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06/02/08, 2:58 PM
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#3651
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Von Kaiser
Dwarf Paladin
Aggramar (EU)
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Originally Posted by Deathwing
Remove reagents you say? I would love to remove a the reagent cost from a few my spells, that would be huge.
Well, ok, not huge, but definitely not minor.
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It's certainly larger than the cosmetic changes that had also been cited. If I could, for instance, remove the reagent cost from my pally buffs, that's at least two bag slots I get back, so therefore it's approximately equivalent to upgrading one bag one level. I wouldn't turn that down in a hurry.
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06/02/08, 3:44 PM
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#3652
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Glass Joe
Dwarf Paladin
Dethecus (EU)
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Originally Posted by Prinsesa
Part of that CC and escape is Feral Charge, which is being denied to Restos and being given to Feral Cats.
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Which of the new resto talents, do you think, outweighs the advantages Feral Charge provides, to not spend the 10 new points in feral for a 8/21/42 spec? Neither Living Seed nor Flourish strike me as particularly useful in the arena, whereas Replenish and Gift of the Earthmother might help with mana a bit, but I don't think it will be enough.
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06/02/08, 3:58 PM
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#3653
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Glass Joe
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I've got another question about Inscriptions.
How many Inscription recipes should we expect to have to farm? There are 10 classes. 3 talent trees per class. All 30 of those are going to need a variety of max power blue and purple Inscriptions. Then there's a bunch of minor Inscriptions as well. Presumably, leveling patterns don't need as much variety, but every spec will need something there.
200 max power patterns? Is that realistic to expect?
Edit: Here's some arithmetic just to make it easier to discuss:
10 classes * 3 trees * 4 major inscriptions = 120 inscriptions to give people no choice if they don't want to repeat an inscription.
10 classes * 2 minor inscriptions = 20 inscriptions for no choice.
If we add 1 additional easy to get major inscription and 1 world drop/raid boss/otherwise obscure inscription, we get a total of:
10 * 3 * (4+2) + 10 * (2+2) = 220 inscriptions.
This seems really high to me.
Last edited by Freelier : 06/02/08 at 4:11 PM.
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06/02/08, 4:08 PM
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#3654
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Von Kaiser
Dwarf Warrior
Feathermoon
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Originally Posted by Freelier
I've got another question about Inscriptions.
How many Inscription recipes should we expect to have to farm? There are 10 classes. 3 talent trees per class. All 30 of those are going to need a variety of max power blue and purple Inscriptions. Then there's a bunch of minor Inscriptions as well. Presumably, leveling patterns don't need as much variety, but every spec will need something there.
200 max power patterns? Is that realistic to expect?
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I don't imagine every spec of every class will need its own, unique variety of 4+ inscriptions to choose from. Certainly there will be some class/spec/spell-specific ones, such as the oft-mentioned Inscribe Fireball - Knockback. But I don't doubt there will be some "universal" inscriptions, as well. Inscribe spell - 2% damage, inscribe spell - -5% mana cost, etc. Also possibly some class specific ones that will function accross schools/specs for that class. Inscribe shout - +10% duration for warriors or inscribe blessing - +2% effectiveness for pallies. Complete speculation on all of this, of course, and Blizzard may decide to go a completely different route. But the point stands that they don't necessarily need a full spectrum of potential inscriptions for every single spec.
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06/02/08, 4:14 PM
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#3655
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Glass Joe
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Originally Posted by Grungo
I don't imagine every spec of every class will need its own, unique variety of 4+ inscriptions to choose from. Certainly there will be some class/spec/spell-specific ones, such as the oft-mentioned Inscribe Fireball - Knockback. But I don't doubt there will be some "universal" inscriptions, as well. Inscribe spell - 2% damage, inscribe spell - -5% mana cost, etc. Also possibly some class specific ones that will function accross schools/specs for that class. Inscribe shout - +10% duration for warriors or inscribe blessing - +2% effectiveness for pallies. Complete speculation on all of this, of course, and Blizzard may decide to go a completely different route. But the point stands that they don't necessarily need a full spectrum of potential inscriptions for every single spec.
