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Old 11/21/07, 11:07 AM   #576
Fola
Piston Honda
 
Undead Priest
 
Eredar
Originally Posted by koaschten View Post
Well, distract patrol, sap 1 blind 2, hit the barrel, vanish. Takes some really good timing but should be manageable... not that i ever tried.
If the barrel is in a bad location and you have a hunter, there used to be another semi exploit you could use to plant the bomb. Just have the hunter time the top patrol and pull the pack around the house feigning it off after a while. The hunter aggroing the pack usually gave the rogue enough time to plant the bomb if he got a bad barrel placement (then again this was before imp sap was something every rouge had).

Along this same line there is no heroic in the game that can not be hugely trivialized with a Prot Pally/Resto Shaman/Shadow Priest/Shadow Priest/One Other setup. There is no CC required, the Prot Pally is running with ~650 spell damage and simply does not lose agro.

Heroic SV = 25 minutes
Heroic Underbog = 35 minutes
Heroic Black Morass = 25 minutes

OHB is a good example of the above setup trivializing the entire loyout. You stop caring about the patrols with the above setup – just pull them. You can double pull the packs around the houses to make it go faster. Back in the days of CC I could barely stand more than 2 heroics in one day. With the new group composition trivialization I have done up to 5 heroics in one day.

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Old 11/21/07, 11:12 AM   #577
zirky
Piston Honda
 
Orc Death Knight
 
Kargath
Originally Posted by Grogzor View Post
Maybe pushback prevention is multiplicative much like threat reduction?
It makes sense. They changed the original TBC silence reducing items (eg [Talisman of the Breaker]) and all disarm immunity to duration reduction. Its very well possible that they viewed the ability to negate these mechanics as either overpowered or simply they want to increase the number of combat dynamics available. Obviously, this is definitely a pvp-centric change, there are ramifications to pve.

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Old 11/21/07, 12:21 PM   #578
Mode
Piston Honda
 
Troll Shaman
 
The Venture Co
Originally Posted by Brakar View Post
The buffs may be restricted to basic stats. I've gotten both strength and agility though so it's not restricted by usefulness. The other one I've gotten is Major Fortitude for stam and health regen.
I've gotten an Onslaught Elixir, two Fel Strength Elixir's(Watch out for this one. No-one wants to suddenly have -10 stamina in an instance), and whatever elixir gives +30 resilience, so it's definitely not just 'basic' stats. As I said, I haven't gotten Draenic Wisdom or Adept's Potions or any other worthless caster stats, but I haven't chugged that many. I'll start keeping notes on what I get.

Here's to hoping we get a Flask equivalent in 2.4.

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Old 11/21/07, 1:09 PM   #579
Kirion
Don Flamenco
 
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Tauren Shaman
 
Deathwing (EU)
Originally Posted by Grogzor View Post
Maybe pushback prevention is multiplicative much like threat reduction?
I'v never got pushback on healing spells with resto talent and earth shield on so its additive. I think some abilities just don't stack at all.

42.

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Old 11/21/07, 3:50 PM   #580
Siddown
Don Flamenco
 
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Undead Rogue
 
Lightninghoof
I've searched and didn't find this reported, but the Resilience bug that was reported to be fixed in 2.2 has been fixed with 2.3. Casters with talents to increase their Critical Strike damage do proper damage on crits against opponents with Resilience.

My guess is that most Elemental Shaman and Frost Mages haven't noticed do to the fact that other changes (the Frostbolt tax and the change in casting speed of LB and CL) might have overshadowed them.

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Old 11/21/07, 4:02 PM   #581
Rayeth
Von Kaiser
 
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Human Mage
 
Hyjal
Not sure if this should go here or another seperate thread since it techincally deals with 2.3.2 Mods please breakoff or whathave you if this is inappropriate.

Originally Posted by Eyonix
There are a few nice improvements we're making to the mage class in patch 2.3.2 (a small patch that will be on the public test realms soon) and we wanted to share them with you. First, we'll start out with two changes affecting all mages. Ice block will become a core ability, trainable by all mages at level 30. Additionally, conjure mana (rank 6) will restore 1800-3000 mana and will now have three charges, meaning you can use it three times before having to create a new one.

