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Old 02/28/08, 3:42 PM   #3301
Mizerok
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Troll Shaman
 
Spinebreaker
Originally Posted by giansm View Post
Right, the Redeemer's Alchemist Stone is one of the best trinkets available for probably all healing classes. It's got the highest amount of passive +healing you can get on a trinket (same as Memento and Glimmering Naaru Sliver) and a powerful mana-return effect. As an alchemist you may be using Mad Alchemist potions anyway, and then the 40% effect becomes even better since it applies to the health return as well. I'd say that between Mad Alchemist potions and the Redeemer's Stone, healer-alchemists will be very satisfied.

The complaints have by and large come from DPS classes that would like to see something that competes with the extremely powerful trinkets that are available to them.
Kinda makes me wonder how many DPS classes actually have alchemy compared to the number of healers that have alchemy, and if Blizzard simply made the healing one, then said that they simple "had" to make one for anyone else that might have alchemy as well...just so they can't complain...

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Old 02/28/08, 3:43 PM   #3302
 Anias
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Blood Elf Warlock
 
Mal'Ganis
The issue is that mana potions are vastly better than healing potions, and benefit healers exclusively in the case of the trinket.

As a warlock, I want something that would benefit destruction potions.

As a tank, I want something that would benefit ironshield potions.

As melee dps, I want something that benefits haste potions.

Noone cares about healing potions, as you do not eat them every cooldown in most cases and even if you did you'd probably be looking at greater protection or rejuvenation potions (hi2u loatheb)

The alchemist buff should be inate, instead of a trinket slot - your character is an alchemist, they just get xx% more from potions/elixirs. You can do this by making special "alchemist only flasks/potions" or you can do it by making an enchant they apply to a trinket/neck of their choice. (Enchant Neck: Chani's drinking tap: increases the effects of mana potions...)

Lastly:

Defense without stamina, given the state of the itemization formulas and effective life as they exist, is foolish.
Spell hit without spell damage, given the state of the itemization formulas and the hit cap as they exist, is foolish.

54 spell hit is great, right up until you add it all up and realize you cannot change your excess hit into +dmg. Same deal with defense vs dodge/stamina.

Something to consider going forward: removing caps on stat effectiveness gracefully. It's clearly going to come up again and it's enough of an irritant that it might be worth looking at. Having to get to precisely 202 spell hit is getting old in a hurry.

Math is very easy, explaining math is quite difficult.
 
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Old 02/28/08, 3:43 PM   #3303
PSGarak
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Will there be a title associated with completing that attunement quest as well? And is the attunement quest a requisite to the inside-Kara quests?

 
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Old 02/28/08, 3:44 PM   #3304
 GokieKS
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Citania
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# Flametongue Weapon damage effects for rank 3 and above now also reduce healing done to the target by 50% and lasts 5 seconds.
# Flametongue Totem damage effects now also reduce healing done to the target by 50% and lasts 5 seconds.
FT Weapon I can see. But FT Totem is supposed to give a MS effect as well?
 
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Old 02/28/08, 3:46 PM   #3305
Mizerok
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Originally Posted by GokieKS View Post
FT Weapon I can see. But FT Totem is supposed to give a MS effect as well?
From what it looks like, yeah. Just means that rogues/melee DPS will be looking for red totems instead of green/blue totems.

@ PSGarak:

Nothing that I have seen so far would indicate that they would be adding a title, but who knows, could be a cool title as well, or something really, really stupid.

The benefits of drinking out of combat have been delayed while in the Arena. It will now take four seconds before the full benefit of the mana regeneration will come into effect.
Seems to be that they removed the delay from the returns from drinking unless you are inside an arena, which is nice.

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Old 02/28/08, 3:48 PM   #3306
Nurru
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Originally Posted by Mizerok View Post
Kinda makes me wonder how many DPS classes actually have alchemy compared to the number of healers that have alchemy, and if Blizzard simply made the healing one, then said that they simple "had" to make one for anyone else that might have alchemy as well...just so they can't complain...
DPS classes "should" have Enchanting, Jewelcrafting, Leatherworking and/or Tailoring on their mains. The reason being that dps craftables (best in slot robes in t4-t5 content, Sunwell robe), ring enchants, epic gems and drums all increase dps. Alchemy doesn't, especially considering that for most classes they lose dps by using the Alchemist's Stone. For this reason there is/was no reason to keep the profession on a dps raiding main.

