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05/31/08, 10:26 AM
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#3476
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King Tyrian
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Bah, the loss of Reinforced Hide is disheartening. 10% magic mitigation was sorely needed. Now Druids will be the only tanks with no magic mitigation.
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I cant imagine what this forum would be like if every talent change to the alpha (of which there will be god knows how many) each resulted in this sort of response. Blizz, how could you, now we're screwed, QQ etc etc
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05/31/08, 10:29 AM
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#3477
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Glass Joe
Night Elf Druid
Aerie Peak
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I was wanting to provoke a discussion about the strategic use of the Death Knight's magic-reducing party aura. My bad.
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05/31/08, 10:32 AM
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#3478
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Bald Bull
Blood Elf Paladin
Echo Isles
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- (NEW) Pain and Suffering: Tier 9, Your Mind Flay has a 33/66/100% chance to refresh the duration of your Shadow Word: Pain on the target, and reduces the damage you take from your own Shadow Word: Death by 20/40/60%.
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Are you sure this is new? As of the previous patch, Priests already had:
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Growing Pains - "Converts 4/8/12/16/20% of your bonus healing into bonus spell damage. In addition, your Mind Flay has a 20/40/60/80/100% chance to refresh the duration of your Shadow Word: Pain on the target."
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===============
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- (NEW) Twisted Faith: Tier 10, effect: Increases your Shadow damage by up to 6/12/18/24/30% of your total Spirit, and your damage done by your Mind Flay and Mind Blast is increased by 1/2/3/4/5% for each of your Shadow damage over time effects on the target.
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Same situation between Twisted Faith and this:
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Dark Spirit - "Increases your Shadow damage by up to 10/20/30% of your total Spirit."
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Perhaps they were replaced?
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05/31/08, 10:33 AM
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#3479
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Von Kaiser
Night Elf Druid
Ravencrest (EU)
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Reposting entirely the thing, so that it's put in a single post:
Death Knight

Blood
- Bladed Armor: Moved to tier 0.
- Deflection: Replaced by Forceful Deflection.
- (NEW) Forceful Deflection: Increases your Parry chance by 1/2/3/4/5% as your attack power increases.
- Subversion: Moved to tier 1.
- Spell Deflection: Now requires Forceful Deflection, new effect: You have a chance equal to your Parry chance of taking 10/20/30% less damage from a direct damage spell.
- Vendetta: Healing effect reduced to 3/6% from 5/10%.
- Blade Barrier: Reduced duration to 8 sec from 15 sec.
- Blood Rune Mastery: Moved to tier 5, now has a 10/20/30% chance to activate. (Same conditions.)
- (NEW) Infested Corpse: Tier 6, effect: When an enemy that grants experience or honor dies while suffering from one of your diseases, its corpse has a 10/20/30% chance of producing 1 Blood Worm. Blood Worms attack your enemies, healing you for the amount of damage they deal for 15 sec or until killed.
- Blood Aura: Moved to tier 7.
- Will of the Necropolis: Now increases total by 10/20/30% up from 5/10/15%.
- Vicious Strikes: Now also increases the critical strike damage bonus of Obliterate ability but no longer increases critical damage bonus from Heart Strike.
- Heart
Strike: Changed to "Next melee attack", now lower the target's total health by 20%, up to 3000, for 30 sec.
- Blood Gorged: Reduced damage bonus to 2/4/6/8/10% from 3/6/9/12/15%.
Unholy
- Unholy Command: Reduce the cooldown of the Blood Boil ability by 2/4 sec from 1/2 sec.
- Lichborne: Reduced cooldown to 5 min, was 15 min.
- On a Pale Horse: Additionnal rank, now reduce the duration of all Stun and Fear effects used on the Death Knight by 10/20% and increase mounted speed by 10/20%. (Any mounts.)
- Ferocious Dead: Now also cause Death Pact to grant a heal over time effect for 15 sec equal to 50/100/150% of the amount healed.
- Dirge: Moved to tier 3, new effect: Your Plague Strike, Degeneration, Raise Dead and Summon Gargoyle generate 50/100/150% more additional runic power.
