Flask of Supreme Power is 70 spell damage, an Elixir of Major Shadow power is +65 shadow damage for me. Okay, there's a tiny difference, but the huge advantage is the Flask lasting through deaths for 2 hours -- with a much more reasonable cost. I can go out and farm mats for one flask right now, and not be too annoyed, but if that's making me 3 flasks, that's downright awesome. Whereas just the thought of farming up 3 flasks now makes me slightly ill.
I can feign death and preserve my elixir buffs fairly reliably. If fel str is left unchanged I will never have to farm Assault again.
Yeah NicotineJones, its the exact same thing >_> I guess thats not the name of the Black Temple trinket it just happens to use the same buff for healing.
Almost done with all the Tier 6 Class Trinket number conversion
No idea on names. In the spell.dbc they have the great names of Tier 6 Druid Trinket etc. They have names for the various effects but nothing too special.
All the old flasks (excluding maybe Chromatic Resistance, since I don't have it) use 7 of one thing, 3 of the other, and one black lotus, down from 30/10/1.
Thanks a lot! The black lotus part is still a bit harsh...I hope they are doing something to fix that, or with the decreased reagent requirements, the demand for it will go out of hand and so will the price.
Increases resilience rating by 30 for 1 hour. Guardian Elixir.
Requires Ancient Lichen, Ragveil, Imbued Vial
Elixir of Major Fortitude
Increases your maximum health by 250 and restores 10 health every 5 seconds for 1 hour. Guardian Elixir.
Requires 2 Ragveil, Felweed, Imbued Vial
Elixir of Draenic Wisdom
Increases Intellect and Spirit by 30 for 1 hour. Guardian Elixir
Requires Felweed, Terrocone, Imbued Vial
Earthen Elixir
Prevents up to 20 damage done by a physical or magical attack for 1 hour. Guardian Elixir
Requires Dreaming Glory, Ragveil, Imbued Vial
Elixir of Major Firepower was bumped from costing 3 mote of fires to 2 motes as well as nerfed from 65 fire damage to 55, just like the frost power elixir. I didn't really notice anything else changed offhand.
1149 AC
22 Stam
8 Int
Meta Socket
Blue Socket
Socket Bonus: 4Int
34 Spell Crit
92 Healing
plus the 3 other bonuses that all the goggles seem to have gotten
Elixir = Farm content buffs
Flask = New content buffs
I actually really like this. With the rebalancing, you actually have a choice to make, and neither way does it seem out of hand in terms of how much it will cost.
The new mana/hp potion comment made by tigole gives me optimism, but I'll reserve judgment on that one until I see how it plays out on an actual server. If they can manage to fix the value (prices for a non-herbalist) of an individual mana potion and lower it, I'll be one happy healer!
Yeah, I like the flask and elixir changes and were along the lines of what I was hoping for (not elimination of flasks but just what you use while learning and elixirs for farm content).
Also I finished determining the exacts on the class trinkets.
Druid - Mangle has a 40% chance to grant 125 Strength for 8 seconds, Starfire has a 25% chance to grant up to 135 spell damage for 8 seconds, and Rejuvenation has a 25% chance to grant up to 190 healing for 8 seconds. Hunter - Your Steady Shot has a 15% chance to grant you 250 attack power for 8 seconds. Mage - Your spell critical strikes have a 50% chance to grant you 130 spell damage for 5 seconds. Paladin - Flash of Light and Holy Light have a 10% chance to grant your target 130 healing over 12 seconds, and your Judgements have a 50% chance to inflict 115 damage on their target over 12 seconds. Priest - Each time your Shadow Word: Pain deals damage, it has a 10% chance to grant you 200 spell damage for 5 seconds and each time your Renew heals, it has a 10% chance to grant you 200 healing for 5 seconds. Rogue - 20% chance per combo point for your finishing moves to grant 132 critical strike rating for 12 seconds. Shaman - Lesser Healing Wave has a 10% chance to grant 100 mana, Lightning Bolt has a 15% chance to grant up to 100 mana, and Stormstrike has a 50% chance to grant up to 250 attack power for 10 seconds. Warlock - Each time your Corruption deals damage, it has a 20% chance to grant you 200 spell damage for 5 seconds. Warrior - Your Mortal Strike, Bloodthirst, and Shield Slam attacks have a 25% chance to heal you for 300 and grant 50 Strength for 12 seconds.
