- Evocation is being changed from Spirit-based to being based only off your base mana
I realize they change their mind sometimes, but didn't they solemnly swear this would never happen and that Mages needed to suck it up and value spirit?
Just as a thought, I can see guilds stacking 4 disc priests next time we see a fight where tank gibbing is a major factor. How do you balance around that? 5% threat reduction can easily be tanked through.
An idea would be to give it the same sort of cooldown debuff on the recipient that PW:S has.
These two changes are larger than any priests have ever received in any talent review ... and they're being randomly done in the shaman/rogue patch? Please provide a link to the blue "hint" toward these things, because they're immensely huge changes to the mechanics of the priest class. The meditation one in particular is one we've been asking for since ... Nef died, and we all realized that T2 would be with us forever due to its 3-piece bonus.
This was spoken to specifically at the Class review panel at BlizzCon. We knew the Pain Suppression change was coming - in the beginning, it was actually going to remain 60%, and be reduced to a 1-minute cooldown.
The implication I saw for the Pain Suppression change was *very* long-term ... more like a WotLK thing, not a "oh, just around the corner". It's a needed change, I agree - I'm just shocked that for once, they did something intelligent as a change to a top-tier talent in a priest tree. I'm looking forward to playing with it in Arenas ... I normally go 44/17/0 for 2v2, and having a *targetable* Pain Suppression is going to be oh-so-much-fun.
That's kinda stupid. Show me a source. 'til then, i don't believe you.
Said the guy with the 15 second snare without DRs? This is bringing frost shock on par with every other snare in the game. It was the very only snare with DRs, this change makes perfect sense in one way.
I don't get why they're throwing ALL these positive information at us the day the previous patch went live. Many of these changes can't be too hard to code and clearly could have made it in 2.2
Just as a thought, I can see guilds stacking 4 disc priests next time we see a fight where tank gibbing is a major factor. How do you balance around that? 5% threat reduction can easily be tanked through.
I agree, the first thing I thought of when I saw that was how easy it will be to trivialize Kael's Pyroblasts with 2 disc priests, 5% threat reduction/minute is hardly anything serious.
Just as a thought, I can see guilds stacking 4 disc priests next time we see a fight where tank gibbing is a major factor. How do you balance around that? 5% threat reduction can easily be tanked through.
Why 4? The cooldown is 2 minutes and the duration is 8 seconds.
Why not just add relics and such to the old TK quest line? I remember a post saying it would have rewards...
As for the mass MP5 on tier sets, that could easily be converted into something like ignore ac or haste. Mp5 for hunters and shamans is pve is a waste; but then again you could make the same argument for the spirit on shadow priest T6.
I'll post this elsewhere but since you brought it up --
We're adding something better, well, at least in my opinion. Those who completed the attunement process will have access to the title "Champion of the Naaru". Also, the plan is to hard-cap it at 70, meaning you can't go back at 80 and "cheese" the title.
Kind of sad to see no help for elemental shamans here. Perhaps I'm not seeing it in people's parses of fights, but it seems like right now enhancement and elemental shamans are pretty much neck and neck, with maybe enhancement a bit ahead because of the abundance of melee friendly fights coming out now. Also depends on if enhancement shamans now are capped because of threat or because of abilities/gear.
While the Frost Shock change is undoubtedly awesome for Enhance PvP, I'm going to weep if Hunters don't get some way of dealing with endless snare spam.
Nerf Draenei please!
How can you help?
I can shoot things and then make my pet move toward them.
Today Drysc post the upcoming changes for rogue class regarding pvp arena mobility:
"
Q u o t e:
Yeah Drysc, what is it? Tell us!
Do you mean the amazing change to Shadowstep so that it can now be used at any time, not only while stealthed? In addition, after use of Shadowstep threat caused by the next Ambush, Garrote or Backstab will be reduced by 50%. The cooldown will however be increased to 40seconds.
Also on the Subtlety front is a change to Dirty Deeds so that it will also be increasing damage of special attacks by 10/20% against targets that are below 35% health.
We're also taking a look at bumping up Hemorrhage a bit, but no details yet on what that may be."
Tanks don't insta-gib every 10 seconds on any given fight. Take (for example) Morogrim Tidewalker, in T4 gear, as an example.
When is he going to nuke the tank's face? Every time Earthquake goes off, and eats up all of his shield block charges, and he then proceeds to double-crush. That's going to hurt. Nothing else really matters. So burn Pain Suppression on every earthquake (if you had 4 priests, as Gurg suggested), and you trivialize the healing.
No boss hits super-super-hard all the time without some mechanic to make sure it isn't heal-able. And if you can trivialize their specials (like Broodlord's Mortal Strike mechanic) by burning a 2-minute cooldown for your tank ... over and over ... you reduce a ton of the healing load.
Or are you saying that when your tank takes 2 straight 8k hits, there's not enough reaction time to hit the Pain Suppression before he takes yet another hit? Just wait for the spike, and use it. And save the tank.
