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Old 05/27/08, 4:12 PM   21 links from elsewhere to this Post. Click to view. #3276
Zzbzq
Banned
 
Tauren Druid
 
Mannoroth
Originally Posted by Chicken View Post
Also of note is that there are two potential spells that are likely candidates for being the "Shadow Priest AoE". These two:

- Mind Sear rank 1: 545 mana, 30 yard range, channeled. "Causes an explosion of shadow magic around the enemy target, causing 481 to 519 shadow damage every 1.0 sec for 5 sec to all targets within 10 yards."
- Nightmare rank 1: 1665 mana, 30 yard range, channeled. "Assault the target's mind, causing a powerful nightmare that deals 306 Shadow damage to all enemies within 10 yards of the target. Lasts 15 sec."

The first one is commonly assumed to be the one because it fits the naming better, but the spell data for the second one matches closer in damage dealt versus mana cost of other AoE spells (Under my assumption of it ticking once per second). The second one is a bit odd in that it does not mention the speed at which it deals damage however.
Maybe the insane ratio on Mind Sear is because they intend for shadowpriests to be the premier AErs. With the nerf to VE, it makes a lot of sense. SPs would be one of the specs with the least utility, especiallyin 5-mans where VE was only a convenience in TBC to begin with. It never made sense, in the past, that the best AErs the classes were also the best utility classes (ie CC) not to mention 1st rate single target DPS. If shadowpriests are still not going to be allowed to "step on the toes" of main DPS, and are still going to have the smallest spell selection in practice of any class, and are not even going to provide infinite mana any more, it stands to reason that they should be good at something. Further, if moonkins can root indoors, and if the hex rank 1 data belongs to shaman, there's only about 3 specs left that don't fit into one of the main useful archetypes.
 
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Old 05/27/08, 4:29 PM   #3277
PsyBomb
Don Flamenco
 
Undead Warlock
 
Scarlet Crusade
Mind Sear is an odd case for more than just its efficiency, though I'll start with that for now.

Does anyone have the stats on the max-rank of Mind Flay? I think that the big difference will be that it's less efficient by far, but far stronger on a single target. Thus, it is to be used in single-target throughput situations (Brutallus comes forcefully to mind).

As for the other odd hing, Mind Sear is only the second case of what is effectively a tank-directed AoE. What I mean by this is that every other AoE is either channeled in a specific location or is instant (the only example in-game is Seed of Corruption, and that has its own differences). What this means is unclear at the moment, but will inevitably be much more communication-based in raids than current AoE is.

To teach and to learn, to laugh and make others laugh. This is my purpose, and any day in which I don't wasn't worth the time it took to get through.
 
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Old 05/27/08, 5:12 PM   #3278
 Chicken
Co-starring: The Egg
 
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Blood Elf Paladin
 
Azjol-Nerub (EU)
Originally Posted by PsyBomb View Post
Does anyone have the stats on the max-rank of Mind Flay?
Your wish is my command:

- Mind Flay rank 8: 320 mana, 30 yard range. 576 shadow damage over 3 sec.
- Mind Flay rank 9: 390 mana, 30 yard range. 690 shadow damage over 3 sec.

That's one of the reasons why I'm thinking it might be Nightmare over Mind Sear as well; no cooldowns on either spell either, and it seems odd that the AoE spell would be better single target damage too. Of course, the numbers are still subject to tweaks.

I meant 3 seconds in my post above for Nightmare by the way, not 1 second. My mistake. Though that does make it rather pitiful compared to the new Hurricane rank.

Last edited by Chicken : 05/27/08 at 5:26 PM.

buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
 
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Old 05/27/08, 5:31 PM   #3279
doogless
King Hippo
 
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Draenei Shaman
 
Kil'Jaeden
Originally Posted by Cadfael View Post
Not for players except absorb potion nobody uses. I could swear there are a few (very few) mobs that actually do have a bit of holy resistance but at least the voidwalkers in netherstom around the busted mana forge get holy immune if you hit them with a holy spell first. It's basically nonexistant.
Just to nit-pick, the Voidwalkers get a school-specific, percentage damage reduction rather than actual resistance - Damage Reduction: Holy - Spell - World of Warcraft. Real resistance would give them a chance to resist a percent of each spell, not a guarantee to resist the same percent every time.

It's possible to get partial resists on holy (or at least it was back when people were Smiting Onyxia), but it's due to level-based resistance. AFAIK that hasn't changed.
 
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Old 05/27/08, 5:52 PM   #3280
Starfire
Secretly Blackfire
 
Night Elf Priest
 
Dragonblight
Originally Posted by doogless View Post
Just to nit-pick, the Voidwalkers get a school-specific, percentage damage reduction rather than actual resistance - Damage Reduction: Holy - Spell - World of Warcraft. Real resistance would give them a chance to resist a percent of each spell, not a guarantee to resist the same percent every time.

It's possible to get partial resists on holy (or at least it was back when people were Smiting Onyxia), but it's due to level-based resistance. AFAIK that hasn't changed.
Resist All (such as Mark of the Wild) affects smite. It's real easy to prove. Find a mage with Mage Armor / Magic Absorbtion, give them Mark of the Wild, duel them and smite away.
 
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Old 05/27/08, 6:04 PM   #3281
 Playered
Debitum Naturae
 
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Night Elf Druid
 
Ravencrest (EU)
Originally Posted by Starfire View Post
Resist All (such as Mark of the Wild) affects smite. It's real easy to prove. Find a mage with Mage Armor / Magic Absorbtion, give them Mark of the Wild, duel them and smite away.
You also used to be able to test this with doing Beast Lore on a Shapeshifted Druid with MoTW on.
 
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Old 05/27/08, 6:13 PM   #3282
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by Chicken View Post
Your wish is my command:

- Mind Flay rank 8: 320 mana, 30 yard range. 576 shadow damage over 3 sec.
- Mind Flay rank 9: 390 mana, 30 yard range. 690 shadow damage over 3 sec.

That's one of the reasons why I'm thinking it might be Nightmare over Mind Sear as well; no cooldowns on either spell either, and it seems odd that the AoE spell would be better single target damage too. Of course, the numbers are still subject to tweaks.

I meant 3 seconds in my post above for Nightmare by the way, not 1 second. My mistake. Though that does make it rather pitiful compared to the new Hurricane rank.
The two spells probably have different coefficients, too. Give Mind Sear 1/3 of Mind Flay's coefficient, and there'll still be a reason to use the latter. (Though that is a pretty huge difference between their base DPS)
 
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Old 05/27/08, 7:08 PM   #3283
PsyBomb
Don Flamenco
 
Undead Warlock
 
Scarlet Crusade
Originally Posted by Fiola View Post
The two spells probably have different coefficients, too. Give Mind Sear 1/3 of Mind Flay's coefficient, and there'll still be a reason to use the latter. (Though that is a pretty huge difference between their base DPS)
AoE spells typically have 1/3 of the coefficient otherwise indicated (assuming default coefficient calculation), so this seems likely to actually occur. Even so, it'll take about 2500 +shadow before Mind Flay overtakes Mind Sear even for single-target throughput (just by napkin math, I could be very wrong).

Hmmm, looks like that theory might be right, after all. 2500 is NOT going to be particularly difficult to achieve, if Naxx25 is a tier of quality above SWP.

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Old 05/27/08, 7:29 PM   #3284
Tanoh
Piston Honda
 
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Undead Mage
 
Earthen Ring (EU)
Originally Posted by Jerry View Post
What I find really interesting is that most people tend to think backward about iLevel. The iLevel is not calculated based on the stats of the objects. The stats of the object are calculated based on the iLevel.
Of course, but I think most people think of them backwards as that is how we're used to seing them. We never get to design our own items so we don't know the itemlevel. Most of the time it's more interesting to get to it, than start at it. And well, it doesn't really make any difference.

I'm also sure that the item designers get assigned an ilevel range "Karazhan is level X epics at the start, and at the end it's level Y epics." and then they go make some items.

But the whole point is that enchants has never been a part of the item budget. Sockets however do cost a small amount. Sockets are however cheaper than normal stats usually (because of the lower amount) and you get to chose your own stat (though in most cases there's not much of a choice, but that's another issue).

But well a lot remains to be seen about the Blacksmithing gem adding to weapons. If it overwrites enchants it's useless. If it exists side by side then it's another gold sink you "must" pay when you get an upgrade. If it's self only, I doubt many will use it. A gem slot isn't that good, depends on the alternatives of course but if the trend from TBC continues then other professions will be far more worth it.
 
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Old 05/27/08, 7:38 PM   #3285
Rasputin
King Hippo
 
Blood Elf Paladin
 
Magtheridon
A blacksmithing gem slot which overwrites enchants isn't necessarily useless. You could use it to overwrite enchants on slots which don't have optimal enchants for your role. Put a strength gem in your boots, or healing in your cloak. It's certainly less powerful that way, but not useless.
 
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Old 05/27/08, 7:40 PM   #3286
Meddler
Piston Honda
 
Tauren Druid
 
Blackrock
Originally Posted by Tanoh View Post
. If it's self only, I doubt many will use it. A gem slot isn't that good, depends on the alternatives of course but if the trend from TBC continues then other professions will be far more worth it.
A single socket obviously isn't going to be worth keeping blacksmithing for by itself, as others have pointed out however if duel weilding it's potentially 2 sockets which is starting to get quite close to the benefits enchanting offers (WotLK ring enchants will offer +40 ap each, it's not unreasonable to assume +30AP gems may be in the pipeline). Additionally there may well be some significant other benefits from blacksmithing, so at this stage it's premature to write it off - all we've got is evidence that a less than optimal profession for high end raiding may get either a source of income or an additional profession perk (in addition to other changes to the attractiveness of blacksmithing and other alternative professions), neither of which would be a bad sign for it.
 