To be sure we're clear here, yes, the same cooldown will still apply between usages. :P

Cold snap will be moved to Ice block's position in the talent tree and its cooldown will be reduced. As a side note, it will no longer reset the cooldown on fire ward. Moving in to Cold snap's spot will be a brand new ability called Icy Veins. This new ability will decrease casting time for all spells by 20% and increases the chance that chilling effects freeze the target by 25%. It's an active ability, lasting 20 seconds and has a 3 minute cooldown.
Pretty interesting changes. Not too suprised that Cold Snap was moved, but I'm incredibly excited about the the mana gem -> mana pot change.

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Old 11/21/07, 4:12 PM   #582
Rott
Von Kaiser
 
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Goblin Warrior
 
Shattered Hand
Did SSC last night and lurker seems to be coming back up from the dive after the last add is dead. Not that's it a big deal but has anyone else seen this since the patch?

Also, leo seems a bit buggy. We had quite a few people still dpsing their inner demon up to 10 seconds after demon phase ended without getting mind controlled.

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Old 11/21/07, 4:22 PM   #583
Duodecimal
Von Kaiser
 
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Gnome Priest
 
Eonar
Originally Posted by Rayeth View Post
... I'm incredibly excited about the the mana gem -> mana pot change.
Yes, the mana gem change was a clear necessity. However, my pantsglee is from the new 11-pointer in Frost. I haven't been specced out of Clearcasting since 2004.

I hope the new mana gem will get replaced/refreshed if you reconjure. Otherwise you'll have to trash partially charged emeralds after bad attempts, which is a minor nuisance. But that 11-pointer ... my nipples explode with delight. Shakes things up.

As for bugs, we had Hydross camp the elevator last night after a wipe. I heard later on about scripting failures in ZA before logging off for the night.

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Old 11/21/07, 4:34 PM   #584
Zapf
Von Kaiser
 
Troll Priest
 
Cho'gall
Originally Posted by Fola View Post
Along this same line there is no heroic in the game that can not be hugely trivialized with a Prot Pally/Resto Shaman/Shadow Priest/Shadow Priest/One Other setup. There is no CC required, the Prot Pally is running with ~650 spell damage and simply does not lose agro.
I would call the second half of heroic mana tombs to still be significantly hard/annoying even with a prot paladin, with the melee mobs who gouge a lot, and the casters who constantly immolate you and other party members for non-trivial amounts of damage. Maybe I'm missing something about the gouge mechanic that makes it easier to handle?

Also, with old hillsbrad, I've had some experiences with the adds spawning in very odd places - the initial lookout after the bridge likes to spawn the 2 adds BEHIND the group (as illustrated below - x being myself, the tank, L being the lookout, d the dog, G my party members, and a the adds.

L d---> <-X <-G G G G <---a a

In this case, someone usually does something to generate global aggro (possible a renew tick or some other heal on me when I get shot,) and the adds proceed to stop at the group while I try to figure out where the hell they went to. The scatter shot in ohb and sh can be very angering as well.

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Old 11/21/07, 4:43 PM   #585
Rayeth
Von Kaiser
 
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Human Mage
 
Hyjal
Originally Posted by Duodecimal View Post
Yes, the mana gem change was a clear necessity. However, my pantsglee is from the new 11-pointer in Frost. I haven't been specced out of Clearcasting since 2004.

I hope the new mana gem will get replaced/refreshed if you reconjure. Otherwise you'll have to trash partially charged emeralds after bad attempts, which is a minor nuisance. But that 11-pointer ... my nipples explode with delight. Shakes things up.

Even having to trash a partial gem is fine with me at this point. I reserved my judgement on the Icy Veins untill I see it, but if it does indeed work with Fire spells (I would guess it won't, but I hope it does) then we could see 48/13 as a pretty dominate spec. Or maybe even 10/40/11 if you're willing to drop Pyro/BW/and Dragon's Breath. This definately will open some new roads for elemental specs, not sure what they plan to do about bastardizing the arcane tree since it is quickly becoming the red-headed step child of mage specs.

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Old 11/21/07, 4:45 PM   #586
Mideci
Great Tiger
 
Gnome Rogue
 
Stormrage
With regard to buffs, I've gotten 550 armor more times than I count frm Mad Alch potions already. I've also gotten Onslaught -- on my priest. No logic at all appears to be present.

With regards to mages and mana gems, that's a terrific change. So I'd like to ask, when do shadow priests get some similar in-combat mana regeneration love? Perhaps a talent to cut the wait on Shadowfiend deep in the shadow tree? I mean it's one thing to waste a "partial" mana emerald per attempt, another to waste several mana potions just to try out a boss.