And I believe the point about 4 priests was just to ensure you had the cooldown every 30 seconds, which is roughly the time between "OH SHIT" moments while tank-healing, give or take.
It may also simplify things a bit to when we make Devastate combine the effects of Sunder Armor into it's effect and be affected by all talents and items that affect Sunder Armor. We plan to make this happen in 2.3.
I would be psyched to see the Retribution changes in 2.3, especially since the word on the street is that it will be next month.
Some nice Retribution talent spec changes would be similar to the Shaman talent tree changes such as the passive 30% threat reduction, 30%(?) damage reduction, and coupling that with the apparent six second Crusader Strike and avoiding further speculation, might see Paladins as a more viable DPS support class.
I'm getting excited about these blue posts for 2.3!
I think that's the point. They *know* they screwed up with 2.2, and the insane amount of time it took to go live because they insisted on getting the sound system integrated with everything else (like hotfixable boss mechanics ... gg). They're trying to make up for it by playing a big PR game, and ensuring us all that *big* changes will happen in 2.3 ... keep playing, we love you, don't take your money away!
There have been appearance in almost all class forums in the last 24 hours, hyping the new changes, and pushing how awesome 2.3 will be. I really hope they pull it off and actually release a good, solid, tested, balanced patch, for once in their WoW careers.
Tanks don't insta-gib every 10 seconds on any given fight. Take (for example) Morogrim Tidewalker, in T4 gear, as an example.
When is he going to nuke the tank's face? Every time Earthquake goes off, and eats up all of his shield block charges, and he then proceeds to double-crush. That's going to hurt. Nothing else really matters. So burn Pain Suppression on every earthquake (if you had 4 priests, as Gurg suggested), and you trivialize the healing.
No boss hits super-super-hard all the time without some mechanic to make sure it isn't heal-able. And if you can trivialize their specials (like Broodlord's Mortal Strike mechanic) by burning a 2-minute cooldown for your tank ... over and over ... you reduce a ton of the healing load.
Or are you saying that when your tank takes 2 straight 8k hits, there's not enough reaction time to hit the Pain Suppression before he takes yet another hit? Just wait for the spike, and use it. And save the tank.
And I believe the point about 4 priests was just to ensure you had the cooldown every 30 seconds, which is roughly the time between "OH SHIT" moments while tank-healing, give or take.
Here are some quick rough numbers if you used 4 priests, suppression every cooldown staggered every 30 seconds (extreme case):
Assuming 1000 TPS and a 5 minute fight:
No suppression = ~300k threat
Chain suppression = ~230k threat (10 casts of suppression).
That's a 23% reduction in threat. If you extend this to a 10 minute fight, the gap widens to 39% threat reduction. This is because a pain suppression later on in the fight affects the total threat significantly.
It will be amazingly useful, especially in burst damage like Kael's pyroblast, however I do not think chain casting this on a MT is feasible in most situations.
Edit: Here's a graphical representation:
Using pain suppression to react to burst damage a few times in a fight is perfectly fine, but chain casting it has a noticeable impact.
Blind not costing a reagent? Good, about time. But it's going to be a complete physical attack, according to Kalgan. Not being cleansable is good, but it'll miss more often than it was previously cleansed. Dodge/Parry/Block, anyone?
Shadowstep out of stealth to improve mobility. Once every 40 seconds may or may not be enough. But it forces you to go 41 Subtlety. It prevents you from getting Quick Recovery. The threat change simply makes no sense at all. Shadowstep rogues don't raid.
Deadly Throw +1 seconds? I don't think it'll help that much. When I get in a kite it typically takes 2 long Deadly Throws or an extra short 3rd to break the kite. Now it'll still take ... 2 Deadly Throws, which requires a talent proccing.
I'm worried about Rogues becoming stronger in 2v2 and even weaker in 5v5.
Before you start to drift, and your soul begins to scream.
I just wanted to tell you, that you're listening to a dream.
I agree, the first thing I thought of when I saw that was how easy it will be to trivialize Kael's Pyroblasts with 2 disc priests, 5% threat reduction/minute is hardly anything serious.
I strongly suspect (part of) the intent is to trivialise existing content. There's more raid content coming, and they want to get people through the existing content.
It seems early to be passing judgement on these changes. The complete changelog for 2.3 is going to make 2.1's rather extensive notes look like a 3 page children's story .
Just as a thought, I can see guilds stacking 4 disc priests next time we see a fight where tank gibbing is a major factor. How do you balance around that? 5% threat reduction can easily be tanked through.
This is exactly why I blew off rumors of this change after Blizzcon. 40% is huge. Even if it's only an 8-second buff on a 2-minute cooldown, it still seems so powerful that they'd have to balance every single raid encounter around it. 5% is a completely trivial amount. I'm extremely skeptical of this making it as-is into the live version of 2.3.
Regarding the Frost Shock DR change...it's the only snare in the entire game that's subject to DR. Considering that a Shaman has no "escapes" of any kind whatsoever, they should never be able to get away from a melee class in the first place apart from some serious outside help.