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07/13/07, 6:35 PM
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#176
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Piston Honda
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Originally Posted by Zyrxil
:/ Granted it's a change for the better in the very long run, but my guild has plenty of enchanters with the old AQ recipes, and this is just going to make enchanting new drops 5x as expensive, considering how cheap Essences are. I mean seriously, 8 primals? Bah.
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Any word or confirmation on whether AQ enchants are being converted to the new materials? At least I could still have a market for the lesser materials, compared to everyone now having the enchant.
In the long run, it absolutely makes sense, considering the Nexus market will inevitably run dry from guild banks, some day.
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07/13/07, 6:39 PM
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#177
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Don Flamenco
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All the AQ enchants added to the new factions quarter masters got materials converted, but Shadow Power, Fire Power and Frost Power are still under the old mats.
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07/13/07, 6:52 PM
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#178
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Bald Bull
Aurrius
Tauren Paladin
No WoW Account
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Originally Posted by Hate Monkey
All the AQ enchants added to the new factions quarter masters got materials converted, but Shadow Power, Fire Power and Frost Power are still under the old mats.
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I assume they haven't been converted because all three are wholly replaced by Enchant Gloves: Major Spellpower.
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07/13/07, 6:55 PM
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#179
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playing by beerlight
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Originally Posted by Theras
This is in addition to the four new sound files each for Human, Dwarf, and Pirate (?) inns.
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Interesting find... I am not too familiar with the sound files. Any chance those "pirate" inn sounds are for places like BB or Ratchet? Or are they a brand new category?
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07/13/07, 7:07 PM
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#180
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Don Flamenco
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Originally Posted by Theras
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Well you'd be surprised by how many Shadow Power enchants I still sell with the Spellpower enchant out there.
Also there seems to be a graphical bug in which anything that had an Orange, Red, or Purple hew to it, is now pink, and bright pink.
The bug is also affecting many offhands for casters, Nightbanes is the noticeable as it it very bright.
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07/13/07, 7:44 PM
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#181
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Bald Bull
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I must admit, the Oktoberfest music files are pretty hilarious, and I secretly suspect they may have been recorded at a real brouhaha of a Blizzard party on one fateful night. Sounds like some type of insane Dwarf Fraternity party. I can only imagine the shenanigans that make the goblins scream "He's on FIRE!.... I'm on fire too!!!!!" "What do you call a goblin mage? A goblin who can spell!"
Jokes so bad, that they are amazing.
Last edited by tiberion02 : 07/13/07 at 7:54 PM.
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07/13/07, 7:50 PM
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#182
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Trolls IRL
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In regards to the glove enchants, Now that they have had their materials updated to match BC materials, why are essence of X still dropping off of BC elementals? As I farmed motes of air for my LW things, I used the essence of air for my +15 agility glove enchant. Now that those arent required, why are they still dropping?
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07/13/07, 7:53 PM
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#183
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Bald Bull
Blood Elf Paladin
Jaedenar (EU)
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Originally Posted by tiberion02
I must admit, the Oktoberfest music files are pretty hilarious, and I secretly suspect they may have been recorded at a real brouhaha of a Blizzard party on one fateful night. Sounds like some type of insane Dwarf Fraternity party. I can only imagine the shenanigans that make the goblins scream "He's on FIRE!.... I'm on fire too!!!!!"
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Happen to have a link to those?
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07/13/07, 8:29 PM
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#185
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Piston Honda
Vandemar
Troll Rogue
No WoW Account
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This seems to have replaced the Flask of Shadow Fortification in my alchemy tab:
Flask of Pure Death- +80 shadow / frost / fire damage, mats are 7 nightmare vine, 3 mana thistle, 1 fel lotus, 1 imbued vial.
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07/13/07, 8:32 PM
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#186
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Piston Honda
Night Elf Hunter
Alterac Mountains
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The pitchLimit console command has been re-enabled.
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Glad to see this, I was heartbroken when they disabled it last patch. For those who don't know what it does, try typing "/console pitchlimit 1080". It raises the limit on how far up or down you can turn your mount, allowing you to do aerial somersaults.
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07/13/07, 8:35 PM
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#187
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Glass Joe
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Originally Posted by Vandemar
This seems to have replaced the Flask of Shadow Fortification in my alchemy tab:
Flask of Pure Death- +80 shadow / frost / fire damage, mats are 7 nightmare vine, 3 mana thistle, 1 fel lotus, 1 imbued vial.