- Shadow of Death: Moved to tier 3, no longer require Ferocious Dead as a prerequiste.
- Improved Corpse Explosion: Moved to tier 4.
- Unholy Rune Mastery: Moved to tier 4.
- Bone Armor: Moved to tier 5.
- Magic Domination: Removed and replaced by Anti-Magic Zone.
- (NEW) Anti-Magic Zone: Cost 1 Unholy, 20 yd range, instant, 2 min cooldown, effect: Places a large, static Anti-Magic Zone which can protect any party members inside it. The Anti_Magic Zone absorbs 75% of the damage dealt by the next harmful spell. Absorbs up to 10000 damage.
- Crypt Fever: Effect reduced to 1/2/3% per disease from 2/4/6%.
- Unholy Aura: Moved to tier 7.
- (NEW) Ebon Plaguebringer: Tier 8, effect: Whenever an enemy is infected by a stack of 3 of your diseases, they also become infected by Ebon Plague, which increases their vulnerability to magic damage by 3/6/9/12/15% for 15 sec.
Frost
- Improved Icy Touch: New effect: Increases the damage done by your Icy Touch spell by 5/10%.
- Glacier Rot: Moved to tier 0, no longer increases damage done by Hungering Cold.
- Black Ice: Effect increased to 2/4/6/8/10%.
- (NEW) Icy Talons: Tier 2, requires Improved Icy Touch, effect: You leech heat from targets of your Icy Touch, so that when their melee, ranged and casting speed are reduced, yours speed up by 3/6/9/12/15% for the next 20 sec.
- (NEW) Blood of Icewater: Increases your chance to get a critical strike with spells by 1/2/3/4/5%.
- Nerves of Cold Steel: New effect: Increases your chance to hit with one-handed melee weapons by 1/2/3%.
- Chromatic Rune Mastery: Renamed to Death Rune Mastery. Effect last until the Death Rune is used.
- Chillbanes: Renamed to Chilling Focus. Runic power generated reduced to 25/50/75% from 50/100/150%.
- (NEW) Killing Machine: Tier 3, effect: After landing a melee critical strike, there is a 20/40/60/80/100% chance your next Icy Touch, Mind Freeze or Howling Blast spell will be a critical strike.
- Deathchill: New effect: When activated, increases your critical strike chance with Frost spells by 100% for the next 6 sec.
- Permafrost: Renamed to Chilblains.
- Frigid Dreadplate: Moved to tier 5. New effect: Enemies who hit you in melee have 5/10/15% chance to become unsettled, decreasing their attack speed by 50% for the next 3 swings.
- Frost Rune Mastery: Moved to tier 5, listed % chance is now 25%.
- Howling Blast: Reduced cost to 1 Frost rune, 1 min cooldown, new effect: Blast the target with a frigid wind dealing 719 to 781 Frost damage to all enemies within 10 yards. Deals triple damage to frozen targets.
- Midnight Sun: Removed, replaced by Unbreakable Armor.
- (NEW) Unbreakable Armor: Tier 6, effect: Whenever you use a Frost Rune, you have a 5/10/15% chance of increasing your armor by 30% and your Parry chance by 30% for 10 sec.
- Merciless Combat: New effect: Your Frost attacks do an additionnal 20/40/60% damage when striking targets with less than 20% health.
- Frost Aura: Moved to tier 7.
- Frost Strike: Chance to freeze target is 30%.
- Chill of the Grave: Now increases critical strike damage bonus of the Obliterate abilities by 10/20/30/40/50% but no longer affect Icy Touch.
- Tundra Stalker: No longer increases damage done if the target is afflicted by Howling Blast.
- Hungering Cold: 1 min cooldown, no longer act as a cone-shaped area, instead it cause damage all around the Death Knight within 10 yards. Preventing them from performing any action for 2 sec per 10 runic power. Enemies are considered frozen, but any damage will break the ice.
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Druid

Balance
- Moonkin Form: Armor contribution from is increased to 400% from 360%.
- Improved Moonkin Form: Haste bonus reduced to 20%. Duration increased to 10 sec.
