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02/11/08, 4:18 PM
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#926 (permalink)
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Don Flamenco
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Looks like they may be contemplating a change to the Mystical Skyfire Diamond.
http://i112.photobucket.com/albums/n...108_024316.jpg
Credit: Thanks to Socio and Shinanigans for noticing the change.
When it procs the buff reads: "Spell haste rating is increased by 320."
So you would cast 20% faster for 6 seconds, instead of 1 spell 100% faster.
The internal cooldown seems to still be 45 seconds.
If they implement the change, this gem will become much less popular.
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02/11/08, 4:22 PM
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#927 (permalink)
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Specced the Right Tree
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Originally Posted by Copernicus
From one of the earlier interviews, the intended level of difficulty was around Shadow Lab/Shattered Halls.
It could be a matter of familiarity making an instance easier. I know my first few times through an instance it's always a guess as to which mobs should be CCed, Mind Controlled, and the first target.
Also, I need to get [Phoenix Hatchling] pet off of Kael.
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No, it's definitely strictly harder than any other normal mode instance. Mobs cast spells somewhere in the 2k damage neighborhood, which is much higher than any other normal mode instance. They also chain cast them faster than anywhere I've seen before (around the rate of the last boss in Mana Tombs), and they throw out an AE that increases spell damage taken by 75% and reduces healing by 75% for as long as you stand in it (as a side note, it's a pretty annoying ability since there's no clear boundry to the AE).
I saw the Phoenix Hatchling drop the one time I got to kill Kael'Thas. I did the dungeon about 3 times total, with 2 crashes/server resets in between. One run I saw two 20 slot bags drop, BoP/Unique iirc.
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Originally Posted by Drysc
How many people do you think want to transfer from their PvP realm to a PvE realm?
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[19:37] * Joins: Unregistered331
[19:37] <Minhjaal> Greetings and welcome to #elitistjerks. I notice you are Unregistered. As such people tend to ask the most retarded questions imaginable, we have implemented a participation system. To participate, format all questions as /part <question here> Thank you.
[19:38] * Parts: Unregistered331 (whats the nick command)
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02/11/08, 4:31 PM
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#929 (permalink)
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Glass Joe
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Originally Posted by Fendryl
Are you both the GMs of your live side guilds? Wondering if we should /gleader prior to buying tabs, or if that'll even matter.
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Yes I am the GM.
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02/11/08, 4:35 PM
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#930 (permalink)
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And It's Delicious
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Originally Posted by Skyhoof
Looks like they may be contemplating a change to the Mystical Skyfire Diamond.
http://i112.photobucket.com/albums/n...108_024316.jpg
Credit: Thanks to Socio and Shinanigans for noticing the change.
When it procs the buff reads: "Spell haste rating is increased by 320."
So you would cast 20% faster for 6 seconds, instead of 1 spell 100% faster.
The internal cooldown seems to still be 45 seconds.
If they implement the change, this gem will become much less popular.
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Yes, NO ONE HAS NOTICED THIS CHANGE YET.
It certainly hasn't been posted about in this thread. Or posted a combatlog filtered to show the ICD and buff duration.
And the buff only lasts 4 seconds, despite the tooltip.
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http://mmorchive.net
The WoW forums, explained:
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Originally Posted by Vontre
Oh, nah, I just type things for the sake of typing things. ^_^
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02/11/08, 4:35 PM
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#931 (permalink)
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Von Kaiser
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Edit: deleted, Kalman beat me to it.
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02/11/08, 5:33 PM
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#932 (permalink)
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Great Tiger
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Originally Posted by JamesVZ
No, it's definitely strictly harder than any other normal mode instance. Mobs cast spells somewhere in the 2k damage neighborhood, which is much higher than any other normal mode instance. They also chain cast them faster than anywhere I've seen before (around the rate of the last boss in Mana Tombs), and they throw out an AE that increases spell damage taken by 75% and reduces healing by 75% for as long as you stand in it (as a side note, it's a pretty annoying ability since there's no clear boundry to the AE).