< Aislinana> Why would it be my job to sleep with vontre? Don't I have standards?
 
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Old 02/28/08, 3:49 PM   #3307
 Penguin
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Hyjal
Originally Posted by PSGarak View Post
Will there be a title associated with completing that attunement quest as well? And is the attunement quest a requisite to the inside-Kara quests?
The specific note was:
"Players will no longer need the Master’s Key to enter Karazhan. The gates to Karazhan will still require the Master’s Key to be unlocked."

So you'll need at least 1 keyed person to open the door, and I assume that the chaining of quests will remain intact. Doubtful that they would attach a title to it though.

There's not some hidden "but he tries really hard" variable built into the game. -Slake

I always love the "it doesn't fit my style of play" line. There are only two styles of play; Correct, and Incorrect. The only people that ever use this line are people with the incorrect style of play. -Sebudai
 
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Old 02/28/08, 3:52 PM   #3308
Mizerok
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Originally Posted by Nurru View Post
DPS classes "should" have Enchanting, Jewelcrafting, Leatherworking and/or Tailoring on their mains. The reason being that dps craftables (best in slot robes in t4-t5 content, Sunwell robe), ring enchants, epic gems and drums all increase dps. Alchemy doesn't, especially considering that for most classes they lose dps by using the Alchemist's Stone. For this reason there is/was no reason to keep the profession on a dps raiding main.

Right, and as all of us know, anyone can have whatever they want whenever they want, regardless of what class they might be, or spec either. The only plus for DPS classes to have alchemy is the convenience of not having to find someone to make potions for you, well, and now an OK trinket.

@ Karazhan Attunement Title:

Promethean, Is Casual

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Old 02/28/08, 3:54 PM   #3309
Nurru
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Originally Posted by Mizerok View Post
Right, and as all of us know, anyone can have whatever they want whenever they want, regardless of what class they might be, or spec either. The only plus for DPS classes to have alchemy is the convenience of not having to find someone to make potions for you, well, and now an OK trinket.
Yes, but Blacksmithing has no use for a Mage and I don't see that changing anytime soon. Why does every profession need to be useful for every class and/or role? I could be misunderstanding you.

< Aislinana> Why would it be my job to sleep with vontre? Don't I have standards?
 
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Old 02/28/08, 3:56 PM   #3310
Illundai
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Felmyst just died on the pull for us. Anyone else?

 
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Old 02/28/08, 3:57 PM   #3311
 Penguin
Not Enough Rage.
 
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Tauren Warrior
 
Hyjal
Originally Posted by Illundai View Post
Felmyst just died on the pull for us. Anyone else?
To allow players on the PTR to test the encounters after Felymyst, we've decided to disable Felmyst on the PTR. When Felmyst is engaged, she will now kill herself and allow raids to continue on to the encounters afterwards.

As a reminder, Kalecgos and Brutallus are also still disabled at this time.
WoW Forums -> Felmyst disabled on PTR

There's not some hidden "but he tries really hard" variable built into the game. -Slake

I always love the "it doesn't fit my style of play" line. There are only two styles of play; Correct, and Incorrect. The only people that ever use this line are people with the incorrect style of play. -Sebudai
 
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Old 02/28/08, 3:59 PM   #3312
Douglas
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Originally Posted by Anias View Post
Something to consider going forward: removing caps on stat effectiveness gracefully. It's clearly going to come up again and it's enough of an irritant that it might be worth looking at. Having to get to precisely 202 spell hit is getting old in a hurry.
How?

My first thought is: asymptotically. The "problem" with that is, nobody could ever achieve today's success levels. You couldn't ever get your spell miss chance to effectively 0%. You could always add more and get some benefit from that, but the benefit would be less and less with each point added. This isn't necessarily a problem if new content is tuned around this, but finding the gear optimization sweet spots would get a lot more complex.

