snakes summoned by 30%
* Survival Tactics (Tier 3) reduces the chance your traps will be resisted as well. (Previously did not include trap spells)


Mage
Arcane
Talents

* Slow (Tier 9) Reduces targets movement speed by 60%, increases ranged attack speed by 60% and casting speed by 60%. (Previously 50%)
* Focus Magic (Tier 3) now affects the raid.


Fire
Talents

* Hot Streak (Tier 9) changed to: Any time you score 2 spell criticals in a row using Fireball, Scorch, or Frostfire Bolt, you have a 33/66/100% chance the next Pyroblast spell cast within 10 sec will be instant cast.
* Improved Scorch (Tier 4) changed to: Your Scorch spells have a 33/66/100% chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 2% and lasts 30 sec. Stacks up to 5 times.


Frost
Talents

* Improved Water Elemental (Tier 9) changed to make your Water Elemental restore mana to all party or raid members an amount equal to 0.2/.4/.6% of their total mana every 5 secs.
* Fingers of Frost (Tier 8 ) changed to last 15 secs, but only affects your next 2 frost spells.


Paladin
Retribution
Skills

* Blessing of Might ranks 5+ have all been buffed and now grant more attack power.


Talents

* Judgements of the Wise (Tier 6) changed to: Your Judgement spells have a 33/66/100% chance to grant up to 10 party or raid members mana regeneration equal to 0.5% of their maximum mana per second.
* Improved Blessing of Might (Tier 1) now increases the attack power bonus from Blessing of Might by 5/10/15/20/25%. (Previously 10/20/30/40/50%)


Holy
Talents

* Beacon of Light (Tier 11) changed to: The target becomes a Beacon of Light to all targets within a 40 yard radius. Any heals you cast on those targets will also heal the Beacon for 100% of the amount healed.


Protection
Talents

* Blessing of Sanctuary changed to give all members of the raid or group that share the same class with the target the Greater Blessing of Sanctuary, reducing damage taken from all sources by 3% for 30 min. In addition, when the target blocks, parries, or dodges a melee attack the target will gain 10 rage, 20 runic power, or 2% of maximum mana.
* Shield Specialization (Tier 3) now increases shield block value by 10/20/30%. (Previously just increased damage absorbed)
* Toughness (Tier 3) now reduces the duration of all movement slowing effects by 10/20/30/40/50% in addition to its previous effect. (Previously just increased armor by 2/4/6/8/10%)


Priest
Discipline
Skills

* Inner Fire now increases spell power instead of just "healing spell power"


Talents

* Penance (Tier 11) damage and healing has been increased for all ranks. Now ticks twice instead of 3 times.
* Borrowed Times (Tier 10) increases the amount absorbed by your Power Word: Shield equal to 8/16/24/32/40% of your spell power. (Previously 4/8/12/16/20%)
* Grace (Tier 9) changed to: Your Flash Heal, Greater Heal, and Penance spells have a 50/100% chance to bless the target with Grace, reducing damage done to the target by 1%. This effect will stack up to 3 times. Effect lasts 8 sec.
* Reflective Shield (Tier 7) now causes 15/30/45% of the damage absorbed by your Power Word: Shield to reflect back at the attacker and is a 3 point talent. (Previously was a 5 point talent, 10/20/30/40/50%)
* Focused Power (Tier 6) now increases your total spell damage and healing done by 2/4%. In addition, your Mass Dispel cast time is reduced by 0.5 sec.
* Enlightenment (Tier 6) increases intellect as well as spirit and stamina now. Damage and healing bonus replaced with spell haste.
* Improved Inner Fire moved to Tier 3 and now increases the effect of your Inner Fire spell by 20/40/60%.
* Absolution moved from Tier 3 to Tier 4.
* Unbreakable Will (Tier 1) now reduces the duration of Stun, Fear, and Silence effects done to you by an additional 3/6/9/12/15%.
* Renewed Hope (Tier 8 ): Increases the critical effect chance of your Flash Heal, Greater Heal and Penance spells by 3% on targets afflicted by the Weakened Soul effect.