- Owlkin Frenzy: Spell haste bonus removed, instead will increase damage done by 10/20/30%. Also cause the Moonkin to be immune to pushback while casting Balance spells.
- Eclipse: Effect now last up to 30 sec. 2 min internal cooldown.
- Nature's Fury: New effect: Your Wrath and Starfire spells have a 20/40/60/80/100% chance of applying the Nature's Fury debuff on the target. The Nature's Fury debuff increases Nature and Arcane damage done to the target by 2/4/6%. Lasts 12 sec. Stacks up to 3 times. No longer convert bonus healing into spell damage.
Feral Combat
- Nurturing Instinct: Increased healing from Agility lowered to 35/70%. Was 50/100%.
- Reinforced Hide: Removed, replaced by King of the Jungle.
- King of the Jungle: While Enraged in Bear form or Dire Bear form, your damage is increased by 5/10/15%, and your Tiger's Fury ability also instantly restores 20/40/60 energy.
- Infected Wounds: Moved to tier 8. No longer reduce casting speed, now reduce attack speed instead.
- Primal Aggression: Moved to tier 9. New effect: Increases damage done by your Maul and Shred attacks on bleeding targets by 2/4/6%, and increases the critical strike chance of your Ferocious Bite aiblity on bleeding targets by 10/20/30/40/50%.
- Berserk: New effect: Reduces the energy cost of your Cat form abilities by 50% while in Cat form, and increases your total health by 100% and causes your Mangle (Bear) and Maul abilities to hit up to 3 maximum targets while in Bear form or Dire Bear form. Berserk instantly clears all effects which cause loss of control of your character, and makes you immune to them for the duraiton.
Restoration
- Improved Tranquility: Reduces threat caused by Tranquility by 50/100% and reduces the cooldown by 30/60%.
- Empowered Touch: Your Healing Touch spell gains an additionnal 20/40% of your bonus healing effects. (Was 10/20%.)
- Spark of Nature: Removed.
- Living Seed: Moved to tier 7. Increased chance to plant a Living Seed on the target to 33/66/100%. Living Seed effect increased to 30% of the amount healed. (Was 15%.)
- (NEW) Gift of the Earthmother: Tier 9, effect: Reduces the global cooldown of your Rejuvenation and Lifebloom spells by 0.1/0.2/0.3/0.4/0.5 sec, and causes your Healing Touch and Nourish spells to refund 1/2/3/4/5% of their base cost for each healing over time effect on the target.
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Priest
Discipline
- Penance: New range: 30 yd range for enemy, 40 yd range for friendly.
Holy
- Improved Holy Concentration: Increases the chance you'll enter Holy Concentration by 4/8/12% and also increases spell haste by 20/40/60% for 20 sec, after the Priest gain Holy Concentration.
- Circle of Healing: Cooldown reduced to 6 sec from 8.
Shadow
- Improved Shadow Form: Chance to avoid interruption while in Shadowform by 50/100%. Was 25/50%.
- (NEW) Pain and Suffering: Tier 9, Your Mind Flay has a 33/66/100% chance to refresh the duration of your Shadow Word: Pain on the target, and reduces the damage you take from your own Shadow Word: Death by 20/40/60%.
- (NEW) Twisted Faith: Tier 10, effect: Increases your Shadow damage by up to 6/12/18/24/30% of your total Spirit, and your damage done by your Mind Flay and Mind Blast is increased by 1/2/3/4/5% for each of your Shadow damage over time effects on the target.
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Warlock
Affliction
- Eradication: Now increases spell casting by 20% (was 1/2/3%) for 8 sec.
- Death's Embrance: No longer increases the critical strike chance of the Haunt spell, instead increases the critical strike chance of the Shadowburn spell.
- Devastate: Removed, replaced by Cripple.
- (NEW) Cripple: Instant cast, no cooldown, cost 8% base mana, 30 yd range, effect: Cripples the target, reducing movement speed by 75%, pacifying and silencing the target. Cripple causes the target to be immune to physical attacks, but still be vulnerable to spells. Lasts 20 sec. Only 1 target can be crippled at a time.
Destruction
- Decimate: Removed and replaced by Chaos Bolt.