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Old 05/27/08, 7:50 PM   #3287
heel
Great Tiger
 
Dwarf Priest
 
Mannoroth
Originally Posted by Chicken View Post
Also of note is that there are two potential spells that are likely candidates for being the "Shadow Priest AoE". These two:

- Mind Sear rank 1: 545 mana, 30 yard range, channeled. "Causes an explosion of shadow magic around the enemy target, causing 481 to 519 shadow damage every 1.0 sec for 5 sec to all targets within 10 yards."
- Nightmare rank 1: 1665 mana, 30 yard range, channeled. "Assault the target's mind, causing a powerful nightmare that deals 306 Shadow damage to all enemies within 10 yards of the target. Lasts 15 sec."

The first one is commonly assumed to be the one because it fits the naming better, but the spell data for the second one matches closer in damage dealt versus mana cost of other AoE spells (Under my assumption of it ticking once per second). The second one is a bit odd in that it does not mention the speed at which it deals damage however.
Mind Sear is explicitly mentioned in the Focused Mind talent. It's Mind Sear.
 
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Old 05/27/08, 8:03 PM   #3288
Malleus
Don Flamenco
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Chicken View Post
- Commanding Shout rank 3: Increases health by 2255.
This is more interesting than it looks. Given that Blizzard have already stated that stats on gear won't be ramping up as drastically from T6 to T7 as they did from T3 to T4, it seems that raid buffs will contribute a larger proportion of the total statistics than they currently do.

Example: currently a Paladin receives 49 MP5 from a talented BOW; with a total of 200-250 MP5 raid buffed being fairly typical, that's 20-25% of the total from the buff. At level 80, a talented BOW will return 100 MP5. Can we expect that Paladins will typically have 400-500 MP5 at level 80? I don't think so. It seems more likely that Paladin MP5 will be in the region of 300-350, which would make BOW worth 28-33% of the total. Even if I'm out by 50 on the range, the worst case in WOTLK would still match the best case in TBC.

I don't want to speculate until I've seen enough lvl80 gear to accurately judge the increased efficacy of buffing, but I suspect Blizzard of trying to make brute forcing encounters an alternative to balanced raid composition, instead of the other way round.
 
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Old 05/27/08, 9:40 PM   #3289
Deathwing
Bald Bull
 
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Tauren Druid
 
Black Dragonflight
Originally Posted by Malleus View Post
This is more interesting than it looks. Given that Blizzard have already stated that stats on gear won't be ramping up as drastically from T6 to T7 as they did from T3 to T4, it seems that raid buffs will contribute a larger proportion of the total statistics than they currently do.

Example: currently a Paladin receives 49 MP5 from a talented BOW; with a total of 200-250 MP5 raid buffed being fairly typical, that's 20-25% of the total from the buff. At level 80, a talented BOW will return 100 MP5. Can we expect that Paladins will typically have 400-500 MP5 at level 80? I don't think so. It seems more likely that Paladin MP5 will be in the region of 300-350, which would make BOW worth 28-33% of the total. Even if I'm out by 50 on the range, the worst case in WOTLK would still match the best case in TBC.

I don't want to speculate until I've seen enough lvl80 gear to accurately judge the increased efficacy of buffing, but I suspect Blizzard of trying to make brute forcing encounters an alternative to balanced raid composition, instead of the other way round.
I know this is well beyond jumping to conclusions, but won't this encourage raid stacking even more?
 
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Old 05/27/08, 9:48 PM   #3290
Soul
Don Flamenco
 
Undead Mage
 
Gilneas
Actually, I was thinking that this would be a concern: are buffs going to be so strong that in general, classes are underpowered without them? We do see MMOs where you really do need to be in party to accomplish, like, anything. One of WoW's strengths was that you could solo stuff with any class. If buffs become insanely strong, some of this might be lost...

As a corollary to this, are buffs becoming so powerful relative to a player's unbuffed strength because Blizzard wants to discourage ironmanning content?
 
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Old 05/27/08, 10:06 PM   #3291
Feorthas
King Hippo
 
Blood Elf Death Knight
 
Blackrock
Originally Posted by Soul View Post
Actually, I was thinking that this would be a concern: are buffs going to be so strong that in general, classes are underpowered without them? We do see MMOs where you really do need to be in party to accomplish, like, anything. One of WoW's strengths was that you could solo stuff with any class. If buffs become insanely strong, some of this might be lost...

As a corollary to this, are buffs becoming so powerful relative to a player's unbuffed strength because Blizzard wants to discourage ironmanning content?
Well, world-based--or non-instance based if you prefer that description--content could stick with the current 'easy to manage' theme that WoW has always had, making groups for leveling non-mandatory; however, it could be possible that instancing in general, or at least raiding, may require a decent spread of these new, more powerful, buffs in order to accomplish anything of note. I guess that would promote a somewhat more balanced raid--or at least encourage resto-Druids to pick up Imp. HotW as 35% of 40-ish per--stat becomes noticeable!--but only time, and more data, will truly tell.

I'm almost completely certain that the solo-friendly leveling/farming part of WoW will remain just as accessible as it currently is though (if not moreso!).
 
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Old 05/27/08, 10:15 PM   #3292
Meddler
Piston Honda
 
Tauren Druid
 
Blackrock
Increasingly powerful synergies/buffs would also have the impact of altering PVP balance in favour of teams that complemented each other in buffs terms, rather than necesssarily in play style terms. To pick a simplistic example the more powerful group buffs become the more attractive a combination like Shaman/Warrior, both of which offer at least some benefit to the other, becomes compared to say Rogue/Mage which works because skills complement not because of buffs like windfury to each other. Not necessarily a bad thing (and the class combo's mentioned are simply the first that leapt to mind, not to make any other point about relative power/effectiveness) but the impact does spread beyond group PVE content.
 
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Old 05/27/08, 10:33 PM   #3293
Northerner
Great Tiger
 
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Troll Mage
 
Zangarmarsh
Originally Posted by Malan View Post
And who knows, there's probably some crazy guild out there that uses a hunter to tank Illidan and Leo's demon forms.
We used a Hunter (old GM) quite often as a tank. Although he did do Leo once when our FR 'lock was away, he started doing Illidan regularly just because he liked to.

It works really quite well.
 
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Old 05/28/08, 5:02 AM   #3294
Malleus
Don Flamenco
 
Human Paladin
 
Bronze Dragonflight (EU)
Originally Posted by Deathwing View Post
I know this is well beyond jumping to conclusions, but won't this encourage raid stacking even more?
That depends on whether you consider ensuring you have a Druid, Mage, Priest and three Paladins to be raid stacking. I was thinking about fights where you know there's X amount of AOE damage, so you take five COH Priests and two Resto Shammies. What I'm anticipating is fights tuned so that in entry-level gear for the encounter, having a full range of buffs will push you to the point where you don't need to stack quite so hard. Once you have the gear, you can stop worrying about the buffs and take it down with whoever.

Here's something to consider. With the nerf to Vampiric Touch a Shadow Priest will probably be worth around 200 MP5 to his group, but Blessing of Wisdom will be worth 100 MP5 to every mana user in the raid. Taking an extra Holy Paladin in the healers just became a viable alternative to bringing a Shadow Priest. Any loss in regen is compensated for by a small increase to raid DPS and the mana flow continuing regardless of whether the buffer is casting.
 
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Old 05/28/08, 7:12 AM   3 links from elsewhere to this Post. Click to view. #3295
 Chicken
Co-starring: The Egg
 
Chicken's Avatar
 
Blood Elf Paladin
 
Azjol-Nerub (EU)
Collection of new spells I spotted that were possible to link to a class or profession, and a few unknown spells that seem likely to be player spells but were not easily linked to a profession. Bold marks additions beyond simple damage increases and new spells; for sections that are all new stuff the bolding has not been included. Italics means that the spell is very likely to be changed (In case of hunters and the new pet abilities these are all marked with italics as hunter development wasn't supposed to have started yet). Talents are not included. Cast times are excluded as well as the method I used to gather this information seems to have bugged that part of the data.

For most spells only the changes to it's effect strength have been reported as that was the only change to the spells.

General:
- New food (1): Restores 7800 health over 30 sec.
- New food (2): Restores 10800 health over 30 sec.
- New drink (1): Restores 9180 mana over 30 sec.
- New drink (2): Restores 12960 mana over 30 sec.
- New motes: Crystalized <Element>
- New primals: Eternal <Element>
- New healing potion: Restores 2700 to 4500 health.
- New mana potion: Restores 3240 to 5400 mana.
- New agility scroll: Raises agility by 25.
- New strength scroll: Raises strength by 25.
- New armor scroll: Increases armor by 375.
- Frostweave bandage: Heals 4760 damage over 8 sec.
- Heavy Frostweave bandage: Heals 5480 damage over 8 sec.
- Some spell data is in there for flying carpets.
- Frost Wyrm: "Summons and dismisses a rideable frost wyrm. This is a very fast mount."
- Brewfest Kodo: "Summons and dismisses a rideable Brewfest kodo."
- For those who had fun imagining dumping passengers on a flying mount/vehicle high up in the air, seems Blizzard thought of that. Parachute: "A portable parachute, automatically activates when the caster begins falling."

Cooking:
- There seem to be 25 new cooking recipes planned, 12 of which use fishing. Names for these are still placeholders, and I couldn't find their linked buff effects for eating them.

