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07/29/08, 2:10 AM
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#6001
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Von Kaiser
Human Paladin
Laughing Skull
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"Potion sickness - unable to consume potions until you rest out of combat for a short duration"
Screenshot - http://img68.imageshack.us/img68/7474/sickzy4.jpg
Alchemists also get a trained passive ability called Alchemical Blood. "You receive an increased effect when you drink an elixir, potion or flask you can make"
Screenshot - http://img236.imageshack.us/img236/2448/bloodjk6.jpg
New Paladin spell, Divine Plea. "While channeling this spell, you gain 50% of your total mana over 6 sec." Looks like it's affected by haste, 5 min cooldown.
Last edited by Axantucar : 07/29/08 at 2:24 AM.
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07/29/08, 2:15 AM
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#6002
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Von Kaiser
Human Death Knight
Greymane
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That potion change is absolutely awesome. A few potions need to be buffed to account for one use per encounter, but still, excellent change for the raiding game.
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07/29/08, 2:31 AM
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#6003
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Spiral out, keep going
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My precious haste potions. Oh well, nice change none-the-less. Less farming is good for everyone.
I would like elemental protection potions and health potions not to be included though. The change is nice to stop chaining mana/ironshield/haste potions, but the concept of saving yourself with potions/stones/battlemasters I dont think should be diminished, even if it is only a minor change in that regard.
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07/29/08, 2:31 AM
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#6004
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Bald Bull
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Originally Posted by Axantucar
New Paladin spell, Divine Plea. "While channeling this spell, you gain 50% of your total mana over 6 sec." Looks like it's affected by haste, 5 min cooldown.
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What what?!
Can anyone else confirm?
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07/29/08, 2:41 AM
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#6006
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Bald Bull
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Originally Posted by Axantucar
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!!!!!!!!!!!!!!!!!!!!!!!
Well I must say, tosh good job from the devs here. About time pallys got something to make mana a bit less painful.
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07/29/08, 2:56 AM
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#6007
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King Hippo
Troll Priest
Steamwheedle Cartel
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YES!
To both, but especially to the potion sickness. This finally brings all consumables into line - nice perks, gives that extra 2-3% to scratch out a progression kill, but not "standard operating procedure" for anyone.
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07/29/08, 3:44 AM
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#6008
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Von Kaiser
Night Elf Hunter
Barthilas
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Does anyone know if there are level requirements on the inscriptions we're starting to see come out? Some of them seem like they could be on the broken side for twinks and leveling.
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07/29/08, 3:50 AM
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#6009
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Spiral out, keep going
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Originally Posted by Anedris
YES!
To both, but especially to the potion sickness. This finally brings all consumables into line - nice perks, gives that extra 2-3% to scratch out a progression kill, but not "standard operating procedure" for anyone.
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Well it still becomes standard 1 pot per fight every fight, but it just means the standard is less expensive. Poor farmers!
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07/29/08, 3:58 AM
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#6010
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Don Flamenco
Goblin Warrior
Wildhammer (EU)
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Originally Posted by dlanod
Does anyone know if there are level requirements on the inscriptions we're starting to see come out? Some of them seem like they could be on the broken side for twinks and leveling.
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Doubt it since most of the glyphs seem to be either % based or depending on other skills.
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Brotherhood, Peace, Unity
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07/29/08, 4:11 AM
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#6011
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Tinker
Gnome Rogue
Forscherliga (EU)
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Wouldn't be to sure about potions being cheaper. Inscription is there to come and if inscriptions are permanent then herb prices will skyrocket, as everyone has to change some of them constantly between encounters, between raiding and arena and so on. So with other words if they don't find a nice solution respecs will cost herbs instead of just gold.
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07/29/08, 4:21 AM
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#6012
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Von Kaiser
Blood Elf Paladin
Baelgun
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Originally Posted by Axantucar
"Potion sickness - unable to consume potions until you rest out of combat for a short duration"
Screenshot - http://img68.imageshack.us/img68/7474/sickzy4.jpg
Alchemists also get a trained passive ability called Alchemical Blood. "You receive an increased effect when you drink an elixir, potion or flask you can make"
Screenshot - http://img236.imageshack.us/img236/2448/bloodjk6.jpg
New Paladin spell, Divine Plea. "While channeling this spell, you gain 50% of your total mana over 6 sec." Looks like it's affected by haste, 5 min cooldown.
