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07/29/08, 6:29 AM
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#6026
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Tinker
Gnome Rogue
Forscherliga (EU)
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Originally Posted by Calixtus
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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Done.
The WotLK profession thread
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07/29/08, 6:52 AM
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#6027
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Spiral out
Intermission
Orc Hunter
No WoW Account
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Originally Posted by songster
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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1 pot, a mate tested it in beta.
Yes I agree that it should not apply to health potions and protection potions. And I'm sad to hear that HS change.
Here is what I said about 10 posts ago on the topic:
"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, 7:03 AM
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#6028
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Von Kaiser
Tauren Druid
Nera'thor (EU)
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Originally Posted by songster
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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Healthstones have always been unique, which only means that you can't have two of the same size. Why would they suddenly share their uniqueness across different item ids?
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07/29/08, 7:14 AM
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#6029
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role != roll
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Originally Posted by Liebestod
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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From my understanding, there are 2 cosmetic glyphs slots, 2 major slots and 2 minor ones.
Originally Posted by Hildegard
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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I'm not really looking forward to chaining scrolls every attempt. The pot sickness debuff is a good change to reduce the tediousness of farming so I hope they don't replace it with scrolls.
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07/29/08, 7:15 AM
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#6030
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Von Kaiser
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Originally Posted by Vihermaali
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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Considering shamans and paladins have no spirit on their gear, nor talents to get increased benefit from it, the extent of our "mana management minigame" is limited to intelligent downranking and potion usage - both of which are being nerfed, it seems. I only get about 100 more mp5 outside of the 5Sr than I do inside it, unlike a priest or druid who can get 4-600 mana outside of it.
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07/29/08, 7:18 AM
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#6031
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Don Flamenco
Night Elf Priest
Bronzebeard (EU)
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Originally Posted by Intermission
"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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Please remember that we'll be raiding Naxxramas in WotLK. I don't think farming shadow pots for Loatheb mk2 would be very welcome. Also, with 2 more classes with AOE heals, you'll have it easier anyway, unless raid damage once again reaches absurd amounts, Sunwell style.
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07/29/08, 7:57 AM
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#6032
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Glass Joe
Undead Priest
Magtheridon (EU)
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http://static.mmo-champion.com/mmoc/...gskirintor.jpg
This is interesting: a caster and a melee ring with a heartstone-like use effect that teleports you to dalaran, 1hr cd. Oh, and they cost 7600g each (new gold sink?).
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07/29/08, 8:03 AM
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#6033
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Von Kaiser
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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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This change applies to rogue/feral druid energy ticks as well.
Also, Kick is no longer affected by the GCD.
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07/29/08, 8:11 AM
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#6034
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Von Kaiser
Night Elf Hunter
Barthilas
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Originally Posted by Hatsu
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Looks like it. WoW Insider has them as 8000g minus any rep reductions, so 6400g at Exalted.
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07/29/08, 8:13 AM
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#6035
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role != roll
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Originally Posted by webmeister
This change applies to rogue/feral druid energy ticks as well.
Also, Kick is no longer affected by the GCD.
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Is this a good time to bring up Earth Shock
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07/29/08, 8:16 AM
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#6036
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Von Kaiser
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Originally Posted by webmeister
This change applies to rogue/feral druid energy ticks as well.
Also, Kick is no longer affected by the GCD.
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This change will save me so much frustration in PvE/PvP due to my high ping. It might be a hint that spell interruption will be playing a bigger role in future content (along with Dismantle).
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http://ctprofiles.net/1031812
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07/29/08, 8:31 AM
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#6037
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King Hippo
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Originally Posted by webmeister
This change applies to rogue/feral druid energy ticks as well.
Also, Kick is no longer affected by the GCD.
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Great at least, now you can actually do dps continually while keeping a finger over the kick button, like on reliquary.
Energy ticks every 1/10th of a second.
Normally 20 per 2 seconds, so now you'd get 1 per 1/10th of a second and are only limited by your normal cooldowns.