My second thought is: tie additional effects to the stat. Like, consider defense. A lot of people build it up to get crit-proof, then don't care so much about getting more, but getting more is not useless. It still adds avoidance. Maybe have spell hit in and of itself add a wee bit of crit, or raw power, or tweaked proc rates, or maybe even lowered mana costs, so going over 202 is not optimal, but is also not useless?

What else could work?
 
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Old 02/28/08, 4:00 PM   #3313
Illundai
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Did anyone actually have enough time to kill/test the new version of her (they did get some new changes in on him btw)?

 
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Old 02/28/08, 4:03 PM   #3314
Mizerok
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Originally Posted by Nurru View Post
Yes, but Blacksmithing has no use for a Mage and I don't see that changing anytime soon. Why does every profession need to be useful for every class and/or role? I could be misunderstanding you.
Doesn't, but people do expect Blizzard to cater to whatever the hell they wanna be, no matter how much it doesn't make sense. I for one don't see why in the hell you would wanna be an Alchemist outside of being a healer, but I am not the only person in the world, and I am sure that some casual dood somewhere is an alchemist...warlock...or something.

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Old 02/28/08, 4:07 PM   #3315
Skulli
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Are the gates on the eu ptr open now? Would be pointless to disable first three bosses without
 
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Old 02/28/08, 4:07 PM   #3316
Caligula
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Magtheridon
Originally Posted by Penguin View Post
The specific note was:
"Players will no longer need the Master’s Key to enter Karazhan. The gates to Karazhan will still require the Master’s Key to be unlocked."

So you'll need at least 1 keyed person to open the door, and I assume that the chaining of quests will remain intact. Doubtful that they would attach a title to it though.
"Conquistador of Deadwind Pass" maybe?

As for the Alchemy trinkets. If they're going to stick with each one being heavy in a single stat, it's a bit hard to make them balanced for PvE and PvP, and at the same time not making them 100% far and away best in slot items that would force everyone to take up Alchemy.

I, for one, don't mind the spell hit rating trinket. There is a plethora of spell haste laden items coming out, and even with a talented 10% to hit I'm almost worried that I wont be able to hit the cap. Replacing my T6 with the new Sunfire items alone will drop me to near the cap. If I try to add in a few more haste pieces on top of that I'll be short. I'd rather get all of my hit from a single slot and have freedom to pick and choose other pieces than have to gather every single decent piece of hit gear available just to dance around the cap while replacing the old gear with new Sunwell pieces. Either that or regem every time I get new piece of gear.

As for the crit rating one, what can they do? Change to hit rating? It would be mostly useless for Warriors? Haste rating? Same thing. Without custom tailoring each trinket to each class, someone is going to be disappointed no matter what.

 
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Old 02/28/08, 4:10 PM   #3317
Touf
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Ner'zhul
Originally Posted by GokieKS View Post
FT Weapon I can see. But FT Totem is supposed to give a MS effect as well?
What class is actually going to prefer this over WF? Hunters? I guess if you have some weird resto shaman/ret pally combo it might work.

On second thought, this is sometimes better than wound mainhand for rogues...interesting.
 
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Old 02/28/08, 4:11 PM   #3318
dr_AllCOM3
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Originally Posted by Illundai View Post
Did anyone actually have enough time to kill/test the new version of her (they did get some new changes in on him btw)?
Seems like they want to promote Protpalas. Phase 1 was doable for us, you just need the coordination in phase 2. Collect the adds and dodge the breath. Challenging, we liked it .
 
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Old 02/28/08, 4:13 PM   #3319
Vhex
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Black Dragonflight
Originally Posted by GokieKS View Post
FT Weapon I can see. But FT Totem is supposed to give a MS effect as well?
Pretty certain that by the time WOTLK rolls around, they'll have given MS to every class anyways so I wouldn't worry too much about it. I've got my money on 2.5 adding a MS effect to fireblast.