Enchanting:
- All new enchants require a level 60 or higher item.
- Enchant Boots - Greater Vitality: 6 mana/5, 6 health/5
- Enchant Boots - Icewalker: 15 stamina, 5% snare/root resistance
- Enchant Boots - Superior Agility: 16 agility
- Enchant Boots - Tuskar's Vitality: 15 stamina, minor movement speed increase
- Enchant Bracers - Exceptional Intellect: 16 Intellect
- Enchant Bracers - Expertise: 15 expertise rating
- Enchant Bracers - Greater Assault: 38 attack power
- Enchant Bracers - Greater Spellpower: 20 spell damage
- Enchant Bracers - Greater Stats: 6 to all stats
- Enchant Bracers - Major Healing: 46 healing, 16 spell damage
- Enchant Bracers - Major Spirit: 18 spirit
- Enchant Chest - Exceptional Health: 275 health
- Enchant Chest - Exceptional Resilience: 20 resilience
- Enchant Cloak - Haste: 20 haste rating
- Enchant Cloak - Shadow Armor: "Increase stealth slightly", 10 agility
- Enchant Cloak - Wisdom: "Reduce threat slightly", 10 spirit
- Enchant Chest - Super Stats: 8 to all stats
- Enchant Cloak - Superior Arcane Resistance: 20 Arcane Resistance
- Enchant Cloak - Superior Fire Resistance: 20 Fire Resistance
- Enchant Cloak - Superior Shadow Resistance: 20 Shadow Resistance
- Enchant Cloak - Spell Piercing: 35 spell penetration
- Enchant Cloak - Titanweave: 16 defense rating
- Enchant Gloves - Armsman: Increases threat by 2%, 10 parry rating
- Enchant Gloves - Exceptional Healing: 44 healing, 15 spell damage
- Enchant Gloves - Exceptional Spellpower: 28 spell damage
- Enchant Gloves - Greater Blasting: 16 spell crit rating
- Enchant Ring - Assault: 40 attack power
- Enchant Ring - Greater Healing Power: 44 healing, 15 spell damage
- Enchant Ring - Greater Spellpower: 23 spell damage
- Enchant Ring - Haste: 20 haste rating
- Enchant Shield - Exceptional Stamina: 22 stamina
- Enchant Weapon - Deathfrost: "Permanently enchant a weapon so your damaging spells and melee weapon hits occasionally inflict an additional 150 frost damage and reduce the target's melee, ranged and casting speed by 15% for 8 sec."
- Enchant Weapon - Exceptional Agility: 26 agility
- Enchant Weapon - Exceptional Healing: 101 healing, 34 spell damage
- Enchant Weapon - Exceptional Spellpower: 55 spell damage
- Enchant Weapon - Giant Slayer: "Permanently enchant a weapon to have a chance of reducing movement speed and doing additional damage against Giants"
- Enchant Weapon - Greater Savagery: 90 attack power
- Enchant Weapon - Lifeward: "Permanently enchant a melee weapon to sometimes heal you for 139 to 161"
- Enchant Weapon - Scourgebane: 140 attack power against undead.
- Exceptional Mana Oil: 19 mana/5
- Exceptional Wizard Oil: 56 spell damage
- Additionally there is spell data for a number of wands; one for each of the elements wand users can use, and one for healing.

Inscription:
- Spell description for Inscription refers to it as "magical writings".
- Runeword of Minor Magic: "Inscribe a runeword of minor magic onto a piece of chest armor to increase spell damage from magical spells and effects by up to 3 for 1 hour."
- These crafting spells with no description of the items they produce (Most likely as I don't have a full WotLK item database on my computer): Silver Quill, Scroll of Stamina, Scroll of Intellect, Scroll of Spirit, Earthen Ink, Silver Ink, Ivory Ink, Random Card: Rogues, Scroll of Recall.

Mining:
- Smelt Cobalt: "Allows the miner to smelt cobalt ore into a cobalt bar."
- Smelt Azurite: "Allows the miner to smelt azurite ore into an azurite bar."
- Smelt Hardened Azurite: "Allows the miner to smelt 10 azurite bars into a hardened azurite bar."
- Smelt Froststeel: "Allows the miner to smelt 3 azuriate bars and an eternal water into a froststeel bar."
- Smelt Saronite: "Allows the miner to smelt 10 saronite ore into a saronite bar."
- Smelt Titansteel: "Allows the miner to smelt a saronite bar and titenium ore into a titansteel bar."

Death Knight:
- If no range is listed the range of the ability is typically melee range.
- Army of the Dead: 2 Unholy runes, 10 seconds channeled, 10 minute cooldown. "Summons an entire legion of your best Ghouls to fight by your side."
- Death and Decay rank 1: 1 Blood rune, 2 Unholy runes, 1.5 second cast, 30 second cooldown. "88 shadow damage inflicted every 2 sec to all targets in the affected area for 8 sec. Has a chance to cause affected targets to cower in fear."
- Death and Decay rank 2: 106 shadow damage every 2 sec.
- Death and Decay rank 3: 167 shadow damage every 2 sec.
- Death and Decay rank 4: 211 shadow damage every 2 sec.
- Death Shout rank 1: Ongoing 1 Blood. "The death knight shouts, increasing their melee attack power by 15"
- Plague Strike rank 1: 1 Blood rune, 1 Unholy rune. "A vicious strike that deals weapon damage plus 37 and plagues the target, dealing 340 shadow damage over 12 sec."
- Plague Strike rank 2: weapon damage plus 39, 380 shadow damage over 12 sec.
- Plague Strike rank 3: weapon damage plus 42, 412 shadow damage over 12 sec.
- Plague Strike rank 4: weapon damage plus 48, 468 shadow damage over 12 sec.
- Plague Strike rank 5: weapon damage plus 58, 576 shadow damage over 12 sec.
- Plague Strike rank 6: weapon damage plus 72, 704 shadow damage over 12 sec.
- Death Strike rank 1: 1 Unholy rune, 25 second cooldown. "A deadly attack that deals weapon damage. If the target dies with 3 sec and yields experience or honor, death Strike heals the Death Knight for 406."
- Death Strike rank 3: 498 healing
- Death Strike rank 3: 630 healing
- Death strike rank 4: 1118 healing
- Death strike rank 5: 1310 healing
- Icy Touch rank 1: 2 Frost runes, 20 yard range, 5 second cooldown. "Deals 217 Frost damage, and reduces the target's ranged, melee attack and casting speed by 15% for 20 sec."
- Icy Touch rank 2: 255 frost damage
- Icy Touch rank 3: 315 frost damage
- Icy Touch rank 4: 422 frost damage
- Icy Touch rank 5: 509 frost damage
- Chains of Ice rank 1: 2 Frost Runes, 20 yard range, 16 second cooldown. "Freezes the target in place for 3 sec. The target regains 10% of their movement speed each second after breaking free of the chains."
- Blood Tap rank 1: 20 second cooldown, xx% of base health cost. "Immediately activates a Blood Rune and temporarily converts it into a Chromatic Rune. This rune counts as a Blood, Unholy or Frost Rune. Lasts 10 sec."
- Degeneration rank 1: 1 Unholy Rune. "Instantly attack the target, dealing 60% weapon damage and inflicted a disease dealing 91 over 21 sec. This disease will corrupt an existing heal over time spell, removing it and dramatically increasing the damage dealt. While afflicted by this disease, other heal over time effects on the target will have no effect."
- Degeneration rank 2: 154 damage over 21 sec.
- Degeneration rank 3: 182 damage over 21 sec.
- Blood Strike rank 1: 1 Blood Rune, 5 second cooldown. "Instantly strike the enemy, causing 60% weapon damage plus 55 for each disease effect on the target."
- Blood Strike rank 2: 66 damage per disease
- Blood Strike rank 3: 77 damage per disease
- Blood Strike rank 4: 88 damage per disease
- Blood Strike rank 5: 134 damage per disease
- Blood Strike rank 6: 164 damage per disease
- Raise Dead rank 1: 2 Unholy runes, 30 yard range, 5 minute cooldown. "Raises a Ghoul from a corpse to fight by your side. If the target corpse is not humanoid, Corpse Dust must be supplied to complete the spell."
- Strangulate rank 1: Requires Runic Power, 30 yard range, 30 second cooldown. "Strangulate an enemy, consuming all available Runic Power to silence the target a maximum of 5 sec and dealing up to 175 Shadow damage at the end of the effect."
- Strangulate rank 2: 207 shadow damage
- Strangulate rank 3: 241 shadow damage
- Strangulate rank 4: 300 shadow damage
- Strangulate rank 5: 360 shadow damage
- Mind Freeze rank 1: 1 Frost Rune, 8 second cooldown. "Strike's the target's mind with cold, dealing 100 Frost Damage and interrupting spellcasting while also preventing any spell in that school from being cast for 3 sec."
- Mind Freeze rank 2: 115 frost damage
- Mind Freeze rank 3: 170 frost damage
- Mind Freeze rank 4: 200 frost damage
- Death Coil rank 1: Requires Runic Power, 30 yard range. "Unleashes all available Runic Power, causing up to 460 Shadow damage to a non-Undead enemy target, or healing up to 690 damage from a friendly Undead target."
- Death Coil rank 2: 530 shadow damage or 795 healing
- Death Coil rank 3: 690 shadow damage or 1035 healing
- Death Coil rank 4: 1070 shadow damage or 1605 healing
- Death Coil rank 5: 1230 shadow damage or 1845 healing
- Empower Runeblade rank 1: 3 minute cooldown. "Empower your rune weapon, immediately activating one of each rune type."
- Frost Presence rank 1: 1 Frost Rune. "The Death Knight takes on the presence of frost, increasing armor by 45% and threat generated by 25%. Only one Presence may be active at a time."
- Unholy Presence rank 1: 1 Unholy Rune. "Infuses the Death Knight with unholy fury, increasing attack speed by 15%, and reducing the global cooldown on all Death Knight abilities by 0.5 sec. Only one Presence may be active at a time."
- Blood Presence rank 1: 1 Blood Rune. "Strengthens the Death Knight with the presence of blood, increasing damage by 15% and healing the Death Knight by 4% of the damage dealt. Only one Presence may be active at a time."
- Anti-Magic Shell rank 1: 1 Unholy Rune, 20 second cooldown. "Surrounds the Death Knight in an Anti-Magic Shell, absorbing 75% of the damage dealt by the next harmful spell. Damage absorbed by Anti-Magic Shell energizes the Death Knight with additional Runic Power. Lasts 5 sec."
- Blood Boil rank 1: 10 second cooldown. "Causes all disease effects on targets within 30 yards to painfully erupt, consuming the diseases, dealing 53 damage, and forcing the target to attack the Death Knight for 3 sec."
- Blood Boil rank 2: 70 damage.
- Blood Boil rank 3: 81 damage.
- Blood Boil rank 4: 104 damage.
- Death Pact rank 1: 2 Blood Runes, 30 yard range. "Sacrifice an undead minion, healing the Death Knight for 1200 health."
- Death Pact rank 2: 2600 healing
- Frost Blast rank 1: 1 Frost Rune, 10 yard range, 8 second cooldown. "Deals 173 to 187 Frost damage and knocks the target back up to 8 yards."
- Death Grip rank 1: 1 Unholy Rune, 8 to 30 yard range, 45 second cooldown. "Harness the unholy energy that surrounds and binds all matter, drawing the target toward the Death Knight and forcing the enemy to attack the Death Knight for 4 sec."
- Icebound Fortitude rank 1: Requires Runic Power, 1 minute cooldown. "Consumes all available Runic Power, causing the Death Knight to become immune to Stun effects and increasing armor by 50% for 12 sec. Does not remove existing Stun effects."
- Ghoul Taunt: "Taunts and causes additional high threat to all enemies within 15 yards."