Definitely will make our DPS more reliable, as you're no longer waiting for 2 seconds 35 energy in the bucket to get a sinister strike out. On the long term it makes no difference other than for your rotations, but those 2 seconds can be very critical if your opponent is almost dead. It can be quite frustrating to have them escape or heal in that time. Especially with the introduction of haste gear for spells.
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-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.
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07/29/08, 8:59 AM
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#6038
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Don Flamenco
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After seeing the kick changes, I logged in immediately and tested Pummel. It's also off the GCD.
EDIT: As you might have guessed, so is Shield Bash.
EDIT2: Mana is regenerating at the same rate as Energy, every 1/10th of a second. It's also regenerating whilst dead. Assuming this is a bug for the time being. I regenerated all of my mana during a corpse run.
EDIT3: Earth Shock is still on the GCD.
EDIT4: Shield Bash no longer deals damage; in-case people were concerned.
Last edited by Jagiya : 07/29/08 at 9:26 AM.
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07/29/08, 9:01 AM
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#6039
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Don Flamenco
Tauren Druid
Dentarg (EU)
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Originally Posted by Marek
Healthstones have always been unique, which only means that you can't have two of the same size. Why would they suddenly share their uniqueness across different item ids?
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Tested this on the beta (before todays patch) and theres a new error message. Instead of "you already have an item of this kind" you get "you can only carry 1 healthstone". You can't have more than one healthstone in your inventory regardles of different ranks. I did not check if the better version replaced the worse version though.
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07/29/08, 9:20 AM
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#6040
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Glass Joe
Undead Rogue
Moonglade (EU)
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Originally Posted by panny
From my understanding, there are 2 cosmetic glyphs slots, 2 major slots and 2 minor ones.
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From the information at wowinsider here, it seems the glyph slots are: 2xMinor, 2xLesser and 2xGreater. Also, I think I remember seeing that inscribers (is that what we're calling them?) get an extra glyph slot, although I can't put my finger on the source right now.
They've stated that Minor Glyphs are for 'small effects or cosmetic changes', but then go on to say that, along with the polar bear transform, druids have an option to fill up a minor slot with:
Glyph of Wild Endurance (Minor):
Empowers a Minor Glyph to increase the duration of your Mark of the Wild and Gift of the Wild spells by 30 min.
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I agree that it would suck to have the polar bear glyph competing with stuff like this that has decent(ish) raid utility.
You can see the list of glyphs as it grows at wowhead here; most of them are druid ones, plus the mage penguin polymorph. Not all spells there are inscription glyphs, as the list includes the BC head enchants, and some of the inscription glyphs don't include details as to what slot they take. I guess wowhead will make a decent interface for this sometime soon, they're pretty good with stuff like that.
Last edited by Mydwych : 07/29/08 at 9:42 AM.
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07/29/08, 9:26 AM
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#6041
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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Earth Shock being off the GCD would have some odd implications for Elemental (and to a lesser extent Enhance) DPS, so that's likely the reason for that.
The new energy ticks are absolutely gorgeous. It's amazing how much more fluid the character frame looks now. Incredible change.
Last edited by Ja7us : 07/29/08 at 9:34 AM.
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07/29/08, 9:45 AM
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#6042
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Von Kaiser
Undead Rogue
Eldre'Thalas
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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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I agree, this is awesome news for raiding. No more endless farming, but it also seems that there is less reason to be an alchemist than ever.
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07/29/08, 9:56 AM
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#6043
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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Well, since the new Alchemical Blood applies to flasks and elixirs (and thus is effectively "always on," since in all cases where you need your best, you are flasked or potted), it will be a passive stat boost that is likely very similar to what the other professions have. That only applies to raiding, of course; in PvP it's as useless as it ever was.
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07/29/08, 9:58 AM
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#6044
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Don Flamenco
Human Paladin
Bronze Dragonflight (EU)
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Originally Posted by Benita
Tested this on the beta (before todays patch) and theres a new error message. Instead of "you already have an item of this kind" you get "you can only carry 1 healthstone". You can't have more than one healthstone in your inventory regardles of different ranks. I did not check if the better version replaced the worse version though.