Wow...if that rogue trinket is right...just wow. A decent cycle with a sinister strike weapon would let you keep up that buff indefinitely, so it's pretty much a straight passive 132 crit rating.
Wow...if that rogue trinket is right...just wow. A decent cycle with a sinister strike weapon would let you keep up that buff indefinitely, so it's pretty much a straight passive 132 crit rating.
Mutilate, too. Since any decent Muti cycle depends on keeping Find Weakness up (which lasts 10 seconds), this buff would probably never drop.
Priest - Each time your Shadow Word: Pain deals damage, it has a 10% chance to grant you 200 spell damage for 5 seconds and each time your Renew heals, it has a 10% chance to grant you 200 healing for 5 seconds.
It might be a bit early to start complaining about Black Temple itemization, but if this is real, they need to hire some itemization folk who can do math. Assuming you have Shadow Word: Pain up at all times, the chance of the proc being up at any given moment is
(2/3)(1-0.9^2) + (1/3)(1-0.9) = 0.16
So, for a Shadow priest on a run-of-the-mill fight, this trinket is about as good as 32 +damage, or roughly the same as a Mark of Defiance. The Renew side of things is a little better. If you keep only one Renew up at a time, the trinket is only worth 32 +healing, but
Alright worked out the Unstable Flasks and found out what makes them unstable
"Only works in Blade's Edge Mountains Plateaus and Gruul's Lair."
Unstable Flask of the Bandit +20 Agi +40 AP +30 Sta
Unstable Flask of the Beasts +20 Agi +20 Str +30 Sta
Unstable Flask of the Elder +20 Int +8 MP5 +30 Sta
Unstable Flask of the Physician +20 Int +44 Healing +30 Sta
Unstable Flask of the Soldier +20 Crit Rating +20 Str +30 Sta
Unstable Flask of the Sorcerer +20 Int +23 Spl Dmg +30 Sta
Edit: I should say they last 2 Hours just like normal flasks as well.
More powerful the more targets you are dotting, however. Although procs overlapping (and presumably not stacking) weakens it somewhat.
Situational, but seems nice for a situational trinket. I'm looking forwards to that plus nightfall both proc'ing on corruption ticks.
Unfortunately, there is not now and has never been a raid encounter where it made sense to have more than one Shadow Word: Pain up at a time. On top of this, you would need three going simultaneously to make this better than Eye of Magtheridon. This isn't a reasonable situation.
Unfortunately, there is not now and has never been a raid encounter where it made sense to have more than one Shadow Word: Pain up at a time. On top of this, you would need three going simultaneously to make this better than Eye of Magtheridon. This isn't a reasonable situation.
Maulgar. The channellers on Mag. Sorry I haven't gone further in TBC to comment further; perhaps it stops there.
Or is there something about SW:Pain that makes it not work like warlock dots, where you do want them on multiple targets? (Warlocks: "Assisting is for sissies! (and mages)")
(edit) agreed with above and below that it is odd it's so much below the warlock trinket. When I saw the original I thought it was the same, and thought that was fitting.
Yeah, some of the class trinkets seem really good and some of them like the priest one I double checked all the parts because it just didn't seem to make sense. Its like they want to penalize priests because its a hybrid trinket (unlike the warlock version which is at 20% proc rate). Thats my only thought behind it is they are thinking of some weird situation a priest is using SW: Pain and using Rejuv.
The feral proc on the druid trinket compared to the proc on the warrior trinket is pretty insulting. 60% higher proc rate, 150% more strength vs 50% more duration and a worthless heal proc. Not to mention that the warrior one is pretty worthless for protection, and the feral one is great for all 3 specs.
Maulgar. The channellers on Mag. Sorry I haven't gone further in TBC to comment further; perhaps it stops there.
Or is there something about SW:Pain that makes it not work like warlock dots, where you do want them on multiple targets? (Warlocks: "Assisting is for sissies! (and mages)")
(edit) agreed with above and below that it is odd it's so much below the warlock trinket. When I saw the original I thought it was the same, and thought that was fitting.
Doesn't that really mess up DPS cycles wasting GCD doing SW:P on a ton of mobs in a raid setting, at least if you are trying to keep up maximizing damage/mana regen. I could be wrong but that sort of springs to mind as a problem with doing that.