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02/20/08, 9:32 PM
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#2276
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Tyson
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I just logged on the PTR to find out SKULL no longer is a stackable trinket.
GG, thanks, this disappoints me more then any other change so far.
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02/20/08, 9:33 PM
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#2277
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Von Kaiser
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ImageShack - Hosting :: wowscrnshot022008163951wh4.jpg
Seems the Nurturing Instinct currently on the PTR is far different than that in the notes, still increases Healing by 50% of your Strength, and the healing recieved in Cat Form is only boosted by 10% of your AP.
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02/20/08, 9:38 PM
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#2278
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Piston Honda
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Marks of Illidari Drop off trash in Sunwell yay!
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02/20/08, 9:42 PM
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#2279
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Von Kaiser
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Originally Posted by raffy
Negative resilience is an awesome idea (although it would have to be toggled off when outside of the PvP ruleset since would be bad for Feral tanks).
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Sounds amazing for curse of boundless agony tanking on kalec!!!
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02/20/08, 9:47 PM
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#2280
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Disillusioned Lifebloom Whore
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My 3-stack lifebloom with 2183 +healing was 770 this morning, and post-patch is now 705. I don't have time to figure out the full spectrum of the nerf, but it looks to be ~10% at the top end.
I'm sort of mystified as to this change -- LB isn't terribly overpowered in PvE (sure, it shines under the right circumstances, but is only acceptably good under most). If they're going for PvE nerfs, it seems like Chain Heal would be a much bigger target.
PvP wise, I would have thought that a better solution would be to up the mana cost -- with the spirit changes at least that would be mostly offset in PvE, while it would still nerf the PvP efficiency since most PvP gear is mp5-based.
I don't mind nerfs (cyclone in PvP has one coming IMO), but I just don't really get the need or rationale for this one.
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02/20/08, 9:52 PM
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#2281
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Piston Honda
Orc Death Knight
Moonglade (EU)
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With 263 strength 609 agility on the PTR, nurturing instinct gives me 355 +healing with 1/2 and +407 healing with 2/2. The talent is definitely bugged. Seems rank1 gives you 50% of your agility and 5% of your attack power as +healing. Rank2 gives 50% of your agility and 10% of your attack power as +healing.
Last edited by urotas : 02/20/08 at 10:00 PM.
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02/20/08, 10:14 PM
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#2282
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Always carry a white flag
Undead Death Knight
Twisting Nether (EU)
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Originally Posted by urotas
With 263 strength 609 agility on the PTR, nurturing instinct gives me 355 +healing with 1/2 and +407 healing with 2/2. The talent is definitely bugged. Seems rank1 gives you 50% of your agility and 5% of your attack power as +healing. Rank2 gives 50% of your agility and 10% of your attack power as +healing.
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Earlier when I checked it was still 50% strength for rank1, I didn't put points into it, so yea it's probably still bugged, happens often when they change talents. I'm not sure how good the change will be in the end tho, it's still rather low healing, don't enhance shamans get like 600spell power from their ap>spell conversion? That's also 600healing right? Would be nice to see something closer, even though I guess, different classes, different talents, druids heals can be cast on the run and will keep ticking even while dpsing so yeah.
And Melador, there's been LB discussions a few pages back already, probably better to keep it to the resto druid thread though, and lament on the nerf there. I believe it's not the last thing we see for resto druids, hell they might even make Healing Touch viable for all we know. I mean with the spirit change, I could see myself staying out of tree form if healing touch was good on certain fights. I could also see them changing 4T6 to 10% lifebloom periodic instead of 5% healing touch, so we'll see I guess.
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02/20/08, 10:15 PM
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#2283
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HausHead
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First gate is now opened on US PVP.
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02/20/08, 10:29 PM
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#2284
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Goomba
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Originally Posted by Melador
I'm sort of mystified as to this change...
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I'm in the same boat as this change has me stumped. I think most Druids were expecting some changes for PvP and it looked like the Arena set bonus change was it. This change though really effects PvE more though, and since Empowered Rejuvenation's change is a PvP buff, you could almost say that it's a wash for PvP.
From my math, a coefficient nerf of 8% means that a Druid that casts at least 60% LB in a raid will lose about 12% (or more) of their total healing done. Now, most guilds aren't honestly min/max guilds in the sense that it would mean that they stop raiding with their Resto Druid because of this, but since Resto Druids in raiding don't have a ton of utility in the first place, it just seems like an odd and baffling change. It has me scratching my head, but this is still only on the test server, so hopefully some other things might be in the works that might make the reasoning behind it more clear.
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02/20/08, 10:43 PM
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#2285
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Von Kaiser
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Does the coefficient nerf on lifebloom affect the final heal, as well?
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02/20/08, 10:46 PM
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#2286
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Glass Joe
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Originally Posted by Apophis
Groungind totem eating again the burn.

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We're getting different results.