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I agree. While I'm not willing to speculate yet about what they're going to do, I suspect they'll do something to reduce the number. I like the idea of an inscription that can fit multiple classes/specs.
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06/02/08, 4:25 PM
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#3656
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King Hippo
Orc Warlock
Magtheridon (EU)
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Originally Posted by Freelier
I've got another question about Inscriptions.
How many Inscription recipes should we expect to have to farm? There are 10 classes. 3 talent trees per class. All 30 of those are going to need a variety of max power blue and purple Inscriptions. Then there's a bunch of minor Inscriptions as well. Presumably, leveling patterns don't need as much variety, but every spec will need something there.
200 max power patterns? Is that realistic to expect?
Edit: Here's some arithmetic just to make it easier to discuss:
10 classes * 3 trees * 4 major inscriptions = 120 inscriptions to give people no choice if they don't want to repeat an inscription.
10 classes * 2 minor inscriptions = 20 inscriptions for no choice.
If we add 1 additional easy to get major inscription and 1 world drop/raid boss/otherwise obscure inscription, we get a total of:
10 * 3 * (4+2) + 10 * (2+2) = 220 inscriptions.
This seems really high to me.
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"Your Fire Damage spells have a chance to knockback a target, stunning them for 2 seconds"
"Your Shadow Damage spells have a chance to make your next spell free of charge"
"Your physical melee or ranged hits will ignore 150 of the enemy's armor"
"Damage done to you by physical hits is decreased by 50 per hit"
There, problem sorted.
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06/02/08, 4:25 PM
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#3657
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Piston Honda
Human Rogue
Dunemaul (EU)
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- sorry, double.
Last edited by rhea : 06/02/08 at 4:32 PM.
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06/02/08, 4:26 PM
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#3658
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Piston Honda
Human Rogue
Dunemaul (EU)
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Well here's some examples how I suspect it to be:
knockback, can only used on spells that have a casting time 1sec or longer.
hasten, reduces spell's cast time by 5%.
spellpower, increase damage of spell by 5%.
Every inscription works on the spells of your choice.
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06/02/08, 4:32 PM
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#3659
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Glass Joe
Undead Priest
Steamwheedle Cartel (EU)
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Originally Posted by Copernicus
The latest patch included a new version of Amplify Magic (spellID 51054). "Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 1000 and healing spells by up to 2000."
I think I've given up trying to parse the spell database for meaning. Because there are only two options - either the game is changing so much that buffs and healing can't be figured out OR Blizzard is deliberately messing with anyone who is trying to look through the Alpha client information.
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Amplify Magic rank 7: 835 mana, increases spell damage taken by 240, healing taken by 480.
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06/02/08, 4:47 PM
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#3660
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situational villain
Blood Elf Paladin
Mal'Ganis
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Originally Posted by fiveop
Which of the new resto talents, do you think, outweighs the advantages Feral Charge provides, to not spend the 10 new points in feral for a 8/21/42 spec? Neither Living Seed nor Flourish strike me as particularly useful in the arena, whereas Replenish and Gift of the Earthmother might help with mana a bit, but I don't think it will be enough.
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Global cooldown reduction is fantastic - ask a Shaman how nice it was to get totems on a 1 second GCD.
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06/02/08, 5:07 PM
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#3661
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Piston Honda
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Originally Posted by Copernicus
The latest patch included a new version of Amplify Magic (spellID 51054). "Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 1000 and healing spells by up to 2000."
I think I've given up trying to parse the spell database for meaning. Because there are only two options - either the game is changing so much that buffs and healing can't be figured out OR Blizzard is deliberately messing with anyone who is trying to look through the Alpha client information.
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You forget the third option, that it could simply be an NPC spell with the same name. e.g. Dampen Magic - Spell - World of Warcraft
Fel Armor - Spell - World of Warcraft
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06/02/08, 5:09 PM
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#3662
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Bald Bull
Night Elf Druid
Tichondrius
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Originally Posted by Eneswar
Amplify Magic rank 7: 835 mana, increases spell damage taken by 240, healing taken by 480.
