I would think the top 10 guilds in the world are that for a reason, not just because they raid on the PTRs Picking 10 (or some such number) "average" guilds to test content would hardly skew the race for world firsts. But sure, make it part of the agreement that they stay out of the instance for a few weeks after it goes live, and you eliminate that possibility too.
Prot warriors and paladins have stam on their T6, yet druids have int and zero stamina on feral gear. I can't help but wonder what were they thinking when they made this. Seriously, I might as well use some lousy PvP or badge gear since it has armor/stamina I need to tank, and that's my main purpose in the raid. Also, what's the point of +int stats on my T6, how is that suppose to help me tank?
Prot warriors and paladins have stam on their T6, yet druids have int and zero stamina on feral gear. I can't help but wonder what were they thinking when they made this. Seriously, I might as well use some lousy PvP or badge gear since it has armor/stamina I need to tank, and that's my main purpose in the raid. Also, what's the point of +int stats on my T6, how is that suppose to help me tank?
I was just talking about that on vent, and with the addition of +crit rating, I really got the feeling someone QUICKLY re-itemized that stuff, or an intern!
On the latest build of the PTR, the gold portion of the cost of [Nether Vortex] purchased from G'eras was removed. The cost is now 15 [Badge of Justice].
Edit: and they have added names and icons for the rings. No longer are they Sunwell Badge Loot - X Ring they are:
Caster - [Fused Nethergon Band]
Melee - [Angelista's Revenge]
Healer - [Anveena's Touch]
Tank - [Ring of the Stalwart Protector]
I really got the feeling someone QUICKLY re-itemized that stuff, or an intern!
Perhaps not an intern, but I speculate some kind of batch job that simply ran through whatever internal database Blizzard uses to manage their items.
In the initial 2.4 Ret item change, it was quickly apparent that the spell damage values were converted directly into STR merely by running the amounts through a multiplier (I forget the exact math though).
The same pattern repeated itself with critical strike rating being converted into resilience on the PvP Ret sets, and I suspect with these T6 changes as well.
Without combing through the items individually, it produced oddities such as Tier Ret sets still have MP5 socket bonuses, or the Holy Priest T6 having spell hit, and this aforementioned Feral set getting 0 STA.
Had to encode in Xvid - Divx gave an error and crashed twice during the encode process at like 20%~, I was informed some people are seeing it as scrambled, so try getting the codec from Xvid.org: Home of the Xvid Codec
Total: 127 stamina loss for 85 crit rating gain. Thats 2047 hp less in Bear form unbuffed.
These changes are terrible and will relegate the T6 off pieces to DPS sets simply to get the 4 piece bonus. They are all now vastly inferior to their T6/5 alternatives, and the bracers were the only Feral bracers to be found in raiding. These bracers are now a lot worse than the PvP bracers which most Ferals have been forced to use.
Which leads nicely onto the -resilience idea. That would really hurt Feral Tanking, I use 25 resilience and often [Elixir of Ironskin] to maintain the crit cap in raiding. Without significant itemisation changes to existing feral sets and/or new items aimed at us for trinket slots and bracers, we'd struggle to maintain the crit cap.
Originally Posted by Shadowed
The best part is, not only were you late in linking it, that's an April fools topic from 6 months ago.
Well if they do revert the Feral changes I hope they leave some of the other sets, including the new Warrior Tier 6 pieces as is, honestly those 3 pieces have to be some of the most wonderfully itemized plate dps gear I've seen in a long time. It almost makes up for the fact that the rest of the set has agility on it ruining it....almost.
Well if they do revert the Feral changes I hope they leave the new Warrior Tier 6 pieces as is
Apart from the need to survive incidental raid damage and outright mistakes like spell hit on healer gear, I would only expect the Feral set to be changed.
Prot Warriors and Paladins got to keep their STA because no one PvPs as Prot.
Everyone else lost it because Blizzard wants you to pay a very high price for using your 4 pc T6 bonus in Arenas.
Feral gear is unique because you can't remove the STA on account of it being both DPS and tank gear.
According to a post in the Enh Shaman Thread there are some totem changes around:
Originally Posted by Deadstar
Interesting tidbit about the new PTR build:
The single target destruction of totems returns mana for the same amount you would get from Totemic Recall.
Single target doesn't activate the GCD and you can also destroy totems in Ghost Wolf without leaving form.
If it goes live untouched and we can figure out the command for manually destroying totems, you can probably macro it to work like Totemic Recall without wasting a GCD.
Had to encode in Xvid - Divx gave an error and crashed twice during the encode process at like 20%~, I was informed some people are seeing it as scrambled, so try getting the codec from Xvid.org: Home of the Xvid Codec
Well if they do revert the Feral changes I hope they leave some of the other sets, including the new Warrior Tier 6 pieces as is, honestly those 3 pieces have to be some of the most wonderfully itemized plate dps gear I've seen in a long time. It almost makes up for the fact that the rest of the set has agility on it ruining it....almost.
The hunter stuff is sexy as hell too. The stats are almost perfect (no more mp5 please) and the amount of armor penetration is hopefully a sign that Blizzard is going to start treating us more like a physical dps class, and less like a caster. I run over 11k health when raid buffed, so trading a little stamina for more offense is nothing really, but obviously not all classes are like this.
