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07/30/08, 10:41 AM
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#6101
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King Hippo
Merple
Undead Priest
No WoW Account
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Originally Posted by Rannasha
Right now, 10-man progression doesn't require much min/maxing (with the possible exception of the ZA bear run), but when the 10-man content is top-tier in WotLK, you don't want half your raid-setup to be forced by encounters requiring certain class/spec abilities.
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The ZA Bear Run is exactly what people should be referring to.
ZA Bear runs, especially when they were first introduced -required- classes, due to BC role design.
1 Prot Pally, 1 Shadow Priest, AoE classes were all required in order to have a chance at finishing.
So when we're doing 10 man progression raids, which are tightly tuned, we really don't want to be in a position where we're looking at the T8 raid zone with your geared and skilled T7 Warrior tank and thinking "Ok, so warriors are completely useless in this instance. Dave, you're sitting for a month. We'll pull you in as fury once we've got this on farm."
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-In our country, any CBC reporter can dream of becoming head of state.
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07/30/08, 11:12 AM
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#6102
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Don Flamenco
Undead Mage
Twisting Nether (EU)
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I guess there is 2 reasons for making classes more equal, making stats usable for more classes, removing pot spamming etc. One is obviously 10 man raiding. You got to have various classes that can fill a specific role in there, since its hard to expect a certain number of each class represented. Same for gear, if you cant expect X class to be there its harder to make gear dropping for that specific class. This will obviously benefit the players, its annoying to feel unneeded in raid content (and 5 mans).
But at the same time I feel they are doing this to make it easier for themselves to make new raid content. Going to have both 10 man and 25 man raiding is quite a task, especially going forward where its likely some of the higher ups will move on to new game projects. By making everything more equal, balancing and designing raid content (and some other content for that matter) should be easier and less time-consuming for the devs.
And maybe more boring for us unfortunately, but that really remains to be seen.
Who knows, less time spent on balancing might mean more time being creative, its way too early to be negative about these changes.
Some skill consolidating isnt exactly a bad thing either. Like the much needed druid ooc Res.
I'm glad to see more 'smart' aoe healing too, combined with the shaman changes, maybe we can get away from shaman stacking which has been a bit prevalent recently.
Its surely not easy to give interesting and unique abilities to each class in a game like this, where people will min-max if it means 1% better performance. This isnt anything new really, palas and shamans got changed for those exact same reasons.
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07/30/08, 11:33 AM
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#6103
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I am awesome.
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Originally Posted by PSGarak
Frost Nova was reverted from always breaking on critical to sometimes (usually?) breaking on damage, with the break chance being related to the damage taken but not whether it was a critical. Always breaking on crit was only around for like a patch or two. Since the break chance is related to damage crits still have a larger chance to break it, but not an "unreasonable" extra chance.
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On the topic of Frost Nova: in all three instances I have tried so far in beta I was able to Frost Nova (rank 1) bosses and Ice Lance spam them. So either Frost Nova is bugged or the bosses are as I don't believe that's supposed to work.
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You know that you play too much WoW if you partners pants become a rare drop.
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07/30/08, 11:50 AM
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#6104
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Don Flamenco
Draenei Shaman
Earthen Ring
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Originally Posted by sordee
* (minor) Warlock Imp increase int/spirit by 3%
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Don't forget the changes to Felhunters. My affliction warlock is likely to change from imp to felhunter by default. Felhunters get a built-in seal of wisdom. I imagine that interacting very well with Dark Pact.
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07/30/08, 11:56 AM
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#6105
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Co-starring: The Egg
Blood Elf Paladin
Azjol-Nerub (EU)
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This is probably of some interest, the first complete blue confirmation I've seen of the removal of Crushing Blows from raid bosses:
Crushing blows used to apply to mobs 3 levels above you, which included most bosses. The change was to make them apply to mobs 4 levels above you. If you are running an instance of the appropriate level, you will not be crushed.
Crushing blows originally served a dual-purpose: they discouraged you from attacking mobs much higher level than you, and they made bosses more challenging. Now they only fulfill the first role. We have plenty of other knobs to make bosses more challenging that feel less random.
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Source: WoW Forums -> Crushing Blows, whats the plan?