Shadow
Talents

* Vampiric Touch (Tier 9) changed to cause up to 10 party or raid members to gain 0.5% of their maximum mana per second while you are dealing shadow damage.
* Pain and Suffering (Tier 9) reduces the damage you take from your own Shadow Word: Death by 10/20/30%. (Previously 20/40/60%)
* Misery (Tier 8 ) changed to 3 ranks and your Shadow Word: Pain, Mind Flay and Vampiric Touch spells also increase the chance for harmful spells to hit by 1/2/3%.
* Shadow Weaving (Tier 4) changed to 3 ranks and your Shadow damage spells have a 33/66/100% chance to increase the Shadow damage you deal by 2% for 15 sec. Stacks up to 5 times.


Rogue
A lot of changes are coming for rogues, check this post for more details.

Assassination
Skills

* Mutilate no longer requires you to be behind the target.
* Expose Armor: All ranks have had their armor reduction increased.
* Envenom now increases the chance to apply poisons by 25% to targets for 1 sec plus an additional 1 sec per combo point in addition to its current effect.


Talents

* Master Poisoner (Tier 6) text clarified: Reduces the chance your poisons will be resisted by 5% and reduces the duration of all Poison effects applied to you by 25%.
* Fleet Footed (Tier 5) reduces the duration of all movement impairing effects by 15/30%. (Previously 25/50%)
* Improved Expose Armor (Tier 3) now increases the duration of Expose Armor instead of increasing the armor penetration.
* Improved Eviscerate (Tier 1) increases the damage done by Eviscerate by 7/14/20%. (Previously 5/10/15%)


Subtlety
Skills

* *New Skill* Tricks of the Trade (Level 75): The current party or raid member becomes the target of your Tricks of the Trade. The threat caused by your next attack and all actions taken for 6 sec afterwards will be transferred to the target. In addition, all damage caused by the target is increased by 15% during this time.


Talents

* Honor Among Thieves (Tier 9) changed to: When anyone in your group critically hits with a damage or healing spell or ability, you have a 33/66/100% chance to gain a combo point on your current target. This effect cannot occur more than once every second.
* Waylay (Tier 8 ) now reduces targets melee and ranged attack speed by 20% (Previously 30%)


Shaman
Totem Range Changes have gone in and most totems now affect the raid.

Elemental
Skills

* *New Spell* Wind Shock: Instantly blasts the target with a gust of wind, causing no damage but lowering your threat, making the enemy less likely to attack you, and interrupts spellcasting and prevents any spell in that school from being cast for 2 sec.


Talents

* Totem of Wrath (Tier 9): Summons a Totem of Wrath with 5 health at the feet of the caster. The totem increases the damage done by spells and effects by 100% for all party and raid members, and increases the critical strike chance of spells and effects by 3% against all enemies within 40 yards. Lasts 2 min.
* Elemental Oath (Tier 8 ) changed to: Your spell critical strikes grant your party or raid Elemental Oath, increasing critical strike chance by 3%. Lasts 15 seconds.


Enhancement
Skills

* Bloodlust and Heroism have been changed to add: After the completion of this effect, those affected will become Sated and unable to benefit from Bloodlust again for 5 min.
* New rank of Strength of Earth Totem at 75. Check Skills List.


Talents

* Anticipation (Tier 3) is now 3 ranks and changed to Increases your chance to dodge by an additional 1/2/3%, and reduces the duration of all Disarm effects used against you by 16/25/50%. This does not stack with other Disarm duration reducing effects.
* Guardian Totems (Tier 2) increases the armor granted by Stoneskin Totem by 10/20%.


Restoration
Skills

* New rank of Water Shield at 76. Check Skills List.


Talents

* Tidal Force (Tier 3) now notes that it lasts 20 sec.


Warlock
Affliction
Skills

* Curse of Weakness (rank 9) now increases time between melee and ranged attacks by 20%.
* Curse of Recklessness armor reduction lowered for all ranks.


Talents

* Shadow Embrace (Tier 5) changed to: Your Corruption, Curse of Agony, Siphon Life and Seed of Corruption spells also cause you to gain the Shadow Embrace effect for 12 sec, increasing Shadow damage dealt by 2/4/6/8/10%.
* Frailty (Tier 2) changed to: Increases the amount of attack power reduced by your Curse of Weakness by 10/20%, and reduces the amount of attack power granted by your Curse of Recklessness by 50/100%.