- (NEW) Chaos Bolt: Rank 1 (lvl 60), Cost 715 Mana, 30 yd range, Instant Cast, 8 sec cooldown, effect: Sends a bolt of Chaotic Fire at the enemy, dealing 990to 1256 Fire damage. Chaos Bolt cannot be resisted, and pierces trough absorption and immunity mechanics.
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Last edited by Resiana : 05/31/08 at 10:57 AM.
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05/31/08, 10:35 AM
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#3480
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Von Kaiser
Night Elf Druid
Ravencrest (EU)
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Originally Posted by Prinsesa
Are you sure this is new? As of the previous patch, Priests already had:
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Same situation between Twisted Faith and this:
Perhaps they were replaced?
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Well, I could probably just change it so that it says "Renamed, additionnal effects", but I took the easy way for it I guess. 
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05/31/08, 10:46 AM
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#3481
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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Originally Posted by Resiana
And finally Druids...
Druid
Restoration
- Improved Tranquility: Reduces threat caused by Tranquility by 50/100% and reduces the cooldown by 30/60%.
- Empowered Touch: Your Healing Touch spell gains an additionnal 20/40% of your bonus healing effects. (Was 10/20%.)
- Living Seed: Moved to tier 7. Increased chance to plant a Living Seed on the target to 33/66/100%. Living Seed effect increased to 30% of the amount healed. (Was 15%.)
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Im impressed that they are still tweaking the Imp Tranq, fair enough I still think its rather a very situational spell & talent, I'ld rather the talent turn it from a one-off spell into something more frequent (like turned into a 1-2min CD) and lowering the cost.
The HT talent change is fair enough, I dont think anyone can speculate how the spell will end up used in WoTLK.
There is also another change you didn't list here aparently:
* Gift of the Earthmother (new) - Reduces the global cooldown of your Rejuvenation and Lifebloom spells by .1/.2/.3/.4/.5 sec, and causes your Healing Touch and Nourish spells to refund 1/2/3/4/5% of their base cost for each healing over time effect on the target.
* Spark of Nature - removed.
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Interesting synergy its trying to provoke here, but the cost of being out of ToL form to cast HT will be big enough to invalidate the mana gain from the talent though I believe.
The GCD reducing effect seems really.. horrible - it's making the Haste stat really less valid and rather 'ikky' in terms of value when compared to +Healing for example.
If you look at the talent as two halves instead of a whole it potentially makes more sence, they are trying to incorporate more diversity in styles of healing.
If you remain a HoT-centric player then you can ignore the Haste stat and focus on Healing on your gear, if you go for a more direct healing method then you slightly compensate for the loss of ToL reduction.
Not to ignore if you had a designated HoT-Druid and a seperate Direct-Druid it becomes better synergy and healing covers a much wider area than Druids normally would be able to.
Also moving Living Seed to T7 means we have no T10 talent... at all? potentially exciting if it means we get something new in the future.
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05/31/08, 10:48 AM
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#3482
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Piston Honda
Human Rogue
Dunemaul (EU)
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Thanks, Resiana.
DK makes a bit more sense now. A lot of changes coming thought.
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05/31/08, 10:48 AM
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#3483
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Von Kaiser
Night Elf Druid
Ravencrest (EU)
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I kinda forgot Gift of the Earthmother yes, was talking about it then poof.. forgot to include.
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05/31/08, 10:54 AM
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#3484
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Von Kaiser
Night Elf Druid
Ravencrest (EU)
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Originally Posted by rhea
DK makes a bit more sense now. A lot of changes coming thought.
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It sure does, except the talent to improve chance to hit with ONE-HANDED weapons..
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05/31/08, 11:06 AM
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#3485
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Von Kaiser
Tauren Druid
Jaedenar (EU)
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Originally Posted by Resiana
It sure does, except the talent to improve chance to hit with ONE-HANDED weapons..
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Having a 5% hit talent that effected 2 handers was probably deemed a bit much, but they obviously wanted to keep a hit talent available for those who wish to DW. Or maybe Frost will just end up being a DW tree with a focus on magic damage.