Druid:
- Healing Touch rank 14: 1190 mana, 3760 to 4440 healing.
- Healing Touch rank 14: 1400 mana, 4375 to 5165 healing.
- Flourish rank 1: 450 mana, 40 yard range. "Heals friendly party or raid members within 10 yards of the target for 672 over 7 sec. The amount healed is applied quickly at first, and slows down as the Flourish reaches its full duration."
- Rejuvenation rank 14: 550 mana, heals for 1192 over 12 sec.
- Rejuvenation rank 15: 645 mana, heals for 1352 over 12 sec.
- Regrowth rank 11: 845 mana, 1710 to 1908 healing, 1792 healing over 21 sec.
- Regrowth rank 12: 1040 mana, 2234 to 2494 healing, 2345 healing over 21 sec.
- Tranquility rank 6: 2130 mana, 2598 healing every 2 sec.
- Tranquility rank 6: 2495 mana, 3035 healing every 2 sec.
- Lifebloom rank 2: 295 mana, 350 healing over 7 sec per stack. Blooms for 770.
- Lifebloom rank 3: 430 mana, 441 healing over 7 sec per stack. Blooms for 970.
- Wrath rank 11: 320 mana, 414 to 466 nature damage.
- Wrath rank 12: 380 mana, 489 to 551 nature damage.
- Moonfire rank 13: 640 mana, 347 to 407 arcane damage, 684 arcane damage over 12 sec.
- Moonfire rank 14: 745 mana, 406 to 476 arcane damage, 800 arcane damage over 12 sec.
- Starfire rank 9: 455 mana, 554 to 652 arcane damage.
- Starfire rank 9: 555 mana, 661 to 779 arcane damage.
- Hurricane rank 5: 2885 mana, no cooldown. 276 damage every 1 sec for 10 sec. Slows melee, ranged and attack speed on targets by 50%.
- Insect Swarm rank 7: 265 mana, 1050 damage over 12 sec.
- Mark of the Wild rank 9: 850 mana. Armor increased by 750, attributes increased by 37, resistances increased by 54.
- Gift of the Wild rank 9: 2295 mana. Armor increased by 750, attributes increased by 37, resistances increased by 54.
- Faerie Fire rank 6: Reduces armor by 1260.
- Rebirth rank 7: Resurrects with 6400 health and 4700 mana.
- Maul rank 9: 472 bonus damage.
- Maul rank 9: 578 bonus damage.
- Demoralizing Roar rank 7: Reduces attack power by 299.
- Demoralizing Roar rank 8: Reduces attack power by 408.
- Swipe rank 7: 105 damage.
- Swipe rank 7: 120 damage.
- Mangle (Bear) rank 4: 115% normal damage plus 252. 30% additional damage from Maul instead of Shred
- Mangle (Bear) rank 5: 115% normal damage plus 299. 30% additional damage from Maul instead of Shred
- Mangle (Cat) rank 4: 160% normal damage plus 429. Still increases Shred damage.
- Mangle (Cat) rank 5: 160% normal damage plus 507. Still increases Shred damage.
- Lacerate rank 2: 70 immediate damage, 255 damage over 15 sec. per stack.
- Lacerate rank 3: 88 immediate damage, 320 damage over 15 sec. per stack.
- Claw rank 7: 300 additional damage.
- Claw rank 8: 370 additional damage.
- Shred rank 8: 225% normal damage plus 630.
- Shred rank 9: 225% normal damage plus 743.
- Rake rank 6: 150 immediate damage, 321 damage over 9 sec.
- Rake rank 7: 190 immediate damage, 387 damage over 9 sec.
- Feral Charge (Cat): 10 energy, 0.75 second cast, 8-25 yard range, 30 second cooldown. "Causes you to leap behind an enemy, dazing them for 3 sec."
- Rip rank 8: 1 point 300 damage over 12 sec, 2 points 498 damage over 12 sec, 3 points 696 damage over 12 sec, 4 points 894 damage over 12 sec, 5 points 1092 damage over 12 sec.
- Rip rank 8: 1 point 300 damage over 12 sec, 2 points 498 damage over 12 sec, 3 points 696 damage over 12 sec, 4 points 894 damage over 12 sec, 5 points 1092 damage over 12 sec.
- Maim rank 2: 1 point 226 to 228 damage, 2 points 384 to 386 damage, 3 points 542 to 544 damage, 4 points 700 to 702 damage, 5 points 858 to 860 damage.
- Pounce rank 5: 2100 damage over 18 sec.
- Tiger's Fury rank 5: No energy cost, 30 second cooldown. Increases damage done by 77 for 6 sec.
- Tiger's Fury rank 6: No energy cost, 30 second cooldown. Increases damage done by 131 for 6 sec.
- Nourish rank 1: 600 mana, 1.5 second cast. "Heals a friendly target for 1550 to 1800. Heals for an additional 387 to 450 if Rejuvenation is on the target."

Hunter:
- Mend Pet rank 9: 610, 4250 healing over 15 sec.
- Mend Pet rank 10: 750 mana, 5250 healing over 15 sec.
- Kill Command rank 2: 145 mana, normal pet damage plus 210.
- Kill Command rank 3: 185 mana, normal pet damage plus 250.
- Raptor Strike rank 10: 240 mana, 275 additional damage.
- Raptor Strike rank 10: 300 mana, 335 additional damage.
- Counterattack rank 5: 215 mana, 240 damage.
- Counterattack rank 6: 265 mana, 285 damage.
- Serpent Sting rank 11: 550 mana, 990 damage over 15 sec.
- Serpent Sting rank 12: 680 mana, 1210 damage over 15 sec.
- Viper Sting rank 5: 3092 mana drained over 8 sec.
- Wyvern Sting rank 5: 515 mana, 2082 nature damage over 12 sec after target wakes.
- Wyvern Sting rank 5: 610 mana, 2460 nature damage over 12 sec after target wakes.
- Arcane Shot rank 10: 440 mana, 402 arcane damage.
- Arcane Shot rank 11: 540 mana, 492 arcane damage.
- Multi-Shot Rank 7: 570 mana, 333 additional damage.
- Multi-Shot Rank 8: 700 mana, 408 additional damage.
- Aimed Shot rank 8: 750 mana, 1325 additional damage.
- Aimed Shot rank 9: 890 mana, 1570 additional damage.
- Steady Shot rank 2: 220 mana, 220 additional damage. 175 additional damage on dazed targets.
- Steady Shot rank 3: 280 mana, 280 additional damage. 175 additional damage on dazed targets.
- Immolation Trap rank 7: 605 mana, 1540 fire damage over 15 sec.
- Immolation Trap rank 8: 750 mana, 1885 fire damage over 15 sec.
- Explosive Trap rank 5: 1350 mana, 434 to 556 fire damage, 740 fire damage over 20 sec.
- Explosive Trap rank 5: 1700 mana, 523 to 571 fire damage, 900 fire damage over 20 sec.
- Aspect of the Hawk rank 9: 285 mana, 230 ranged attack power.
- Aspect of the Hawk rank 10: 350 mana, 300 ranged attack power.
- Aspect of the Wild rank 4: 150 mana, 70 Nature Resistance.
- Trueshot Aura rank 5: 190 attack power.
- Trueshot Aura rank 6: 225 attack power.
- New line of pet spells called "Smack". Equivalent to Claw except with different name.
- Pin rank 1: 80 Focus, channeled, 20 second cooldown. "Pins the target in place, and squeezes for 20 damage over 12 sec."
- Tendom Rip rank 1: 25 focus, Next melee, 20 second cooldown. "Damages an enemy for 3 to 5 and reduces movement speed by 25% for 8 sec."
- Spore Cloud rank 1: 50 focus, 10 second cooldown. "Inflicts 2 nature damage to nearby enemies every 2 sec for 6 sec and reduces armor by 15%.
- Dust Cloud rank 1: 50 focus, 20 second cooldown. "Kick up an obscuring cloud of dust, lowering the chance for enemies to hit by 30%. Effects last 8 sec."
- Serenity Dust rank 1: 75 focus, 2 minute cooldown. "Heals the pet for 510 over 15 sec."
- Bad Attitude rank 1: 25 focus, 3 minute cooldown. "Snap back for 5 damage at any target that strikes you for the next 2 min."
- Nether Shock rank 1: 30 focus, 20 yard range, 6 second cooldown. "Instantly lashes an enemy for 17 to 19 Shadow damage. Also interrupts spellcasting and prevents any spell in that school from being cast for 1 sec."
- Ravage rank 1: 80 focus, 1 minute cooldown. "Violently attack an enemy for 4 to 6, stunning it for 2 sec."
- Sonic Blast rank 1: 80 focus, 1 minute cooldown. "Emits a piercing shriek, inflicted 4 to 6 physical damage and stunning the target for 2 sec."
- Wing Buffet rank 1: 40 focus, 30 second cooldown. "Blasts the target for 4 to 6 damage and knocking it back."
- Snatch rank 1: 40 focus, 1 minute cooldown. "Grab the enemy's weapon with your talons, disarming them for 10 sec."