Demonology
Talents

* Demonic Pact (Tier 10) changed to: Your pet's criticals apply the Demonic Pact effect to your party or raid members. Demonic Pact increases spell power by 2/4/6/8/10% of your Spell Damage for 12 sec.


Warrior
Arms
Skills

* *New Skill* - Weapon Throw - Throws your weapon at the enemy causing [ 100% of AP + 1 ] damage (based on attack power). This ability causes high threat. 30 yd range, 0.5 sec cast, 20 sec cooldown
* Execute damage has been slightly reduced, it is now affected by AP. (Rank 9 went from 1665 damage to [ 20% of AP + 1266 ] damage, rank 8 from 1315 to [ 20% of AP + 993 ], etc ... Rank 9 added for level 80 [ 9.3% of AP + 652 ])
* Battle Shout now affects your raid members.


Talents

* Trauma has been moved from Tier 9 to Tier 6
* Strength of Arms has been moved from Tier 8 to Tier 7
* Sudden Death has been moved from Tier 6 to Tier 9.


Fury
Talents

* Rampage now affects all party and raid members within 45 yards. (Up from 20 yards)
* Precision has been moved from Tier 7 to Tier 5


Protection
Skills

* Revenge damage has been slightly reduced, it is now affected by AP. (Rank 8 went from 454-554 damage to [ 9.3% of AP + 382 ], Rank 7 from 374-456 to [ 9.3% of AP + 314 ], etc ...)
* Shield Wall damage reduction has been changed from 60% to 50%.
* Disarm cost changed from 20 rage to 15 rage.
* Shield Block duration increased from 5 seconds to 10 seconds.


Talents

* Shockwave now deals damage equal to 50% of the AP of the Warrior, up from 25%.
* Sword and Board has been changed - When your Devastate and Shield Slam abilities deal damage they have a 3/6/9/12/15% (Up from 2/4/6/8/10%) chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 sec.
* Safeguard has been moved from Tier 8 to Tier 7 and 3rd rank has been removed, now Reduces damage taken by the target of your Intervene ability by 30/60% (Old - 20/40/60%) for 6 sec. In addition, your Charge, Intercept and Intervene abilities have a 50/100% (Old - 33/66/100%) chance to remove all movement impairing effects when used.
* Critical Block changed with a critical strike bonus on Shield Slam - Your successful blocks have a 10/20/30% chance to block double the normal amount and increases your chance to critically hit with your Shield Slam ability by an additional 5/10/15%.
* Improved Defensive Stance changed to a 2 points talent and enraged bonus added - While in Defensive Stance all spell damage is reduced by 3/6% and when you Block, Parry or Dodge an attack you have a 50/100% chance to become Enraged, increasing melee damage caused by 5/10% for 12 sec.
* Vigilance taunt refresh now applies to the next 3 attacks and now lasts 30 minutes.
* Improved Shield Wall now Increases the damage reduction of your Shield Wall ability by an additional 5/10% and reduces the cooldown by 30/60 secs.
* Puncture 3rd rank has been removed, bonus value of rank 1 and 2 remains unchanged.
* Improved Disarm changed to a 2 point talent (down from 3) and now Reduces the cooldown of your Disarm and Shield Break abilities by 10/20 secs (Old - 5/10 secs) and causes the target to take an additional 5/10% (Old - 4/7%) damage while disarmed.
* Improved Revenge changed to a 2 point talent (down from 3) and now Increases damage of your Revenge ability by 10/20% (Old - 8/16%) and gives a 25/50% (Old - 10/20%) chance to stun the target for 3 sec.
* Toughness now Increases your armor value from items by 2/4/6/8/10% and reduces the duration of all movement slowing effects by 20/20/30/40/50%.
 

rh71

No Lifer
Aug 28, 2001
52,844
1,049
126
looks like sub rogues get to raid more. :) And the mutilate change regarding positioning is pretty sweet for the tree.
 