It was already unofficially confirmed they were being removed, but it's still good to have an official confirmation of this change.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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07/30/08, 1:27 PM
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#6106
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Don Flamenco
Undead Warlock
Wildhammer (EU)
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Originally Posted by Caryna
On the topic of Frost Nova: in all three instances I have tried so far in beta I was able to Frost Nova (rank 1) bosses and Ice Lance spam them. So either Frost Nova is bugged or the bosses are as I don't believe that's supposed to work.
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The devs are tweaking the frozen status in order to make most of the Death Knight frost tree usable on bosses according to a blue on the official DK boards.
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07/30/08, 1:48 PM
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#6107
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Von Kaiser
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Potion sickness - unable to consume potions until you rest out of combat for a short duration
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My apologies if this has been answered allready, but can mages invis, rogue vanish, Pali DI, or hunter FD clear potion sickness?
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07/30/08, 2:01 PM
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#6108
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Maniq is awesome.
Troll Rogue
Nazjatar (EU)
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No not since the implemention of the combat pulse in boss fights and you really shouldnt need to pot twice on trash 
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07/30/08, 2:04 PM
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#6109
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Ask about our dystopian future internship program
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Originally Posted by Sheshonk
My apologies if this has been answered allready, but can mages invis, rogue vanish, Pali DI, or hunter FD clear potion sickness?
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It's not merely an issue of getting out of combat. It took 7 seconds for it to go away with me out of combat both times I tested today, and boss pulses likely will prevent it. That's worse than evocating in the case of a Mage needing mana for what it's worth.
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< Aislinana> Why would it be my job to sleep with vontre? Don't I have standards?
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07/30/08, 3:02 PM
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#6110
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Von Kaiser
Shuror
Tauren Druid
No WoW Account (EU)
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Originally Posted by Sheshonk
My apologies if this has been answered allready, but can mages invis, rogue vanish, Pali DI, or hunter FD clear potion sickness?
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Invis/Vanish/FD doesn't work, it's been mentioned already.
If I remember correctly, DI puts you out of combat disregarding everything, not sure though. However, having a Paladin suicide mid-combat isn't such a good idea just to allow one char to pot one more time. 
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07/30/08, 3:03 PM
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#6111
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Co-starring: The Egg
Blood Elf Paladin
Azjol-Nerub (EU)
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Originally Posted by Shuror
Invis/Vanish/FD doesn't work, it's been mentioned already.
If I remember correctly, DI puts you out of combat disregarding everything, not sure though. However, having a Paladin suicide mid-combat isn't such a good idea just to allow one char to pot one more time. 
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Actually DI doesn't actually drop you out of combat until a boss resets either. I've been DIed during a wipe numerous times, and my scrolling combat text mod doesn't say I've dropped out of combat until after the boss resets; and I've been DIed for up to a minute before the boss reset.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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07/30/08, 3:34 PM
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#6112
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Piston Honda
Draenei Shaman
Windrunner
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Originally Posted by Chicken
This is probably of some interest, the first complete blue confirmation I've seen of the removal of Crushing Blows from raid bosses:
Source: WoW Forums -> Crushing Blows, whats the plan?
It was already unofficially confirmed they were being removed, but it's still good to have an official confirmation of this change.
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This might be a bit off topic, but wasn't mitigating crushing blows the reason behind stacking defense and once you reached the defense cap you were supposed to stack straight dodge/parry/etc because it was more bang for the buck?
Does the change to crushing mean that defense will always be a subpar stat now?
(please excuse any errors/misguided assumptions, I've never played any sort of tanking class seriously.)
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07/30/08, 3:35 PM
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#6113
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Don Flamenco
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Does the debuff persist through death? Could use a DI/ss if you really needed that pot.
Also, I assume that bubble and Ice Block don't clear it?
Edit: Macblade: You're thinking Critical hits, hitting the defense cap will still be important to remove those.
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07/30/08, 3:36 PM
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#6114
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Co-starring: The Egg
Blood Elf Paladin
Azjol-Nerub (EU)
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Originally Posted by Macblade
This might be a bit off topic, but wasn't mitigating crushing blows the reason behind stacking defense and once you reached the defense cap you were supposed to stack straight dodge/parry/etc because it was more bang for the buck?
Does the change to crushing mean that defense will always be a subpar stat now?
(please excuse any errors/misguided assumptions, I've never played any sort of tanking class seriously.)