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As a small note, many of the abilities you have noticed are very controllable. Magisters have a stacking spell haste buff that can be purged, spellstolen and presumably dispelled by example. They are also terribly squishy and do not need tanking so are a natural CC or burn target. If fact, I'd go so far as to say every mob type or ablility I encountered can be dealt with by a fairly wide range of classes with some awareness of what each target does. It actually reminds me of Shattered Halls that way in that mob knowledge will make it much easier than it might initially appear.
Overall, I was very impressed with the design of the place; even if I won't likely be running it much on Live.
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02/11/08, 5:39 PM
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#933 (permalink)
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World of Badgecraft Subscriber
Night Elf Druid
Xavius (EU)
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Drinking nerf
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This is an intentional change to how drinking works. The amount of mana regenerated now ramps up, so you will see little or no mana regen the first few seconds and then it will increase as the duration continues.
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[BUG] Drinking Water
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02/11/08, 5:50 PM
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#934 (permalink)
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Von Kaiser
Night Elf Priest
Argent Dawn (EU)
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This is an intentional change to how drinking works. The amount of mana regenerated now ramps up, so you will see little or no mana regen the first few seconds and then it will increase as the duration continues.
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I bet that'll be real fun when leveling as a caster too. If they want to nerf drinking in the arena, do that instead of silly across the board PvE nerfs.
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02/11/08, 5:53 PM
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#935 (permalink)
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Filibuster vigilantly
Human Warrior
Bronzebeard
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Originally Posted by Malan
I hope that all of you on the PTR who are posting about these little annoyances (the goggles, the daily quests that don't give credit until the very end, etc) are also posting bug/feedback reports for them.
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Yes indeed. I've been throwing in the suggestions and bug reports left and right. nearly everything mentioned thus far in this thread is something I ran into yesterday (With the exception of Sunwell Bugs, since my guild hasn't finished copying over yet...), and all of them have been reported in detail. I certainly expect many others are doing the same. I mean, if they're not going to actually test, why copy over at all?
Originally Posted by Playered
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Interesting change, if somewhat bizarre. Perhaps this is being done to diminish the flexibility of being able to get OOC and drink in arenas, even if only for a couple of ticks? That's the only rationale I can think of, and even then I'm not sure drinking in arenas was powerful enough to justify changing the mechanic. I guess we shall see how it plays out!
Last edited by vorpalblade : 02/11/08 at 5:59 PM.
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02/11/08, 5:55 PM
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#936 (permalink)
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Glass Joe
Undead Warlock
Jaedenar (EU)
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About the lack of spellhit...
Right now everyone and their mother use +12 dmg gems except 2 slots to activate the CSD meta. Not suprsingly the shortage of those red gems gave birth to a big outcry about the droprate of the epics gems, which I think they increased with last patch. This change will probably force players to use other gems such as 6 dmg, 5 spellhit so the amount of usable gems will go up, not bad if you ask me.
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02/11/08, 5:59 PM
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#937 (permalink)
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Piston Honda
Night Elf Druid
Earthen Ring
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Originally Posted by Vanadi
I think this bow has the potential to be a legendary like Thunderfury. If blizzard makes a cool animation out of the arrows it fires you can get this whole WOW THUNDERFURY effect again on people.
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It uses the energy of the sun to produce it's own ammunition?
Anyone want to take bets that, in use, it looks something like the ranger's energy bow from that old "D&D" cartoon?
YouTube - Dungeons and Dragons
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02/11/08, 6:02 PM
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#938 (permalink)
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Piston Honda
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Originally Posted by vorpalblade
Yes indeed. I've been throwing in the suggestions and bug reports left and right. nearly every so far mentioned in this thread is something I ran into yesterday (With the exception of Sunwell Bugs, since my guild hasn't finished copying over yet...), and all of them have been reported. I certainly expect many others are doing the same. I mean, if they're not going to actually test, why copy over at all?
Interesting change, if somewhat bizarre. Perhaps this is being done to diminish the flexibility of being able to get OOC and drink in arenas, even if only for a couple of ticks? That's the only rationale I can think of, and even then I'm not sure drinking in arenas was powerful enough to justify changing the mechanic. I guess we shall see how it plays out!