Mage:
- Fireball rank 15: 575 mana, 783 to 997 fire damage, 100 fire damage over 8 sec.
- Fireball rank 16: 655 mana, 888 to 1132 fire damage, 116 fire damage over 8 sec.
- Fireball rank 17: 465 mana, 717 to 913 fire damage, 116 fire damage over 8 sec.
- Frostbolt rank 15: 445 mana, 702 to 758 frost damage.
- Frostbolt rank 16: 505 mana, 799 to 861 frost damage.
- Arcane Missiles rank 12: 1010 mana, 320 arcane damage every 1 sec for 5 sec.
- Arcane Missiles rank 13: 1135 mana, 360 arcane damage every 1 sec for 5 sec.
- Scorch rank 10: 215 mana, 321 to 379 fire damage.
- Scorch rank 11: 250 mana, 376 to 444 fire damage.
- Fire Blast rank 10: 575 mana, 760 to 900 fire damage.
- Fire Blast rank 11: 695 mana, 925 to 1025 fire damage.
- Pyroblast rank 11: 600 mana, 1014 to 1284 fire damage, 384 fire damage over 12 sec.
- Pyroblast rank 12: 700 mana, 1190 to 1510 fire damage, 452 fire damage over 12 sec.
- Arcane Blast rank 2: 255 mana, 690 to 800 arcane damage.
- Arcane Blast rank 3: 300 mana, 805 to 935 arcane damage.
- Arcane Blast rank 4: 335 mana, 912 to 1058 arcane damage.
- Ice Lance rank 2: 165 mana, 182 to 210 frost damage.
- Ice Lance rank 3: 180 mana, 221 to 255 frost damage.
- Frost Nova rank 6: 255 mana, 365 to 415 frost damage.
- Arcane Explosion rank 9: 725 mana, 481 to 519 arcane damage.
- Arcane Explosion rank 10: 820 mana, 538 to 582 arcane damage.
- Flamestrike rank 8: 1565 mana, 688 to 842 fire damage, 620 fire damage over 8 sec.
- Flamestrike rank 9: 1955 mana, 873 to 1067 fire damage, 780 fire damage over 8 sec.
- Cone of Cold rank 7: 840 mana, 559 to 611 frost damage.
- Cone of Cold rank 8: 1045 mana, 707 to 773 frost damage.
- Blizzard rank 8: 2125 mana, 1680 frost damage over 8 sec.
- Blizzard rank 9: 2570 mana, 2032 frost damage over 8 sec.
- Blast Wave rank 8: 795 mana, 882 to 1038 fire damage.
- Blast Wave rank 9: 930 mana, 1047 to 1233 fire damage.
- Dragon's Breath rank 5: 900 mana, 935 to 1085 fire damage.
- Dragon's Breath rank 6: 1050 mana, 1101 to 1279 fire damage.
- Conjure Food rank 9: 1100 mana, 10 sweet potato pies.
- Conjure Food rank 10: 1245 mana, 8 strudels.
- Conjure Water rank 10: 1100 mana, 10 skins of rain water.
- Conjure Water rank 11: 1245 mana, 6 skins of crystal spring water.
- Conjure Mana Gem rank 6: 2375 mana, Mana Sapphire, restores 3330 to 3500 mana.
- Conjure Mana Gem rank 7: 1670 mana, Mana Opal, 2340 to 2460 mana, one charge.
- Arcane Intellect rank 7: Increases intellect by 60.
- Arcane Brilliance rank 3: Increases intellect by 60.
- Ice Armor rank 6: 930 mana, increases armor by 930, frost resistance by 40.
- Fire Ward rank 7: 520 mana, absorbs 1950 fire damage.
- Frost Ward rank 7: 520 mana, absorbs 1950 frost damage.
- Dampen Magic rank 7: 810 mana, decreases spell damage taken by 240, healing taken by 480.
- Amplify Magic rank 7: 835 mana, increases spell damage taken by 240, healing taken by 480.
- Mana Shield rank 8: 190 mana, absorbs 1080 damage.
- Mana Shield rank 9: 235 mana, absorbs 1330 damage.
- Mage Armor rank 5: 660 mana, increases all resistances by 21, reduces duration of harmful magic effects on you by 50%.
- Mage Armor rank 6: 860 mana, increases all resistances by 40, reduces duration of harmful magic effects on you by 50%.
- Ice Barrier rank 7: 725 mana, absorbs 2800 damage.
- Ice Barrier rank 8: 850 mana, absorbs 3300 damage.
- Molten Armor rank 2: 865 mana, causes 130 fire damage when hit.
- Molten Armor rank 3: 1125 mana, causes 170 fire damage when hit.
- Arcane Barrage rank 1: 335 mana, 3 second cooldown. "Launches several missiles at the enemy target, causing 386 to 470 arcane damage."
- Arcane Barrage rank 2: 405 mana, 3 second cooldown, 709 to 865 arcane damage.
- Arcane Barrage rank 3: 610 mana, 3 second cooldown, 936 to 1144 arcane damage.
- Frostfire Bolt rank 1: 450 mana, 3 second cast, 30 yard range. "Launches a bolt of frostfire at the enemy, causing 629 to 731 Fire damage, slowing movement speed by 40% and causing an additional 60 fire damage over 9 sec. If the target is more vulnerable to Frost damage this spell will cause Frost instead of Fire damage."
- Frostfire Bolt rank 2: 530 mana, 722 to 838 fire damage, 90 fire damage over 9 sec.
- Shatter Shield rank 1: 1200 mana, 30 second cooldown. "Instantly shields you, absorbing 2000 Physical damage. Lasts 1 min. When the shield is destroyed, all enemies within 10 yards are frozen for 8 sec."

Paladin:
- Holy Light rank 12: 1585 mana, 3264 to 3636 healing.
- Holy Light rank 13: 1880 mana, 3799 to 4231 healing.
- Flash of Light rank 8: 350 mana, 409 to 571 healing.
- Flash of Light rank 9: 420 mana, 585 to 655 healing.
- Lay on Hands rank 5: Restores 1950 mana on target.
- Exorcism rank 8: 620 mana, 696 to 776 holy damage.
- Exorcism rank 8: 765 mana, 847 to 945 holy damage.
- Hammer of Wrath rank 5: 830 mana, 786 to 868 holy damage.
- Hammer of Wrath rank 6: 1020 mana, 957 to 1057 holy damage.
- Holy Wrath rank 4: 1425 mana, 686 to 806 holy damage.
- Holy Wrath rank 5: 1765 mana, 839 to 985 holy damage.
- Consecration rank 7: 1250 mana, 576 holy damage over 8 sec.
- Consecration rank 8: 1475 mana, 672 holy damage over 8 sec.
- Holy Shock rank 6: 650 mana, 820 to 888 holy damage, or 1239 to 1341 healing.
- Holy Shock rank 7: 650 mana, 967 to 1047 holy damage, or 1431 to 1549 healing.
- Avenger's Shield rank 4: 1475 mana, 564 to 688 holy damage.
- Avenger's Shield rank 5: 1745 mana, 666 to 814 holy damage.
- Seal of Righteousness rank 10: 475 mana. 38 holy damage per hit. 227 to 249 Judgement damage.
- Seal of Righteousness rank 11: 475 mana. 42 holy damage per hit. 247 to 273 Judgement damage.
- Seal of Light rank 6: 560 mana, melee attacks have a chance to heal the paladin for 250. Judgement gives melee attackers a chance to heal themselves for 177.
- Seal of Wisdom rank 6: 560 mana, melee attacks have a chance to restore 233 of the paladin's mana. Judgement gives all spells and attacks used on the target a chance to restore 143 mana.
- Seal of Command rank 7: 530 mana, judging causes 264 to 291 holy damage, or twice that if the target is stunned or incapacitated.
- Seal of Command rank 8: 625 mana, judging causes 318 to 351 holy damage, or twice that if the target is stunned or incapacitated.
- Seal of Blood rank 2: 240 mana, judging causes 333 to 367 holy damage.
- Seal of Blood rank 3: 450 mana, judging causes 352 to 388 holy damage.
- Seal of Blood rank 4: 535 mana, judging causes 418 to 462 holy damage.
- Seal of Vengeance rank 2: 480 mana, attacks have a chance to cause 250 holy damage over 15 sec. stacking 5 times. Judging does 272 holy damage per application of Holy Vengeance.
- Seal of Vengeance rank 3: 590 mana, attacks have a chance to cause 305 holy damage over 15 sec. stacking 5 times. Judging does 333 holy damage per application of Holy Vengeance.
- Blessing of Might rank 9: 255 mana, increases attack power by 245.
- Blessing of Might rank 10: 315 mana, increases attack power by 300.
- Greater Blessing of Might rank 4: 515 mana, increases attack power by 245.
- Greater Blessing of Might rank 5: 635 mana, increases attack power by 300.
- Blessing of Wisdom rank 8: 270 mana, restores 73 mana/5.
- Blessing of Wisdom rank 9: 335 mana, restores 91 mana/5.
- Greater Blessing of Wisdom rank 4: 555 mana, restores 73 mana/5.
- Greater Blessing of Wisdom rank 5: 695 mana, restores 91 mana/5.
- Blessing of Light rank 5: 180 mana, increases healing of Holy Light by 1090, Flash of Light by 345.
- Greater Blessing of Light rank 3: 360 mana, increases healing of Holy Light by 1090, Flash of Light by 345.
- Devotion Aura rank 9: 1015 armor.
- Devotion Aura rank 10: 1205 armor.
- Shadow Resistance Aura rank 5: 130 Shadow Resistance.
- Fire Resistance Aura rank 5: 130 Fire Resistance.
- Frost Resistance Aura rank 5: 130 Frost Resistance.
- Holy Shield rank 5: 280 mana, 175 holy damage when blocking.
- Holy Shield rank 6: 280 mana, 200 holy damage when blocking.