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http://urlshort.com/wotlk/site/views...?spellid=51054
Spell 51054
Name: Amplify Magic
Description: Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 1000 and healing spells by up to 2000. Lasts $d.
Description2: Increases magic damage taken by up to 1000 and healing by up to 2000.
Listed as Amplify Magic (Rank 7) in the spell database and was just added in the latest patch.
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Originally Posted by LiquidHAL
You forget the third option, that it could simply be an NPC spell with the same name. e.g. Dampen Magic - Spell - World of Warcraft
Fel Armor - Spell - World of Warcraft
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NPC spells usually don't have ranks. The only examples I've seen of spell ranks on NPCs were pets and vehicles.
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06/02/08, 5:13 PM
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#3663
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King Tyrian
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God, if they change amplify magic to be that drastic - please make it a group buff.
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06/02/08, 5:19 PM
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#3664
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Piston Honda
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Originally Posted by Copernicus
NPC spells usually don't have ranks. The only examples I've seen of spell ranks on NPCs were pets and vehicles.
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One of the spells I gave as an example and that you actually quoted is listed as Rank 2.
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06/02/08, 6:09 PM
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#3665
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Soda Popinski
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A group buff for amplify and dampen magic is long overdue as it is. There are already situations where amplify magic is useful on the entire raid, but asking mages to single buff everyone before every pull is silly.
+2000 healing is downright ridiculous though. Even if it is a player spell there's no way it'll make it with that high of a value intact.
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06/02/08, 6:57 PM
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#3666
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Piston Honda
Blood Elf Paladin
Tanaris
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Originally Posted by Lord BEEF
A group buff for amplify and dampen magic is long overdue as it is. There are already situations where amplify magic is useful on the entire raid, but asking mages to single buff everyone before every pull is silly.
+2000 healing is downright ridiculous though. Even if it is a player spell there's no way it'll make it with that high of a value intact.
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Unless mob spells start being much stronger because of it. Still, even on just the MT, I agree. That'd be insane.
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06/02/08, 7:36 PM
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#3667
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Von Kaiser
Undead Mage
Executus (EU)
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Just to clear up some confusions
Originally Posted by aikiwoce
Well all we have so far is a 7 rank OoC rez spell. Speculation at this point is confined to 2 possibilities:
1. Giving it to a current class that doesn't have an OoC rez spell. - Likely Druid, maybe others.
2. Giving it to a new class. - Death Knights could conceivably have the ability to revive a fallen ally, or maybe another class with a rez is being implemented.
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Its marked as a druid spell in the database, that does not mean that its available to play with but it means that if it belong to anyone it belongs to druids.
Edit: Also if they give an ooc ress to druids I would not be surprised if it is an inscription that gives it, since just giving druids an ooc ress straight off would be a bit boring.
Originally Posted by Copernicus
The latest patch included a new version of Amplify Magic (spellID 51054). "Amplifies magic used against the targeted party member, increasing damage taken from spells by up to 1000 and healing spells by up to 2000."
I think I've given up trying to parse the spell database for meaning. Because there are only two options - either the game is changing so much that buffs and healing can't be figured out OR Blizzard is deliberately messing with anyone who is trying to look through the Alpha client information.
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That is a mob spell, since its not marked as belonging to any class.
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06/02/08, 7:54 PM
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#3668
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Von Kaiser
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I don't think that's quite how inscription is going to work. From what I understand, it will modify current spells/abilities, and maybe talents; not add new things. Having it be something like "Gives your Rebirth ability some weird OOC rez component" sounds more likely, but still improbable.
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06/02/08, 8:02 PM
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#3669
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Von Kaiser
Undead Mage
Executus (EU)
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Originally Posted by Steveharris
I don't think that's quite how inscription is going to work. From what I understand, it will modify current spells/abilities, and maybe talents; not add new things. Having it be something like "Gives your Rebirth ability some weird OOC rez component" sounds more likely, but still improbable.