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Old 11/21/07, 4:47 PM   #587
Duodecimal
Von Kaiser
 
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Gnome Priest
 
Eonar
Actually, they'll probably increase the conjure cost to over 3k, so you would probably use a charge if you got any, and then throw away the gem if you need to. That'd offset having to spend 3k+ mana after each wipe to get back your emerald, which would be nice now that the onerous Brilliance buff cost got reduced.

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Old 11/21/07, 4:47 PM   #588
Argat
Glass Joe
 
Dwarf Paladin
 
Cenarion Circle
Originally Posted by zirky View Post
It makes sense. They changed the original TBC silence reducing items (eg [Talisman of the Breaker]) and all disarm immunity to duration reduction. Its very well possible that they viewed the ability to negate these mechanics as either overpowered or simply they want to increase the number of combat dynamics available. Obviously, this is definitely a pvp-centric change, there are ramifications to pve.
I would disagree - that's a significant change that should be documented. It seems like a bug. At least, that's what I'm hoping. Adding spell pushback to paladins in pvp... yeah. That would not be fun at all.

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Old 11/21/07, 6:01 PM   #589
Fiola
Great Tiger
 
Human Paladin
 
Skywall
Originally Posted by zirky View Post
It makes sense. They changed the original TBC silence reducing items (eg [Talisman of the Breaker]) and all disarm immunity to duration reduction. Its very well possible that they viewed the ability to negate these mechanics as either overpowered or simply they want to increase the number of combat dynamics available. Obviously, this is definitely a pvp-centric change, there are ramifications to pve.
Originally Posted by Argat View Post
I would disagree - that's a significant change that should be documented. It seems like a bug. At least, that's what I'm hoping. Adding spell pushback to paladins in pvp... yeah. That would not be fun at all.
Pushback ignore talents/effects have always been additive, and changing it to be multiplicative would be a mechanics overhaul deserving of a line on the patch notes.



Anyways, I tested this just now in Gnomer by pulling 15~20 mobs and letting them beat on me while I chain casted FoL. I had Spiritual Focus (70%) and Concentration Aura (35%). I cast through half my manabar without noticing a single pushback.


If pushback resistance was multiplicative, I should have experienced a 0.3 * 0.65 = 19.5% chance to be pushed back on any given hit. I did not see a single pushback, consistent with additive pushback resistance.

Conclusion: Pushback resist effects are still additive, but there may be some bug that causes 100% pushback resistance to fail. (If we want to explain people's experiences of spell pushback when they had 100% resistance)

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Old 11/21/07, 6:11 PM   #590
Copernicus
Bald Bull
 
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Night Elf Druid
 
Tichondrius
2.3.2 Patch notes, from MMO-Champion - World of Warcraft Guides and Raid Strategies

World of Warcraft PTR Patch 2.3.2

General

* /timetest is a command that can be run to provide information on game performance. /timetest 0 turns the command off. When the command is issued, the next time a player uses a flight master to travel, certain statistics will be measured and displayed at the end of that flight. All weather effects and spawns are shutdown during the test.
* Quest givers with blue question marks no longer show up on the minimap.
NPC's who you have completed a quest for will display a question mark on mouseover rather than an exclamation point.
* The bank controls for the guildmaster level of a guild is now grayed out. A guildmaster always has full access to a guild bank and this cannot be changed.
* A "Withdraw-Repair Only" button has been added to the guild bank controls. If this is set for a guild rank, then that rank cannot actually withdraw funds from the guild bank, but they can still use that daily amount of money for repairs.
* You will now automatically stand up when attacked, even if the attack doesn’t land.

Hunters

* Arcane Shot: Ranks 1-5 will once again deal bonus damage based on attack power.
* Aspect of the Viper effect increased.
* Freezing Trap is no longer limited to one target at a time.
* Pet leveling speed has been increased.

Mages

* Cold Snap (Frost) cooldown reduced. It is now in the Ice Block position in the talent tree. This ability will no longer reset the cooldown on Fire Ward.
* Conjure Mana Gem (Rank 6 - Emerald) now restores 1800 to 3000 mana and has three charges.
* Ice Block (Frost) is now available on the trainer to all mages at level 30.
* Icy Veins (NEW Frost Talent) decreases casting time of all spells by 20% and increases the chance your chilling effects will freeze the target by 25%. Lasts 20 sec. 3 min cooldown. It is now in the Cold Snap position in the talent tree.

Paladins

* Crusader Strike (Retribution) now causes 110% of weapon damage and no longer gains any bonus from spell damage.
* Righteous Fury: This spell will no longer cost twice the listed mana to cast.
* Sanctified Judgements (Retribution) now returns 80% of the Seal's mana cost, increased from 50%.