Priest:
- Inner Fire rank 8: 450 mana, increases armor by 1800 and increases healing done by 180.
- Inner Fire rank 9: 555 mana, increases armor by 2440 and increases healing done by 230.
- Mind Sear rank 1: 545 mana, 30 yard range, channeled. "Causes an explosion of shadow magic around the enemy target, causing 481 to 519 shadow damage every 1.0 sec for 5 sec to all targets within 10 yards."
- Greater Heal rank 8: 1095 mana, 3395 to 3945 healing.
- Greater Heal rank 9: 1290 mana, 3950 to 4590 healing.
- Power Word: Shield rank 13: 815 mana, 1920 damage absorbed.
- Power Word: Shield rank 14: 960 mana, 2230 damage absorbed.
- Renew rank 13: 610 mana, 1235 healing over 15 sec.
- Renew rank 14: 720 mana, 1400 healing over 15 sec.
- Flash Heal rank 10: 640 mana, 1684 to 1956 healing.
- Flash Heal rank 11: 775 mana, 2054 to 2386 healing.
- Prayer of Healing rank 7: 1840 mana, 2091 to 2209 healing.
- Divine Spirit rank 6: Increases spirit by 80.
- Prayer of Spirit rank 3: Increases spirit by 80.
- Holy Nova rank 8: 1245 mana, 333 to 387 holy damage, 611 to 709 healing.
- Holy Nova rank 9: 1455 mana, 398 to 462 holy damage, 713 to 827 healing.
- Lightwell rank 5: 605 mana, 5 minute cooldown. 3915 healing over 6 sec, direct damage cancels healing. Lasts for 3 minutes or 10 charges
- Lightwell rank 6: 710 mana, 5 minute cooldown. 4620 healing over 6 sec, direct damage cancels healing. Lasts for 3 minutes or 10 charges
- Circle of Healing rank 6: 625 mana, 8 second cooldown. 589 to 651 healing on party or raid.
- Circle of Healing rank 7: 730 mana, 8 second cooldown. 684 to 756 healing on party or raid.
- Prayer of Mending rank 2: 545 mana, 905 healing.
- Prayer of Mending rank 3: 640 mana, 1043 healing.
- Binding Heal rank 2: 1000 mana, 1619 to 2081 healing.
- Binding Heal rank 3: 1215 mana, 1952 to 2508 healing.
- Smite rank 11: 520 mana, 604 to 676 holy damage.
- Smite rank 12: 615 mana, 707 to 793 holy damage.
- Shadow Word: Pain rank 11: 775 mana, 1302 shadow damage over 18 sec.
- Shadow Word: Pain rank 12: 915 mana, 1530 shadow damage over 18 sec.
- Mind Blast rank 12: 605 mana, 837 to 883 shadow damage.
- Mind Blast rank 13: 715 mana, 992 to 1048 shadow damage.
- Mana Burn rank 8: 510 mana, burns 1478 to 1562 mana.
- Holy Fire rank 10: 290 mana, 10 second cooldown. 732 to 928 holy damage. Additional 287 holy damage over 7 sec..
- Holy Fire rank 11: 290 mana, 10 second cooldown. 890 to 1130 holy damage. Additional 350 holy damage over 7 sec..
- Mind Flay rank 8: 320 mana, 30 yard range. 576 shadow damage over 3 sec.
- Mind Flay rank 9: 390 mana, 30 yard range. 690 shadow damage over 3 sec.
- Shadow Word: Death rank 3: 430 mana, 639 to 741 shadow damage.
- Shadow Word: Death rank 4: 510 mana, 750 to 870 shadow damage.
- Vampiric Touch rank 4: 595 mana. 735 shadow damage over 15 sec. Mana gain to party members equal to 2% of the shadow damage you deal
- Vampiric Touch rank 4: 700 mana. 850 shadow damage over 15 sec. Mana gain to party members equal to 2% of the shadow damage you deal
- Power Word: Fortitude rank 8: 1125 mana. Increases stamina by 165.
- Prayer of Fortitude rank 4: 2875 mana. Increases stamina by 165.
- Two new ranks of Fade.
- Shadow Protection rank 5: 1200 mana, increases shadow resistance by 130.
- Prayer of Shadow Protection rank 5: 2400 mana, increases shadow resistance by 130.
- Desperate Prayer rank 9: 3111 to 3669 healing.
- Desperate Prayer rank 10: 3716 to 4384 healing.
- Chastise rank 7: 350 mana, 685 to 795 holy damage.
- Feedback rank 7: 705 mana, spells cast on Priest will burn 165 mana.
- Starshards rank 9: 830 arcane damage over 15 sec.
- Starshards rank 10: 1030 arcane damage over 15 sec.
- Touch of Weakness rank 8: 375 mana, causes 95 shadow damage and reduces attack's damage done by 55 for 2 minutes.
- Devouring Plague rank 8: 1520 mana, 1416 shadow damage over 24 sec.
- Devouring Plague rank 9: 1850 mana, 1720 shadow damage over 24 sec.
- Hex of Weakness rank 8: 470 mana, reduces damage caused by 55.
- Shadowguard rank 8: 385 mana, 195 shadow damage when attacked.

Rogue:
- Sinister Strike rank 11: 150 additional damage.
- Sinister Strike rank 12: 180 additional damage.
- Backstab rank 11: 150% weapon damage plus 255.
- Two new ranks of feint.
- Hemorrhage rank 5: 110% weapon, increases physical damage dealt on target by 75.
- Mutilate rank 5: 153 additional damage.
- Mutilate rank 6: 181 additional damage.
- Eviscerate rank 11: 1 point 405 to 613 damage, 2 points 706 to 914 damage, 3 points 1007 to 1215 damage, 4 points 1308 to 1516 damage, 5 points 1609 to 1817 damage
- Eviscerate rank 12: 1 point 497 to 751 damage, 2 points 867 to 1121 damage, 3 points 1237 to 1491 damage, 4 points 1607 to 1861 damage, 5 points 1977 to 2231 damage
- Expose Armor rank 7: 560 armor per combo point.
- Rupture rank 8: 1 point 324 damage over 8 secs, 2 points 460 damage over 10 secs, 3 points 618 damage over 12 secs, 4 points 798 damage over 14 secs, 5 points 1000 damage over 16 secs.
- Deadly Throw rank 2: 1 point 223 to 245 damage, 2 points 365 to 387 damage, 3 points 507 to 529 damage, 4 points 649 to 671 damage, 5 points 791 to 813 damage.
- Deadly Throw rank 3: 1 point 350 to 386 damage, 2 points 574 to 610 damage, 3 points 798 to 834 damage, 4 points 1022 to 1058 damage, 5 points 1246 to 1282 damage.
- Garrote rank 9: 1092 damage over 18 sec.
- Garrote rank 10: 1290 damage over 18 sec.
- Ambush rank 8: 275% weapon damage plus 335.

Shaman:
- Earth Shock rank 9: 990 mana, 723 to 761 nature damage.
- Earth Shock rank 10: 1170 mana, 849 to 895 nature damage.
- Flame Shock rank 8: 945 mana, 425 fire damage, 476 fire damage over 12 sec.
- Flame Shock rank 9: 1115 mana, 500 fire damage, 556 fire damage over 12 sec.
- Frost Shock rank 6: 955 mana, 681 to 719 frost damage.
- Frost Shock rank 7: 1135 mana, 802 to 848 frost damage.
- Lightning Bolt rank 13: 555 mana, 595 to 679 nature damage.
- Lightning Bolt rank 13: 685 mana, 715 to 815 nature damage.
- Chain Lightning rank 7: 1380 mana, 806 to 920 nature damage (on first target).
- Chain Lightning rank 8: 1695 mana, 973 to 1111 nature damage (on first target).
- Healing Wave rank 13: 1355 mana, 2624 to 2996 healing.
- Healing Wave rank 14: 1600 mana, 3034 to 3466 healing.
- Lesser Healing Wave rank 8: 805 mana, 1382 to 1578 healing.
- Lesser Healing Wave rank 9: 965 mana, 1606 to 1834 healing.
- Lightning Shield rank 10: 755 mana, 325 nature damage.
- Lightning Shield rank 11: 895 mana, 380 nature damage.
- Earth Shield rank 4: 860 mana, 300 healing.
- Earth Shield rank 5: 1020 mana, 337 healing.