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Any sign of passive mana regeneration while casting for holy paladin's in addition to this new spell? Also any further information on what triggers the potion sickness (after one potion or after some fixed number of them)? I am definitely going to be watching to read on how these changes effect a holy paladin in raids.
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07/29/08, 4:37 AM
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#6013
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Piston Honda
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Originally Posted by Hildegard
Wouldn't be to sure about potions being cheaper. Inscription is there to come and if inscriptions are permanent then herb prices will skyrocket, as everyone has to change some of them constantly between encounters, between raiding and arena and so on. So with other words if they don't find a nice solution respecs will cost herbs instead of just gold.
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Unless they change the drop rate of mana pots, if you only ever need a max of one per encounter I'd imagine NPC "alchemists" could supply basically all of a realm's mana pot needs.
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07/29/08, 4:48 AM
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#6014
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King Hippo
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Actually, I'm a bit disappointed that there are both cosmetic minor glyphs and non-cosmetic ones. I shouldn't have to trade off actual stats to run around as a polar bear, dammit!
ps. Might be high time to spin off an inscription thread. *cough* Y/N?
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07/29/08, 5:03 AM
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#6015
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Bald Bull
Blood Elf Paladin
Echo Isles
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The layout of the Inscription panel strikes me as the Glyphs being hot-swappable.
That is, you simply carry around the Glyphs with you as if they were Relics (Paladin Librams, Shaman Totems, etc.) and drop them into the appropriate slots to "activate" them.
This way, you'd only need to buy a Glyph once, and if you ever respec from Feral to Resto, you simply change your Polar Glyph with your Christmas Lifebloom Glyph. No mess, no fuss.
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07/29/08, 5:07 AM
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#6016
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King Hippo
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Well, I could see them being like gems, depending... where the old ones are lost. It's possible that Blizzard doesn't want people to be able to swap glyphs on the fly.
But I imagine that if they end up being quest rewards and the like, then yes, they'll be swappable like that... a lot of them are too unique to only make available once.
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07/29/08, 5:34 AM
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#6017
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Glass Joe
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I don't think permanent glyphs would be very good for inscripters. After the first few months hardly anyone would be buying new ones.
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07/29/08, 5:35 AM
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#6018
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Don Flamenco
Dwarf Priest
Dalaran (EU)
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Originally Posted by Jagiya
Is there another entrance somewhere? Perhaps a questline for the Kirin'Tor? I haven't quested much outside of Borean Tundra and Howling Fjord.
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Did you notice that the mage in the inn (I think there's one on both starting zone) had a silver "!", and no longer has one? That's why. At the appropriate level, he's teleporting you to Dalaran, and the quest for going down then up makes better sense, since that's how you learn about that access. But, if you've done that quest, he no longer offers you a free visit there.
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07/29/08, 5:57 AM
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#6019
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Tinker
Gnome Rogue
Forscherliga (EU)
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Originally Posted by mrmojo892
I don't think permanent glyphs would be very good for inscripters. After the first few months hardly anyone would be buying new ones.
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The will be selling lots of scrolls. For rogues for example scrolls of agility and strength will be needed basically on every encounter in which they need to maximise their damage output. But permament glyphes would really be annoying. I would have to buy 2 of them about 3 times or more per week just for swichting between raiding and arena.
I heard a good proposal regarding that: You get two talent specs with WotLK and so you could also get two sets of glyphes.
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07/29/08, 5:59 AM
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#6020
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Bald Bull
Blood Elf Paladin
Echo Isles
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Originally Posted by mrmojo892
I don't think permanent glyphs would be very good for inscripters. After the first few months hardly anyone would be buying new ones.