I'd imagine most of this gear will receive slight tweaks, and I wouldn't be surprised if a lot of the caster stuff didn't get at least some stamina put back on it. I think it unlikely that a clothie would be willing to wear four pieces of armor without resilience in the arena, and their survivability is bad enough on a fight like Bloodboil/RoS.
Personally I think stamina should be directly linked to item level (just like armor). Extra can be thrown in on tanking pieces, but if they itemize more gear like this, they end up in a situation where players must force between "random deaths" or enrage timers. If they do extremely difficult enrage timers anymore, that is.
Still, I don't think the choice between survivability and damage should be left up to players at raiding game, it just makes encounter balancing that much more difficult. And if the "kill strategy" involves a high risk of random death, that's quite unsatisfying. Well, just the way I see it anyway. If they want to itemize some slots without stamina, they can do that.
I'd imagine most of this gear will receive slight tweaks, and I wouldn't be surprised if a lot of the caster stuff didn't get at least some stamina put back on it. I think it unlikely that a clothie would be willing to wear four pieces of armor without resilience in the arena, and their survivability is bad enough on a fight like Bloodboil/RoS.
You make a good point here; I wouldn't expect most squishy casters to trade off resilience over stamina, especially with the new drain resistance it provides. And from what I understand, some of the cloth armor has traded stamina for rather useless stats, such as crit for shadowpriests; I would assume people have sent feedback about this already.
As for the bow, well, that's another sad state of affairs that hunters actually require 2 different kinds of weapons for different specs, and the logical course would be to have 2 different weapons of the same ilevel, or something like [Anathema], if they consider the loot table is too crowded. As it stands, it does seem harsh that you need to specifically stack haste to get any benefit of a clear ilevel and stat upgrade, or use a lower level item for more dps; even more so as a class who relies more on weapon speed and damage range.
Originally Posted by XI-
In summary, TBC raiding is easy. 9/10 encounters can be summarized with 1 phrase. Stay out of the fucking fire. If this is too difficult BWL was still there last I checked, so go have at it for some practice.
As for the bow, well, that's another sad state of affairs that hunters actually require 2 different kinds of weapons for different specs, and the logical course would be to have 2 different weapons of the same ilevel, or something like [Anathema], if they consider the loot table is too crowded. As it stands, it does seem harsh that you need to specifically stack haste to get any benefit of a clear ilevel and stat upgrade, or use a lower level item for more dps; even more so as a class who relies more on weapon speed and damage range.
It does seem rather unlikely, since t5 and t6 only have 3.0 speed weapons for hunters and this continues the trend (even the legendary).
It did come as quite a surprise to see that badge reward at 2.8 speed, though. The biggest upgrade is available for an easy 150 badges.
I just logged on the PTR to find out SKULL no longer is a stackable trinket.
This is unfortunately true. [The Skull of Gul'dan] triggers the normal CD on other trinkets.
The additon to Emberstorm only appears on the talent tooltip r1. My best guess would be that it double bugged out, not sure how it can make it in a build even in that way. The 2% aren't noted down on the tooltip of the spell, seeing them normally calculated in. Additionally 2% aren't noticeable at all, while the consistency of other talents would let me think that this is meant to be a 2/4/6/8/10% talent.
__ don't argue with an idiot. he will drag you down to his level and beat you with experience __
I'd imagine most of this gear will receive slight tweaks, and I wouldn't be surprised if a lot of the caster stuff didn't get at least some stamina put back on it.
The warlock gear doesn't really need much stamina; the combination of our high stam set pieces in the other slots, plus naturally high stamina, plus fel armour, plus +stamina talents means we can get away with a few stamina-less pieces. Also the 4-piece T6 bonus for warlocks is relatively weak in Arenas (although the 2-piece would be decent).
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).
I agree. Negative resilience solves all these annoying problems of PVP considerations screwing around with PVE gear. The fact that feral druids can stack the PVP stat to be effective in PVE is really an artifact of the system, and I think it'd be a worthwhile sacrifice for them to stack +def rather than have this kind of silly glass cannon gear. They could reitemise earlier gear with more +def, or just introduce some kind of feral +def stat like FAP to reflect the fact that druids can't block or parry.
With the current zerg warlocks strats your better off wearing full s3 anyway. My guess the removal of stam on feral set is just an oversight. Feral druids are not represented in high rated arena and make easy focus targets when in catform regardless of gear.
With the current zerg warlocks strats your better off wearing full s3 anyway. My guess the removal of stam on feral set is just an oversight. Feral druids are not represented in high rated arena and make easy focus targets when in catform regardless of gear.
I'm sure it is an oversight, but the fact is PVP balance considerations are having big effects on PVE. This is the reverse of the problem in vanilla, where PVE gear ruled PVP, but both were supposed to be fixed with resilience. They haven't been and it leads to things like the lifebloom nerf and this silly idea of no-stam raiding gear.
Negative resilience seems a pretty graceful solution. Either that or they should perhaps bite the bullet and explicitly flag purple and above gear as "PVE" or "PVP" and make it unequippable in raid instances / Arenas, as applicable.
Negative Resilience would also suck for Feral Druids, we do use Resilience on some slots to make up crit immunity where it's efficient and possible, e.g. pre 2.4 we have S3 honor Bracers Belt and/or Boots, chest enchant, trinkets (Timelapse Shard, Medallion) the Hydross PvP ring .. post 2.4 the new head enchant is quite appealing.