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02/20/08, 10:52 PM
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#2287
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Piston Honda
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Originally Posted by Sweetcharlie
We're getting different results.
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Ya us also, his Meteor Slash Debuff Time was reduced to 40 secounds is our only visible notice (haven't hit 6 minute enrage yet).
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02/20/08, 10:56 PM
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#2288
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Bald Bull
Blood Elf Paladin
Echo Isles
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Originally Posted by Chirality
<Emberstorm/Incinerate discussion>
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While it's admirable that they're doing something to make Firelocks more viable, I hope someone at Blizzard gets the message that as long as the Improved Shadowbolt debuff exists, Shadowbolt is still going to be Destruction's primary nuke unless:
1. Incinerate produces so much more damage that it outweighs ISB's raid synergy (quite unlikely)
2. Incinerate produces its own unique raid synergy (ISB for fire damage? Would there be enough Mages like there are Shadow Priests?)
3. Incinerate produces the ISB buff itself (cleanest/easiest solution, but explaining it might be a little harder)
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02/20/08, 11:13 PM
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#2289
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Piston Honda
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Oops misread; sorry, ignore please.
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02/20/08, 11:16 PM
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#2290
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Glass Joe
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Originally Posted by Crazytrucker
Ya us also, his Meteor Slash Debuff Time was reduced to 40 secounds is our only visible notice (haven't hit 6 minute enrage yet).
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We are noticing that the burn radius is ridiculously small. You nearly have to stand in the character model to get it (not sure if this is different). Also, anyone noticing a diference in his overall HP? We are getting variances from 8.5 to 10.2 million.
Edit: Also seeing grounding totem is not absorbing burn.
Last edited by Kozik : 02/20/08 at 11:21 PM.
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02/20/08, 11:18 PM
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#2291
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Professional Windmill Tilter
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Originally Posted by Prinsesa
While it's admirable that they're doing something to make Firelocks more viable, I hope someone at Blizzard gets the message that as long as the Improved Shadowbolt debuff exists, Shadowbolt is still going to be Destruction's primary nuke unless:
1. Incinerate produces so much more damage that it outweighs ISB's raid synergy (quite unlikely)
2. Incinerate produces its own unique raid synergy (ISB for fire damage? Would there be enough Mages like there are Shadow Priests?)
3. Incinerate produces the ISB buff itself (cleanest/easiest solution, but explaining it might be a little harder)
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Being a class that requires a dot to be up in order to dps will not be very fun with haste in the game when you don't have a filler spell to cover the times when your hasted incinerate means that you can't just chain immo/incinerate without losing immolate ticks or having incinerate leave your hands without immolate still up.
Incinerate producing ISB would overpower fire locks and fire mages both. Fire does not lag that far behind shadow right now for warlocks dps-wise.
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02/20/08, 11:26 PM
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#2292
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Von Kaiser
Night Elf Warrior
Earthen Ring (EU)
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Originally Posted by Whiteknight
Restricting the players who can test the content to just the top 5-6 guilds is precisely counter to what QA is attempting to achieve. You want a broad range of testers. With different styles, gear, class makeup, etc.
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I've always wonderd why they don't invite a limited selection of raid groups to test new raid content. Not the top end groups but a sample of different groups. Slap a NDA in front of those who accept, and reward them with a mount or some such when testing is done. At least we'd avoid all the practicing on the public test realms that way and could have some sort of meaningful competition. It's not like the issue is new, by any means, it's just the first time so many groups are out there "testing".
Then if someone could think of incentives that could be added not to publish full strategies and kill videos, I might finally get back the game I enjoyed around the time of Blackwing Lair... On that note, I applaud the initiative to remove "spoilers" for the Sunwell encounters from these forums. A small step perhaps, but very much appreciated.
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02/20/08, 11:27 PM
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#2293
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Piston Honda
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Originally Posted by Kozik
We are noticing that the burn radius is ridiculously small. You nearly have to stand in the character model to get it (not sure if this is different). Also, anyone noticing a diference in his overall HP? We are getting variances from 8.5 to 10.2 million.
Edit: Also seeing grounding totem is not absorbing burn.
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The burn radius was like that previous build(v4).
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02/20/08, 11:29 PM
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#2294
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Bald Bull
Blood Elf Paladin
Echo Isles
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Being a class that requires a dot to be up in order to dps will not be very fun with haste in the game when you don't have a filler spell to cover the times when your hasted incinerate means that you can't just chain immo/incinerate without losing immolate ticks or having incinerate leave your hands without immolate still up.
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I think that's more of a problem with haste mechanics than Warlocks.
To be specific, haste is not producing true time compression because DOTs are still taking just as long to tick, causing these odd situations where you have to reach certain "breakpoints" to maintain a clean rotation (relative to 0 haste).