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Oh wow. That's great. I wonder if it's meant to be just a new flask, or it's really replacing Flask of Shadow fort. The latter would be a very strange change.
Nice find.
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07/13/07, 8:45 PM
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#188
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Bald Bull
Night Elf Druid
Tichondrius
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Originally Posted by Forlex
Oh wow. That's great. I wonder if it's meant to be just a new flask, or it's really replacing Flask of Shadow fort. The latter would be a very strange change.
Nice find.
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With the Chromatic Flask, they probably replaced Shadow and Arcane Fortification. So if anyone knows Flask of Arcane Fortification on the PTR...
Edit: Flask of Arcane Fortification was changed into Flask of Blinding Light, for +80 Nature/Balance/Holy damage.
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07/13/07, 9:03 PM
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#189
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Bald Bull
Orc Death Knight
Talnivarr (EU)
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This is an awesome change. Black Lotus prices are insane on Silvermoon EU here, 45g per Lotus is just wow.
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07/13/07, 9:27 PM
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#190
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Don Flamenco
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Originally Posted by Ujay
In regards to the glove enchants, Now that they have had their materials updated to match BC materials, why are essence of X still dropping off of BC elementals? As I farmed motes of air for my LW things, I used the essence of air for my +15 agility glove enchant. Now that those arent required, why are they still dropping?
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Only the +15 agility to gloves was updated, the other 3 were not.
But in regards to the Essence's still dropping from TBC mobs, it is probably to make farming enchants for low level characters easier, and not feel like a pain to do since you can get motes at the same time.
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07/13/07, 9:41 PM
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#191
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Von Kaiser
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Originally Posted by Copernicus
With the Chromatic Flask, they probably replaced Shadow and Arcane Fortification. So if anyone knows Flask of Arcane Fortification on the PTR...
Edit: Flask of Arcane Fortification was changed into Flask of Blinding Light, for +80 Nature/Balance/Holy damage.
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It seems like the lack of a single new flask option that covers both arcane and frost/fire damage is going to be highly annoying for mages and is going to further discourage arcane specs.
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07/13/07, 9:47 PM
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#192
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Great Tiger
Worgen Druid
Dragonblight
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Originally Posted by JulianMaiev
It seems like the lack of a single new flask option that covers both arcane and frost/fire damage is going to be highly annoying for mages and is going to further discourage arcane specs.
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Nothing is preventing you from using the old flask still, 10 damage isn't a giant deal. For the majority of people we'll gladly use the new ones and give the proverbial middle finger to black lotuses.
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07/13/07, 10:10 PM
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#193
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Don Flamenco
Night Elf Druid
Dragonblight (EU)
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Originally Posted by JulianMaiev
It seems like the lack of a single new flask option that covers both arcane and frost/fire damage is going to be highly annoying for mages and is going to further discourage arcane specs.
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Considering the main source of AoE damage from mages is arcane (with all specs), I'd say its the other way around.
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07/13/07, 10:23 PM
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#194
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Von Kaiser
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Rift Stalker Armor: The pet healing set bonus now heals for a percentage of damage dealt by the Hunter.
I just logged on to the PTR and the 2/5 Rift Stalker has not changed, its the same chance on pet hit heal. This intended or have they just not got around to it?
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07/13/07, 10:44 PM
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#195
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Bald Bull
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Could I please get some confirmation what new flask affects Arcane damage? The above poster mentioned it was Balance/Holy/Nature for one flask and Shadow/Fire/Frost for another.
Someone please say this is a mistake and they forgot to include arcane on the list? Also, what are the mats for the flask of blinding light?
Thx in advance.
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07/13/07, 10:48 PM
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#196
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Bald Bull
Night Elf Druid
Tichondrius
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Originally Posted by Tyrian
Could I please get some confirmation what new flask affects Arcane damage? The above poster mentioned it was Balance/Holy/Nature for one flask and Shadow/Fire/Frost for another.
Someone please say this is a mistake and they forgot to include arcane on the list? Also, what are the mats for the flask of blinding light?
Thx in advance.
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Yeah, that's a typo. It's Holy/Arcane/Nature. No idea what the mats are, I grabbed it off a post from worldofraids.

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07/14/07, 12:14 AM
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#197
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Don Flamenco
Blood Elf Paladin
Black Dragonflight
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Originally Posted by syeren
Yet the more I think about this, I'm pretty sure Vhex was trying to point out that at the same level of play, I imagine Holy Priests will now be required 100% of the time too, which is still a bad thing (that any class should be required that is.)