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05/31/08, 11:07 AM
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#3486
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King Tyrian
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Imp Tranq, fair enough I still think its rather a very situational spell & talent, I'ld rather the talent turn it from a one-off spell into something more frequent (like turned into a 1-2min CD) and lowering the cost.
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Would have to strongly disagree. Tranquility is awesome as its such a dramatic, powerful AOE 'wow' heal. "Lol Raid saving tranquility" etc. To turn it into something weak with a 1-2 minute CD would turn it into just another weak version of Prayer of Heal or similar - and thus the spell no longer has its identity. Clearly the developers are trying to encourage druids to be able to utilise it more, but not dilute it so much as to lose its unique nature in the process.
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05/31/08, 11:18 AM
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#3487
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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Originally Posted by Tyrian
Would have to strongly disagree. Tranquility is awesome as its such a dramatic, powerful AOE 'wow' heal. "Lol Raid saving tranquility" etc. To turn it into something weak with a 1-2 minute CD would turn it into just another weak version of Prayer of Heal or similar - and thus the spell no longer has its identity. Clearly the developers are trying to encourage druids to be able to utilise it more, but not dilute it so much as to lose its unique nature.
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Thats not what I ment, it's a powerful group heal that you can use once per fight if at all.
Having the talent reduce its cooldown via 40/80% instead lets you consider it a tool you would use more consistantly (eg: every other Water Shield on Naj'entus) in boss attempts/kills and provides a.. weaker but still functional method of AoE healing without needing to go all the way down to Flourish.
Keep in mind the looks of raid healing is multi-group in WoTLK, and you dont always end up with your whole group at your location now and its range is not unlimited.
I just find that the spell has ended up as a gimmic ability (re: early TBC Kazzak) rather than a useful healing tool, allowing a shorter cooldown (only if you spec into it, and its an out of the way talent regardless) only promotes to make it a more viable spell.
I did not mention reducing its power though, only its cooldown (and ideally cost - 2k per cast currently).
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05/31/08, 11:25 AM
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#3488
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Co-starring: The Egg
Blood Elf Paladin
Azjol-Nerub (EU)
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I've just completed an automated dump of most of the spells for the new alpha patch. Spell IDs I checked were 42000-52000, I didn't go through Spell IDs lower than that. I haven't taken the time in this case to browse through them myself, but I've attached the text file with the data; a lot of spells from Zul'Aman and the Sunwell are in there as well, because these are found in between WotLK data.
As with my earlier big post, this data includes the rage/mana/energy/rune costs of the spells, and includes the spell cooldowns. Health costs and spell cast times aren't correct. Data is also represented as if on an unequipped level 1 human warlock; this is most notable in abilities that scale with weapon damage or attack power.
Edit:
Here's some of the interesting stuff not mentioned above:
Inscription:
50675: Runic Blast ()
Enemy: 30 yd range
Friendly: 40 yd range
Instant
Trace a rune of power, blasting an enemy for 24 to 30 Arcane damage. Consumes a vial of Ivory Ink when used.
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Leatherworking:
50901: Jormungar Leg Armor ()
Permanently attach jormungar armor onto pants to increase Stamina by 45 and Agility by 15. Can only attach to armor in your possession, and attaching causes the item to become soulbound.
50902: Nerubian Leg Armor ()
Permanently attach nerubian armor onto pants to increase attack power by 60 and critical strike rating by 15. Can only attach to armor in your possession, and attaching causes the item to become soulbound.
50903: Jormungar Leg Chitin ()
Permanently attach clefthide armor onto pants to increase Stamina by 50 and Agility by 18. Can only attach to armor in your possession, and attaching causes the item to become soulbound.
50904: Nerubian Leg Chitin ()
Permanently attach nerubian chitin onto pants to increase attack power by 70 and critical strike rating by 18. Can only attach to armor in your possession, and attaching causes the item to become soulbound.
50911: Dragonscale Leg Armor ()
Permanently attach dragonscale armor onto pants to increase Stamina by 72 and Agility by 35. Can only attach to armor in your possession, and attaching causes the item to become soulbound.