Rogues

* Cheat Death: When multiple attacks land simultaenously, all those resolved after the attack which triggered Cheat Death will now have their damage reduced by 90% as intended. However, the combat log will still report them doing full damage.
* Hemorrhage: Rank 4 of this ability no longer has its charges consumed by non-physical attacks and spells.

Shaman

* Earth Shield (Restoration) mana cost reduced.
* Lightning Shield mana cost reduced.
* Water Shield now restores mana periodically regardless of how many charges remain. Duration increased to 10 minutes.

Warlock

* The health cost taken from the Warlock after using Health Funnel will now remain consistent between uses.

Warrior

* Defiance (Protection) weapon expertise will now work in all stances. This was a bug that has been fixed.
* Warriors no longer lose rage when using a macro to enter a stance they’re already in.

Professions

Cooking

* Goldthorn Tea was erroneously unlearned by most players who had learned the recipe. The recipe has been re-enabled and can be learned again from Henry Stern in Razorfen Downs at no cost.

Enchanting

* Enchant Shield - Resilience now requires a Runed Fel Iron Rod instead of a Runed Adamantite Rod.

Leatherworking

* Increased the range of leatherworking drums to 40 yards. Drums of Panic remains unchanged at 8 yards.

Items

* Amani Charm of the Witch Doctor: Tooltip typo corrected.
* Hearthstone: The cast time on this item is no longer affected by spell haste.
* Icy Chill Enchant: The triggered effect from this enchantment will now cause a melee slow and movement snare as intended.
* Idol of the Unseen Moon: This item now has a 30 second cooldown on being triggered.
* Idol of Terror: The triggered agility buff from this item no longer overwrites other agility buffs.
* The Netherscale Ammo Pouch is no longer a Unique item.
* The Knothide Quiver is no longer unique.

Dungeons and Raids

Heroic Coilfang Resevoir - Steamvaults

* Mekgineer Steamrigger's Main Chambers Access Panel is no longer interactable until Mekgineer Steamrigger has been killed.

Tempest Keep - The Eye

* The number of Blood Elves guarding Prince Kael'Thas' room has been reduced.

Zul’Aman

* The Amani'shi Warrior's Charge ability now has a minimum range.
* The melee haste provided by Halazzi's Frenzy has been reduced to 100%.
* Dragonhawks in Zul'Aman can now be skinned. This doesn't include dragonhawks that do not have loot.

Quests

* Blade's Edge Mountains: Players accepting the bombing run quests in Blade's Edge Plateaus will no longer cause other players in the region to stand up.

User Interface

* There is now an option to turn off the screen edge damage flash when you have a fullscreen UI up.
* You can sell stacks by dropping them on the merchant window again.
* Ready check (/readycheck) will now display a visual display of each party/raid member's status next to their name. This will display in the Party UI, the Raid UI and the Raid pullout UI. A player will get a check mark if they are ready, a question mark if they have not replied and a red X if they are not ready or are afk.
* You can now see raid members on the minimap as dark blue dots in addition to party members which still display as light blue dots.
* You can now shift click names while the petition window is open to paste them into the petition.
* Fixed various problems with /castsequence getting stuck.
* /cast will toggle spells again unless the name is prefixed with an exclamation mark, e.g. /castsequence Steady Shot, !Auto Shot

Bug Fixes

* Fixed “Spell/Ability is not ready yet” message when clicking quickly at the beginning of a cast.
* Fixed a server disconnect when moving the mouse over recipes in the guild bank.
* Gnomish Universal Remote will now work properly with the Fel Cannon.
* Disconnecting a USB HeadSet will no longer cause problems with the Voice Chat dropdown menus.
* Clockwork Rocket Bots will no longer attack each other in Shattrath City.
* Channel changes will now appear properly in the chat log after zoning in or out of instances.
* Unplugging headphones/speakers then plugging them back in while in WoW no longer disables all sound in WoW
* If the original owner of a custom channel gives leadership away their options menu will no longer show that they have moderation privileges.
* The first custom created guild ranking will now properly show up in the Guild Control pane drop down menu.
* Control-clicking on inventory items that teach recipes will now properly display you wearing the item made by the recipe in the dressing room UI.
* Fixed an issue that was not allowing all charges of a Field Repair Bot to be used.

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Old 11/21/07, 6:25 PM   #591
zirky
Piston Honda
 
Orc Death Knight
 
Kargath
While I agree that they should deserve a line item in the patch notes, this is the Undocumented Changes thread.