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Defense is actually primarily for getting rid of critical strikes for both Paladins and Warriors, though it currently has some additional use beyond that for Paladins for getting enough avoidance so that Holy Shield pushes off Crushing Blows as it's fairly cost effective for that.
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buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
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07/30/08, 3:37 PM
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#6115
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Piston Honda
Draenei Shaman
Windrunner
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Originally Posted by Chicken
Defense is actually primarily for getting rid of critical strikes for both Paladins and Warriors, though it currently has some additional use beyond that for Paladins for getting enough avoidance so that Holy Shield pushes off Crushing Blows as it's fairly cost effective for that.
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Ah, my bad, thanks for the quick answer.
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07/30/08, 3:37 PM
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#6116
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Don Flamenco
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Way to slow <response removed>
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07/30/08, 3:39 PM
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#6117
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Si Tibi Narraremus Te Interficere Debemus
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Originally Posted by Macblade
This might be a bit off topic, but wasn't mitigating crushing blows the reason behind stacking defense and once you reached the defense cap you were supposed to stack straight dodge/parry/etc because it was more bang for the buck?
Does the change to crushing mean that defense will always be a subpar stat now?
(please excuse any errors/misguided assumptions, I've never played any sort of tanking class seriously.)
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Nope. There was actually two magic numbers for tanks. 490 defense made a person uncrittable, and 102.4% avoidance (combined miss, block, dodge and parry) made one immune to crushing blows against bosses. Removing the crushing blows will now mean a much smoother process of gearing for tanks for entry-level raiding. Of course, there will still be a minimum requirement for defense capping to remove crits, but unless they hose itemization, that shouldn't be too much of an issue.
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07/30/08, 3:56 PM
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#6118
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Banned
Night Elf Hunter
Bronze Dragonflight (EU)
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I hope this is a bug, or maybe some indication they are changing how weapon skill levelling works.
WoW Forums -> No Allistarj weapon leveling?
Though I guess there's still the totems in SMV that still work hopefully.
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07/30/08, 4:19 PM
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#6119
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Don Flamenco
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I have to agree with the majority of the posters in that thread - what purpose does leveling weapon skill serve, anyhow, other than wasting the player's time? It might be the single least fun mechanic in WoW - "cool, I got this awesome new weapon! oh wait, I can't use it until I go kill gray mobs for 30 minutes".
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07/30/08, 4:41 PM
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#6120
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Glass Joe
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Originally Posted by Dralmoo
I have to agree with the majority of the posters in that thread - what purpose does leveling weapon skill serve, anyhow, other than wasting the player's time? It might be the single least fun mechanic in WoW - "cool, I got this awesome new weapon! oh wait, I can't use it until I go kill gray mobs for 30 minutes".
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I'd rather see weapon skills be like riding skill. You just purchase another level of it.
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07/30/08, 4:45 PM
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#6121
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King Hippo
Blood Elf Paladin
Magtheridon
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Originally Posted by Wafzig
I'd rather see weapon skills be like riding skill. You just purchase another level of it.
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I'd rather see weapon skills be like talent skills. You get 5 points per level.
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07/30/08, 5:15 PM
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#6122
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Von Kaiser
Blood Elf Paladin
Korgath
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Originally Posted by Merple
The ZA Bear Run is exactly what people should be referring to.
ZA Bear runs, especially when they were first introduced -required- classes, due to BC role design.
1 Prot Pally, 1 Shadow Priest, AoE classes were all required in order to have a chance at finishing.
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This is a dumb misconception and has never been true for the ZA timed run. I was in the first group on my server to complete the timed run and we never used a prot paladin and often did it without a shadowpriest or a mage/lock.
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07/30/08, 5:38 PM
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#6123
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Don Flamenco
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Yes but what kind of gear did you have? My understanding is that ZA is designed for Karazhan farming guilds, I can't see how they complete the bear run without the perfect raid setup.
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07/30/08, 5:43 PM
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#6124
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Von Kaiser
Dwarf Priest
Eldre'Thalas
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The instance itself without time constraints was the next step from Karazhan, but that very tightly tuned gauranteed mount run was for the cream of the crop.
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07/30/08, 5:46 PM
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#6125
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Piston Honda
Human Rogue
Dunemaul (EU)
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Too Slow, sorry.
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