So apologies if I came off as trying to be offensive :P
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Late reply!
Part of my point more or less is that holy priests are few and far between, seeing as how pure rape shadow priests are. Almost all paladins are holy because all the other spec's are nigh useless unless you're sploiting seal of blood.
Trust me, I'm addicted to playing the healing class. Which is some form of divine cruel irony because I play a lvl 70 resto shaman too in addition to my holy priest and holy paladin despite how much I bitch about how healing was done completely wrong in WoW. So this isn't a gripe about any healer in particular.
As suggested on the FoH board, and elsewhere time and time again, I think one thing that would go a long way to helping the situation would be getting rid of diminishing returns on cc's/debuffs in favor of a 'reverse weakened soul' type effect.
I.e., henever you're hit with some form of CC/debuff, you become immune to all cc/debuffs for an amount of time in a ratio to how long the cc/debuff was on you. Something like 5 to 1 for stuns, 4 to 1 for CC that has a chance to break on hit, 3 to 1 for snare that breaks on hit, 2 to 1 for silence/interupts and 1 to 1 for all remaining debuffs. E.g., if you get stunned for 6 seconds, you are now immune to all CC for 30 seconds. However, if that stun is dispelled or you bubble out of it after 2 seconds, you're only immune for 10. If you get MS'd and it lasts 10 seconds, you're now immune to all CC/debuffs for 10 seconds.
CC would still remain powerful, it would just have to be used more intelligently. And suddenly, the type of healer begins to matter less as well, just so long as you have 1 or 2.
The more I think about it, the hornier I get.
Maybe it's just me, but I've had -far- more fun losing in crappy 5 mans on my priest where I've been ignored the entire fight then I ever had in 2100+ rated games where I spend the entire fight locked down by a single rogue where not only can I not cast a single spell, I also am a healing liability.
Anyways...
All doom and gloom aside, why do buffs have a duration at all to begin with? Is there are point? Or is this like trash respawns in raid zones where the devs just have lost all touch with reality?
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07/14/07, 12:39 AM
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#198
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Piston Honda
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I.e., henever you're hit with some form of CC/debuff, you become immune to all cc/debuffs for an amount of time in a ratio to how long the cc/debuff was on you. Something like 5 to 1 for stuns, 4 to 1 for CC that has a chance to break on hit, 3 to 1 for snare that breaks on hit, 2 to 1 for silence/interupts and 1 to 1 for all remaining debuffs. E.g., if you get stunned for 6 seconds, you are now immune to all CC for 30 seconds. However, if that stun is dispelled or you bubble out of it after 2 seconds, you're only immune for 10. If you get MS'd and it lasts 10 seconds, you're now immune to all CC/debuffs for 10 seconds.
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Don't want to completely derail this thread, so I'll just add that if you nerf CC any harder like the suggestion above, the arena will be dominated by warrior teams only, much more so than it is now. You healers may be frustrated when you're unable to save your teammate because of a well-timed counterspell or a fear interrupt, but as players reach 11-12k health unbuffed and 400 resilience, the only way to drop opponents even in a burn group is to keep their healers under control. Nerf CC too hard and there'll only be one way to win 5v5 arenas -- bring Mortal Strike and bring mana burn.
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07/14/07, 12:58 AM
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#199
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Don Flamenco
Blood Elf Paladin
Black Dragonflight
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Hence debuffs linked to CC's. Rebalance as necessary of course. Not exactly a blanket change and obviously will never be implemented anyways. It just gives me wood thinking about being able to actually heal even when the other team has a rogue.
Anyways...
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07/14/07, 3:08 AM
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#200
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Don Flamenco
Blood Elf Warlock
Kil'Jaeden
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Originally Posted by Vhex
Hence debuffs linked to CC's. Rebalance as necessary of course. Not exactly a blanket change and obviously will never be implemented anyways. It just gives me wood thinking about being able to actually heal even when the other team has a rogue.
Anyways...
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You have just destroyed the warlock as PVP viable. It might be okay for other classes with escape spells or the toughness to survive, but Seduce/Fear is the backbone of the class.
Look at how quickly an undead warrior with Insignia will destroy us. Now pretend that EVERYONE gets the same sort of will-of-the-forsaken active prevention. Extremely poorly thought out idea.
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