Warlock:
- Demon Armor rank 7: 1240 mana, increases armor by 840. "And increasing the amount of health generated through spells and effects by 20%", does not give shadow resistance or health regeneration
- Demon Armor rank 8: 1410 mana, increases armor by 950. "And increasing the amount of health generated through spells and effects by 20%", does not give shadow resistance or health regeneration
- Shadow Bolt rank 12: 600 mana, 596 to 664 shadow damage.
- Shadow Bolt rank 13: 715 mana, 690 to 770 shadow damage.
- Immolate rank 10: 665 mana, 370 fire damage, 695 fire damage over 15 sec.
- Immolate rank 11: 780 mana, 460 fire damage, 785 fire damage over 15 sec.
- Corruption rank 9: 525 mana, 984 shadow damage over 18 sec.
- Corruption rank 10: 650 mana, 1080 shadow damage over 18 sec.
- searing Pain rank 9: 290 mana, 295 to 349 fire damage.
- Seaing Pain rank 10: 340 mana, 343 to 405 fire damage.
- Rain of Fire rank 6: 1995 mana, 1540 fire damage over 8 sec.
- Rain of Fire rank 7: 2510 mana, 1940 fire damage over 8 sec.
- Hellfire rank 5: 1665 mana, 451 fire damage every second.
- Soul Fire rank 5: 365 mana, 1137 to 1423 fire damage.
- Soul Fire rank 6: 434 mana, 1323 to 1657 fire damage.
- Shadowburn rank 9: 755 mana, 662 to 738 shadow damage.
- Shadowburn rank 10: 890 mana, 775 to 865 shadow damage.
- Conflagrate rank 7: 445 mana, 650 to 810 fire damage.
- Conflagrate rank 8: 520 mana, 766 to 954 fire damage.
- Seed of Corruption rank 2: 1300 mana, 1292 shadow over 18 sec. Explodes after 1296 damage. 1383 to 1607 shadow damage explosion.
- Seed of Corruption rank 2: 1525 mana, 1518 shadow over 18 sec. Explodes after 1516 damage. 1633 to 1897 shadow damage explosion.
- Incinirate rank 3: 505 mana, 485 to 563 fire damage. Additional 121 to 141 fire damage if Immolate is up.
- Incinirate rank 4: 615 mana, 582 to 676 fire damage. Additional 145 to 169 fire damage if Immolate is up.
- Unstable Affliction rank 4: 585 mana, 1182 shadow damage over 18 sec. Causes 1773 shadow damage to dispeller when dispelled, and silences dispeller for 3 sec.
- Unstable Affliction rank 5: 685 mana, 1380 shadow damage over 18 sec. Causes 2070 shadow damage to dispeller when dispelled, and silences dispeller for 3 sec.
- Shadowfury rank 4: 1035 mana, 822 to 978 shadow damage. Stuns for 3 sec.
- Shadowfury rank 5: 1220 mana, 968 to 1152 shadow damage. Stuns for 3 sec.
- Drain Soul rank 6: 600 mana, 710 shadow damage over 15 sec.
- Health Funnel rank 9: 277 health, plus 182 per sec. 520 health transferred to demon every sec for 10 sec.
- Drain Life rank 9: 695 mana, 133 health drained per second.
- Drain Mana rank 7: 545 mana, 240 mana drained per second.
- Death Coil rank 5: 855 mana, 670 shadow damage.
- Death Coil rank 6: 1005 mana, 790 shadow damage.
- Siphon Life rank 7: 605 mana, 70 health every 3 sec. For 30 sec.
- Siphon Life rank 7: 710 mana, 81 health every 3 sec. For 30 sec.
- Curse of Agony rank 8: 390 mana, 1440 shadow damage over 24 sec.
- Curse of Agony rank 9: 470 mana, 1740 shadow damage over 24 sec.
- Curse of Elements rank 5: Reduces fire and frost resistances by 165, increases fire and frost damage taken by 10%.
- Curse of Shadow rank 4: Reduces shadow and arcane resistances by 165, increases shadow and arcane damage taken by 10%.
- Curse of Doom rank 3: 7300 shadow damage after 1 minute.
- Create Healthstone rank 7: 1455 mana, Demonic Healthstone, restores 3500 health.
- Create Healthstone rank 8: 1590 mana, Fel Healthstone, restores 4280 health.
- Create Soulstone rank 7: xx% of base mana, Demonic Soulstone. Resurrect with 5300 health and 4300 mana.
- Create Spellstone rank 5: Demonic Spellstone. Usual use effect. 20 spell critical strike rating when worn.
- Shadow Ward rank 5: 550 mana, Absorbs 2750 shadow damage.
- Shadow Ward rank 6: 670 mana, Absorbs 3300 shadow damage.
- Fel Armor rank 3: 725 mana, increases spell damage by 150. "And allows 30% of your mana regeneration to continue while casting", no longer increases health gained from spells and effects
- Fel Armor rank 4: 725 mana, increases spell damage by 180. "And allows 30% of your mana regeneration to continue while casting", no longer increases health gained from spells and effects
- Shadowflame rank 1: 745 mana, 15 second cooldown. "Targets in a cone in front of the caster take 934 to 1020 shadow and an additional 492 fire damage over 8 sec."
- Demonic Circle: Summon: xx% of base mana, 0.5 second cast, 30 second cooldown. "You summon a Demonic Circle at your feet."
- Demonic Circle: Teleport: 100 mana, 30 second cooldown. "You teleport to your Demonic Circle."
- Haunt: 650 mana, 40 yard range, 30 second cooldown. "You send a corrupted soul into the target, doing 800 damage over 2 sec. Haunt will continue to travel between targets who suffer from your Corruption spell. After travelling from up to three targets, the corrupted soul will return to you, healing you for 50% of the total damage done."
- Curse of Weakness rank 9: 265 mana, reduces attack power by 350 and "increases time between melee and ranged attacks by 20%".
- Firebolt rank 9: 180 mana, 199 to 223 fire damage.
- Blood Pact rank 7: Increases stamina by 133.
- Fire Shield rank 7: 270 mana, 33 fire damage dealt when attacked, increases fire resistance by 63.
- Sacrifice rank 8: 6750 damage absorbed.
- Consume Shadows rank 8: 710 mana. 2950 of Voidwalker's health restored over 10 sec.
- Consume Shadows rank 9: 800 mana. 3400 of Voidwalker's health restored over 10 sec.
- Two new ranks of both Suffering and Torment for Voidwalker's too, but no change except for being more effective.
- Lash of Pain rank 8: 220 mana, 193 shadow damage.
- Lash of pain rank 9: 250 mana, 237 shadow damage.
- Cleave rank 4: xx% of base mana, 124 bonus damage.
- Intercept rank 4: 245 mana, 189 damage.
- Also a new rank of Anguish for Felguards, but no change except for being more effective.
- Devour Magic rank 7: 390 mana, 1150 healing.

Warrior:
- Rend rank 9: 255 damage over 15 seconds, additional based on weapon damage. "If the target becomes enraged, Rend causes four times the normal damage".
- Rend rank 9: 300 damage over 15 seconds, additional based on weapon damage. "If the target becomes enraged, Rend causes four times the normal damage".
- Bloodbath rank 1: 15 Rage. "Wound up to 5 enemy targets within 8 yards, causing 244 to 256 damage and causing them to Bleed for 250 damage damage over 15 sec. If the target becomes enraged, the Bloodbath bleed effect causes four times the normal damage."
- Shield Break: 15 rage, 1 minute cooldown. "Break down the enemy's defenses, disarming any shield they have equipped or reducing the chance the enemy will Block by 3% for 10 sec."
- Battle Shout rank 9: Increases attack power by 550.
- Commanding Shout rank 2: Increases health by 1855.
- Commanding Shout rank 3: Increases health by 2255.
- Heroic Strike rank 12: 432 bonus damage. 151 additional damage against Dazed targets.
- Heroic Strike rank 13: 495 bonus damage. 173 additional damage against Dazed targets.
- Sunder Armor rank 7: 785 armor reduction per stack.
- Execute rank 8: 1315 damage, each additional point of rage does 30 damage.
- Execute rank 9: 1665 damage, each additional point of rage does 38 damage.
- Slam Rank 7: 220 bonus damage.
- Slam Rank 8: 250 bonus damage.
- Mortal Strike rank 7: 320 bonus damage.
- Mortal Strike rank 8: 380 bonus damage.
- Shield Slam rank 7: 639 to 671 damage.
- Shield Slam rank 8: 756 to 794 damage.
- Devastate rank 4: 53 damage per application of Sunder Armor.
- Devastate rank 5: 63 damage per application of Sunder Armor.
- Rampage rank 4: 85 attack power per stack.
- Thunder Clap rank 8: 165 damage. Damage increased by attack power.
- Thunder Clap rank 9: 200 damage. Damage increased by attack power.
- Cleave rank 7: 189 bonus damage.
- Cleave rank 8: 222 bonus damage.


Unknown:
- Soul Dispersion rank 1: 2 minute cooldown. "Instantly removes all physical and magical debuffs on you, and restores 2% health and mana per effect removed."
- Scalp rank 1: Requires Skinning Knife. "Attempts to skin the target alive, causing them to bleed for 72 damage over 6 sec."
- Miner's Revenge rank 1: 30 yard range, 5 minute cooldown. "Hurls your pick axe at the target, inflicted 45 to 55 physical damage, ignoring any armor."
- Mark of Divinity rank 1: xx% of base mana cost, 30 yard range. "Marks the target with Divinity, causing 30% of all your healing to also heal the target"
- Nightmare rank 1: 1665 mana, 30 yard range, channeled. "Assault the target's mind, causing a powerful nightmare that deals 306 Shadow damage to all enemies within 10 yards of the target. Lasts 15 sec."



