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Old 07/30/08, 10:41 AM   #6101
Merple
King Hippo
 
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Merple
Undead Priest
 
No WoW Account
Originally Posted by Rannasha View Post
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.
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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Old 07/30/08, 11:12 AM   #6102
Shadout
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
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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Old 07/30/08, 11:33 AM   #6103
Caryna
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Gnome Mage
 
Turalyon (EU)
Originally Posted by PSGarak View Post
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.
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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Old 07/30/08, 11:50 AM   #6104
Douglas
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Draenei Shaman
 
Earthen Ring
Originally Posted by sordee View Post
* (minor) Warlock Imp increase int/spirit by 3%
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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Old 07/30/08, 11:56 AM   #6105
 Chicken
Co-starring: The Egg
 
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Blood Elf Paladin
 
Azjol-Nerub (EU)
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.
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.

buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
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Old 07/30/08, 1:27 PM   #6106
Tacitus
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Wildhammer (EU)
Originally Posted by Caryna View Post
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.
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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Old 07/30/08, 1:48 PM   #6107
Sheshonk
Von Kaiser
 
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Tauren Druid
 
Duskwood
Potion sickness - unable to consume potions until you rest out of combat for a short duration
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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Old 07/30/08, 2:01 PM   #6108
koaschten
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Troll Rogue
 
Nazjatar (EU)
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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Old 07/30/08, 2:04 PM   #6109
Nurru
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Mal'Ganis
Originally Posted by Sheshonk View Post
My apologies if this has been answered allready, but can mages invis, rogue vanish, Pali DI, or hunter FD clear potion sickness?
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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Old 07/30/08, 3:02 PM   #6110
Shuror
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Shuror
Tauren Druid
 
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Originally Posted by Sheshonk View Post
My apologies if this has been answered allready, but can mages invis, rogue vanish, Pali DI, or hunter FD clear potion sickness?
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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Old 07/30/08, 3:03 PM   #6111
 Chicken
Co-starring: The Egg
 
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Blood Elf Paladin
 
Azjol-Nerub (EU)
Originally Posted by Shuror View Post
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.
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.

buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
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Old 07/30/08, 3:34 PM   #6112
Macblade
Piston Honda
 
Draenei Shaman
 
Windrunner
Originally Posted by Chicken View Post
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.
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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Old 07/30/08, 3:35 PM   #6113
Denogran
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Dwarf Paladin
 
Gilneas
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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Old 07/30/08, 3:36 PM   #6114
 Chicken
Co-starring: The Egg
 
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Blood Elf Paladin
 
Azjol-Nerub (EU)
Originally Posted by Macblade View Post
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.)
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.

buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
 
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Old 07/30/08, 3:37 PM   #6115
Macblade
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Draenei Shaman
 
Windrunner
Originally Posted by Chicken View Post
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.
Ah, my bad, thanks for the quick answer.
 
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Old 07/30/08, 3:37 PM   #6116
Pheroz
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Malfurion
Way to slow <response removed>
 
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Old 07/30/08, 3:39 PM   #6117
Smurrf
Si Tibi Narraremus Te Interficere Debemus
 
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Human Paladin
 
Lothar
Originally Posted by Macblade View Post
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.)
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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Old 07/30/08, 3:56 PM   #6118
Mikari
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Night Elf Hunter
 
Bronze Dragonflight (EU)
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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Old 07/30/08, 4:19 PM   #6119
Dralmoo
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Orc Hunter
 
Shadowmoon
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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Old 07/30/08, 4:41 PM   #6120
Wafzig
Glass Joe
 
Troll Shaman
 
Gorgonnash
Originally Posted by Dralmoo View Post
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".
I'd rather see weapon skills be like riding skill. You just purchase another level of it.
 
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Old 07/30/08, 4:45 PM   #6121
Rasputin
King Hippo
 
Blood Elf Paladin
 
Magtheridon
Originally Posted by Wafzig View Post
I'd rather see weapon skills be like riding skill. You just purchase another level of it.
I'd rather see weapon skills be like talent skills. You get 5 points per level.
 
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Old 07/30/08, 5:15 PM   #6122
spanko
Von Kaiser
 
Blood Elf Paladin
 
Korgath
Originally Posted by Merple View Post
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.
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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Old 07/30/08, 5:38 PM   #6123
nfw
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Area 52
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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Old 07/30/08, 5:43 PM   #6124
Doncabesa
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Dwarf Priest
 
Eldre'Thalas
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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Old 07/30/08, 5:46 PM   #6125
rhea
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Human Rogue
 
Dunemaul (EU)
Too Slow, sorry.
 
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