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02/20/08, 11:35 PM
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#2295
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Don Flamenco
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Originally Posted by Kyth
Being a class that requires a dot to be up in order to dps will not be very fun with haste in the game when you don't have a filler spell to cover the times when your hasted incinerate means that you can't just chain immo/incinerate without losing immolate ticks or having incinerate leave your hands without immolate still up.
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Isn't this what conflagrate is for? I'm guessing the base damage/coefficients/mana cost would need to be tweaked so that it makes sense dps-wise to use conflag (unlike now), even with a tick or two of immolate remaining, but as there already need to be substantial changes in order for destro fire to be viable, an extra tweak or two is hardly a big ask.
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02/20/08, 11:56 PM
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#2296
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Von Kaiser
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Originally Posted by Melador
My 3-stack lifebloom with 2183 +healing was 770 this morning, and post-patch is now 705. I don't have time to figure out the full spectrum of the nerf, but it looks to be ~10% at the top end.
I'm sort of mystified as to this change -- LB isn't terribly overpowered in PvE (sure, it shines under the right circumstances, but is only acceptably good under most). If they're going for PvE nerfs, it seems like Chain Heal would be a much bigger target.
PvP wise, I would have thought that a better solution would be to up the mana cost -- with the spirit changes at least that would be mostly offset in PvE, while it would still nerf the PvP efficiency since most PvP gear is mp5-based.
I don't mind nerfs (cyclone in PvP has one coming IMO), but I just don't really get the need or rationale for this one.
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Blizzard is probably hesitant on nerfing resto druid CC like Cyclone since it would significantly affect feral druids and balance druids in PvP as well. Considering that neither feral nor balance is remotely close to overpowered in PvP, Blizzard might end up doing more harm than good overall. Nerfing Lifebloom makes slightly more sense considering most balance druids don't use Lifebloom as often as Cyclone, while feral druids have negligible healing coefficients and won't notice the difference.
I agree that it's a strange nerf from a PvE perspective... I don't see guilds actively stacking resto druids in raids for their overpowered Lifebloom healing coefficients. For PvP, the change to the resto druid 4-piece PvP bonus and the drinking mechanic change seem like sufficient PvP-centric nerfs for small arena bracket restos. Hopefully Blizzard reconsiders this coefficient nerf.
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02/21/08, 12:51 AM
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#2297
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Von Kaiser
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Conflagrate always lowers your DPS, assuming you are wearing better gear than greens of the eagle, unless you are fighting a trash mob that will die before your bolt spell will hit it. You lose out on a tick of immolate by casting conflag, and it only gets 42% of your fire damage for a global cooldown investment.
Edit:
Originally Posted by Icywind
I agree that it's a strange nerf from a PvE perspective... I don't see guilds actively stacking resto druids in raids for their overpowered Lifebloom healing coefficients. For PvP, the change to the resto druid 4-piece PvP bonus and the drinking mechanic change seem like sufficient PvP-centric nerfs for small arena bracket restos. Hopefully Blizzard reconsiders this coefficient nerf.
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Considering most guilds have at least 1 feral druid, and possibly a balance druid, that would mean 3 druids in a raid, which is about spot on, considering there are 9 classes and 25 raid spots.
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02/21/08, 12:53 AM
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#2298
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Banned
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I just logged on the PTR to find out SKULL no longer is a stackable trinket.
GG, thanks, this disappoints me more then any other change so far.
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This was such an unnecessary change, it made the trinket truly worth its item level and lore history.
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02/21/08, 1:04 AM
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#2299
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Bald Bull
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Conflag is currently a dps loss because its coefficient is unmodified from its default 1.5/3.5 from being an instant-cast (plus emberstorm, but incinerate gets that too). In order for Conflag to pull its weight, it would need a coefficient boost relative to its cast time on the order of Shadow & Flame, plus the effective boost from whatever cast time reduction they decide to place on incinerate, plus the coefficient on the last tick of immolate. Emberstorm or S&F seem like the logical place to drop such changes. S&F probably makes more sense; it would make emberstorm bloated and a bit scattered, although still somewhat consistent (various fire spells do more damage somehow).
Personally I would prefer a fire-based ISB-type proc or some other fire-related raid buff. If you were the only destro warlock in a raid group, playing destro would actually become interesting as you try to maintain both buffs. Alas, mages would have to get nerfed in the process.
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02/21/08, 1:14 AM
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#2300
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Piston Honda
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Originally Posted by Nuveena
I've always wonderd why they don't invite a limited selection of raid groups to test new raid content. Not the top end groups but a sample of different groups. Slap a NDA in front of those who accept, and reward them with a mount or some such when testing is done. At least we'd avoid all the practicing on the public test realms that way and could have some sort of meaningful competition. It's not like the issue is new, by any means, it's just the first time so many groups are out there "testing".
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It would be utterly unmeaningful - the guilds that had been in the closed beta would be first, and everyone else would be last. By having an open testing period, everyone at least gets an equal shot at the new content (technical difficulties and continent timing differences aside.)
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