50913: Protoscale Leg Armor ()
Permanently attach protoscale armor onto pants to increase attack power by 100 and critical strike rating by 36. Can only attach to armor in your possession, and attaching causes the item to become soulbound.
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Death Knight:
50806: Death Rune Mastery ()
Instant
Whenever a rune activates, it has a 2% chance of converting into a Death Rune.
Note: Most likely a rename of Chromatic Rune Mastery.
50842: Pestilence (Rank 1)
1 Blood
A disease leaps from the targeted enemy to a nearby enemy, causing 54 to 66 Shadow damage to both targets and infecting the new target.
There are a *lot* of version of the Anti-Magic Zone spell. One's channeled, one has a 20 second cooldown, one a 2 minute cooldown. The two with cooldowns cost one Unholy rune, the two-minute cooldown version is ranked so is most likely the "real" one.
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Druid:
50464: Nourish (Rank 1)
600 Mana
40 yd range
Heals a friendly target for 1746 to 2028. Heals for an additional 12% for each Rejuvenation, Regrowth, or Lifebloom effect cast by you active on the target.
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Last edited by Chicken : 05/31/08 at 11:44 AM.
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buff /bÊŒf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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05/31/08, 11:49 AM
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#3489
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Piston Honda
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I'm seeing the following rogue change in a couple of places. The purported rank 12 Eviscerate:
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* Eviscerate - Rank 12 (only) formula changed. For example rank 12 with 1 combo point: ${$m1+($b1*1)+$AP*0.03}-${$M1+($b1*1)+$AP*0.07}
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It would mean a shift from x * 3% AP - y * 3% to x * 3% AP - x * 7% AP. I haven't run any numbers, but an interesting shift, regardless.
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05/31/08, 11:54 AM
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#3490
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Appliance of the Skies
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Originally Posted by Resiana
- (NEW) Chaos Bolt: Rank 1 (lvl 60), Cost 715 Mana, 30 yd range, Instant Cast, 8 sec cooldown, effect: Sends a bolt of Chaotic Fire at the enemy, dealing 990 to 1256 Fire damage. Chaos Bolt cannot be resisted, and pierces trough absorption and immunity mechanics.
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Wow, Blizzard is really intent on beating the Bubble with a nerfhammer it seems.
Originally Posted by Resiana
Paladin
-Improved Holy Concentration - gives 20% spell haste, instead of mana regen while casting
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This should be for priests, not pallys.
EDIT: wow this thread is moving quickly.
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Divine Favor still costs mana.
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05/31/08, 11:54 AM
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#3491
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Glass Joe
Tauren Druid
Skullcrusher
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is it known whether or not nourish is castable in Tree of Life?
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05/31/08, 11:55 AM
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#3492
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Bald Bull
Gnome Mage
Argent Dawn (EU)
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Originally Posted by Chicken
I've just completed an automated dump of most of the spells for the new alpha patch. Spell IDs I checked were 42000-52000, I didn't go through Spell IDs lower than that. I haven't taken the time in this case to browse through them myself, but I've attached the text file with the data; a lot of spells from Zul'Aman and the Sunwell are in there as well, because these are found in between WotLK data.
Here's some of the interesting stuff not mentioned above:
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They seem to have made non-melee weapons with pretty high item levels already.
5/31 15:57:26.861 49585: Attack Power - Feral (+1845) ()
5/31 15:57:26.911 Requires Cat Form, Bear Form, Dire Bear Form, Moonkin Form
5/31 15:57:26.914 Increases attack power by 1602 in Cat, Bear, Dire Bear, and Moonkin forms only.
There is also another unbugged entry for +1602 feral AP.
5/31 15:55:27.192 48626: Increase Spell Dam 408 ()
5/31 15:55:27.242 Increases damage and healing done by magical spells and effects by up to 408.
5/31 15:54:40.422 48251: Increase Healing 768 ()
5/31 15:54:40.490 Increases healing done by up to 408 and damage done by up to 408 for all magical spells and effects.
All healing spells are listed with those buggy numbers.
Edit: For ilvl estimates - the dps, dmg, healing, feral AP don't seem to be linear with ilvl, at least for blues from ilvl 85 to 115.
