I was actually discussing this earlier. I preferred the unique models of PvP gear from vanilla WoW. I was rank 14 on my paladin, and that's a different accomplishment than downing C'thun or clearing Naxx. I enjoyed the fact that my armor was clearly distinct from the PvE armor, and I think it would be far better if PvP and PvE armor sets were more clearly differentiated. The accomplishments ARE quite different, and as they themselves said, the armor displays that(hence the rating requirement on shoulders), and I think it would be better if downing Mother Shahraz was differentiated from being good at arena by more than a palette shift.
The rank 14 horde staff is without a dubt the most awesome-looking caster weapon model ever created. The days my mage carried were days of greatness indeed. Even the alliance staff looks pretty good, on a mage anyway. I have no idea why they decided to let such great models rot for all purposes Ignoring the perversion that the horde staff's lvl 70 counterpart is - being green, red and hideous, matching no other gear and looking out of place on any character.
I still have it in my bank, and take it out once in a while. For awesomeness.
"Any sufficiently advanced stupidity is indistinguishable from malice."
- Clark's Law
I can't wait to see the double Mangled Rip ticks next patch, heeeellllloooo 1200 ticks.
Will be nice to actually wear some resilience in the arena for a change, as 20 rating really doesn't cut it right now, and nor does taking a 100 agi hit because some idiot thinks +healing does damage.
I'm looking forward to the Dustwallow content myself - hopefully they'll finally tie up some of the loose ends there.
Originally Posted by Ghostcrawler
If everything else is truly equal (gear, skill, etc.) then the pure dps class should beat the hybrid. If a raid chooses to run without rogues, mages, warlock or hunters, they should expect their overall dps to be lower. You can quote me on that.
This alone should see a significant boost to the action in Shadowfang. One the most painful aspects of old world content has to be just how bad most of the dungeon/quest rewards are. The estimate on the EU forums of a 25% increase in levelling speed seems to be a reasonable estimate of the effect of these changes.
Finally the changes to the level range of the dungeons is going to be a godsend. Uldaman in particular will benefit from this change as with a 10 level mob spread it is one of the most painful instances to get groups for, as people are either way to low or can't be bothered slogging though all the grey trash infesting the first 1/2 of the instance.
Overall this looks like everything you could ask for in a revamp of the levelling content.
Caster itemization in low levels was generally horrible, as all you got was sta/int/spi while melees got their dmg boosting gear through agil/str. Again, something that should have been fixed aaages ago, giving people a bit spelldmg on blue stuff isn't that hard.
It's a bit sad that they put SFK at the low end though. 18-21 is deadmines/wailing caverns and then slightly above that the udnerwater instance in ashenvale. Keeping SFK on Arugals level at 24-26 would make more sense imo.
It's a bit sad that they put SFK at the low end though. 18-21 is deadmines/wailing caverns and then slightly above that the udnerwater instance in ashenvale. Keeping SFK on Arugals level at 24-26 would make more sense imo.
This level range does make the most sense when it comes to heading there 'naturally'. Alliance only really gets sent there for class quests of course, which is a shame, but for Horde players that have quested in the Silverpine Forest area, you're most likely approximately level 19 when you've done most of the quests leading up to Shadowfang Keep, and then it feels good to be able to enter there immediately and complete the instance.
This further cements agility as the best feral stat, and somewhat weakens strength. Strength is now only 3% better than attack power on gear (with survival of the fittest) until you add blessing of kings then it's 13%. It's overall a pretty nice buff
I hope they'll make a change to nurturing instinct while they're at it
Of note to warriors, it was just announced that in 2.3, "Improved Berserker Stance provide threat reduction by 2/4/6/8/10% while in Berserker Stance." Source.
I'm guessing there will be something similar for either Endless Rage or Improved MS to get people go deeper in Arms (whether or not it's needed is another story).
Yep, it should be a buff to your final ap in almost every circumstance. Interestingly it'll also nerf the relative value of agility a small amount too. It doesn't really change the relative desireability of items though, a specialist cat item is always going to be better than a agility based rogue item which is better than set gear which is better than a rogue item without agility. It just makes the middle option more palatable. Oddly enough it is pretty major (relative) nerf to all our feral gear unless they buff that by removing the intellect (and heal). Certainly agility is more important than strength now for both dps and tanking so the ratios could be switched on the gear.
Well, strength still gives 2AP per point while Agi only gives one in cat form, so Agi isn't the best dps stat yet. I think cat druids have a slightly higher preference for agi vs AP than rogues do, because of a better crit rate conversion, but using overlapping gear is a lot better for them now. The major benefit is that it affects weapon Feral AP now too, which is a good chunk on its own.
I'm looking forward to the Dustwallow content myself - hopefully they'll finally tie up some of the loose ends there.
As a longtime sufferer of Multiple-Character Disorder (MCD), I very much appreciate these changes. The only thing that I find a bit unfortunate is that there still isn't really a compelling reason to actually run lower level instances with a lower-level group. Run-throughs by a higher level character still rule the day, when it comes time to hit up one of those places. I suppose, on some level, that's to be expected (and possibly a good thing). It's a reward for having/knowing higher-level characters, and allows you to get through the content more quickly. On the other hand, those leveling instances are where I met most of my friends - especially those outside my guild(s) - and are a good place to pick up the basics of a class. I guess the new place to do that is the Outland leveling instances, though.
We've also added approximately 60 new quests in Dustwallow Marsh. This should help players who find themselves lacking quests in the 30-40 range. The Steamwheedle Cartel is building the new town of Mudsprocket in south-west Dustwallow Marsh, so you'll have to wait until construction is complete to learn more about these changes.