Worthington

Golden Member
Apr 29, 2005
1,432
17
81
yeah, I'm really liking the assassination changes (including the new talents. HfB just looks tasty). Looks like I'll be dropping my arena points on S4 daggers instead of swords.
 

rh71

No Lifer
Aug 28, 2001
52,844
1,049
126
oh yeah I don't know about those achievement awards for first-to-80... don't they want people to actually enjoy the game? They should've kept that a hidden achievement that shows up a few weeks after. One thing's for sure though, I want an exclusive title but it ain't gonna happen. At least I'm one of the only Marshals left on my realm using that title.
 

Chimley

Senior member
Jan 28, 2008
383
0
0
Hope everyone has a nice long weekend :) Back to work!!


Prot changes with the new Beta Patch made me wanna puke. "In combat" charge as a 40 point talent coupled with a Devistate rage nerf... siggggghhh

Oh hehe, it seemed like a lot of my guildies managed to get a opt-in invite AFTER they quit the game.. so I canceled my account this weekend. Will let you know if that stupidity works ;)
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
They increased Shield Block duration though. So you can do two Shield Slams during it now :D.
 

lupi

Lifer
Apr 8, 2001
32,539
260
126
Judging from the speed changes are being announced now to the public beta, the inhouse version must be several itterations ahead. Looks like I'll need to finish getting my fury warrior to 70 as it seems a repeat performance of the 2005 WoW christmas carrol is due for locks if the nerf bat doesn't get reveresed at some point. As limited effectiveness as lock pets were, even they are getting a couple trips to the plate for some swings while huntards get giant glowing dinosaurs. Yeehaw.
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
I brought my druid from 46 to 60 over the weekend :D... I don't think I'll ever do that again. I think I just gave myself carpul tunnel syndrome in my left hand from hitting 1 (Claw and now Mangle) and 4 (Ferocious Bite) so much. Oh man let me tell you... it's nice killing outlands mobs in 3 hits :p. I'll probably break away from my usual method of leveling and try and find gear upgrades so I can hit up ramps... hopefully I won't have to tank and can be lazy DPS.
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
Originally posted by: Aikouka
hopefully I won't have to tank and can be lazy DPS.

wont happen, my warrior cant find a group for ramps that doesnt want me to tank, i dont even have a fing shiled LOL

go go AH/quest greens of the bear
 

Xavier434

Lifer
Oct 14, 2002
10,373
1
0
The additional mana reduction for HoTs with Improved ToL is a welcome change for resto druids. This is especially true since Gift of the Earthmother talent reduced GCD so much. I find myself running out of mana much faster in beta when healing. This change will help a lot.

EDIT

UGH!!! I just realized that I no longer am going to be able to have Insect Swarm when specced to heal. :(
 

Aikouka

Lifer
Nov 27, 2001
30,383
912
126
Originally posted by: Anubis
wont happen, my warrior cant find a group for ramps that doesnt want me to tank, i dont even have a fing shiled LOL

go go AH/quest greens of the bear

Well, kind of like some of the stories that my friend told me when he was leveling his druid... he had groups where he got to DPS and the tanks were always terribad, so he ended up going bear and tanking instead. But I'd like to hit around 6k HP first... in bear right now I only have 4.5 :(.

Dude, that chestpiece from Zeth'gor Must Burn makes me tight in pants... like 400 armor and all the stats!

I donno why you don't have a shield... my warrior has been Arms since the day he was "born" and I have an entire tanking set that makes me uncrittable :Q.
 

Chimley

Senior member
Jan 28, 2008
383
0
0
Originally posted by: Anubis
Originally posted by: Aikouka
hopefully I won't have to tank and can be lazy DPS.

wont happen, my warrior cant find a group for ramps that doesnt want me to tank, i dont even have a fing shiled LOL

go go AH/quest greens of the bear


Oh my.. you're ONE of those!! Warriors who don't have a shield fricken drive me NUTS when I'm playing an alt..wanna reach through the internets and strangle!!!!

WARRIOR = TANK!! Stupid dps nubs :p :p :p
 

Anubis

No Lifer
Aug 31, 2001
78,712
427
126
tbqhwy.com
theres no reason to have a shield while leveling, i havent tanked a single instance and i dont plan on it, hopefully ever, im sure ill get a shield when im 70
 
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