Someone could try making an estimation formula.
The numbers for damage and healing are 40% above Kil'jaeden loot. Ouch. For one-handers, that would mean a DPS of:
41.4 (base DPS) + (114.4-41.4) (difference between base and K'J loot) * 140% (new things are 40% higher) = 41.4+73*1.4 = 143.6 DPS one-handers. Whoopie!
From the other, we had a first estimate of 118 DPS level 80 blue one-handers. I'd guess at 25-man raid gear, looks a bit too powerful for early 10-mans.
Last edited by Roywyn : 05/31/08 at 12:30 PM.
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05/31/08, 11:59 AM
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#3493
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Piston Honda
Blood Elf Paladin
Tanaris
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Assuming the formulae on WoWWiki are correct, that 1850 FAP weapon would correspond to ilvl192.
EDIT: I don't think they are, since they yield an ilvl of 114 for the 408 spelldmg weapon, which is clearly wrong.
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05/31/08, 12:01 PM
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#3494
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Bald Bull
Blood Elf Paladin
Echo Isles
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50903: Jormungar Leg Chitin ()
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Has the name Jormungar ever been mentioned in the lore before? I find this of particular interest because I distinctly remember Jormungar as the name of a Zerg Brood from Starcraft.
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05/31/08, 12:02 PM
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#3495
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Von Kaiser
Tauren Druid
Jaedenar (EU)
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With them doing away with the 20% healing to spell damage talents, it's possible they've decided to rework healing instead. Seems like a more difficult way of doing it, but it would limit downranking and possibly explain some of the huge changes in healing between ranks of spells.
That, or it's a bug.
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05/31/08, 12:05 PM
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#3496
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Piston Honda
Blood Elf Paladin
Tanaris
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Originally Posted by Prinsesa
Has the name Jormungar ever been mentioned in the lore before? I find this of particular interest because I distinctly remember Jormungar as the name of a Zerg Brood from Starcraft.
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Jormungar Worm is mentioned on the Wrath bestiary. It's a Norse mythological being.
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05/31/08, 12:10 PM
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#3497
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Appliance of the Skies
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Originally Posted by Prinsesa
Has the name Jormungar ever been mentioned in the lore before? I find this of particular interest because I distinctly remember Jormungar as the name of a Zerg Brood from Starcraft.
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All of the Zerg Broods from Starcraft were named after some sort of mythical character in mythology. A fair number of them are norse though if I remember correctly there are a few from other areas.
It don't surprise me that they would reuse names like that.
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Divine Favor still costs mana.
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05/31/08, 12:11 PM
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#3498
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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-removed-
Last edited by Playered : 05/31/08 at 2:51 PM.
Reason: updated version posted later.
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05/31/08, 12:13 PM
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#3499
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Piston Honda
Troll Death Knight
Magtheridon (EU)
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Originally Posted by Resiana
- (NEW) Cripple: Instant cast, no cooldown, cost 8% base mana, 30 yd range, effect: Cripples the target, reducing movement speed by 75%, pacifying and silencing the target. Cripple causes the target to be immune to physical attacks, but still be vulnerable to spells. Lasts 20 sec. Only 1 target can be crippled at a time.
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So, basically this can make you freely kill ANY (pacify = no physichal attacking, silenced = no casting) target in 1v1 situation? Somehow I can't see this making in Live  If nothing else, blizz said they don't like to have skills with no counters. Or...is this a step towards forcing people to group even when outside instances (include pvp "instances" like arenas & BG)?
Other than that, the WotLK skills/talents look very fun and promising.
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05/31/08, 12:16 PM
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#3500
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Piston Honda
Blood Elf Paladin
Tanaris
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Originally Posted by Vihermaali
So, basically this can make you freely kill ANY (pacify = no physichal attacking, silenced = no casting) target in 1v1 situation? Somehow I can't see this making in Live  If nothing else, blizz said they don't like to have skills with no counters. Or...is this a step towards forcing people to group even when outside instances (include pvp "instances" like arenas & BG)?
Other than that, the WotLK skills/talents look very fun and promising.
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Probably subject to diminishing returns and/or heartbeat resists.
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