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04/13/07, 2:54 AM
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#26
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Glass Joe
Troll Hunter
The Forgotten Coast
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Originally Posted by Snowy
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.
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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.
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04/13/07, 3:00 AM
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#27
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Bald Bull
Tauren Warrior
Kil'Jaeden
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Good stuff. There is no reason to use a flask. They're a nice "bonus" - but they are no longer required for say, tanking; much less everything else.
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04/13/07, 3:10 AM
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#28
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Von Kaiser
Murloc Warlock
Skullcrusher
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BTW, Fel Strength is nerfed, it is now 90 AP and -10 Stam.
Thanks be to old characters being on the test server since transfers are down. Wish I had my new gear but oh well.
Elixir of Major Shadow Power is now 55 spell damage too.
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04/13/07, 3:20 AM
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#29
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Bald Bull
Night Elf Druid
Stormreaver
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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
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04/13/07, 3:24 AM
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#30
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Von Kaiser
Dwarf Priest
Silvermoon (EU)
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Any info about these trinkets' names and drop locations mined yet?
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04/13/07, 3:28 AM
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#31
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Bald Bull
Night Elf Druid
Stormreaver
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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.
Also all trinkets have been updated now.
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04/13/07, 3:29 AM
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#32
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Piston Honda
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Originally Posted by Nenormalen
Any information on the supreme power reagents?
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7 dreamfoil, 3 mountain silversage, 1 black lotus, 1 crystal vial
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.
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04/13/07, 3:31 AM
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#33
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Von Kaiser
Dwarf Priest
Silvermoon (EU)
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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.
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04/13/07, 3:32 AM
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#34
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Glass Joe
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NEW ELIXIRS:
Elixir of the Ironskin
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.
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04/13/07, 3:32 AM
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#35
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Bald Bull
Night Elf Druid
Stormreaver
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The various engineering goggle names for those curious.
Tankatronic Goggles, Surestrike Goggles v2.0, Gadgetstorm Goggles, Living Replicator Specs, Deathblow X11 Goggles, Wonderheal XT40 Shades, Magnified Moon Specs, Destruction Holo-gogs, Powerheal 4000 Lens, Justicebringer 2000 Specs
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04/13/07, 4:03 AM
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#36
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MG
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Justicebringer 2000 Specs
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
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04/13/07, 4:47 AM
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#37
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Von Kaiser
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So it seems trend is definitely heading towards:
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!
Last edited by Redux : 04/13/07 at 5:13 AM.
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04/13/07, 5:38 AM
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#38
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Bald Bull
Night Elf Druid
Stormreaver
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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.
Last edited by Cryect : 04/13/07 at 5:47 AM.
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04/13/07, 5:45 AM
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#39
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We will be excellent on offense
--Retired--
Human Paladin
No WoW Account
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I just checked, mana pots still need Netherbloom and healing pots still need Dreaming Glory.
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04/13/07, 5:46 AM
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#40
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Great Tiger
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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.
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04/13/07, 5:49 AM
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#41
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Bald Bull
Night Elf Druid
Stormreaver
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Ok, wasn't sure on that one. One other thing as well but won't bother mentioning that since was with those two which we can all pretend to ignore now.
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04/13/07, 6:01 AM
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#42
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Throbbing Bollocks
Scheme
Undead Rogue
No WoW Account
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Originally Posted by Shifft
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.
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Mutilate, too. Since any decent Muti cycle depends on keeping Find Weakness up (which lasts 10 seconds), this buff would probably never drop.
WTB stats/bonuses for the other 8 pieces of T6.
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04/13/07, 6:10 AM
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#43
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Great Tiger
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Originally Posted by Cryect
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.
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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
2 simultaneous Renews maintained ~= 58 +healing
3 simultaneous Renews maintained ~= 80 +healing
4 simultaneous Renews maintained ~= 99 +healing
A little better, but not much.
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04/13/07, 6:13 AM
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#44
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Bald Bull
Night Elf Druid
Stormreaver
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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.
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04/13/07, 6:14 AM
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#45
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Professional Windmill Tilter
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Originally Posted by heel
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
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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.
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04/13/07, 6:20 AM
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#46
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Great Tiger
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Originally Posted by Kyth
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.
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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.
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04/13/07, 6:26 AM
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#47
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Professional Windmill Tilter
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Originally Posted by heel
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.
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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.
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04/13/07, 6:26 AM
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#48
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Bald Bull
Night Elf Druid
Stormreaver
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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.
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04/13/07, 6:33 AM
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#49
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Von Kaiser
Gnome Warrior
Cenarion Circle
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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.
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04/13/07, 6:34 AM
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#50
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Piston Honda
Murloc Warrior
Hellscream
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Originally Posted by Kyth
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.
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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.
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