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I'm not happy with the change, coming from a PVE perspective. I imagine it's common practice between casters to plop down to drink for a few seconds between each trash pull in instances, or whatever out of combat breaks we get, to ensure that we're able to continue powerpulling. Now, it takes as long as 10 to 15 seconds for you to begin regenerating any real amount of mana.
Also, I'm not 100% sold on this being intended. YES, I know, it is said that they are changing the way regenerating mana from water works so that it has a 'ramp up' time, however, after playing around on the PTR today for a while, I came across a handful of bizarre things regarding drinking water -- to name a few:
* No amount of mana regenerated from water, over the whole 30 seconds.
* The "Drinking" buff not resetting it's duration when I attempted to eat another manna biscuit at about 5 seconds left (the food buff reset back to 30, the water one refused to, despite me starting to eat at least another 2 biscuits after I noticed it)
Truly, a bizarre change, but it's certainly buggy.
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02/11/08, 6:03 PM
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#939 (permalink)
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Piston Honda
Night Elf Druid
Earthen Ring
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Originally Posted by Zephro
The Grand Magister's Staff looks a little silly. What use is 50 spellhit?
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It is probably worth pointing out that the amount of actual spell hit you get from 50 spell hit rating is level dependent. People who use the Grand Magister's Staff while leveling to 80 and into the start of the level 80 endgame might very well like having access to amounts of spell hit that are in practical terms completely worthless today, no?
(Has anyone extrapolated the new level 80 stat caps yet? We have enough information to do the math around here somewhere, don't we?)
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02/11/08, 6:05 PM
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#940 (permalink)
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Spymaster
Karnadas
Draenei Shaman
No WoW Account
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It's rather clear right now why that staff has 50 spell hit. Virtually none of the pieces in Sunwell have any hit on it. Casters do need hit to raid. Thus they'll certainly want to use that staff.
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02/11/08, 6:07 PM
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#941 (permalink)
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Piston Honda
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Originally Posted by Douglas
It is probably worth pointing out that the amount of actual spell hit you get from 50 spell hit rating is level dependent. People who use the Grand Magister's Staff while leveling to 80 and into the start of the level 80 endgame might very well like having access to amounts of spell hit that are in practical terms completely worthless today, no?
(Has anyone extrapolated the new level 80 stat caps yet? We have enough information to do the math around here somewhere, don't we?)
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Additionally, the DPS caster loot revealed thus far is almost devoid of +hit. The +50 Spell Hit on the Magister's Staff goes a long way in letting casters (specifically warlocks) have freedom when gemming the new items.
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02/11/08, 6:12 PM
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#942 (permalink)
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Get the sword to kill the dragon to get the...
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Originally Posted by Knasen
About the lack of spellhit...
Right now everyone and their mother use +12 dmg gems except 2 slots to activate the CSD meta. Not suprsingly the shortage of those red gems gave birth to a big outcry about the droprate of the epics gems, which I think they increased with last patch. This change will probably force players to use other gems such as 6 dmg, 5 spellhit so the amount of usable gems will go up, not bad if you ask me.
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Which is true, except +Dmg has no cap, and +hit does.
Which wasn't *as* big a deal when it was just my money buying new gems as I danced around the 16% +hit cap, but is a bigger deal with epic gems.
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02/11/08, 6:13 PM
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#943 (permalink)
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King Hippo
Tauren Druid
Tarren Mill (EU)
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I can see why they want to stop people from drinking in arenas. Many 2v2 matches are an exercise in getting OOC and drinking and eventually make games last ages. 30 minutes is not uncommon in drain matches and just getting out of combat for 5 seconds is incredibly powerful. At least I'd welcome it, it's incredibly tedious playing those games.
Now I sincerely hope they make nightelves unable to shadowmeld while drinking, if my guess above is correct they ought to at least.
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02/11/08, 6:16 PM
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#944 (permalink)
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Irregardless, he supposebly knows alot.
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If the intention is to stop drinking in arenas, wouldn't it just make more sense to disallow drinking in the arenas? If, like some reports have said, it takes 15 entire seconds to ramp up to any reasonable amount of regen, that pretty much makes drinking in arenas pointless. But it also has a profound effect on PvE, where I'm typically sitting to drink every time combat drops to get as many ticks in as I can afford.