I second the motion to make the alchemy stone just grant like +300 hp/mana when any pot is used, and then otherwise itemize them as fairly decent trinkets besides. Though as an enchanter, I'm eagerly awaiting our tradeskill buffs in this patch. WTB: Neck and belt enchants. <3
 
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Old 02/28/08, 4:13 PM   #3320
Caligula
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Originally Posted by Illundai View Post
Did anyone actually have enough time to kill/test the new version of her (they did get some new changes in on him btw)?
Felmyst was significantly buffed last night when we attempted her. We certainly didn't come close to killing her, we had far too few healers online at the time.

 
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Old 02/28/08, 4:14 PM   #3321
Emeraude
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Sargeras
The new Blizzcast is up. BlizzCast Episode 2: Interviews with Chris Metzen, Geoff Goodman, Andy Chambers and Tom Chilton

One particular question caught my eye in relation to 2.4(PvE tokens for PvP gear), and the thought process.

Bornakk: Okay. And the last question is: will PvE players be able to be more competitive in PvP in the expansion? There are a lot of raiders out there who would love to be able to mix up their gameplay but feel they're unable to do so due to the effects of resilience on PvP and so they want to make it more accessible to go between the two.

Tom Chilton: Yeah, definitely. That's something that we have identified as a problem; the crossover for players that are very deep in the end-game PvE not being able to take part in PvP. Although, I wouldn't even necessarily say it's people who are just deep in the end-game PvE, in general, the PvE itemization won't allow you to PvP very effectively. So, that's something that we are not only changing in the expansion, but we also have some pretty significant changes going in in 2.4 to help address that. Specifically, in patch 2.4, we've added a lot of PvP-oriented loot to different areas of PvE without simply just dropping them off a boss of instances.

For example, we have a lot of dungeon-quality PvP loot you'll be able to get through the reputations, the different dungeon reputations, we also have, in the different raid tiers, for example, the Karazhan raid tier, the Tier 4 raiding gear, you'll be able to exchange those set item tokens for the Season One PvP gear. You'll be able to take the Tier 5 and 6 tokens and turn those in for Season Two quality PvP gear. That way, once you've got a zone farmed out, you can actually go back to it for longer to get some PvP gear out of it. It won't necessarily be the absolute best stuff that's in the game, in the same way that if you're just doing PvP, you don't necessarily have the absolute best gear for PvE. But, it should at least get you to a point where you're competitive.

It will also help in the case of where you're rolling up an alt. Let's say you've dinged an alt recently at level 70 and you want to get involved in PvP. You'll be able to both go through instances and do some battlegrounds in order to get geared up and catch up and get into the competitive PvP a little bit more easily.
 
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Old 02/28/08, 4:14 PM   #3322
tedv
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Originally Posted by Caligula View Post
As for the crit rating one, what can they do? Change to hit rating? It would be mostly useless for Warriors? Haste rating? Same thing. Without custom tailoring each trinket to each class, someone is going to be disappointed no matter what.
Well the analogies to healing, the trinket people are most excited about, are spell damage, attack power, and stamina. 54 crit rating works out to 108 attack power, 65 spell damage, or 81 stamina. I can see issues with a passive 81 stamina in PvP, but the other two options seem pretty tame Even an 81 stam trinket is just 300 health more than the furies deck, which seems good but not horribly imbalanced in the grand scheme of things.
 
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Old 02/28/08, 4:14 PM   #3323
Tianira
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Blood Elf Paladin
 
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Originally Posted by Skulli View Post
Are the gates on the eu ptr open now? Would be pointless to disable first three bosses without
The gates to the Twins seem to be open on EU PvE.
 
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Old 02/28/08, 4:15 PM   #3324
Wilken
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Human Paladin
 
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All those complaining about the Defenders version, realize that it is a better version of the hydross trinket without the on use, and that most tanks use 1 stam trinket and 1 avoidance trinket right....
 
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Old 02/28/08, 4:18 PM   #3325
Brennik
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Vek'nilash (EU)
Eagerly awaiting Shield Slam to receive an MS component. Since MS is kinda mandatory if you ever want to burst anything down it's probably "good" for the game to spread the ability around...

I won't enjoy playing any clothie in any arena bracket though.
 
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