As for the issue at hand, either there has been a change, which I will agree seems quite excessive not to be noted, or its simple human error (out of ranging the paladin for example).

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Old 11/21/07, 6:30 PM   #592
Kasi
Soda Popinski
 
Retired
Tauren Death Knight
 
No WoW Account
I'm happy with the water shield change, as long as it keeps giving me the current 600 mana/minute. I hated that I have to refresh it once a minute. With totems already I'm wasting too many GCDs. The only disadvantage to this is sometimes you're getting beat/cast on a lot more, and in those situations water shield you could go through 3-4 times a minute giving back a ton of mana. (Teron for example, or pvp). But for pve this should be a buff. PVP possibly a nerf.

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Old 11/21/07, 6:33 PM   #593
Rayeth
Von Kaiser
 
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Human Mage
 
Hyjal
Originally Posted by Patch Notes
* Channel changes will now appear properly in the chat log after zoning in or out of instances.
Finally. This has been bugging me since 2.2, whenever I would accidentally pull out the cord of my headphones (jack is on the front of the computer) my entire game would go silent forcing a restart to remedy. Incredibly annoying and an excellent fix. I might just log into the PTR to test this.

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Old 11/21/07, 6:34 PM   #594
Melchior
Piston Honda
 
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Orc Death Knight
 
Skywall
Originally Posted by Kasi View Post
I'm happy with the water shield change, as long as it keeps giving me the current 600 mana/minute. I hated that I have to refresh it once a minute. With totems already I'm wasting too many GCDs. The only disadvantage to this is sometimes you're getting beat/cast on a lot more, and in those situations water shield you could go through 3-4 times a minute giving back a ton of mana. (Teron for example, or pvp). But for pve this should be a buff. PVP possibly a nerf.
You can still do that with the new Water Shield. It retains the 3 charges and they still trigger in the same manner. The only change is that there is a constant mana regen effect while it is active equal to the current minimum mana gain of live Water Shield.

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Old 11/21/07, 6:54 PM   #595
Kasi
Soda Popinski
 
Retired
Tauren Death Knight
 
No WoW Account
Then that will be a welcome change indeed. So you said constant mana regen equal to the current minimum gain? Current min gain is about 200 mana (3 charges for 600). 200 mana/5 obviously is quite overpowered. Maybe I'm not understanding what you are saying, but what value of mp5 are you getting from water shield?

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Old 11/21/07, 6:56 PM   #596
Bliss
Von Kaiser
 
Gnome Warrior
 
Cenarion Circle
The new water shield will give 600 mana every minute, or 50mp5. You just will not have to refresh it every minute like you do now.

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Old 11/21/07, 7:11 PM   #597
Osse
King Hippo
 
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Orc Hunter
 
Stormscale (EU)
How's the new aspect of the viper?

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Old 11/21/07, 7:32 PM   #598
tbsp
Glass Joe
 
Tauren Druid
 
Andorhal
Water Shield now restores mana periodically regardless of how many charges remain. Duration increased to 10 minutes. (This will result in the same exact amount of mana restored as in the current 2.3 version of the ability)
(src)

Under circumstances where the shaman is not being hit, the 2.3 version gives 50mp5.

If the new implementation is simply a 10min self-buff which provides 50mp5 until you're hit 3 times, similar to how Inner Fire works with armor, it will return less than the 2.3 version in situations where you take any damage. That is to say, not "the same exact amount of mana".

Clearly not having to manage GCDs with the new shield is better, but this just sounds like a shaman-only improved blessing of wisdom.

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Old 11/21/07, 7:40 PM   #599
Bliss
Von Kaiser
 
Gnome Warrior
 
Cenarion Circle
Or it could still have 3 charges and work like normal but giving mana every x amount of time instead of when the spell fades? I doubt they would remove the charges and make it work different than every other shield spell.

I am just waiting for the PTR to come up so I can test, but I am curious to see if it gives 600 every minute, or if it is a more constant form of regen. And also if it gives less mana as the charges get used up, meaning you would want to refresh it the moment any charge gets used.

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Old 11/21/07, 7:48 PM   #600
Illundai
Bald Bull
 
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Orc Death Knight
 
Talnivarr (EU)
Originally Posted by Bliss View Post
The new water shield will give 600 mana every minute, or 50mp5. You just will not have to refresh it every minute like you do now.
I cannot even begin to describe how amazingly good that is for a Resto Shaman.

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