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Why, adding small utlity stuff is perfect for the way inscription was meant to work. OOC ress is nothing more than a convenient tool, doesnt alter balance in any way exept makes it more convenient to group with said druid. Inscription is better than having it on a trinket, and they certainly do not want to give it to all druids or they would have had done so a long time ago.
And btw, game mechanics wise its the same thing adding a new spell as changing an existing spell.
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06/02/08, 8:40 PM
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#3670
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Don Flamenco
Undead Rogue
Lightninghoof
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Originally Posted by Celebrimor
Why, adding small utlity stuff is perfect for the way inscription was meant to work. OOC ress is nothing more than a convenient tool, doesnt alter balance in any way exept makes it more convenient to group with said druid.
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A class that can stealth and also OCC rez opens up a world of possibilities. From what I understand, that is the reason why Druid were never given one in the first place.
Back to Inscriptions, I have a feeling that it won't be related to specific spells or abilities, but be more general like "Your damage spell has a X% chance of knockback", you then choose your ability that you want to bind it too. Therefore, a mage could get Scorch, Pyro, Fireball and Fireblast all with that same ability, but it'd cost him 4 inscriptions. Not perfect, but it does eliminate the need for 200+ inscriptions.
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06/02/08, 9:03 PM
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#3671
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Piston Honda
Draenei Shaman
Moonrunner
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Originally Posted by Celebrimor
OOC ress is nothing more than a convenient tool, doesnt alter balance in any way exept makes it more convenient to group with said druid. Inscription is better than having it on a trinket, and they certainly do not want to give it to all druids or they would have had done so a long time ago.
And btw, game mechanics wise its the same thing adding a new spell as changing an existing spell.
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If OoC rez doesn't alter balance in any way, you won't mind giving an OoC rez to mages, warlocks, warriors, rogues, etc right? Certain abilities are given to different classes in the name of balance; we might think an OoC rez is nothing important, but clearly Blizzard thinks differently.
The original reason that druids weren't given an OoC rez is because they could potentially stealth through repops and rez everybody. It'll be interesting to see if Blizzard has altered their position, or if they're just tinkering with the idea of giving druids resurrection capabilities. If druids do get an OoC rez, I wouldn't be shocked to see paladins/shamans getting clones of druid-ish abilities, like a stacking HoT, an Innervate-esque ability, or a combat rez.
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06/02/08, 9:06 PM
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#3672
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Great Tiger
Troll Priest
Steamwheedle Cartel
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The reason to give an OOC res to druids and not mages/hunters/etc. is because druids are healers. Every group needs one healer, and the other three healers have an OOC res. Thus druids are at a disadvantage in filling that healer spot.
Stealthing past repops is something I hadn't thought of. That does sound like the sort of thing Blizz would be worried about.
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06/02/08, 9:51 PM
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#3673
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Crayon and Paste Vendor
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Originally Posted by mclem
It's certainly larger than the cosmetic changes that had also been cited. If I could, for instance, remove the reagent cost from my pally buffs, that's at least two bag slots I get back, so therefore it's approximately equivalent to upgrading one bag one level. I wouldn't turn that down in a hurry.
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I suppose that depends on how you define "cosmetic change." For me, an inscription removing reagents from spells is definitely a cosmetic change, because as far as min/maxing the raid is concerned, it makes no difference whether or not you have those two free bag slots. Re-buffing in combat would still cost the same amount of mana.
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06/02/08, 9:53 PM
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#3674
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Von Kaiser
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Originally Posted by Anedris
Stealthing past repops is something I hadn't thought of. That does sound like the sort of thing Blizz would be worried about.
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Druids can do that once every 20 minutes now. Same with rogue (or druid) with engineering and jumper cables. I really doubt they're too worried about that.
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06/02/08, 9:57 PM
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#3675
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Glass Joe
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I see no validity to the argument that stealth plus an OOC res is dangerous.
Why not just burn rebirth on a class with an OOC res? A bear tank probably has one that won't be use during the encounter anyway.
And how many rogues have jumper cables?
When content skipping is a problem they simply introduce more see-through-stealth mobs or reposition them to remove the safe res spots.
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