Additionally it's also somewhat interesting how existing spells are found in between the WotLK data. Most of the Mage spells (Including the new ones) and a few of the Death Knight spells were actually in between spells used by the mobs and bosses in Zul'aman. As we go along most of the new enchants were in between abilities used in Sunwell; some of the enchants added in Sunwell are actually newer than some of the WotLK enchants with stronger effects. The decision to give players spells that allow you to move others around against their will is very recent, all player spells that do so have high Spell IDs than the spells used in Sunwell do.

Last edited by Chicken : 05/30/08 at 7:01 AM.

buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
 
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Old 05/28/08, 7:52 AM   #3296
Malleus
Don Flamenco
 
Human Paladin
 
Bronze Dragonflight (EU)
A few footnotes and comments. To avoid multiquoting, I've put my additions inside the quote box and emboldened them.

Originally Posted by Chicken View Post
Enchanting:
- Enchant Boots - Tuskar's Vitality: 15 stamina, minor movement speed increase

From which we can extrapolate that Enchant Boots - More Stamina will be +18 or +20.

Mining:
- Smelt Titansteel: "Allows the miner to smelt a saronite bar and titenium ore into a titansteel bar."

So we can add Smelt Titanium to the list as well.

Death Knight:
- Army of the Dead: 2 Unholy runes, channeled, 10 minute cooldown. "Summons an entire legion of your best Ghouls to fight by your side."

"I didn't want to be a Death Knight! I wanted to be a lumberjack!"

Mage:
- Conjure Mana Gem rank 6: 2375 mana, Mana Sapphire, restores 3330 to 3500 mana.
- Conjure Mana Gem rank 7: 1670 mana, Mana Opal, 2340 to 2460 mana, one charge.

Just checking ... these would be the other way round, yes?

Priest:
- Inner Fire rank 8: 450 mana, increases armor by 1800 and increases healing done by 180.
- Inner Fire rank 9: 555 mana, increases armor by 2440 and increases healing done by 230.

Any idea if this healing increase will apply to Vampiric Embrace return?

Warlock:
- Fel Armor rank 3: 725 mana, increases spell damage by 150. "And allows 30% of your mana regeneration to continue while casting", no longer increases health gained from spells and effects
- Fel Armor rank 4: 725 mana, increases spell damage by 180. "And allows 30% of your mana regeneration to continue while casting", no longer increases health gained from spells and effects

A slight reduction in the effectiveness of Warlock tanks, but I don't think it'll prove significant.

I'm presuming that all the spells/skills that have gained or lost clauses have lost them across the board rather than only on the new ranks, BTW.


Warrior:
- Shield Break: 15 rage, 1 minute cooldown. "Break down the enemy's defenses, disarming any shield have equipped or reducing the chance the enemy will by 3% for 10 sec."

There's a word missing here. I'm guessing it's Parry or Dodge.

Unknown:
- Scalp rank 1: Requires Skinning Knife. "Attempts to skin the target alive, causing them to bleed for 72 damage over 6 sec."
- Miner's Revenge rank 1: 30 yard range, 5 minute cooldown. "Hurls your pick axe at the target, inflicted 45 to 55 physical damage, ignoring any armor."

I think we can be certain that these are trainable attack skills associated with the two relevant gathering professions. (Sorry, Herbalists, but if you're picking flowers and fungi off of people they have greater problems than whether or not it hurts.) I would also surmise that their chance to hit is based on profession skill, in the same way as attacking a mob with your fishing rod is.
 
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Old 05/28/08, 7:57 AM   #3297
Boywithrage
Glass Joe
 
Human Warrior
 
Executus (EU)
Originally Posted by Chicken View Post
Warrior:
- Rend rank 9: 255 damage over 15 seconds, additional based on weapon damage. "If the target becomes enraged, Rend causes four times the normal damage".
- Rend rank 9: 300 damage over 15 seconds, additional based on weapon damage. "If the target becomes enraged, Rend causes four times the normal damage".
- Bloodbath rank 1: 15 Rage. "Wound up to 5 enemy targets within 8 yards, causing 244 to 256 damage and causing them to Bleed for 250 damage damage over 15 sec. If the target becomes enraged, the Bloodbath bleed effect causes four times the normal damage."
I sure do hope there's going to be a lot of angry angry mobs in Lich, anyone else see Bloodbath as being more of a protection spell than an arms or fury one? I can't see any arms/fury warr taking on 5 mobs solo even whilst grinding. Seeing how I'm planning to level as protection I see it as a nice bonus to the 'AoE' tanking repertoire as such.

[e] Also, I wonder if after a mob enrages and rend was previously applied and ticking over into the enrage period, if rend refreshes itself, or whether you can simply wait for a mob to enrage before applying rend. Or maybe you have to have rend on before the enrage before the multiplying effect to become active, whereby further reapplications of rend take the 4xdamage benefit.

Last edited by Boywithrage : 05/28/08 at 8:04 AM. Reason: thought of something else to add
 
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Old 05/28/08, 8:34 AM   #3298
Druitt
Von Kaiser
 
Druitt
Blood Elf Death Knight
 
Lightninghoof
I WANT to get excited...

The only problem is that this is alpha. Druids got all kinds of wonderful buffs announced last time and they were there in beta. Excitement, excitement! They even showed up in release. To be severely cut a couple of month later, when somehow months of alpha, beta, and even initial release testing turned out to be wrong.

Not arguing that the Druid nerfs were totally wrong or that they didn't eventually get it right, but it just makes it hard to get excited about anything new in the game. Oooo, they buffed thorns, which is otherwise useless at present. Unless they then cut it back to a 10% buff and call it "balanced".
 
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Old 05/28/08, 8:54 AM   #3299
Shandara
Great Tiger
 
Shandara's Avatar
 
Night Elf Hunter
 
Azjol-Nerub (EU)
Originally Posted by Chicken View Post

<snipped out traps and non-essentials attacks like Mongoose/Raptor/etc. Highest TBC rank in bold>

Hunter:
- Mend Pet rank 8: 300, 2375 healing ove r15 sec.
- Mend Pet rank 9: 610, 4250 healing over 15 sec.
- Mend Pet rank 10: 750 mana, 5250 healing over 15 sec.

- Kill Command rank 1: 75 mana, normal pet damage plus 127.
- Kill Command rank 2: 145 mana, normal pet damage plus 210.
- Kill Command rank 3: 185 mana, normal pet damage plus 250.

- Serpent Sting rank 10: 275 mana, 660 damage over 15 sec.
- Serpent Sting rank 11: 550 mana, 990 damage over 15 sec.
- Serpent Sting rank 12: 680 mana, 1210 damage over 15 sec.

- Viper Sting rank 4: 270 mana, 1368 mana drained over 8 sec.
- Viper Sting rank 5: 3092 mana drained over 8 sec.

- Arcane Shot rank 9: 230 mana, 273 arcane damage.
- Arcane Shot rank 10: 440 mana, 402 arcane damage.
- Arcane Shot rank 11: 540 mana, 492 arcane damage.

- Multi-Shot rank 6: 275 mana, 205 additional damage.
- Multi-Shot Rank 7: 570 mana, 333 additional damage.
- Multi-Shot Rank 8: 700 mana, 408 additional damage.

- Aimed Shot rank 7:370 mana, 870 additional damage.
- Aimed Shot rank 8: 750 mana, 1325 additional damage.
- Aimed Shot rank 9: 890 mana, 1570 additional damage.

- Steady Shot rank 1: 110 mana, 150 additional damage. 175 additional damage on dazed targets.
- Steady Shot rank 2: 220 mana, 220 additional damage. 175 additional damage on dazed targets.
- Steady Shot rank 3: 280 mana, 280 additional damage. 175 additional damage on dazed targets.

- Aspect of the Hawk rank 8: 140 mana, 155 ranged attack power.
- Aspect of the Hawk rank 9: 285 mana, 230 ranged attack power.
- Aspect of the Hawk rank 10: 350 mana, 300 ranged attack power.

- Trueshot Aura rank 4: 125 attack power.
- Trueshot Aura rank 5: 190 attack power.
- Trueshot Aura rank 6: 225 attack power.
These seem rather big increases over the TBC ranks, which is a good thing, I guess. Especially the Mend Pet ranks are very welcomed.. rank 10 is more than double that of rank 8.

For comparison I've listed the TBC max ranks in the above quote. Notice how the mana costs for each spell will practically double. It makes me wonder how they'll itemize our gear, because it seems we will need a far larger mana pool than we currently have. Especially with Steady Shot remaining our spammable attack the mana costs has more than doubled. Looking at Aimed shot and Multi-Shot I'm reminded of the TBC beta testing where the bonus damage on them were eventually adjusted downwards.

The new Viper Sting rank seems.. a bit excessive. 3092 base mana drain means 4019 with 5/5 improved stings. Even with WotLK mana pools that will be a very hefty chunk for classes who will also have to deal with higher mana usage because of their class' new ranks of spells.

EDIT: The trend seems to be 'more than double the mana cost, less than double the effect' for most spells.
 
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Old 05/28/08, 9:16 AM   #3300
bellator
King Hippo
 
Dwarf Paladin
 
Twilight's Hammer (EU)
As shandara has said the damage/healing of the new ranks has shown a big increase in damage (as a big mana cost).

What I find interesting though is that the efficiency in terms of health/mana or damage per mana has dropped significantly.

Take the paladins consecration for example. Going from our current rank to the max rank listed here, the base damage has increase by 32%, but the base mana cost has increase by 123%. Similar things can be seen with the healing spells etc for the paladin. Even after reduced spell coefficient of current ranks is taken into account the efficiency is still far lower than what we have at the moment.
 
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