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Almost certainly not.
I'm not in the beta myself, so could someone please check if Charged Crystal Focus counts as a healthstone for this purpose? Right now they're an optional extra as you'll rarely use more than three healthstones in a fight, but one isn't always enough. If CCFs are the only way to have two healthstones, they'll pretty much become an essential raid consumable.
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07/29/08, 10:00 AM
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#6045
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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By the same token, assuming that Dark Runes / Demonic Runes are still usable on cooldown, the potion change will make them massively more powerful.
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07/29/08, 10:01 AM
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#6046
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Von Kaiser
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Potion sickness is welcomed step forward, but then the impending "Scroll buffs" sounds like a step backwards, is there any more information on these? They stack with today's tradition attribute buffs I believe, making them into a fairly standard raid requirement.
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07/29/08, 10:01 AM
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#6047
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King Tyrian
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[Alchemists blood use] That only applies to raiding
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And a very welcome change it is. Now there is a genuine reason why people would want their main to be an Alchemist. (Excluding healers and their version of the stone, with chain mana potting)
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07/29/08, 10:03 AM
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#6048
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Don Flamenco
Tauren Druid
Steamwheedle Cartel
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If they're the same as the current scrolls in the game already, then Intellect, Stamina and Spirit scrolls do not stack with AI, Fort and DS, but the Agility, Strength and Protection scrolls stack with everything. Those scrolls are already available in-game, though; Inscription crafting them will just make them much less painful to obtain.
Edit: According to the latest WoR update, it looks like elixirs and flasks are getting a 15-20% boost when used by an alchemist. Assuming those percentages are right for all flasks and elixirs (right now they only have Major Agility / Fortitude elixirs up), that's around 12-16 spell damage for a Flask of Pure Death, which is weaker than ring enchants, but not by much (and you get the mana potion boost too).
Last edited by Ja7us : 07/29/08 at 10:12 AM.
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07/29/08, 10:09 AM
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#6049
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Von Kaiser
Blood Elf Paladin
Baelgun
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Originally Posted by virtuzoso
I agree, this is awesome news for raiding. No more endless farming, but it also seems that there is less reason to be an alchemist than ever.
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One thing which I would like to see with this change is for spell casting to not interrupt the swing timer for both shaman and paladins. Main reason for that is so both could go up and start auto attacking the boss while healing as a way to obtain mana restoration while casting. Neither class benefits much from spirit and neither has any x% mana regeneration continues while casting mechanics so allowing both to benefit from JoW on the boss would be nice. Though this solution will only work if Wrath does not have fights that penalize a raid for having many people in melee range.
I am just concerned that both of these casters will end up with significant mana issues in intensive healing fights even with mana shield for shaman and Divine Plea for paladins. Though a lot of this won't be easy to see until raid testing for Wrath begins.
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07/29/08, 10:18 AM
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#6050
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King Hippo
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Originally Posted by Tyrian
And a very welcome change it is. Now there is a genuine reason why people would want their main to be an Alchemist. (Excluding healers and their version of the stone, with chain mana potting)
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Depends how big the stat boost is.
If you look at [Elixir of Major Agility] or [Flask of Relentless Assault], even a 10-25% boost in effectiveness wouldn't make me pick up alchemy. If you see the effects you can get in WotLK from blacksmithing, jewelcrafting, skinning and enchanting, then you'd be looking at a 25-40 extra stats for each of those professions.
Alchemist's blood would need to give at least a 30-40% boost to potion effects to be competitive, depending how "big" the elixirs and flasks in WotLK are. Would it apply to all effects, or just the "always on" stat boosts?
Anyway, this is in the other thread too (professions) : The WotLK profession thread
15-20%, still useless.
Last edited by Zurgat : 07/29/08 at 10:30 AM.
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-= Random Ravings - RSS Feed =- Rogue and Hunter stuff here. As well as guides to get you trough your spare time.
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