I wonder if it also has something to do with trying to encourage people to look at spirit as well.
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02/11/08, 6:18 PM
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#945 (permalink)
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Great Tiger
Human Paladin
Earthen Ring
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Originally Posted by Douglas
(Has anyone extrapolated the new level 80 stat caps yet? We have enough information to do the math around here somewhere, don't we?)
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You could extrapolate from the level 60 and level 70 numbers, but that assumes that Blizzard will keep scaling things linearly. But they could very easily change the rate of scaling for the next expansion (just as many things scale differently for 60->70 than they do for 1->60). For all practical purposes, the level 80 numbers will be whatever the developers want them to be.
Originally Posted by zeidrich
If the intention is to stop drinking in arenas, wouldn't it just make more sense to disallow drinking in the arenas? If, like some reports have said, it takes 15 entire seconds to ramp up to any reasonable amount of regen, that pretty much makes drinking in arenas pointless. But it also has a profound effect on PvE, where I'm typically sitting to drink every time combat drops to get as many ticks in as I can afford.
I wonder if it also has something to do with trying to encourage people to look at spirit as well.
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Yeah, that's going to be annoying. As a prot paladin it's nice to be able to get a boatload of waters at the beginning of the raid and the just use them anytime there's a tiny break in the action to top off mana for the next pull.
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My comrades are my weapons, and I am their shield.
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02/11/08, 6:25 PM
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#946 (permalink)
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Piston Honda
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So, I have not seen this mentioned all thread, and I'm keenly interested to know: Are there BoP BT gems on the badge vendor(s)? I'm going to reference [Bright Crimson Spinel] ( Bright Crimson Spinel - Items - World of Warcraft version) and [Runed Crimson Spinel] ( Runed Crimson Spinel - Items - World of Warcraft version) which appear under the "new in 2.4" section of WoWhead. BoP, statless, iLevel 100, no current source... Has anybody actually seen these on vendors? Or as some sort of repeatable quest-reward? This has serious (good!) implications for everyone if they are vendor purchasable.
Last edited by Angeron : 02/11/08 at 6:30 PM.
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Though I can hide my cold gaze, and you can shake my hand and feel flesh gripping yours, and maybe you can even sense our lifestyles are probably comparable; I simply am not there.
On your server, causing econo-trauma.
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02/11/08, 6:27 PM
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#947 (permalink)
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Don Flamenco
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Originally Posted by Jubling
I bet that'll be real fun when leveling as a caster too. If they want to nerf drinking in the arena, do that instead of silly across the board PvE nerfs.
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Amount of mana restored is the same, so people who drink normally (full 30 sec duration) will not be affected.
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02/11/08, 6:27 PM
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#948 (permalink)
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Great Tiger
Orc Warrior
Burning Blade
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Originally Posted by Cathela
You could extrapolate from the level 60 and level 70 numbers, but that assumes that Blizzard will keep scaling things linearly. But they could very easily change the rate of scaling for the next expansion (just as many things scale differently for 60->70 than they do for 1->60). For all practical purposes, the level 80 numbers will be whatever the developers want them to be.
Yeah, that's going to be annoying. As a prot paladin it's nice to be able to get a boatload of waters at the beginning of the raid and the just use them anytime there's a tiny break in the action to top off mana for the next pull.
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Even if you were to extrapolate from the stat budget scaling, you'd be lacking consistent information about the values associated with skills, in terms of base values and mana cost. It would be pointless to try to extrapolate that information, because it varies wildly from skill to skill. And moreover, if mana is going to be anything other than a non-factor, they're going to have to do something different with skill costs. As it stands, you would assume they'd increase mana costs by 10-20%, and then assume that overall spell damage from gear will increase by around 75%, thus placing shadow priests into the realm of infinite mana, and warlocks in a good position as well. In fact, assuming that regeneration from gear increases by 75% as well, every class will be in a roughly analogous place.
And they can't very well just drastically increase mana costs on level 80 skills, because that'll just place extra emphasis on using the level 70 versions for huge efficiency gains.
So whatever they do will probably have to involve some formula changes, or some other non-trivial modifications.
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