This is the most interesting part for me. I don't have any alts that serve any other purpose aside from holding Herbs and other things. I don't know if they will be adding another Goblin Rep, but these quests will hopefully make my current grind to Exalted with all of them a little bit easier.
Well, strength still gives 2AP per point while Agi only gives one in cat form, so Agi isn't the best dps stat yet. I think cat druids have a slightly higher preference for agi vs AP than rogues do, because of a better crit rate conversion, but using overlapping gear is a lot better for them now. The major benefit is that it affects weapon Feral AP now too, which is a good chunk on its own.
Agility also raises your crit percentage by a significant amount. Last I checked raising your crit made you do more damage.
Currently a +25 str item gives you +60 ap and a +25 agi gives +25 ap and 1% crit. Next patch the str item will be +55ap and the agi item 27.5ap and 1% crit. It makes agi more favourable as the preferred stat, and I'm pretty sure 1% crit is better than 27.5ap anyway.
I've heard rumblings that in 2.3, you can no longer bypass Al'ar and go straight for VR. Apparently, theres a door blocking the cooridor that opens when al'ar dies. can anyone confirm?
The STR->Agi change seems to be designed to make it easier for gear to be used by both Rogues and Catform druids, since Cats wanted the warrior trinity (Str/Agi/Stam) while Rogues wanted AP/Agi.
I've heard rumblings that in 2.3, you can no longer bypass Al'ar and go straight for VR. Apparently, theres a door blocking the cooridor that opens when al'ar dies. can anyone confirm?
I'm guessing there will be something similar for either Endless Rage or Improved MS to get people go deeper in Arms (whether or not it's needed is another story).
Bornakk or some other blue posted something like "I hate to think of what we'll have to do to endless rage to make warriors choose it over deathwish" a couple weeks ago. So they're at least considering buffing ER
Bornakk or some other blue posted something like "I hate to think of what we'll have to do to endless rage to make warriors choose it over deathwish" a couple weeks ago. So they're at least considering buffing ER
Or nerfing deathwish again arg
The thing is, deathwish is nice and all, but improved intercept is better. They could delete deathwish from the game, but as long as ER prevents you from getting improved intercept, nobody is going to take it. I can't imagine the type of buff they would have to give ER to make it worthy of consideration over improved intercept. Deathwish is just icing on that cake.
I've heard rumblings that in 2.3, you can no longer bypass Al'ar and go straight for VR. Apparently, theres a door blocking the cooridor that opens when al'ar dies. can anyone confirm?
I thought the point of how Blizzard was doing raid instances was you could do the bosses in the order that you wanted to. That they weren't setup for linear progression except for the end boss where you have to kill all the other bosses first. At least this is how SSC and TK seem to be setup. I can understand this change though with Void Reaver being a loot pinata and many guilds can only kill him and nothing else in SSC or TK.
I can't imagine the type of buff they would have to give ER to make it worthy of consideration over improved intercept. Deathwish is just icing on that cake.
"Increases the rage from damage dealt by 25% and reduces the cooldown on your intercept ability by 10 seconds"
That of course would never happen. What they'll probably do is make endless rage a better talent for PVE dps somehow. PVP builds will always want to aim for the 15 second intercept
The thing is, deathwish is nice and all, but improved intercept is better. They could delete deathwish from the game, but as long as ER prevents you from getting improved intercept, nobody is going to take it. I can't imagine the type of buff they would have to give ER to make it worthy of consideration over improved intercept. Deathwish is just icing on that cake.
It's not like Improved Slam is a pushover talent either. I have no idea what they can possibly put in 34-41 arms that wouldn't be insanely powerful to get people to give up Improved Slam, Improved Intercept and Death Wish. There just aren't that many skills in the Battle tree. It would have to be something pretty tremendous that spanned all three trees in the vein of Focused Rage, like reducing the cooldown of all offensive abilities by 5/10/15/20/25% or causing your yellow damage attacks to generate a very small amount of rage (like 10% of normal or something).
I've heard rumblings that in 2.3, you can no longer bypass Al'ar and go straight for VR. Apparently, theres a door blocking the cooridor that opens when al'ar dies. can anyone confirm?
That Rumbling stated out in 2.2, then 2.2.2. So far, both cases have been proven untrue. Personally speaking, unless they want to add a pipe and connect all the SSC bosses so that you have to do them in a certain order as well, just adding that limit to Al'ar doesn't make much sense.
Not only doesn't it make any sense, this "void reaver is a pinata" nonsense is hardly justification for the door.
All it would do is create an artificial differentiator between the guild that used to only kill VR and the guilds that hadn't gotten around to it yet. So congrats on those T5 shoulders slightly but only slightly more advanced guild.
This change is not required and would be very surprising to say the least.
Let me also say that my guild has been a very strong of beneficiary of "kill what you can, when you can." We did Lurker --> VR --> Tidewalker --> Hydross --> Karathress --> Leotheras --> Al'ar. On Friday, that was our first ever Al'ar attempts night, he died. On Saturday, we 1-shotted Hydross for the first time, a boss that has given us more trouble than any other in SSC (again, haven't gone after Vashj yet). Sunday, we sucked pretty badly on Solarian, but I expect that won't take long to fix.
Not getting "blocked" by a boss that gives your raid trouble while being able to progress nevertheless -- taking advantage of your raid makeup along the way (our paladin that tanks the Murlocs helped make Morogrim quite doable for us and our dps is generally strong albeit not top tier -- is absolutely for the win.