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As much as I agree with you, the problem with non-permanent Glyphs is the respeccing issue:
If I want to go from Holy to Prot, I either saddle myself with useless Glyphs (who needs a mana cost reduction in Holy Light if you're tanking?) or have to find an Inscriptor to redo my Glyphs all over again. Looking for an Inscriptor who has the Glyphs you need is going to be more annoying than visiting the class trainer to respec if you have to do it again within days/hours of having it done.
How about time-dependent Glyphs? Instead of having to redo my Glyphs every time I respec, I could have an Inscriptor make my Resto and Feral Glyph sets every 15 (or whatever) days.
EDIT: Or, as Hildegard said, the Glyphs themselves could be intended to only be made once per character, with the "constant demand" product on the scale of Spellthreads, Gems and Flasks would instead be the Stat Scrolls.
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07/29/08, 6:05 AM
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#6021
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Glass Joe
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Sorry if it has been posted already, but logging in just then I've noticed that mana regen is different. Instead of ticking once every two seconds or so, it ticks up in very small increments but very quickly. Interesting change.
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07/29/08, 6:12 AM
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#6022
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Piston Honda
Night Elf Druid
Dragonblight (EU)
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Originally Posted by mrmojo892
I don't think permanent glyphs would be very good for inscripters. After the first few months hardly anyone would be buying new ones.
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That's what I was thinking. But if you force glyph replaces ê la gems you'll either have to make them so cheap as to not be hindering, or you'll exclude people from experiencing the entire game to it's fullest, which really is a Bad Idea.
One way of doing it is not to make the glyphs freely removable, but only by making it possible to transfer them to a piece of prefered parchment. The glyphs would be permanent - which would be reflected in the difficulty of attaining them, their recipies and/or their mats - but there would be a repeat business for a relatively cheap-to-create parchment where you could store glyphs in between uses. Make different levels of parchement that are all cheap to make, but some that are harder to learn to create differentiation between someone's crafting alt and an actual "Inscriber".
Or if you want to put a timer on them (though that sounds more complicated), make it only count "time in combat", to avoid penalizing us frequent idlers
And someone mentioned an Inscription thread; Why not have a complete WotlK profession thread, similar to the WotlK class/talent threads?
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07/29/08, 6:12 AM
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#6023
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Piston Honda
Troll Death Knight
Magtheridon (EU)
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Originally Posted by Styg
Sorry if it has been posted already, but logging in just then I've noticed that mana regen is different. Instead of ticking once every two seconds or so, it ticks up in very small increments but very quickly. Interesting change.
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First thing that comes into my mind is that the change helps with priest spirit regen!
Anyway, I'm very glad about potion sickness change. Not because it "reduces gold cost", but because it will hopefully bring back the mana-managment-minigame into WoW. Healing priests have always done that to some extent, but hopefully that will bring other specs and classes into it too!
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07/29/08, 6:25 AM
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#6024
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Piston Honda
Tauren Druid
Draenor (EU)
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Originally Posted by Vihermaali
First thing that comes into my mind is that the change helps with priest spirit regen!
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How exactly would it help? Currently, mana regen ticks every 2 seconds but regen increasing/decreasing effects are calculated continuously. If you cast a spell exactly at the time of a regen tick and none afterwards, you'll have 2 ticks of low (inside 5SR) regen, one tick of medium regen (half inside, half outside) and the ticks after that will be high regen (full outside 5SR). Having the game update your mana more rapidly is mostly a cosmetic change and it might save you a second before you can cast another spell while waiting on regen when you're OOM.
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07/29/08, 6:25 AM
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#6025
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Chief Passenger
Gnome Rogue
Earthen Ring (EU)
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Originally Posted by Intermission
Well it still becomes standard 1 pot per fight every fight, but it just means the standard is less expensive. Poor farmers!
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Is it one potion per fight, confirmed, or does it take 2 or more potions to activate the buff?
I'm becoming slightly concerned that my "help out the healers" options are going to be drastically reduced in WoTLK. Often you can't bandage because of dots or other splash damage interrupting the channelling. Meanwhile, we're being cut to one healthstone from three (because they're now unique and you can't have one of each size), and now there's only one(?) health potion per fight, even as an option. One of the things I look for as melee CL is who's taking an active responsibility for their own health in emergencies - I don't like losing that aspect of gameplay.
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